1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
6401
6402
6403
6404
6405
6406
6407
6408
6409
6410
6411
6412
6413
6414
6415
6416
6417
6418
6419
6420
6421
6422
6423
6424
6425
6426
6427
6428
6429
6430
6431
6432
6433
6434
6435
6436
6437
6438
6439
6440
6441
6442
6443
6444
6445
6446
6447
6448
6449
6450
6451
6452
6453
6454
6455
6456
6457
6458
6459
6460
6461
6462
6463
6464
6465
6466
6467
6468
6469
6470
6471
6472
6473
6474
6475
6476
6477
6478
6479
6480
6481
6482
6483
6484
6485
6486
6487
6488
6489
6490
6491
6492
6493
6494
6495
6496
6497
6498
6499
6500
6501
6502
6503
6504
6505
6506
6507
6508
6509
6510
6511
6512
6513
6514
6515
6516
6517
6518
6519
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6532
6533
6534
6535
6536
6537
6538
6539
6540
6541
6542
6543
6544
6545
6546
6547
6548
6549
6550
6551
6552
6553
6554
6555
6556
6557
6558
6559
6560
6561
6562
6563
6564
6565
6566
6567
6568
6569
6570
6571
6572
6573
6574
6575
6576
6577
6578
6579
6580
6581
6582
6583
6584
6585
6586
6587
6588
6589
6590
6591
6592
6593
6594
6595
6596
6597
6598
6599
6600
6601
6602
6603
6604
6605
6606
6607
6608
6609
6610
6611
6612
6613
6614
6615
6616
6617
6618
6619
6620
6621
6622
6623
6624
6625
6626
6627
6628
6629
6630
6631
6632
6633
6634
6635
6636
6637
6638
6639
6640
6641
6642
6643
6644
6645
6646
6647
6648
6649
6650
6651
6652
6653
6654
6655
6656
6657
6658
6659
6660
6661
6662
6663
6664
6665
6666
6667
6668
6669
6670
6671
6672
6673
6674
6675
6676
6677
6678
6679
6680
6681
6682
6683
6684
6685
6686
6687
6688
6689
6690
6691
6692
6693
6694
6695
6696
6697
6698
6699
6700
6701
6702
6703
6704
6705
6706
6707
6708
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
7190
7191
7192
7193
7194
7195
7196
7197
7198
7199
7200
7201
7202
7203
7204
7205
7206
7207
7208
7209
7210
7211
7212
7213
7214
7215
7216
7217
7218
7219
7220
7221
7222
7223
7224
7225
7226
7227
7228
7229
7230
7231
7232
7233
7234
7235
7236
7237
7238
7239
7240
7241
7242
7243
7244
7245
7246
7247
7248
7249
7250
7251
7252
7253
7254
7255
7256
7257
7258
7259
7260
7261
7262
7263
7264
7265
7266
7267
7268
7269
7270
7271
7272
7273
7274
7275
7276
7277
7278
7279
7280
7281
7282
7283
7284
7285
7286
7287
7288
7289
7290
7291
7292
7293
7294
7295
7296
7297
7298
7299
7300
7301
7302
7303
7304
7305
7306
7307
7308
7309
7310
7311
7312
7313
7314
7315
7316
7317
7318
7319
7320
7321
7322
7323
7324
7325
7326
7327
7328
7329
7330
7331
7332
7333
7334
7335
7336
7337
7338
7339
7340
7341
7342
7343
7344
7345
7346
7347
7348
7349
7350
7351
7352
7353
7354
7355
7356
7357
7358
7359
7360
7361
7362
7363
7364
7365
7366
7367
7368
7369
7370
7371
7372
7373
7374
7375
7376
7377
7378
7379
7380
7381
7382
7383
7384
7385
7386
7387
7388
7389
7390
7391
7392
7393
7394
7395
7396
7397
7398
7399
7400
7401
7402
7403
7404
7405
7406
7407
7408
7409
7410
7411
7412
7413
7414
7415
7416
7417
7418
7419
7420
7421
7422
7423
7424
7425
7426
7427
7428
7429
7430
7431
7432
7433
7434
7435
7436
7437
7438
7439
7440
7441
7442
7443
7444
7445
7446
7447
7448
7449
7450
7451
7452
7453
7454
7455
7456
7457
7458
7459
7460
7461
7462
7463
7464
7465
7466
7467
7468
7469
7470
7471
7472
7473
7474
7475
7476
7477
7478
7479
7480
7481
7482
7483
7484
7485
7486
7487
7488
7489
7490
7491
7492
7493
7494
7495
7496
7497
7498
7499
7500
7501
7502
7503
7504
7505
7506
7507
7508
7509
7510
7511
7512
7513
7514
7515
7516
7517
7518
7519
7520
7521
7522
7523
7524
7525
7526
7527
7528
7529
7530
7531
7532
7533
7534
7535
7536
7537
7538
7539
7540
7541
7542
7543
7544
7545
7546
7547
7548
7549
7550
7551
7552
7553
7554
7555
7556
7557
7558
7559
7560
7561
7562
7563
7564
7565
7566
7567
7568
7569
7570
7571
7572
7573
7574
7575
7576
7577
7578
7579
7580
7581
7582
7583
7584
7585
7586
7587
7588
7589
7590
7591
7592
7593
7594
7595
7596
7597
7598
7599
7600
7601
7602
7603
7604
7605
7606
7607
7608
7609
7610
7611
7612
7613
7614
7615
7616
7617
7618
7619
7620
7621
7622
7623
7624
7625
7626
7627
7628
7629
7630
7631
7632
7633
7634
7635
7636
7637
7638
7639
7640
7641
7642
7643
7644
7645
7646
7647
7648
7649
7650
7651
7652
7653
7654
7655
7656
7657
7658
7659
7660
7661
7662
7663
7664
7665
7666
7667
7668
7669
7670
7671
7672
7673
7674
7675
7676
7677
7678
7679
7680
7681
7682
7683
7684
7685
7686
7687
7688
7689
7690
7691
7692
7693
7694
7695
7696
7697
7698
7699
7700
7701
7702
7703
7704
7705
7706
7707
7708
7709
7710
7711
7712
7713
7714
7715
7716
7717
7718
7719
7720
7721
7722
7723
7724
7725
7726
7727
7728
7729
7730
7731
7732
7733
7734
7735
7736
7737
7738
7739
7740
7741
7742
7743
7744
7745
7746
7747
7748
7749
7750
7751
7752
7753
7754
7755
7756
7757
7758
7759
7760
7761
7762
7763
7764
7765
7766
7767
7768
7769
7770
7771
7772
7773
7774
7775
7776
7777
7778
7779
7780
7781
7782
7783
7784
7785
7786
7787
7788
7789
7790
7791
7792
7793
7794
7795
7796
7797
7798
7799
7800
7801
7802
7803
7804
7805
7806
7807
7808
7809
7810
7811
7812
7813
7814
7815
7816
7817
7818
7819
7820
7821
7822
7823
7824
7825
7826
7827
7828
7829
7830
7831
7832
7833
7834
7835
7836
7837
7838
7839
7840
7841
7842
7843
7844
7845
7846
7847
7848
7849
7850
7851
7852
7853
7854
7855
7856
7857
7858
7859
7860
7861
7862
7863
7864
7865
7866
7867
7868
7869
7870
7871
7872
7873
7874
7875
7876
7877
7878
7879
7880
7881
7882
7883
7884
7885
7886
7887
7888
7889
7890
7891
7892
7893
7894
7895
7896
7897
7898
7899
7900
7901
7902
7903
7904
7905
7906
7907
7908
7909
7910
7911
7912
7913
7914
7915
7916
7917
7918
7919
7920
7921
7922
7923
7924
7925
7926
7927
7928
7929
7930
7931
7932
7933
7934
7935
7936
7937
7938
7939
7940
7941
7942
7943
7944
7945
7946
7947
7948
7949
7950
7951
7952
7953
7954
7955
7956
7957
7958
7959
7960
7961
7962
7963
7964
7965
7966
7967
7968
7969
7970
7971
7972
7973
7974
7975
7976
7977
7978
7979
7980
7981
7982
7983
7984
7985
7986
7987
7988
7989
7990
7991
7992
7993
7994
7995
7996
7997
7998
7999
8000
8001
8002
8003
8004
8005
8006
8007
8008
8009
8010
8011
8012
8013
8014
8015
8016
8017
8018
8019
8020
8021
8022
8023
8024
8025
8026
8027
8028
8029
8030
8031
8032
8033
8034
8035
8036
8037
8038
8039
8040
8041
8042
8043
8044
8045
8046
8047
8048
8049
8050
8051
8052
8053
8054
8055
8056
8057
8058
8059
8060
8061
8062
8063
8064
8065
8066
8067
8068
8069
8070
8071
8072
8073
8074
8075
8076
8077
8078
8079
8080
8081
8082
8083
8084
8085
8086
8087
8088
8089
8090
8091
8092
8093
8094
8095
8096
8097
8098
8099
8100
8101
8102
8103
8104
8105
8106
8107
8108
8109
8110
8111
8112
8113
8114
8115
8116
8117
8118
8119
8120
8121
8122
8123
8124
8125
8126
8127
8128
8129
8130
8131
8132
8133
8134
8135
8136
8137
8138
8139
8140
8141
8142
8143
8144
8145
8146
8147
8148
8149
8150
8151
8152
8153
8154
8155
8156
8157
8158
8159
8160
8161
8162
8163
8164
8165
8166
8167
8168
8169
8170
8171
8172
8173
8174
8175
8176
8177
8178
8179
8180
8181
8182
8183
8184
8185
8186
8187
8188
8189
8190
8191
8192
8193
8194
8195
8196
8197
8198
8199
8200
8201
8202
8203
8204
8205
8206
8207
8208
8209
8210
8211
8212
8213
8214
8215
8216
8217
8218
8219
8220
8221
8222
8223
8224
8225
8226
8227
8228
8229
8230
8231
8232
8233
8234
8235
8236
8237
8238
8239
8240
8241
8242
8243
8244
8245
8246
8247
8248
8249
8250
8251
8252
8253
8254
8255
8256
8257
8258
8259
8260
8261
8262
8263
8264
8265
8266
8267
8268
8269
8270
8271
8272
8273
8274
8275
8276
8277
8278
8279
8280
8281
8282
8283
8284
8285
8286
8287
8288
8289
8290
8291
8292
8293
8294
8295
8296
8297
8298
8299
8300
8301
8302
8303
8304
8305
8306
8307
8308
8309
8310
8311
8312
8313
8314
8315
8316
8317
8318
8319
8320
8321
8322
8323
8324
8325
8326
8327
8328
8329
8330
8331
8332
8333
8334
8335
8336
8337
8338
8339
8340
8341
8342
8343
8344
8345
8346
8347
8348
8349
8350
8351
8352
8353
8354
8355
8356
8357
8358
8359
8360
8361
8362
8363
8364
8365
8366
8367
8368
8369
8370
8371
8372
8373
8374
8375
8376
8377
8378
8379
8380
8381
8382
8383
8384
8385
8386
8387
8388
8389
8390
8391
8392
8393
8394
8395
8396
8397
8398
8399
8400
8401
8402
8403
8404
8405
8406
8407
8408
8409
8410
8411
8412
8413
8414
8415
8416
8417
8418
8419
8420
8421
8422
8423
8424
8425
8426
8427
8428
8429
8430
8431
8432
8433
8434
8435
8436
8437
8438
8439
8440
8441
8442
8443
8444
8445
8446
8447
8448
8449
8450
8451
8452
8453
8454
8455
8456
8457
8458
8459
8460
8461
8462
8463
8464
8465
8466
8467
8468
8469
8470
8471
8472
8473
8474
8475
8476
8477
8478
8479
8480
8481
8482
8483
8484
8485
8486
8487
8488
8489
8490
8491
8492
8493
8494
8495
8496
8497
8498
8499
8500
8501
8502
8503
8504
8505
8506
8507
8508
8509
8510
8511
8512
8513
8514
8515
8516
8517
8518
8519
8520
8521
8522
8523
8524
8525
8526
8527
8528
8529
8530
8531
8532
8533
8534
8535
8536
8537
8538
8539
8540
8541
8542
8543
8544
8545
8546
8547
8548
8549
8550
8551
8552
8553
8554
8555
8556
8557
8558
8559
8560
8561
8562
8563
8564
8565
8566
8567
8568
8569
8570
8571
8572
8573
8574
8575
8576
8577
8578
8579
8580
8581
8582
8583
8584
8585
8586
8587
8588
8589
8590
8591
8592
8593
8594
8595
8596
8597
8598
8599
8600
8601
8602
8603
8604
8605
8606
8607
8608
8609
8610
8611
8612
8613
8614
8615
8616
8617
8618
8619
8620
8621
8622
8623
8624
8625
8626
8627
8628
8629
8630
8631
8632
8633
8634
8635
8636
8637
8638
8639
8640
8641
8642
8643
8644
8645
8646
8647
8648
8649
8650
8651
8652
8653
8654
8655
8656
8657
8658
8659
8660
8661
8662
8663
8664
8665
8666
8667
8668
8669
8670
8671
8672
8673
8674
8675
8676
8677
8678
8679
8680
8681
8682
8683
8684
8685
8686
8687
8688
8689
8690
8691
8692
8693
8694
8695
8696
8697
8698
8699
8700
8701
8702
8703
8704
8705
8706
8707
8708
8709
8710
8711
8712
8713
8714
8715
8716
8717
8718
8719
8720
8721
8722
8723
8724
8725
8726
8727
8728
8729
8730
8731
8732
8733
8734
8735
8736
8737
8738
8739
8740
8741
8742
8743
8744
8745
8746
8747
8748
8749
8750
8751
8752
8753
8754
8755
8756
8757
8758
8759
8760
8761
8762
8763
8764
8765
8766
8767
8768
8769
8770
8771
8772
8773
8774
8775
8776
8777
8778
8779
8780
8781
8782
8783
8784
8785
8786
8787
8788
8789
8790
8791
8792
8793
8794
8795
8796
8797
8798
8799
8800
8801
8802
8803
8804
8805
8806
8807
8808
8809
8810
8811
8812
8813
8814
8815
8816
8817
8818
8819
8820
8821
8822
8823
8824
8825
8826
8827
8828
8829
8830
8831
8832
8833
8834
8835
8836
8837
8838
8839
8840
8841
8842
8843
8844
8845
8846
8847
8848
8849
8850
8851
8852
8853
8854
8855
8856
8857
8858
8859
8860
8861
8862
8863
8864
8865
8866
8867
8868
8869
8870
8871
8872
8873
8874
8875
8876
8877
8878
8879
8880
8881
8882
8883
8884
8885
8886
8887
8888
8889
8890
8891
8892
8893
8894
8895
8896
8897
8898
8899
8900
8901
8902
8903
8904
8905
8906
8907
8908
8909
8910
8911
8912
8913
8914
8915
8916
8917
8918
8919
8920
8921
8922
8923
8924
8925
8926
8927
8928
8929
8930
8931
8932
8933
8934
8935
8936
8937
8938
8939
8940
8941
8942
8943
8944
8945
8946
8947
8948
8949
8950
8951
8952
8953
8954
8955
8956
8957
8958
8959
8960
8961
8962
8963
8964
8965
8966
8967
8968
8969
8970
8971
8972
8973
8974
8975
8976
8977
8978
8979
8980
8981
8982
8983
8984
8985
8986
8987
8988
8989
8990
8991
8992
8993
8994
8995
8996
8997
8998
8999
9000
9001
9002
9003
9004
9005
9006
9007
9008
9009
9010
9011
9012
9013
9014
9015
9016
9017
9018
9019
9020
9021
9022
9023
9024
9025
9026
9027
9028
9029
9030
9031
9032
9033
9034
9035
9036
9037
9038
9039
9040
9041
9042
9043
9044
9045
9046
9047
9048
9049
9050
9051
9052
9053
9054
9055
9056
9057
9058
9059
9060
9061
9062
9063
9064
9065
9066
9067
9068
9069
9070
9071
9072
9073
9074
9075
9076
9077
9078
9079
9080
9081
9082
9083
9084
9085
9086
9087
9088
9089
9090
9091
9092
9093
9094
9095
9096
9097
9098
9099
9100
9101
9102
9103
9104
9105
9106
9107
9108
9109
9110
9111
9112
9113
9114
9115
9116
9117
9118
9119
9120
9121
9122
9123
9124
9125
9126
9127
9128
9129
9130
9131
9132
9133
9134
9135
9136
9137
9138
9139
9140
9141
9142
9143
9144
9145
9146
9147
9148
9149
9150
9151
9152
9153
9154
9155
9156
9157
9158
9159
9160
9161
9162
9163
9164
9165
9166
9167
9168
9169
9170
9171
9172
9173
9174
9175
9176
9177
9178
9179
9180
9181
9182
9183
9184
9185
9186
9187
9188
9189
9190
9191
9192
9193
9194
9195
9196
9197
9198
9199
9200
9201
9202
9203
9204
9205
9206
9207
9208
9209
9210
9211
9212
9213
9214
9215
9216
9217
9218
9219
9220
9221
9222
9223
9224
9225
9226
9227
9228
9229
9230
9231
9232
9233
9234
9235
9236
9237
9238
9239
9240
9241
9242
9243
9244
9245
9246
9247
9248
9249
9250
9251
9252
9253
9254
9255
9256
9257
9258
9259
9260
9261
9262
9263
9264
9265
9266
9267
9268
9269
9270
9271
9272
9273
9274
9275
9276
9277
9278
9279
9280
9281
9282
9283
9284
9285
9286
9287
9288
9289
9290
9291
9292
9293
9294
9295
9296
9297
9298
9299
9300
9301
9302
9303
9304
9305
9306
9307
9308
9309
9310
9311
9312
9313
9314
9315
9316
9317
9318
9319
9320
9321
9322
9323
9324
9325
9326
9327
9328
9329
9330
9331
9332
9333
9334
9335
9336
9337
9338
9339
9340
9341
9342
9343
9344
9345
9346
9347
9348
9349
9350
9351
9352
9353
9354
9355
9356
9357
9358
9359
9360
9361
9362
9363
9364
9365
9366
9367
9368
9369
9370
9371
9372
9373
9374
9375
9376
9377
9378
9379
9380
9381
9382
9383
9384
9385
9386
9387
9388
9389
9390
9391
9392
9393
9394
9395
9396
9397
9398
9399
9400
9401
9402
9403
9404
9405
9406
9407
9408
9409
9410
9411
9412
9413
9414
9415
9416
9417
9418
9419
9420
9421
9422
9423
9424
9425
9426
9427
9428
9429
9430
9431
9432
9433
9434
9435
9436
9437
9438
9439
9440
9441
9442
9443
9444
9445
9446
9447
9448
9449
9450
9451
9452
9453
9454
9455
9456
9457
9458
9459
9460
9461
9462
9463
9464
9465
9466
9467
9468
9469
9470
9471
9472
9473
9474
9475
9476
9477
9478
9479
9480
9481
9482
9483
9484
9485
9486
9487
9488
9489
9490
9491
9492
9493
9494
9495
9496
9497
9498
9499
9500
9501
9502
9503
9504
9505
9506
9507
9508
9509
9510
9511
9512
9513
9514
9515
9516
9517
9518
9519
9520
9521
9522
9523
9524
9525
9526
9527
9528
9529
9530
9531
9532
9533
9534
9535
9536
9537
9538
9539
9540
9541
9542
9543
9544
9545
9546
9547
9548
9549
9550
9551
9552
9553
9554
9555
9556
9557
9558
9559
9560
9561
9562
9563
9564
9565
9566
9567
9568
9569
9570
9571
9572
9573
9574
9575
9576
9577
9578
9579
9580
9581
9582
9583
9584
9585
9586
9587
9588
9589
9590
9591
9592
9593
9594
9595
9596
9597
9598
9599
9600
9601
9602
9603
9604
9605
9606
9607
9608
9609
9610
9611
9612
9613
9614
9615
9616
9617
9618
9619
9620
9621
9622
9623
9624
9625
9626
9627
9628
9629
9630
9631
9632
9633
9634
9635
9636
9637
9638
9639
9640
9641
9642
9643
9644
9645
9646
9647
9648
9649
9650
9651
9652
9653
9654
9655
9656
9657
9658
9659
9660
9661
9662
9663
9664
9665
9666
9667
9668
9669
9670
9671
9672
9673
9674
9675
9676
9677
9678
9679
9680
9681
9682
9683
9684
9685
9686
9687
9688
9689
9690
9691
9692
9693
9694
9695
9696
9697
9698
9699
9700
9701
9702
9703
9704
9705
9706
9707
9708
9709
9710
9711
9712
9713
9714
9715
9716
9717
9718
9719
9720
9721
9722
9723
9724
9725
9726
9727
9728
9729
9730
9731
9732
9733
9734
9735
9736
9737
9738
9739
9740
9741
9742
9743
9744
9745
9746
9747
9748
9749
9750
9751
9752
9753
9754
9755
9756
9757
9758
9759
9760
9761
9762
9763
9764
9765
9766
9767
9768
9769
9770
9771
9772
9773
9774
9775
9776
9777
9778
9779
9780
9781
9782
9783
9784
9785
9786
9787
9788
9789
9790
9791
9792
9793
9794
9795
9796
9797
9798
9799
9800
9801
9802
9803
9804
9805
9806
9807
9808
9809
9810
9811
9812
9813
9814
9815
9816
9817
9818
9819
9820
9821
9822
9823
9824
9825
9826
9827
9828
9829
9830
9831
9832
9833
9834
9835
9836
9837
9838
9839
9840
9841
9842
9843
9844
9845
9846
9847
9848
9849
9850
9851
9852
9853
9854
9855
9856
9857
9858
9859
9860
9861
9862
9863
9864
9865
9866
9867
9868
9869
9870
9871
9872
9873
9874
9875
9876
9877
9878
9879
9880
9881
9882
9883
9884
9885
9886
9887
9888
9889
9890
9891
9892
9893
9894
9895
9896
9897
9898
9899
9900
9901
9902
9903
9904
9905
9906
9907
9908
9909
9910
9911
9912
9913
9914
9915
9916
9917
9918
9919
9920
9921
9922
9923
9924
9925
9926
9927
9928
9929
9930
9931
9932
9933
9934
9935
9936
9937
9938
9939
9940
9941
9942
9943
9944
9945
9946
9947
9948
9949
9950
9951
9952
9953
9954
9955
9956
9957
9958
9959
9960
9961
9962
9963
9964
9965
9966
9967
9968
9969
9970
9971
9972
9973
9974
9975
9976
9977
9978
9979
9980
9981
9982
9983
9984
9985
9986
9987
9988
9989
9990
9991
9992
9993
9994
9995
9996
9997
9998
9999
10000
10001
10002
10003
10004
10005
10006
10007
10008
10009
10010
10011
10012
10013
10014
10015
10016
10017
10018
10019
10020
10021
10022
10023
10024
10025
10026
10027
10028
10029
10030
10031
10032
10033
10034
10035
10036
10037
10038
10039
10040
10041
10042
10043
10044
10045
10046
10047
10048
10049
10050
10051
10052
10053
10054
10055
10056
10057
10058
10059
10060
10061
10062
10063
10064
10065
10066
10067
10068
10069
10070
10071
10072
10073
10074
10075
10076
10077
10078
10079
10080
10081
10082
10083
10084
10085
10086
10087
10088
10089
10090
10091
10092
10093
10094
10095
10096
10097
10098
10099
10100
10101
10102
10103
10104
10105
10106
10107
10108
10109
10110
10111
10112
10113
10114
10115
10116
10117
10118
10119
10120
10121
10122
10123
10124
10125
10126
10127
10128
10129
10130
10131
10132
10133
10134
10135
10136
10137
10138
10139
10140
10141
10142
10143
10144
10145
10146
10147
10148
10149
10150
10151
10152
10153
10154
10155
10156
10157
10158
10159
10160
10161
10162
10163
10164
10165
10166
10167
10168
10169
10170
10171
10172
10173
10174
10175
10176
10177
10178
10179
10180
10181
10182
10183
10184
10185
10186
10187
10188
10189
10190
10191
10192
10193
10194
10195
10196
10197
10198
10199
10200
10201
10202
10203
10204
10205
10206
10207
10208
10209
10210
10211
10212
10213
10214
10215
10216
10217
10218
10219
10220
10221
10222
10223
10224
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460
10461
10462
10463
10464
10465
10466
10467
10468
10469
10470
10471
10472
10473
10474
10475
10476
10477
10478
10479
10480
10481
10482
10483
10484
10485
10486
10487
10488
10489
10490
10491
10492
10493
10494
10495
10496
10497
10498
10499
10500
10501
10502
10503
10504
10505
10506
10507
10508
10509
10510
10511
10512
10513
10514
10515
10516
10517
10518
10519
10520
10521
10522
10523
10524
10525
10526
10527
10528
10529
10530
10531
10532
10533
10534
10535
10536
10537
10538
10539
10540
10541
10542
10543
10544
10545
10546
10547
10548
10549
10550
10551
10552
10553
10554
10555
10556
10557
10558
10559
10560
10561
10562
10563
10564
10565
10566
10567
10568
10569
10570
10571
10572
10573
10574
10575
10576
10577
10578
10579
10580
10581
10582
10583
10584
10585
10586
10587
10588
10589
10590
10591
10592
10593
10594
10595
10596
10597
10598
10599
10600
10601
10602
10603
10604
10605
10606
10607
10608
10609
10610
10611
10612
10613
10614
10615
10616
10617
10618
10619
10620
10621
10622
10623
10624
10625
10626
10627
10628
10629
10630
10631
10632
10633
10634
10635
10636
10637
10638
10639
10640
10641
10642
10643
10644
10645
10646
10647
10648
10649
10650
10651
10652
10653
10654
10655
10656
10657
10658
10659
10660
10661
10662
10663
10664
10665
10666
10667
10668
10669
10670
10671
10672
10673
10674
10675
10676
10677
10678
10679
10680
10681
10682
10683
10684
10685
10686
10687
10688
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
10701
10702
10703
10704
10705
10706
10707
10708
10709
10710
10711
10712
10713
10714
10715
10716
10717
10718
10719
10720
10721
10722
10723
10724
10725
10726
10727
10728
10729
10730
10731
10732
10733
10734
10735
10736
10737
10738
10739
10740
10741
10742
10743
10744
10745
10746
10747
10748
10749
10750
10751
10752
10753
10754
10755
10756
10757
10758
10759
10760
10761
10762
10763
10764
10765
10766
10767
10768
10769
10770
10771
10772
10773
10774
10775
10776
10777
10778
10779
10780
10781
10782
10783
10784
10785
10786
10787
10788
10789
10790
10791
10792
10793
10794
10795
10796
10797
10798
10799
10800
10801
10802
10803
10804
10805
10806
10807
10808
10809
10810
10811
10812
10813
10814
10815
10816
10817
10818
10819
10820
10821
10822
10823
10824
10825
10826
10827
10828
10829
10830
10831
10832
10833
10834
10835
10836
10837
10838
10839
10840
10841
10842
10843
10844
10845
10846
10847
10848
10849
10850
10851
10852
10853
10854
10855
10856
10857
10858
10859
10860
10861
10862
10863
10864
10865
10866
10867
10868
10869
10870
10871
10872
10873
10874
10875
10876
10877
10878
10879
10880
10881
10882
10883
10884
10885
10886
10887
10888
10889
10890
10891
10892
10893
10894
10895
10896
10897
10898
10899
10900
10901
10902
10903
10904
10905
10906
10907
10908
10909
10910
10911
10912
10913
10914
10915
10916
10917
10918
10919
10920
10921
10922
10923
10924
10925
10926
10927
10928
10929
10930
10931
10932
10933
10934
10935
10936
10937
10938
10939
10940
10941
10942
10943
10944
10945
10946
10947
10948
10949
10950
10951
10952
10953
10954
10955
10956
10957
10958
10959
10960
10961
10962
10963
10964
10965
10966
10967
10968
10969
10970
10971
10972
10973
10974
10975
10976
10977
10978
10979
10980
10981
10982
10983
10984
10985
10986
10987
10988
10989
10990
10991
10992
10993
10994
10995
10996
10997
10998
10999
11000
11001
11002
11003
11004
11005
11006
11007
11008
11009
11010
11011
11012
11013
11014
11015
11016
11017
11018
11019
11020
11021
11022
11023
11024
11025
11026
11027
11028
11029
11030
11031
11032
11033
11034
11035
11036
11037
11038
11039
11040
11041
11042
11043
11044
11045
11046
11047
11048
11049
11050
11051
11052
11053
11054
11055
11056
11057
11058
11059
11060
11061
11062
11063
11064
11065
11066
11067
11068
11069
11070
11071
11072
11073
11074
11075
11076
11077
11078
11079
11080
11081
11082
11083
11084
11085
11086
11087
11088
11089
11090
11091
11092
11093
11094
11095
11096
11097
11098
11099
11100
11101
11102
11103
11104
11105
11106
11107
11108
11109
11110
11111
11112
11113
11114
11115
11116
11117
11118
11119
11120
11121
11122
11123
11124
11125
11126
11127
11128
11129
11130
11131
11132
11133
11134
11135
11136
11137
11138
11139
11140
11141
11142
11143
11144
11145
11146
11147
11148
11149
11150
11151
11152
11153
11154
11155
11156
11157
11158
11159
11160
11161
11162
11163
11164
11165
11166
11167
11168
11169
11170
11171
11172
11173
11174
11175
11176
11177
11178
11179
11180
11181
11182
11183
11184
11185
11186
11187
11188
11189
11190
11191
11192
11193
11194
11195
11196
11197
11198
11199
11200
11201
11202
11203
11204
11205
11206
11207
11208
11209
11210
11211
11212
11213
11214
11215
11216
11217
11218
11219
11220
11221
11222
11223
11224
11225
11226
11227
11228
11229
11230
11231
11232
11233
11234
11235
11236
11237
11238
11239
11240
11241
11242
11243
11244
11245
11246
11247
11248
11249
11250
11251
11252
11253
11254
11255
11256
11257
11258
11259
11260
11261
11262
11263
11264
11265
11266
11267
11268
11269
11270
11271
11272
11273
11274
11275
11276
11277
11278
11279
11280
11281
11282
11283
11284
11285
11286
11287
11288
11289
11290
11291
11292
11293
11294
11295
11296
11297
11298
11299
11300
11301
11302
11303
11304
11305
11306
11307
11308
11309
11310
11311
11312
11313
11314
11315
11316
11317
11318
11319
11320
11321
11322
11323
11324
11325
11326
11327
11328
11329
11330
11331
11332
11333
11334
11335
11336
11337
11338
11339
11340
11341
11342
11343
11344
11345
11346
11347
11348
11349
11350
11351
11352
11353
11354
11355
11356
11357
11358
11359
11360
11361
11362
11363
11364
11365
11366
11367
11368
11369
11370
11371
11372
11373
11374
11375
11376
11377
11378
11379
11380
11381
11382
11383
11384
11385
11386
11387
11388
11389
11390
11391
11392
11393
11394
11395
11396
11397
11398
11399
11400
11401
11402
11403
11404
11405
11406
11407
11408
11409
11410
11411
11412
11413
11414
11415
11416
11417
11418
11419
11420
11421
11422
11423
11424
11425
11426
11427
11428
11429
11430
11431
11432
11433
11434
11435
11436
11437
11438
11439
11440
11441
11442
11443
11444
11445
11446
11447
11448
11449
11450
11451
11452
11453
11454
11455
11456
11457
11458
11459
11460
11461
11462
11463
11464
11465
11466
11467
11468
11469
11470
11471
11472
11473
11474
11475
11476
11477
11478
11479
11480
11481
11482
11483
11484
11485
11486
11487
11488
11489
11490
11491
11492
11493
11494
11495
11496
11497
11498
11499
11500
11501
11502
11503
11504
11505
11506
11507
11508
11509
11510
11511
11512
11513
11514
11515
11516
11517
11518
11519
11520
11521
11522
11523
11524
11525
11526
11527
11528
11529
11530
11531
11532
11533
11534
11535
11536
11537
11538
11539
11540
11541
11542
11543
11544
11545
11546
11547
11548
11549
11550
11551
11552
11553
11554
11555
11556
11557
11558
11559
11560
11561
11562
11563
11564
11565
11566
11567
11568
11569
11570
11571
11572
11573
11574
11575
11576
11577
11578
11579
11580
11581
11582
11583
11584
11585
11586
11587
11588
11589
11590
11591
11592
11593
11594
11595
11596
11597
11598
11599
11600
11601
11602
11603
11604
11605
11606
11607
11608
11609
11610
11611
11612
11613
11614
11615
11616
11617
11618
11619
11620
11621
11622
11623
11624
11625
11626
11627
11628
11629
11630
11631
11632
11633
11634
11635
11636
11637
11638
11639
11640
11641
11642
11643
11644
11645
11646
11647
11648
11649
11650
11651
11652
11653
11654
11655
11656
11657
11658
11659
11660
11661
11662
11663
11664
11665
11666
11667
11668
11669
11670
11671
11672
11673
11674
11675
11676
11677
11678
11679
11680
11681
11682
11683
11684
11685
11686
11687
11688
11689
11690
11691
11692
11693
11694
11695
11696
11697
11698
11699
11700
11701
11702
11703
11704
11705
11706
11707
11708
11709
11710
11711
11712
11713
11714
11715
11716
11717
11718
11719
11720
11721
11722
11723
11724
11725
11726
11727
11728
11729
11730
11731
11732
11733
11734
11735
11736
11737
11738
11739
11740
11741
11742
11743
11744
11745
11746
11747
11748
11749
11750
11751
11752
11753
11754
11755
11756
11757
11758
11759
11760
11761
11762
11763
11764
11765
11766
11767
11768
11769
11770
11771
11772
11773
11774
11775
11776
11777
11778
11779
11780
11781
11782
11783
11784
11785
11786
11787
11788
11789
11790
11791
11792
11793
11794
11795
11796
11797
11798
11799
11800
11801
11802
11803
11804
11805
11806
11807
11808
11809
11810
11811
11812
11813
11814
11815
11816
11817
11818
11819
11820
11821
11822
11823
11824
11825
11826
11827
11828
11829
11830
11831
11832
11833
11834
11835
11836
11837
11838
11839
11840
11841
11842
11843
11844
11845
11846
11847
11848
11849
11850
11851
11852
11853
11854
11855
11856
11857
11858
11859
11860
11861
11862
11863
11864
11865
11866
11867
11868
11869
11870
11871
11872
11873
11874
11875
11876
11877
11878
11879
11880
11881
11882
11883
11884
11885
11886
11887
11888
11889
11890
11891
11892
11893
11894
11895
11896
11897
11898
11899
11900
11901
11902
11903
11904
11905
11906
11907
11908
11909
11910
11911
11912
11913
11914
11915
11916
11917
11918
11919
11920
11921
11922
11923
11924
11925
11926
11927
11928
11929
11930
11931
11932
11933
11934
11935
11936
11937
11938
11939
11940
11941
11942
11943
11944
11945
11946
11947
11948
11949
11950
11951
11952
11953
11954
11955
11956
11957
11958
11959
11960
11961
11962
11963
11964
11965
11966
11967
11968
11969
11970
11971
11972
11973
11974
11975
11976
11977
11978
11979
11980
11981
11982
11983
11984
11985
11986
11987
11988
11989
11990
11991
11992
11993
11994
11995
11996
11997
11998
11999
12000
12001
12002
12003
12004
12005
12006
12007
12008
12009
12010
12011
12012
12013
12014
12015
12016
12017
12018
12019
12020
12021
12022
12023
12024
12025
12026
12027
12028
12029
12030
12031
12032
12033
12034
12035
12036
12037
12038
12039
12040
12041
12042
12043
12044
12045
12046
12047
12048
12049
12050
12051
12052
12053
12054
12055
12056
12057
12058
12059
12060
12061
12062
12063
12064
12065
12066
12067
12068
12069
12070
12071
12072
12073
12074
12075
12076
12077
12078
12079
12080
12081
12082
12083
12084
12085
12086
12087
12088
12089
12090
12091
12092
12093
12094
12095
12096
12097
12098
12099
12100
12101
12102
12103
12104
12105
12106
12107
12108
12109
12110
12111
12112
12113
12114
12115
12116
12117
12118
12119
12120
12121
12122
12123
12124
12125
12126
12127
12128
12129
12130
12131
12132
12133
12134
12135
12136
12137
12138
12139
12140
12141
12142
12143
12144
12145
12146
12147
12148
12149
12150
12151
12152
12153
12154
12155
12156
12157
12158
12159
12160
12161
12162
12163
12164
12165
12166
12167
12168
12169
12170
12171
12172
12173
12174
12175
12176
12177
12178
12179
12180
12181
12182
12183
12184
12185
12186
12187
12188
12189
12190
12191
12192
12193
12194
12195
12196
12197
12198
12199
12200
12201
12202
12203
12204
12205
12206
12207
12208
12209
12210
12211
12212
12213
12214
12215
12216
12217
12218
12219
12220
12221
12222
12223
12224
12225
12226
12227
12228
12229
12230
12231
12232
12233
12234
12235
12236
12237
12238
12239
12240
12241
12242
12243
12244
12245
12246
12247
12248
12249
12250
12251
12252
12253
12254
12255
12256
12257
12258
12259
12260
12261
12262
12263
12264
12265
12266
12267
12268
12269
12270
12271
12272
12273
12274
12275
12276
12277
12278
12279
12280
12281
12282
12283
12284
12285
12286
12287
12288
12289
12290
12291
12292
12293
12294
12295
12296
12297
12298
12299
12300
12301
12302
12303
12304
12305
12306
12307
12308
12309
12310
12311
12312
12313
12314
12315
12316
12317
12318
12319
12320
12321
12322
12323
12324
12325
12326
12327
12328
12329
12330
12331
12332
12333
12334
12335
12336
12337
12338
12339
12340
12341
12342
12343
12344
12345
12346
12347
12348
12349
12350
12351
12352
12353
12354
12355
12356
12357
12358
12359
12360
12361
12362
12363
12364
12365
12366
12367
12368
12369
12370
12371
12372
12373
12374
12375
12376
12377
12378
12379
12380
12381
12382
12383
12384
12385
12386
12387
12388
12389
12390
12391
12392
12393
12394
12395
12396
12397
12398
12399
12400
12401
12402
12403
12404
12405
12406
12407
12408
12409
12410
12411
12412
12413
12414
12415
12416
12417
12418
12419
12420
12421
12422
12423
12424
12425
12426
12427
12428
12429
12430
12431
12432
12433
12434
12435
12436
12437
12438
12439
12440
12441
12442
12443
12444
12445
12446
12447
12448
12449
12450
12451
12452
12453
12454
12455
12456
12457
12458
12459
12460
12461
12462
12463
12464
12465
12466
12467
12468
12469
12470
12471
12472
12473
12474
12475
12476
12477
12478
12479
12480
12481
12482
12483
12484
12485
12486
12487
12488
12489
12490
12491
12492
12493
12494
12495
12496
12497
12498
12499
12500
12501
12502
12503
12504
12505
12506
12507
12508
12509
12510
12511
12512
12513
12514
12515
12516
12517
12518
12519
12520
12521
12522
12523
12524
12525
12526
12527
12528
12529
12530
12531
12532
12533
12534
12535
12536
12537
12538
12539
12540
12541
12542
12543
12544
12545
12546
12547
12548
12549
12550
12551
12552
12553
12554
12555
12556
12557
12558
12559
12560
12561
12562
12563
12564
12565
12566
12567
12568
12569
12570
12571
12572
12573
12574
12575
12576
12577
12578
12579
12580
12581
12582
12583
12584
12585
12586
12587
12588
12589
12590
12591
12592
12593
12594
12595
12596
12597
12598
12599
12600
12601
12602
12603
12604
12605
12606
12607
12608
12609
12610
12611
12612
12613
12614
12615
12616
12617
12618
12619
12620
12621
12622
12623
12624
12625
12626
12627
12628
12629
12630
12631
12632
12633
12634
12635
12636
12637
12638
12639
12640
12641
12642
12643
12644
12645
12646
12647
12648
12649
12650
12651
12652
12653
12654
12655
12656
12657
12658
12659
12660
12661
12662
12663
12664
12665
12666
12667
12668
12669
12670
12671
12672
12673
12674
12675
12676
12677
12678
12679
12680
12681
12682
12683
12684
12685
12686
12687
12688
12689
12690
12691
12692
12693
12694
12695
12696
12697
12698
12699
12700
12701
12702
12703
12704
12705
12706
12707
12708
12709
12710
12711
12712
12713
12714
12715
12716
12717
12718
12719
12720
12721
12722
12723
12724
12725
12726
12727
12728
12729
12730
12731
12732
12733
12734
12735
12736
12737
12738
12739
12740
12741
12742
12743
12744
12745
12746
12747
12748
12749
12750
12751
12752
12753
12754
12755
12756
12757
12758
12759
12760
12761
12762
12763
12764
12765
12766
12767
12768
12769
12770
12771
12772
12773
12774
12775
12776
12777
12778
12779
12780
12781
12782
12783
12784
12785
12786
12787
12788
12789
12790
12791
12792
12793
12794
12795
12796
12797
12798
12799
12800
12801
12802
12803
12804
12805
12806
12807
12808
12809
12810
12811
12812
12813
12814
12815
12816
12817
12818
12819
12820
12821
12822
12823
12824
12825
12826
12827
12828
12829
12830
12831
12832
12833
12834
12835
12836
12837
12838
12839
12840
12841
12842
12843
12844
12845
12846
12847
12848
12849
12850
12851
12852
12853
12854
12855
12856
12857
12858
12859
12860
12861
12862
12863
12864
12865
12866
12867
12868
12869
12870
12871
12872
12873
12874
12875
12876
12877
12878
12879
12880
12881
12882
12883
12884
12885
12886
12887
12888
12889
12890
12891
12892
12893
12894
12895
12896
12897
12898
12899
12900
12901
12902
12903
12904
12905
12906
12907
12908
12909
12910
12911
12912
12913
12914
12915
12916
12917
12918
12919
12920
12921
12922
12923
12924
12925
12926
12927
12928
12929
12930
12931
12932
12933
12934
12935
12936
12937
12938
12939
12940
12941
12942
12943
12944
12945
12946
12947
12948
12949
12950
12951
12952
12953
12954
12955
12956
12957
12958
12959
12960
12961
12962
12963
12964
12965
12966
12967
12968
12969
12970
12971
12972
12973
12974
12975
12976
12977
12978
12979
12980
12981
12982
12983
12984
12985
12986
12987
12988
12989
12990
12991
12992
12993
12994
12995
12996
12997
12998
12999
13000
13001
13002
13003
13004
13005
13006
13007
13008
13009
13010
13011
13012
13013
13014
13015
13016
13017
13018
13019
13020
13021
13022
13023
13024
13025
13026
13027
13028
13029
13030
13031
13032
13033
13034
13035
13036
13037
13038
13039
13040
13041
13042
13043
13044
13045
13046
13047
13048
13049
13050
13051
13052
13053
13054
13055
13056
13057
13058
13059
13060
13061
13062
13063
13064
13065
13066
13067
13068
13069
13070
13071
13072
13073
13074
13075
13076
13077
13078
13079
13080
13081
13082
13083
13084
13085
13086
13087
13088
13089
13090
13091
13092
13093
13094
13095
13096
13097
13098
13099
13100
13101
13102
13103
13104
13105
13106
13107
13108
13109
13110
13111
13112
13113
13114
13115
13116
13117
13118
13119
13120
13121
13122
13123
13124
13125
13126
13127
13128
13129
13130
13131
13132
13133
13134
13135
13136
13137
13138
13139
13140
13141
13142
13143
13144
13145
13146
13147
13148
13149
13150
13151
13152
13153
13154
13155
13156
13157
13158
13159
13160
13161
13162
13163
13164
13165
13166
13167
13168
13169
13170
13171
13172
13173
13174
13175
13176
13177
13178
13179
13180
13181
13182
13183
13184
13185
13186
13187
13188
13189
13190
13191
13192
13193
13194
13195
13196
13197
13198
13199
13200
13201
13202
13203
13204
13205
13206
13207
13208
13209
13210
13211
13212
13213
13214
13215
13216
13217
13218
13219
13220
13221
13222
13223
13224
13225
13226
13227
13228
13229
13230
13231
13232
13233
13234
13235
13236
13237
13238
13239
13240
13241
13242
13243
13244
13245
13246
13247
13248
13249
13250
13251
13252
13253
13254
13255
13256
13257
13258
13259
13260
13261
13262
13263
13264
13265
13266
13267
13268
13269
13270
13271
13272
13273
13274
13275
13276
13277
13278
13279
13280
13281
13282
13283
13284
13285
13286
13287
13288
13289
13290
13291
13292
13293
13294
13295
13296
13297
13298
13299
13300
13301
13302
13303
13304
13305
13306
13307
13308
13309
13310
13311
13312
13313
13314
13315
13316
13317
13318
13319
13320
13321
13322
13323
13324
13325
13326
13327
13328
13329
13330
13331
13332
13333
13334
13335
13336
13337
13338
13339
13340
13341
13342
13343
13344
13345
13346
13347
13348
13349
13350
13351
13352
13353
13354
13355
13356
13357
13358
13359
13360
13361
13362
13363
13364
13365
13366
13367
13368
13369
13370
13371
13372
13373
13374
13375
13376
13377
13378
13379
13380
13381
13382
13383
13384
13385
13386
13387
13388
13389
13390
13391
13392
13393
13394
13395
13396
13397
13398
13399
13400
13401
13402
13403
13404
13405
13406
13407
13408
13409
13410
13411
13412
13413
13414
13415
13416
13417
13418
13419
13420
13421
13422
13423
13424
13425
13426
13427
13428
13429
13430
13431
13432
13433
13434
13435
13436
13437
13438
13439
13440
13441
13442
13443
13444
13445
13446
13447
13448
13449
13450
13451
13452
13453
13454
13455
13456
13457
13458
13459
13460
13461
13462
13463
13464
13465
13466
13467
13468
13469
13470
13471
13472
13473
13474
13475
13476
13477
13478
13479
13480
13481
13482
13483
13484
13485
13486
13487
13488
13489
13490
13491
13492
13493
13494
13495
13496
13497
13498
13499
13500
13501
13502
13503
13504
13505
13506
13507
13508
13509
13510
13511
13512
13513
13514
13515
13516
13517
13518
13519
13520
13521
13522
13523
13524
13525
13526
13527
13528
13529
13530
13531
13532
13533
13534
13535
13536
13537
13538
13539
13540
13541
13542
13543
13544
13545
13546
13547
13548
13549
13550
13551
13552
13553
13554
13555
13556
13557
13558
13559
13560
13561
13562
13563
13564
13565
13566
13567
13568
13569
13570
13571
13572
13573
13574
13575
13576
13577
13578
13579
13580
13581
13582
13583
13584
13585
13586
13587
13588
13589
13590
13591
13592
13593
13594
13595
13596
13597
13598
13599
13600
13601
13602
13603
13604
13605
13606
13607
13608
13609
13610
13611
13612
13613
13614
13615
13616
13617
13618
13619
13620
13621
13622
13623
13624
13625
13626
13627
13628
13629
13630
13631
13632
13633
13634
13635
13636
13637
13638
13639
13640
13641
13642
13643
13644
13645
13646
13647
13648
13649
13650
13651
13652
13653
13654
13655
13656
13657
13658
13659
13660
13661
13662
13663
13664
13665
13666
13667
13668
13669
13670
13671
13672
13673
13674
13675
13676
13677
13678
13679
13680
13681
13682
13683
13684
13685
13686
13687
13688
13689
13690
13691
13692
13693
13694
13695
13696
13697
13698
13699
13700
13701
13702
13703
13704
13705
13706
13707
13708
13709
13710
13711
13712
13713
13714
13715
13716
13717
13718
13719
13720
13721
13722
13723
13724
13725
13726
13727
13728
13729
13730
13731
13732
13733
13734
13735
13736
13737
13738
13739
13740
13741
13742
13743
13744
13745
13746
13747
13748
13749
13750
13751
13752
13753
13754
13755
13756
13757
13758
13759
13760
13761
13762
13763
13764
13765
13766
13767
13768
13769
13770
13771
13772
13773
13774
13775
13776
13777
13778
13779
13780
13781
13782
13783
13784
13785
13786
13787
13788
13789
13790
13791
13792
13793
13794
13795
13796
13797
13798
13799
13800
13801
13802
13803
13804
13805
13806
13807
13808
13809
13810
13811
13812
13813
13814
13815
13816
13817
13818
13819
13820
13821
13822
13823
13824
13825
13826
13827
13828
13829
13830
13831
13832
13833
13834
13835
13836
13837
13838
13839
13840
13841
13842
13843
13844
13845
13846
13847
13848
13849
13850
13851
13852
13853
13854
13855
13856
13857
13858
13859
13860
13861
13862
13863
13864
13865
13866
13867
13868
13869
13870
13871
13872
13873
13874
13875
13876
13877
13878
13879
13880
13881
13882
13883
13884
13885
13886
13887
13888
13889
13890
13891
13892
13893
13894
13895
13896
13897
13898
13899
13900
13901
13902
13903
13904
13905
13906
13907
13908
13909
13910
13911
13912
13913
13914
13915
13916
13917
13918
13919
13920
13921
13922
13923
13924
13925
13926
13927
13928
13929
13930
13931
13932
13933
13934
13935
13936
13937
13938
13939
13940
13941
13942
13943
13944
13945
13946
13947
13948
13949
13950
13951
13952
13953
13954
13955
13956
13957
13958
13959
13960
13961
13962
13963
13964
13965
13966
13967
13968
13969
13970
13971
13972
13973
13974
13975
13976
13977
13978
13979
13980
13981
13982
13983
13984
13985
13986
13987
13988
13989
13990
13991
13992
13993
13994
13995
13996
13997
13998
13999
14000
14001
14002
14003
14004
14005
14006
14007
14008
14009
14010
14011
14012
14013
14014
14015
14016
14017
14018
14019
14020
14021
14022
14023
14024
14025
14026
14027
14028
14029
14030
14031
14032
14033
14034
14035
14036
14037
14038
14039
14040
14041
14042
14043
14044
14045
14046
14047
14048
14049
14050
14051
14052
14053
14054
14055
14056
14057
14058
14059
14060
14061
14062
14063
14064
14065
14066
14067
14068
14069
14070
14071
14072
14073
14074
14075
14076
14077
14078
14079
14080
14081
14082
14083
14084
14085
14086
14087
14088
14089
14090
14091
14092
14093
14094
14095
14096
14097
14098
14099
14100
14101
14102
14103
14104
14105
14106
14107
14108
14109
14110
14111
14112
14113
14114
14115
14116
14117
14118
14119
14120
14121
14122
14123
14124
14125
14126
14127
14128
14129
14130
14131
14132
14133
14134
14135
14136
14137
14138
14139
14140
14141
14142
14143
14144
14145
14146
14147
14148
14149
14150
14151
14152
14153
14154
14155
14156
14157
14158
14159
14160
14161
14162
14163
14164
14165
14166
14167
14168
14169
14170
14171
14172
14173
14174
14175
14176
14177
14178
14179
14180
14181
14182
14183
14184
14185
14186
14187
14188
14189
14190
14191
14192
14193
14194
14195
14196
14197
14198
14199
14200
14201
14202
14203
14204
14205
14206
14207
14208
14209
14210
14211
14212
14213
14214
14215
14216
14217
14218
14219
14220
14221
14222
14223
14224
14225
14226
14227
14228
14229
14230
14231
14232
14233
14234
14235
14236
14237
14238
14239
14240
14241
14242
14243
14244
14245
14246
14247
14248
14249
14250
14251
14252
14253
14254
14255
14256
14257
14258
14259
14260
14261
14262
14263
14264
14265
14266
14267
14268
14269
14270
14271
14272
14273
14274
14275
14276
14277
14278
14279
14280
14281
14282
14283
14284
14285
14286
14287
14288
14289
14290
14291
14292
14293
14294
14295
14296
14297
14298
14299
14300
14301
14302
14303
14304
14305
14306
14307
14308
14309
14310
14311
14312
14313
14314
14315
14316
14317
14318
14319
14320
14321
14322
14323
14324
14325
14326
14327
14328
14329
14330
14331
14332
14333
14334
14335
14336
14337
14338
14339
14340
14341
14342
14343
14344
14345
14346
14347
14348
14349
14350
14351
14352
14353
14354
14355
14356
14357
14358
14359
14360
14361
14362
14363
14364
14365
14366
14367
14368
14369
14370
14371
14372
14373
14374
14375
14376
14377
14378
14379
14380
14381
14382
14383
14384
14385
14386
14387
14388
14389
14390
14391
14392
14393
14394
14395
14396
14397
14398
14399
14400
14401
14402
14403
14404
14405
14406
14407
14408
14409
14410
14411
14412
14413
14414
14415
14416
14417
14418
14419
14420
14421
14422
14423
14424
14425
14426
14427
14428
14429
14430
14431
14432
14433
14434
14435
14436
14437
14438
14439
14440
14441
14442
14443
14444
14445
14446
14447
14448
14449
14450
14451
14452
14453
14454
14455
14456
14457
14458
14459
14460
14461
14462
14463
14464
14465
14466
14467
14468
14469
14470
14471
14472
14473
14474
14475
14476
14477
14478
14479
14480
14481
14482
14483
14484
14485
14486
14487
14488
14489
14490
14491
14492
14493
14494
14495
14496
14497
14498
14499
14500
14501
14502
14503
14504
14505
14506
14507
14508
14509
14510
14511
14512
14513
14514
14515
14516
14517
14518
14519
14520
14521
14522
14523
14524
14525
14526
14527
14528
14529
14530
14531
14532
14533
14534
14535
14536
14537
14538
14539
14540
14541
14542
14543
14544
14545
14546
14547
14548
14549
14550
14551
14552
14553
14554
14555
14556
14557
14558
14559
14560
14561
14562
14563
14564
14565
14566
14567
14568
14569
14570
14571
14572
14573
14574
14575
14576
14577
14578
14579
14580
14581
14582
14583
14584
14585
14586
14587
14588
14589
14590
14591
14592
14593
14594
14595
14596
14597
14598
14599
14600
14601
14602
14603
14604
14605
14606
14607
14608
14609
14610
14611
14612
14613
14614
14615
14616
14617
14618
14619
14620
14621
14622
14623
14624
14625
14626
14627
14628
14629
14630
14631
14632
14633
14634
14635
14636
14637
14638
14639
14640
14641
14642
14643
14644
14645
14646
14647
14648
14649
14650
14651
14652
14653
14654
14655
14656
14657
14658
14659
14660
14661
14662
14663
14664
14665
14666
14667
14668
14669
14670
14671
14672
14673
14674
14675
14676
14677
14678
14679
14680
14681
14682
14683
14684
14685
14686
14687
14688
14689
14690
14691
14692
14693
14694
14695
14696
14697
14698
14699
14700
14701
14702
14703
14704
14705
14706
14707
14708
14709
14710
14711
14712
14713
14714
14715
14716
14717
14718
14719
14720
14721
14722
14723
14724
14725
14726
14727
14728
14729
14730
14731
14732
14733
14734
14735
14736
14737
14738
14739
14740
14741
14742
14743
14744
14745
14746
14747
14748
14749
14750
14751
14752
14753
14754
14755
14756
14757
14758
14759
14760
14761
14762
14763
14764
14765
14766
14767
14768
14769
14770
14771
14772
14773
14774
14775
14776
14777
14778
14779
14780
14781
14782
14783
14784
14785
14786
14787
14788
14789
14790
14791
14792
14793
14794
14795
14796
14797
14798
14799
14800
14801
14802
14803
14804
14805
14806
14807
14808
14809
14810
14811
14812
14813
14814
14815
14816
14817
14818
14819
14820
14821
14822
14823
14824
14825
14826
14827
14828
14829
14830
14831
14832
14833
14834
14835
14836
14837
14838
14839
14840
14841
14842
14843
14844
14845
14846
14847
14848
14849
14850
14851
14852
14853
14854
14855
14856
14857
14858
14859
14860
14861
14862
14863
14864
14865
14866
14867
14868
14869
14870
14871
14872
14873
14874
14875
14876
14877
14878
14879
14880
14881
14882
14883
14884
14885
14886
14887
14888
14889
14890
14891
14892
14893
14894
14895
14896
14897
14898
14899
14900
14901
14902
14903
14904
14905
14906
14907
14908
14909
14910
14911
14912
14913
14914
14915
14916
14917
14918
14919
14920
14921
14922
14923
14924
14925
14926
14927
14928
14929
14930
14931
14932
14933
14934
14935
14936
14937
14938
14939
14940
14941
14942
14943
14944
14945
14946
14947
14948
14949
14950
14951
14952
14953
14954
14955
14956
14957
14958
14959
14960
14961
14962
14963
14964
14965
14966
14967
14968
14969
14970
14971
14972
14973
14974
14975
14976
14977
14978
14979
14980
14981
14982
14983
14984
14985
14986
14987
14988
14989
14990
14991
14992
14993
14994
14995
14996
14997
14998
14999
15000
15001
15002
15003
15004
15005
15006
15007
15008
15009
15010
15011
15012
15013
15014
15015
15016
15017
15018
15019
15020
15021
15022
15023
15024
15025
15026
15027
15028
15029
15030
15031
15032
15033
15034
15035
15036
15037
15038
15039
15040
15041
15042
15043
15044
15045
15046
15047
15048
15049
15050
15051
15052
15053
15054
15055
15056
15057
15058
15059
15060
15061
15062
15063
15064
15065
15066
15067
15068
15069
15070
15071
15072
15073
15074
15075
15076
15077
15078
15079
15080
15081
15082
15083
15084
15085
15086
15087
15088
15089
15090
15091
15092
15093
15094
15095
15096
15097
15098
15099
15100
15101
15102
15103
15104
15105
15106
15107
15108
15109
15110
15111
15112
15113
15114
15115
15116
15117
15118
15119
15120
15121
15122
15123
15124
15125
15126
15127
15128
15129
15130
15131
15132
15133
15134
15135
15136
15137
15138
15139
15140
15141
15142
15143
15144
15145
15146
15147
15148
15149
15150
15151
15152
15153
15154
15155
15156
15157
15158
15159
15160
15161
15162
15163
15164
15165
15166
15167
15168
15169
15170
15171
15172
15173
15174
15175
15176
15177
15178
15179
15180
15181
15182
15183
15184
15185
15186
15187
15188
15189
15190
15191
15192
15193
15194
15195
15196
15197
15198
15199
15200
15201
15202
15203
15204
15205
15206
15207
15208
15209
15210
15211
15212
15213
15214
15215
15216
15217
15218
15219
15220
15221
15222
15223
15224
15225
15226
15227
15228
15229
15230
15231
15232
15233
15234
15235
15236
15237
15238
15239
15240
15241
15242
15243
15244
15245
15246
15247
15248
15249
15250
15251
15252
15253
15254
15255
15256
15257
15258
15259
15260
15261
15262
15263
15264
15265
15266
15267
15268
15269
15270
15271
15272
15273
15274
15275
15276
15277
15278
15279
15280
15281
15282
15283
15284
15285
15286
15287
15288
15289
15290
15291
15292
15293
15294
15295
15296
15297
15298
15299
15300
15301
15302
15303
15304
15305
15306
15307
15308
15309
15310
15311
15312
15313
15314
15315
15316
15317
15318
15319
15320
15321
15322
15323
15324
15325
15326
15327
15328
15329
15330
15331
15332
15333
15334
15335
15336
15337
15338
15339
15340
15341
15342
15343
15344
15345
15346
15347
15348
15349
15350
15351
15352
15353
15354
15355
15356
15357
15358
15359
15360
15361
15362
15363
15364
15365
15366
15367
15368
15369
15370
15371
15372
15373
15374
15375
15376
15377
15378
15379
15380
15381
15382
15383
15384
15385
15386
15387
15388
15389
15390
15391
15392
15393
15394
15395
15396
15397
15398
15399
15400
15401
15402
15403
15404
15405
15406
15407
15408
15409
15410
15411
15412
15413
15414
15415
15416
15417
15418
15419
15420
15421
15422
15423
15424
15425
15426
15427
15428
15429
15430
15431
15432
15433
15434
15435
15436
15437
15438
15439
15440
15441
15442
15443
15444
15445
15446
15447
15448
15449
15450
15451
15452
15453
15454
15455
15456
15457
15458
15459
15460
15461
15462
15463
15464
15465
15466
15467
15468
15469
15470
15471
15472
15473
15474
15475
15476
15477
15478
15479
15480
15481
15482
15483
15484
15485
15486
15487
15488
15489
15490
15491
15492
15493
15494
15495
15496
15497
15498
15499
15500
15501
15502
15503
15504
15505
15506
15507
15508
15509
15510
15511
15512
15513
15514
15515
15516
15517
15518
15519
15520
15521
15522
15523
15524
15525
15526
15527
15528
15529
15530
15531
15532
15533
15534
15535
15536
15537
15538
15539
15540
15541
15542
15543
15544
15545
15546
15547
15548
15549
15550
15551
15552
15553
15554
15555
15556
15557
15558
15559
15560
15561
15562
15563
15564
15565
15566
15567
15568
15569
15570
15571
15572
15573
15574
15575
15576
15577
15578
15579
15580
15581
15582
15583
15584
15585
15586
15587
15588
15589
15590
15591
15592
15593
15594
15595
15596
15597
15598
15599
15600
15601
15602
15603
15604
15605
15606
15607
15608
15609
15610
15611
15612
15613
15614
15615
15616
15617
15618
15619
15620
15621
15622
15623
15624
15625
15626
15627
15628
15629
15630
15631
15632
15633
15634
15635
15636
15637
15638
15639
15640
15641
15642
15643
15644
15645
15646
15647
15648
15649
15650
15651
15652
15653
15654
15655
15656
15657
15658
15659
15660
15661
15662
15663
15664
15665
15666
15667
15668
15669
15670
15671
15672
15673
15674
15675
15676
15677
15678
15679
15680
15681
15682
15683
15684
15685
15686
15687
15688
15689
15690
15691
15692
15693
15694
15695
15696
15697
15698
15699
15700
15701
15702
15703
15704
15705
15706
15707
15708
15709
15710
15711
15712
15713
15714
15715
15716
15717
15718
15719
15720
15721
15722
15723
15724
15725
15726
15727
15728
15729
15730
15731
15732
15733
15734
15735
15736
15737
15738
15739
15740
15741
15742
15743
15744
15745
15746
15747
15748
15749
15750
15751
15752
15753
15754
15755
15756
15757
15758
15759
15760
15761
15762
15763
15764
15765
15766
15767
15768
15769
15770
15771
15772
15773
15774
15775
15776
15777
15778
15779
15780
15781
15782
15783
15784
15785
15786
15787
15788
15789
15790
15791
15792
15793
15794
15795
15796
15797
15798
15799
15800
15801
15802
15803
15804
15805
15806
15807
15808
15809
15810
15811
15812
15813
15814
15815
15816
15817
15818
15819
15820
15821
15822
15823
15824
15825
15826
15827
15828
15829
15830
15831
15832
15833
15834
15835
15836
15837
15838
15839
15840
15841
15842
15843
15844
15845
15846
15847
15848
15849
15850
15851
15852
15853
15854
15855
15856
15857
15858
15859
15860
15861
15862
15863
15864
15865
15866
15867
15868
15869
15870
15871
15872
15873
15874
15875
15876
15877
15878
15879
15880
15881
15882
15883
15884
15885
15886
15887
15888
15889
15890
15891
15892
15893
15894
15895
15896
15897
15898
15899
15900
15901
15902
15903
15904
15905
15906
15907
15908
15909
15910
15911
15912
15913
15914
15915
15916
15917
15918
15919
15920
15921
15922
15923
15924
15925
15926
15927
15928
15929
15930
15931
15932
15933
15934
15935
15936
15937
15938
15939
15940
15941
15942
15943
15944
15945
15946
15947
15948
15949
15950
15951
15952
15953
15954
15955
15956
15957
15958
15959
15960
15961
15962
15963
15964
15965
15966
15967
15968
15969
15970
15971
15972
15973
15974
15975
15976
15977
15978
15979
15980
15981
15982
15983
15984
15985
15986
15987
15988
15989
15990
15991
15992
15993
15994
15995
15996
15997
15998
15999
16000
16001
16002
16003
16004
16005
16006
16007
16008
16009
16010
16011
16012
16013
16014
16015
16016
16017
16018
16019
16020
16021
16022
16023
16024
16025
16026
16027
16028
16029
16030
16031
16032
16033
16034
16035
16036
16037
16038
16039
16040
16041
16042
16043
16044
16045
16046
16047
16048
16049
16050
16051
16052
16053
16054
16055
16056
16057
16058
16059
16060
16061
16062
16063
16064
16065
16066
16067
16068
16069
16070
16071
16072
16073
16074
16075
16076
16077
16078
16079
16080
16081
16082
16083
16084
16085
16086
16087
16088
16089
16090
16091
16092
16093
16094
16095
16096
16097
16098
16099
16100
16101
16102
16103
16104
16105
16106
16107
16108
16109
16110
16111
16112
16113
16114
16115
16116
16117
16118
16119
16120
16121
16122
16123
16124
16125
16126
16127
16128
16129
16130
16131
16132
16133
16134
16135
16136
16137
16138
16139
16140
16141
16142
16143
16144
16145
16146
16147
16148
16149
16150
16151
16152
16153
16154
16155
16156
16157
16158
16159
16160
16161
16162
16163
16164
16165
16166
16167
16168
16169
16170
16171
16172
16173
16174
16175
16176
16177
16178
16179
16180
16181
16182
16183
16184
16185
16186
16187
16188
16189
16190
16191
16192
16193
16194
16195
16196
16197
16198
16199
16200
16201
16202
16203
16204
16205
16206
16207
16208
16209
16210
16211
16212
16213
16214
16215
16216
16217
16218
16219
16220
16221
16222
16223
16224
16225
16226
16227
16228
16229
16230
16231
16232
16233
16234
16235
16236
16237
16238
16239
16240
16241
16242
16243
16244
16245
16246
16247
16248
16249
16250
16251
16252
16253
16254
16255
16256
16257
16258
16259
16260
16261
16262
16263
16264
16265
16266
16267
16268
16269
16270
16271
16272
16273
16274
16275
16276
16277
16278
16279
16280
16281
16282
16283
16284
16285
16286
16287
16288
16289
16290
16291
16292
16293
16294
16295
16296
16297
16298
16299
16300
16301
16302
16303
16304
16305
16306
16307
16308
16309
16310
16311
16312
16313
16314
16315
16316
16317
16318
16319
16320
16321
16322
16323
16324
16325
16326
16327
16328
16329
16330
16331
16332
16333
16334
16335
16336
16337
16338
16339
16340
16341
16342
16343
16344
16345
16346
16347
16348
16349
16350
16351
16352
16353
16354
16355
16356
16357
16358
16359
16360
16361
16362
16363
16364
16365
16366
16367
16368
16369
16370
16371
16372
16373
16374
16375
16376
16377
16378
16379
16380
16381
16382
16383
16384
16385
16386
16387
16388
16389
16390
16391
16392
16393
16394
16395
16396
16397
16398
16399
16400
16401
16402
16403
16404
16405
16406
16407
16408
16409
16410
16411
16412
16413
16414
16415
16416
16417
16418
16419
16420
16421
16422
16423
16424
16425
16426
16427
16428
16429
16430
16431
16432
16433
16434
16435
16436
16437
16438
16439
16440
16441
16442
16443
16444
16445
16446
16447
16448
16449
16450
16451
16452
16453
16454
16455
16456
16457
16458
16459
16460
16461
16462
16463
16464
16465
16466
16467
16468
16469
16470
16471
16472
16473
16474
16475
16476
16477
16478
16479
16480
16481
16482
16483
16484
16485
16486
16487
16488
16489
16490
16491
16492
16493
16494
16495
16496
16497
16498
16499
16500
16501
16502
16503
16504
16505
16506
16507
16508
16509
16510
16511
16512
16513
16514
16515
16516
16517
16518
16519
16520
16521
16522
16523
16524
16525
16526
16527
16528
16529
16530
16531
16532
16533
16534
16535
16536
16537
16538
16539
16540
16541
16542
16543
16544
16545
16546
16547
16548
16549
16550
16551
16552
16553
16554
16555
16556
16557
16558
16559
16560
16561
16562
16563
16564
16565
16566
16567
16568
16569
16570
16571
16572
16573
16574
16575
16576
16577
16578
16579
16580
16581
16582
16583
16584
16585
16586
16587
16588
16589
16590
16591
16592
16593
16594
16595
16596
16597
16598
16599
16600
16601
16602
16603
16604
16605
16606
16607
16608
16609
16610
16611
16612
16613
16614
16615
16616
16617
16618
16619
16620
16621
16622
16623
16624
16625
16626
16627
16628
16629
16630
16631
16632
16633
16634
16635
16636
16637
16638
16639
16640
16641
16642
16643
16644
16645
16646
16647
16648
16649
16650
16651
16652
16653
16654
16655
16656
16657
16658
16659
16660
16661
16662
16663
16664
16665
16666
16667
16668
16669
16670
16671
16672
16673
16674
16675
16676
16677
16678
16679
16680
16681
16682
16683
16684
16685
16686
16687
16688
16689
16690
16691
16692
16693
16694
16695
16696
16697
16698
16699
16700
16701
16702
16703
16704
16705
16706
16707
16708
16709
16710
16711
16712
16713
16714
16715
16716
16717
16718
16719
16720
16721
16722
16723
16724
16725
16726
16727
16728
16729
16730
16731
16732
16733
16734
16735
16736
16737
16738
16739
16740
16741
16742
16743
16744
16745
16746
16747
16748
16749
16750
16751
16752
16753
16754
16755
16756
16757
16758
16759
16760
16761
16762
16763
16764
16765
16766
16767
16768
16769
16770
16771
16772
16773
16774
16775
16776
16777
16778
16779
16780
16781
16782
16783
16784
16785
16786
16787
16788
16789
16790
16791
16792
16793
16794
16795
16796
16797
16798
16799
16800
16801
16802
16803
16804
16805
16806
16807
16808
16809
16810
16811
16812
16813
16814
16815
16816
16817
16818
16819
16820
16821
16822
16823
16824
16825
16826
16827
16828
16829
16830
16831
16832
16833
16834
16835
16836
16837
16838
16839
16840
16841
16842
16843
16844
16845
16846
16847
16848
16849
16850
16851
16852
16853
16854
16855
16856
16857
16858
16859
16860
16861
16862
16863
16864
16865
16866
16867
16868
16869
16870
16871
16872
16873
16874
16875
16876
16877
16878
16879
16880
16881
16882
16883
16884
16885
16886
16887
16888
16889
16890
16891
16892
16893
16894
16895
16896
16897
16898
16899
16900
16901
16902
16903
16904
16905
16906
16907
16908
16909
16910
16911
16912
16913
16914
16915
16916
16917
16918
16919
16920
16921
16922
16923
16924
16925
16926
16927
16928
16929
16930
16931
16932
16933
16934
16935
16936
16937
16938
16939
16940
16941
16942
16943
16944
16945
16946
16947
16948
16949
16950
16951
16952
16953
16954
16955
16956
16957
16958
16959
16960
16961
16962
16963
16964
16965
16966
16967
16968
16969
16970
16971
16972
16973
16974
16975
16976
16977
16978
16979
16980
16981
16982
16983
16984
16985
16986
16987
16988
16989
16990
16991
16992
16993
16994
16995
16996
16997
16998
16999
17000
17001
17002
17003
17004
17005
17006
17007
17008
17009
17010
17011
17012
17013
17014
17015
17016
17017
17018
17019
17020
17021
17022
17023
17024
17025
17026
17027
17028
17029
17030
17031
17032
17033
17034
17035
17036
17037
17038
17039
17040
17041
17042
17043
17044
17045
17046
17047
17048
17049
17050
17051
17052
17053
17054
17055
17056
17057
17058
17059
17060
17061
17062
17063
17064
17065
17066
17067
17068
17069
17070
17071
17072
17073
17074
17075
17076
17077
17078
17079
17080
17081
17082
17083
17084
17085
17086
17087
17088
17089
17090
17091
17092
17093
17094
17095
17096
17097
17098
17099
17100
17101
17102
17103
17104
17105
17106
17107
17108
17109
17110
17111
17112
17113
17114
17115
17116
17117
17118
17119
17120
17121
17122
17123
17124
17125
17126
17127
17128
17129
17130
17131
17132
17133
17134
17135
17136
17137
17138
17139
17140
17141
17142
17143
17144
17145
17146
17147
17148
17149
17150
17151
17152
17153
17154
17155
17156
17157
17158
17159
17160
17161
17162
17163
17164
17165
17166
17167
17168
17169
17170
17171
17172
17173
17174
17175
17176
17177
17178
17179
17180
17181
17182
17183
17184
17185
17186
17187
17188
17189
17190
17191
17192
17193
17194
17195
17196
17197
17198
17199
17200
17201
17202
17203
17204
17205
17206
17207
17208
17209
17210
17211
17212
17213
17214
17215
17216
17217
17218
17219
17220
17221
17222
17223
17224
17225
17226
17227
17228
17229
17230
17231
17232
17233
17234
17235
17236
17237
17238
17239
17240
17241
17242
17243
17244
17245
17246
17247
17248
17249
17250
17251
17252
17253
17254
17255
17256
17257
17258
17259
17260
17261
17262
17263
17264
17265
17266
17267
17268
17269
17270
17271
17272
17273
17274
17275
17276
17277
17278
17279
17280
17281
17282
17283
17284
17285
17286
17287
17288
17289
17290
17291
17292
17293
17294
17295
17296
17297
17298
17299
17300
17301
17302
17303
17304
17305
17306
17307
17308
17309
17310
17311
17312
17313
17314
17315
17316
17317
17318
17319
17320
17321
17322
17323
17324
17325
17326
17327
17328
17329
17330
17331
17332
17333
17334
17335
17336
17337
17338
17339
17340
17341
17342
17343
17344
17345
17346
17347
17348
17349
17350
17351
17352
17353
17354
17355
17356
17357
17358
17359
17360
17361
17362
17363
17364
17365
17366
17367
17368
17369
17370
17371
17372
17373
17374
17375
17376
17377
17378
17379
17380
17381
17382
17383
17384
17385
17386
17387
17388
17389
17390
17391
17392
17393
17394
17395
17396
17397
17398
17399
17400
17401
17402
17403
17404
17405
17406
17407
17408
17409
17410
17411
17412
17413
17414
17415
17416
17417
17418
17419
17420
17421
17422
17423
17424
17425
17426
17427
17428
17429
17430
17431
17432
17433
17434
17435
17436
17437
17438
17439
17440
17441
17442
17443
17444
17445
17446
17447
17448
17449
17450
17451
17452
17453
17454
17455
17456
17457
17458
17459
17460
17461
17462
17463
17464
17465
17466
17467
17468
17469
17470
17471
17472
17473
17474
17475
17476
17477
17478
17479
17480
17481
17482
17483
17484
17485
17486
17487
17488
17489
17490
17491
17492
17493
17494
17495
17496
17497
17498
17499
17500
17501
17502
17503
17504
17505
17506
17507
17508
17509
17510
17511
17512
17513
17514
17515
17516
17517
17518
17519
17520
17521
17522
17523
17524
17525
17526
17527
17528
17529
17530
17531
17532
17533
17534
17535
17536
17537
17538
17539
17540
17541
17542
17543
17544
17545
17546
17547
17548
17549
17550
17551
17552
17553
17554
17555
17556
17557
17558
17559
17560
17561
17562
17563
17564
17565
17566
17567
17568
17569
17570
17571
17572
17573
17574
17575
17576
17577
17578
17579
17580
17581
17582
17583
17584
17585
17586
17587
17588
17589
17590
17591
17592
17593
17594
17595
17596
17597
17598
17599
17600
17601
17602
17603
17604
17605
17606
17607
17608
17609
17610
17611
17612
17613
17614
17615
17616
17617
17618
17619
17620
17621
17622
17623
17624
17625
17626
17627
17628
17629
17630
17631
17632
17633
17634
17635
17636
17637
17638
17639
17640
17641
17642
17643
17644
17645
17646
17647
17648
17649
17650
17651
17652
17653
17654
17655
17656
17657
17658
17659
17660
17661
17662
17663
17664
17665
17666
17667
17668
17669
17670
17671
17672
17673
17674
17675
17676
17677
17678
17679
17680
17681
17682
17683
17684
17685
17686
17687
17688
17689
17690
17691
17692
17693
17694
17695
17696
17697
17698
17699
17700
17701
17702
17703
17704
17705
17706
17707
17708
17709
17710
17711
17712
17713
17714
17715
17716
17717
17718
17719
17720
17721
17722
17723
17724
17725
17726
17727
17728
17729
17730
17731
17732
17733
17734
17735
17736
17737
17738
17739
17740
17741
17742
17743
17744
17745
17746
17747
17748
17749
17750
17751
17752
17753
17754
17755
17756
17757
17758
17759
17760
17761
17762
17763
17764
17765
17766
17767
17768
17769
17770
17771
17772
17773
17774
17775
17776
17777
17778
17779
17780
17781
17782
17783
17784
17785
17786
17787
17788
17789
17790
17791
17792
17793
17794
17795
17796
17797
17798
17799
17800
17801
17802
17803
17804
17805
17806
17807
17808
17809
17810
17811
17812
17813
17814
17815
17816
17817
17818
17819
17820
17821
17822
17823
17824
17825
17826
17827
17828
17829
17830
17831
17832
17833
17834
17835
17836
17837
17838
17839
17840
17841
17842
17843
17844
17845
17846
17847
17848
17849
17850
17851
17852
17853
17854
17855
17856
17857
17858
17859
17860
17861
17862
17863
17864
17865
17866
17867
17868
17869
17870
17871
17872
17873
17874
17875
17876
17877
17878
17879
17880
17881
17882
17883
17884
17885
17886
17887
17888
17889
17890
17891
17892
17893
17894
17895
17896
17897
17898
17899
17900
17901
17902
17903
17904
17905
17906
17907
17908
17909
17910
17911
17912
17913
17914
17915
17916
17917
17918
17919
17920
17921
17922
17923
17924
17925
17926
17927
17928
17929
17930
17931
17932
17933
17934
17935
17936
17937
17938
17939
17940
17941
17942
17943
17944
17945
17946
17947
17948
17949
17950
17951
17952
17953
17954
17955
17956
17957
17958
17959
17960
17961
17962
17963
17964
17965
17966
17967
17968
17969
17970
17971
17972
17973
17974
17975
17976
17977
17978
17979
17980
17981
17982
17983
17984
17985
17986
17987
17988
17989
17990
17991
17992
17993
17994
17995
17996
17997
17998
17999
18000
18001
18002
18003
18004
18005
18006
18007
18008
18009
18010
18011
18012
18013
18014
18015
18016
18017
18018
18019
18020
18021
18022
18023
18024
18025
18026
18027
18028
18029
18030
18031
18032
18033
18034
18035
18036
18037
18038
18039
18040
18041
18042
18043
18044
18045
18046
18047
18048
18049
18050
18051
18052
18053
18054
18055
18056
18057
18058
18059
18060
18061
18062
18063
18064
18065
18066
18067
18068
18069
18070
18071
18072
18073
18074
18075
18076
18077
18078
18079
18080
18081
18082
18083
18084
18085
18086
18087
18088
18089
18090
18091
18092
18093
18094
18095
18096
18097
18098
18099
18100
18101
18102
18103
18104
18105
18106
18107
18108
18109
18110
18111
18112
18113
18114
18115
18116
18117
18118
18119
18120
18121
18122
18123
18124
18125
18126
18127
18128
18129
18130
18131
18132
18133
18134
18135
18136
18137
18138
18139
18140
18141
18142
18143
18144
18145
18146
18147
18148
18149
18150
18151
18152
18153
18154
18155
18156
18157
18158
18159
18160
18161
18162
18163
18164
18165
18166
18167
18168
18169
18170
18171
18172
18173
18174
18175
18176
18177
18178
18179
18180
18181
18182
18183
18184
18185
18186
18187
18188
18189
18190
18191
18192
18193
18194
18195
18196
18197
18198
18199
18200
18201
18202
18203
18204
18205
18206
18207
18208
18209
18210
18211
18212
18213
18214
18215
18216
18217
18218
18219
18220
18221
18222
18223
18224
18225
18226
18227
18228
18229
18230
18231
18232
18233
18234
18235
18236
18237
18238
18239
18240
18241
18242
18243
18244
18245
18246
18247
18248
18249
18250
18251
18252
18253
18254
18255
18256
18257
18258
18259
18260
18261
18262
18263
18264
18265
18266
18267
18268
18269
18270
18271
18272
18273
18274
18275
18276
18277
18278
18279
18280
18281
18282
18283
18284
18285
18286
18287
18288
18289
18290
18291
18292
18293
18294
18295
18296
18297
18298
18299
18300
18301
18302
18303
18304
18305
18306
18307
18308
18309
18310
18311
18312
18313
18314
18315
18316
18317
18318
18319
18320
18321
18322
18323
18324
18325
18326
18327
18328
18329
18330
18331
18332
18333
18334
18335
18336
18337
18338
18339
18340
18341
18342
18343
18344
18345
18346
18347
18348
18349
18350
18351
18352
18353
18354
18355
18356
18357
18358
18359
18360
18361
18362
18363
18364
18365
18366
18367
18368
18369
18370
18371
18372
18373
18374
18375
18376
18377
18378
18379
18380
18381
18382
18383
18384
18385
18386
18387
18388
18389
18390
18391
18392
18393
18394
18395
18396
18397
18398
18399
18400
18401
18402
18403
18404
18405
18406
18407
18408
18409
18410
18411
18412
18413
18414
18415
18416
18417
18418
18419
18420
18421
18422
18423
18424
18425
18426
18427
18428
18429
18430
18431
18432
18433
18434
18435
18436
18437
18438
18439
18440
18441
18442
18443
18444
18445
18446
18447
18448
18449
18450
18451
18452
18453
18454
18455
18456
18457
18458
18459
18460
18461
18462
18463
18464
18465
18466
18467
18468
18469
18470
18471
18472
18473
18474
18475
18476
18477
18478
18479
18480
18481
18482
18483
18484
18485
18486
18487
18488
18489
18490
18491
18492
18493
18494
18495
18496
18497
18498
18499
18500
18501
18502
18503
18504
18505
18506
18507
18508
18509
18510
18511
18512
18513
18514
18515
18516
18517
18518
18519
18520
18521
18522
18523
18524
18525
18526
18527
18528
18529
18530
18531
18532
18533
18534
18535
18536
18537
18538
18539
18540
18541
18542
18543
18544
18545
18546
18547
18548
18549
18550
18551
18552
18553
18554
18555
18556
18557
18558
18559
18560
18561
18562
18563
18564
18565
18566
18567
18568
18569
18570
18571
18572
18573
18574
18575
18576
18577
18578
18579
18580
18581
18582
18583
18584
18585
18586
18587
18588
18589
18590
18591
18592
18593
18594
18595
18596
18597
18598
18599
18600
18601
18602
18603
18604
18605
18606
18607
18608
18609
18610
18611
18612
18613
18614
18615
18616
18617
18618
18619
18620
18621
18622
18623
18624
18625
18626
18627
18628
18629
18630
18631
18632
18633
18634
18635
18636
18637
18638
18639
18640
18641
18642
18643
18644
18645
18646
18647
18648
18649
18650
18651
18652
18653
18654
18655
18656
18657
18658
18659
18660
18661
18662
18663
18664
18665
18666
18667
18668
18669
18670
18671
18672
18673
18674
18675
18676
18677
18678
18679
18680
18681
18682
18683
18684
18685
18686
18687
18688
18689
18690
18691
18692
18693
18694
18695
18696
18697
18698
18699
18700
18701
18702
18703
18704
18705
18706
18707
18708
18709
18710
18711
18712
18713
18714
18715
18716
18717
18718
18719
18720
18721
18722
18723
18724
18725
18726
18727
18728
18729
18730
18731
18732
18733
18734
18735
18736
18737
18738
18739
18740
18741
18742
18743
18744
18745
18746
18747
18748
18749
18750
18751
18752
18753
18754
18755
18756
18757
18758
18759
18760
18761
18762
18763
18764
18765
18766
18767
18768
18769
18770
18771
18772
18773
18774
18775
18776
18777
18778
18779
18780
18781
18782
18783
18784
18785
18786
18787
18788
18789
18790
18791
18792
18793
18794
18795
18796
18797
18798
18799
18800
18801
18802
18803
18804
18805
18806
18807
18808
18809
18810
18811
18812
18813
18814
18815
18816
18817
18818
18819
18820
18821
18822
18823
18824
18825
18826
18827
18828
18829
18830
18831
18832
18833
18834
18835
18836
18837
18838
18839
18840
18841
18842
18843
18844
18845
18846
18847
18848
18849
18850
18851
18852
18853
18854
18855
18856
18857
18858
18859
18860
18861
18862
18863
18864
18865
18866
18867
18868
18869
18870
18871
18872
18873
18874
18875
18876
18877
18878
18879
18880
18881
18882
18883
18884
18885
18886
18887
18888
18889
18890
18891
18892
18893
18894
18895
18896
18897
18898
18899
18900
18901
18902
18903
18904
18905
18906
18907
18908
18909
18910
18911
18912
18913
18914
18915
18916
18917
18918
18919
18920
18921
18922
18923
18924
18925
18926
18927
18928
18929
18930
18931
18932
18933
18934
18935
18936
18937
18938
18939
18940
18941
18942
18943
18944
18945
18946
18947
18948
18949
18950
18951
18952
18953
18954
18955
18956
18957
18958
18959
18960
18961
18962
18963
18964
18965
18966
18967
18968
18969
18970
18971
18972
18973
18974
18975
18976
18977
18978
18979
18980
18981
18982
18983
18984
18985
18986
18987
18988
18989
18990
18991
18992
18993
18994
18995
18996
18997
18998
18999
19000
19001
19002
19003
19004
19005
19006
19007
19008
19009
19010
19011
19012
19013
19014
19015
19016
19017
19018
19019
19020
19021
19022
19023
19024
19025
19026
19027
19028
19029
19030
19031
19032
19033
19034
19035
19036
19037
19038
19039
19040
19041
19042
19043
19044
19045
19046
19047
19048
19049
19050
19051
19052
19053
19054
19055
19056
19057
19058
19059
19060
19061
19062
19063
19064
19065
19066
19067
19068
19069
19070
19071
19072
19073
19074
19075
19076
19077
19078
19079
19080
19081
19082
19083
19084
19085
19086
19087
19088
19089
19090
19091
19092
19093
19094
19095
19096
19097
19098
19099
19100
19101
19102
19103
19104
19105
19106
19107
19108
19109
19110
19111
19112
19113
19114
19115
19116
19117
19118
19119
19120
19121
19122
19123
19124
19125
19126
19127
19128
19129
19130
19131
19132
19133
19134
19135
19136
19137
19138
19139
19140
19141
19142
19143
19144
19145
19146
19147
19148
19149
19150
19151
19152
19153
19154
19155
19156
19157
19158
19159
19160
19161
19162
19163
19164
19165
19166
19167
19168
19169
19170
19171
19172
19173
19174
19175
19176
19177
19178
19179
19180
19181
19182
19183
19184
19185
19186
19187
19188
19189
19190
19191
19192
19193
19194
19195
19196
19197
19198
19199
19200
19201
19202
19203
19204
19205
19206
19207
19208
19209
19210
19211
19212
19213
19214
19215
19216
19217
19218
19219
19220
19221
19222
19223
19224
19225
19226
19227
19228
19229
19230
19231
19232
19233
19234
19235
19236
19237
19238
19239
19240
19241
19242
19243
19244
19245
19246
19247
19248
19249
19250
19251
19252
19253
19254
19255
19256
19257
19258
19259
19260
19261
19262
19263
19264
19265
19266
19267
19268
19269
19270
19271
19272
19273
19274
19275
19276
19277
19278
19279
19280
19281
19282
19283
19284
19285
19286
19287
19288
19289
19290
19291
19292
19293
19294
19295
19296
19297
19298
19299
19300
19301
19302
19303
19304
19305
19306
19307
19308
19309
19310
19311
19312
19313
19314
19315
19316
19317
19318
19319
19320
19321
19322
19323
19324
19325
19326
19327
19328
19329
19330
19331
19332
19333
19334
19335
19336
19337
19338
19339
19340
19341
19342
19343
19344
19345
19346
19347
19348
19349
19350
19351
19352
19353
19354
19355
19356
19357
19358
19359
19360
19361
19362
19363
19364
19365
19366
19367
19368
19369
19370
19371
19372
19373
19374
19375
19376
19377
19378
19379
19380
19381
19382
19383
19384
19385
19386
19387
19388
19389
19390
19391
19392
19393
19394
19395
19396
19397
19398
19399
19400
19401
19402
19403
19404
19405
19406
19407
19408
19409
19410
19411
19412
19413
19414
19415
19416
19417
19418
19419
19420
19421
19422
19423
19424
19425
19426
19427
19428
19429
19430
19431
19432
19433
19434
19435
19436
19437
19438
19439
19440
19441
19442
19443
19444
19445
19446
19447
19448
19449
19450
19451
19452
19453
19454
19455
19456
19457
19458
19459
19460
19461
19462
19463
19464
19465
19466
19467
19468
19469
19470
19471
19472
19473
19474
19475
19476
19477
19478
19479
19480
19481
19482
19483
19484
19485
19486
19487
19488
19489
19490
19491
19492
19493
19494
19495
19496
19497
19498
19499
19500
19501
19502
19503
19504
19505
19506
19507
19508
19509
19510
19511
19512
19513
19514
19515
19516
19517
19518
19519
19520
19521
19522
19523
19524
19525
19526
19527
19528
19529
19530
19531
19532
19533
19534
19535
19536
19537
19538
19539
19540
19541
19542
19543
19544
19545
19546
19547
19548
19549
19550
19551
19552
19553
19554
19555
19556
19557
19558
19559
19560
19561
19562
19563
19564
19565
19566
19567
19568
19569
19570
19571
19572
19573
19574
19575
19576
19577
19578
19579
19580
19581
19582
19583
19584
19585
19586
19587
19588
19589
19590
19591
19592
19593
19594
19595
19596
19597
19598
19599
19600
19601
19602
19603
19604
19605
19606
19607
19608
19609
19610
19611
19612
19613
19614
19615
19616
19617
19618
19619
19620
19621
19622
19623
19624
19625
19626
19627
19628
19629
19630
19631
19632
19633
19634
19635
19636
19637
19638
19639
19640
19641
19642
19643
19644
19645
19646
19647
19648
19649
19650
19651
19652
19653
19654
19655
19656
19657
19658
19659
19660
19661
19662
19663
19664
19665
19666
19667
19668
19669
19670
19671
19672
19673
19674
19675
19676
19677
19678
19679
19680
19681
19682
19683
19684
19685
19686
19687
19688
19689
19690
19691
19692
19693
19694
19695
19696
19697
19698
19699
19700
19701
19702
19703
19704
19705
19706
19707
19708
19709
19710
19711
19712
19713
19714
19715
19716
19717
19718
19719
19720
19721
19722
19723
19724
19725
19726
19727
19728
19729
19730
19731
19732
19733
19734
19735
19736
19737
19738
19739
19740
19741
19742
19743
19744
19745
19746
19747
19748
19749
19750
19751
19752
19753
19754
19755
19756
19757
19758
19759
19760
19761
19762
19763
19764
19765
19766
19767
19768
19769
19770
19771
19772
19773
19774
19775
19776
19777
19778
19779
19780
19781
19782
19783
19784
19785
19786
19787
19788
19789
19790
19791
19792
19793
19794
19795
19796
19797
19798
19799
19800
19801
19802
19803
19804
19805
19806
19807
19808
19809
19810
19811
19812
19813
19814
19815
19816
19817
19818
19819
19820
19821
19822
19823
19824
19825
19826
19827
19828
19829
19830
19831
19832
19833
19834
19835
19836
19837
19838
19839
19840
19841
19842
19843
19844
19845
19846
19847
19848
19849
19850
19851
19852
19853
19854
19855
19856
19857
19858
19859
19860
19861
19862
19863
19864
19865
19866
19867
19868
19869
19870
19871
19872
19873
19874
19875
19876
19877
19878
19879
19880
19881
19882
19883
19884
19885
19886
19887
19888
19889
19890
19891
19892
19893
19894
19895
19896
19897
19898
19899
19900
19901
19902
19903
19904
19905
19906
19907
19908
19909
19910
19911
19912
19913
19914
19915
19916
19917
19918
19919
19920
19921
19922
19923
19924
19925
19926
19927
19928
19929
19930
19931
19932
19933
19934
19935
19936
19937
19938
19939
19940
19941
19942
19943
19944
19945
19946
19947
19948
19949
19950
19951
19952
19953
19954
19955
19956
19957
19958
19959
19960
19961
19962
19963
19964
19965
19966
19967
19968
19969
19970
19971
19972
19973
19974
19975
19976
19977
19978
19979
19980
19981
19982
19983
19984
19985
19986
19987
19988
19989
19990
19991
19992
19993
19994
19995
19996
19997
19998
19999
20000
20001
20002
20003
20004
20005
20006
20007
20008
20009
20010
20011
20012
20013
20014
20015
20016
20017
20018
20019
20020
20021
20022
20023
20024
20025
20026
20027
20028
20029
20030
20031
20032
20033
20034
20035
20036
20037
20038
20039
20040
20041
20042
20043
20044
20045
20046
20047
20048
20049
20050
20051
20052
20053
20054
20055
20056
20057
20058
20059
20060
20061
20062
20063
20064
20065
20066
20067
20068
20069
20070
20071
20072
20073
20074
20075
20076
20077
20078
20079
20080
20081
20082
20083
20084
20085
20086
20087
20088
20089
20090
20091
20092
20093
20094
20095
20096
20097
20098
20099
20100
20101
20102
20103
20104
20105
20106
20107
20108
20109
20110
20111
20112
20113
20114
20115
20116
20117
20118
20119
20120
20121
20122
20123
20124
20125
20126
20127
20128
20129
20130
20131
20132
20133
20134
20135
20136
20137
20138
20139
20140
20141
20142
20143
20144
20145
20146
20147
20148
20149
20150
20151
20152
20153
20154
20155
20156
20157
20158
20159
20160
20161
20162
20163
20164
20165
20166
20167
20168
20169
20170
20171
20172
20173
20174
20175
20176
20177
20178
20179
20180
20181
20182
20183
20184
20185
20186
20187
20188
20189
20190
20191
20192
20193
20194
20195
20196
20197
20198
20199
20200
20201
20202
20203
20204
20205
20206
20207
20208
20209
20210
20211
20212
20213
20214
20215
20216
20217
20218
20219
20220
20221
20222
20223
20224
20225
20226
20227
20228
20229
20230
20231
20232
20233
20234
20235
20236
20237
20238
20239
20240
20241
20242
20243
20244
20245
20246
20247
20248
20249
20250
20251
20252
20253
20254
20255
20256
20257
20258
20259
20260
20261
20262
20263
20264
20265
20266
20267
20268
20269
20270
20271
20272
20273
20274
20275
20276
20277
20278
20279
20280
20281
20282
20283
20284
20285
20286
20287
20288
20289
20290
20291
20292
20293
20294
20295
20296
20297
20298
20299
20300
20301
20302
20303
20304
20305
20306
20307
20308
20309
20310
20311
20312
20313
20314
20315
20316
20317
20318
20319
20320
20321
20322
20323
20324
20325
20326
20327
20328
20329
20330
20331
20332
20333
20334
20335
20336
20337
20338
20339
20340
20341
20342
20343
20344
20345
20346
20347
20348
20349
20350
20351
20352
20353
20354
20355
20356
20357
20358
20359
20360
20361
20362
20363
20364
20365
20366
20367
20368
20369
20370
20371
20372
20373
20374
20375
20376
20377
20378
20379
20380
20381
20382
20383
20384
20385
20386
20387
20388
20389
20390
20391
20392
20393
20394
20395
20396
20397
20398
20399
20400
20401
20402
20403
20404
20405
20406
20407
20408
20409
20410
20411
20412
20413
20414
20415
20416
20417
20418
20419
20420
20421
20422
20423
20424
20425
20426
20427
20428
20429
20430
20431
20432
20433
20434
20435
20436
20437
20438
20439
20440
20441
20442
20443
20444
20445
20446
20447
20448
20449
20450
20451
20452
20453
20454
20455
20456
20457
20458
20459
20460
20461
20462
20463
20464
20465
20466
20467
20468
20469
20470
20471
20472
20473
20474
20475
20476
20477
20478
20479
20480
20481
20482
20483
20484
20485
20486
20487
20488
20489
20490
20491
20492
20493
20494
20495
20496
20497
20498
20499
20500
20501
20502
20503
20504
20505
20506
20507
20508
20509
20510
20511
20512
20513
20514
20515
20516
20517
20518
20519
20520
20521
20522
20523
20524
20525
20526
20527
20528
20529
20530
20531
20532
20533
20534
20535
20536
20537
20538
20539
20540
20541
20542
20543
20544
20545
20546
20547
20548
20549
20550
20551
20552
20553
20554
20555
20556
20557
20558
20559
20560
20561
20562
20563
20564
20565
20566
20567
20568
20569
20570
20571
20572
20573
20574
20575
20576
20577
20578
20579
20580
20581
20582
20583
20584
20585
20586
20587
20588
20589
20590
20591
20592
20593
20594
20595
20596
20597
20598
20599
20600
20601
20602
20603
20604
20605
20606
20607
20608
20609
20610
20611
20612
20613
20614
20615
20616
20617
20618
20619
20620
20621
20622
20623
20624
20625
20626
20627
20628
20629
20630
20631
20632
20633
20634
20635
20636
20637
20638
20639
20640
20641
20642
20643
20644
20645
20646
20647
20648
20649
20650
20651
20652
20653
20654
20655
20656
20657
20658
20659
20660
20661
20662
20663
20664
20665
20666
20667
20668
20669
20670
20671
20672
20673
20674
20675
20676
20677
20678
20679
20680
20681
20682
20683
20684
20685
20686
20687
20688
20689
20690
20691
20692
20693
20694
20695
20696
20697
20698
20699
20700
20701
20702
20703
20704
20705
20706
20707
20708
20709
20710
20711
20712
20713
20714
20715
20716
20717
20718
20719
20720
20721
20722
20723
20724
20725
20726
20727
20728
20729
20730
20731
20732
20733
20734
20735
20736
20737
20738
20739
20740
20741
20742
20743
20744
20745
20746
20747
20748
20749
20750
20751
20752
20753
20754
20755
20756
20757
20758
20759
20760
20761
20762
20763
20764
20765
20766
20767
20768
20769
20770
20771
20772
20773
20774
20775
20776
20777
20778
20779
20780
20781
20782
20783
20784
20785
20786
20787
20788
20789
20790
20791
20792
20793
20794
20795
20796
20797
20798
20799
20800
20801
20802
20803
20804
20805
20806
20807
20808
20809
20810
20811
20812
20813
20814
20815
20816
20817
20818
20819
20820
20821
20822
20823
20824
20825
20826
20827
20828
20829
20830
20831
20832
20833
20834
20835
20836
20837
20838
20839
20840
20841
20842
20843
20844
20845
20846
20847
20848
20849
20850
20851
20852
20853
20854
20855
20856
20857
20858
20859
20860
20861
20862
20863
20864
20865
20866
20867
20868
20869
20870
20871
20872
20873
20874
20875
20876
20877
20878
20879
20880
20881
20882
20883
20884
20885
20886
20887
20888
20889
20890
20891
20892
20893
20894
20895
20896
20897
20898
20899
20900
20901
20902
20903
20904
20905
20906
20907
20908
20909
20910
20911
20912
20913
20914
20915
20916
20917
20918
20919
20920
20921
20922
20923
20924
20925
20926
20927
20928
20929
20930
20931
20932
20933
20934
20935
20936
20937
20938
20939
20940
20941
20942
20943
20944
20945
20946
20947
20948
20949
20950
20951
20952
20953
20954
20955
20956
20957
20958
20959
20960
20961
20962
20963
20964
20965
20966
20967
20968
20969
20970
20971
20972
20973
20974
20975
20976
20977
20978
20979
20980
20981
20982
20983
20984
20985
20986
20987
20988
20989
20990
20991
20992
20993
20994
20995
20996
20997
20998
20999
21000
21001
21002
21003
21004
21005
21006
21007
21008
21009
21010
21011
21012
21013
21014
21015
21016
21017
21018
21019
21020
21021
21022
21023
21024
21025
21026
21027
21028
21029
21030
21031
21032
21033
21034
21035
21036
21037
21038
21039
21040
21041
21042
21043
21044
21045
21046
21047
21048
21049
21050
21051
21052
21053
21054
21055
21056
21057
21058
21059
21060
21061
21062
21063
21064
21065
21066
21067
21068
21069
21070
21071
21072
21073
21074
21075
21076
21077
21078
21079
21080
21081
21082
21083
21084
21085
21086
21087
21088
21089
21090
21091
21092
21093
21094
21095
21096
21097
21098
21099
21100
21101
21102
21103
21104
21105
21106
21107
21108
21109
21110
21111
21112
21113
21114
21115
21116
21117
21118
21119
21120
21121
21122
21123
21124
21125
21126
21127
21128
21129
21130
21131
21132
21133
21134
21135
21136
21137
21138
21139
21140
21141
21142
21143
21144
21145
21146
21147
21148
21149
21150
21151
21152
21153
21154
21155
21156
21157
21158
21159
21160
21161
21162
21163
21164
21165
21166
21167
21168
21169
21170
21171
21172
21173
21174
21175
21176
21177
21178
21179
21180
21181
21182
21183
21184
21185
21186
21187
21188
21189
21190
21191
21192
21193
21194
21195
21196
21197
21198
21199
21200
21201
21202
21203
21204
21205
21206
21207
21208
21209
21210
21211
21212
21213
21214
21215
21216
21217
21218
21219
21220
21221
21222
21223
21224
21225
21226
21227
21228
21229
21230
21231
21232
21233
21234
21235
21236
21237
21238
21239
21240
21241
21242
21243
21244
21245
21246
21247
21248
21249
21250
21251
21252
21253
21254
21255
21256
21257
21258
21259
21260
21261
21262
21263
21264
21265
21266
21267
21268
21269
21270
21271
21272
21273
21274
21275
21276
21277
21278
21279
21280
21281
21282
21283
21284
21285
21286
21287
21288
21289
21290
21291
21292
21293
21294
21295
21296
21297
21298
21299
21300
21301
21302
21303
21304
21305
21306
21307
21308
21309
21310
21311
21312
21313
21314
21315
21316
21317
21318
21319
21320
21321
21322
21323
21324
21325
21326
21327
21328
21329
21330
21331
21332
21333
21334
21335
21336
21337
21338
21339
21340
21341
21342
21343
21344
21345
21346
21347
21348
21349
21350
21351
21352
21353
21354
21355
21356
21357
21358
21359
21360
21361
21362
21363
21364
21365
21366
21367
21368
21369
21370
21371
21372
21373
21374
21375
21376
21377
21378
21379
21380
21381
21382
21383
21384
21385
21386
21387
21388
21389
21390
21391
21392
21393
21394
21395
21396
21397
21398
21399
21400
21401
21402
21403
21404
21405
21406
21407
21408
21409
21410
21411
21412
21413
21414
21415
21416
21417
21418
21419
21420
21421
21422
21423
21424
21425
21426
21427
21428
21429
21430
21431
21432
21433
21434
21435
21436
21437
21438
21439
21440
21441
21442
21443
21444
21445
21446
21447
21448
21449
21450
21451
21452
21453
21454
21455
21456
21457
21458
21459
21460
21461
21462
21463
21464
21465
21466
21467
21468
21469
21470
21471
21472
21473
21474
21475
21476
21477
21478
21479
21480
21481
21482
21483
21484
21485
21486
21487
21488
21489
21490
21491
21492
21493
21494
21495
21496
21497
21498
21499
21500
21501
21502
21503
21504
21505
21506
21507
21508
21509
21510
21511
21512
21513
21514
21515
21516
21517
21518
21519
21520
21521
21522
21523
21524
21525
21526
21527
21528
21529
21530
21531
21532
21533
21534
21535
21536
21537
21538
21539
21540
21541
21542
21543
21544
21545
21546
21547
21548
21549
21550
21551
21552
21553
21554
21555
21556
21557
21558
21559
21560
21561
21562
21563
21564
21565
21566
21567
21568
21569
21570
21571
21572
21573
21574
21575
21576
21577
21578
21579
21580
21581
21582
21583
21584
21585
21586
21587
21588
21589
21590
21591
21592
21593
21594
21595
21596
21597
21598
21599
21600
21601
21602
21603
21604
21605
21606
21607
21608
21609
21610
21611
21612
21613
21614
21615
21616
21617
21618
21619
21620
21621
21622
21623
21624
21625
21626
21627
21628
21629
21630
21631
21632
21633
21634
21635
21636
21637
21638
21639
21640
21641
21642
21643
21644
21645
21646
21647
21648
21649
21650
21651
21652
21653
21654
21655
21656
21657
21658
21659
21660
21661
21662
21663
21664
21665
21666
21667
21668
21669
21670
21671
21672
21673
21674
21675
21676
21677
21678
21679
21680
21681
21682
21683
21684
21685
21686
21687
21688
21689
21690
21691
21692
21693
21694
21695
21696
21697
21698
21699
21700
21701
21702
21703
21704
21705
21706
21707
21708
21709
21710
21711
21712
21713
21714
21715
21716
21717
21718
21719
21720
21721
21722
21723
21724
21725
21726
21727
21728
21729
21730
21731
21732
21733
21734
21735
21736
21737
21738
21739
21740
21741
21742
21743
21744
21745
21746
21747
21748
21749
21750
21751
21752
21753
21754
21755
21756
21757
21758
21759
21760
21761
21762
21763
21764
21765
21766
21767
21768
21769
21770
21771
21772
21773
21774
21775
21776
21777
21778
21779
21780
21781
21782
21783
21784
21785
21786
21787
21788
21789
21790
21791
21792
21793
21794
21795
21796
21797
21798
21799
21800
21801
21802
21803
21804
21805
21806
21807
21808
21809
21810
21811
21812
21813
21814
21815
21816
21817
21818
21819
21820
21821
21822
21823
21824
21825
21826
21827
21828
21829
21830
21831
21832
21833
21834
21835
21836
21837
21838
21839
21840
21841
21842
21843
21844
21845
21846
21847
21848
21849
21850
21851
21852
21853
21854
21855
21856
21857
21858
21859
21860
21861
21862
21863
21864
21865
21866
21867
21868
21869
21870
21871
21872
21873
21874
21875
21876
21877
21878
21879
21880
21881
21882
21883
21884
21885
21886
21887
21888
21889
21890
21891
21892
21893
21894
21895
21896
21897
21898
21899
21900
21901
21902
21903
21904
21905
21906
21907
21908
21909
21910
21911
21912
21913
21914
21915
21916
21917
21918
21919
21920
21921
21922
21923
21924
21925
21926
21927
21928
21929
21930
21931
21932
21933
21934
21935
21936
21937
21938
21939
21940
21941
21942
21943
21944
21945
21946
21947
21948
21949
21950
21951
21952
21953
21954
21955
21956
21957
21958
21959
21960
21961
21962
21963
21964
21965
21966
21967
21968
21969
21970
21971
21972
21973
21974
21975
21976
21977
21978
21979
21980
21981
21982
21983
21984
21985
21986
21987
21988
21989
21990
21991
21992
21993
21994
21995
21996
21997
21998
21999
22000
22001
22002
22003
22004
22005
22006
22007
22008
22009
22010
22011
22012
22013
22014
22015
22016
22017
22018
22019
22020
22021
22022
22023
22024
22025
22026
22027
22028
22029
22030
22031
22032
22033
22034
22035
22036
22037
22038
22039
22040
22041
22042
22043
22044
22045
22046
22047
22048
22049
22050
22051
22052
22053
22054
22055
22056
22057
22058
22059
22060
22061
22062
22063
22064
22065
22066
22067
22068
22069
22070
22071
22072
22073
22074
22075
22076
22077
22078
22079
22080
22081
22082
22083
22084
22085
22086
22087
22088
22089
22090
22091
22092
22093
22094
22095
22096
22097
22098
22099
22100
22101
22102
22103
22104
22105
22106
22107
22108
22109
22110
22111
22112
22113
22114
22115
22116
22117
22118
22119
22120
22121
22122
22123
22124
22125
22126
22127
22128
22129
22130
22131
22132
22133
22134
22135
22136
22137
22138
22139
22140
22141
22142
22143
22144
22145
22146
22147
22148
22149
22150
22151
22152
22153
22154
22155
22156
22157
22158
22159
22160
22161
22162
22163
22164
22165
22166
22167
22168
22169
22170
22171
22172
22173
22174
22175
22176
22177
22178
22179
22180
22181
22182
22183
22184
22185
22186
22187
22188
22189
22190
22191
22192
22193
22194
22195
22196
22197
22198
22199
22200
22201
22202
22203
22204
22205
22206
22207
22208
22209
22210
22211
22212
22213
22214
22215
22216
22217
22218
22219
22220
22221
22222
22223
22224
22225
22226
22227
22228
22229
22230
22231
22232
22233
22234
22235
22236
22237
22238
22239
22240
22241
22242
22243
22244
22245
22246
22247
22248
22249
22250
22251
22252
22253
22254
22255
22256
22257
22258
22259
22260
22261
22262
22263
22264
22265
22266
22267
22268
22269
22270
22271
22272
22273
22274
22275
22276
22277
22278
22279
22280
22281
22282
22283
22284
22285
22286
22287
22288
22289
22290
22291
22292
22293
22294
22295
22296
22297
22298
22299
22300
22301
22302
22303
22304
22305
22306
22307
22308
22309
22310
22311
22312
22313
22314
22315
22316
22317
22318
22319
22320
22321
22322
22323
22324
22325
22326
22327
22328
22329
22330
22331
22332
22333
22334
22335
22336
22337
22338
22339
22340
22341
22342
22343
22344
22345
22346
22347
22348
22349
22350
22351
22352
22353
22354
22355
22356
22357
22358
22359
22360
22361
22362
22363
22364
22365
22366
22367
22368
22369
22370
22371
22372
22373
22374
22375
22376
22377
22378
22379
22380
22381
22382
22383
22384
22385
22386
22387
22388
22389
22390
22391
22392
22393
22394
22395
22396
22397
22398
22399
22400
22401
22402
22403
22404
22405
22406
22407
22408
22409
22410
22411
22412
22413
22414
22415
22416
22417
22418
22419
22420
22421
22422
22423
22424
22425
22426
22427
22428
22429
22430
22431
22432
22433
22434
22435
22436
22437
22438
22439
22440
22441
22442
22443
22444
22445
22446
22447
22448
22449
22450
22451
22452
22453
22454
22455
22456
22457
22458
22459
22460
22461
22462
22463
22464
22465
22466
22467
22468
22469
22470
22471
22472
22473
22474
22475
22476
22477
22478
22479
22480
22481
22482
22483
22484
22485
22486
22487
22488
22489
22490
22491
22492
22493
22494
22495
22496
22497
22498
22499
22500
22501
22502
22503
22504
22505
22506
22507
22508
22509
22510
22511
22512
22513
22514
22515
22516
22517
22518
22519
22520
22521
22522
22523
22524
22525
22526
22527
22528
22529
22530
22531
22532
22533
22534
22535
22536
22537
22538
22539
22540
22541
22542
22543
22544
22545
22546
22547
22548
22549
22550
22551
22552
22553
22554
22555
22556
22557
22558
22559
22560
22561
22562
22563
22564
22565
22566
22567
22568
22569
22570
22571
22572
22573
22574
22575
22576
22577
22578
22579
22580
22581
22582
22583
22584
22585
22586
22587
22588
22589
22590
22591
22592
22593
22594
22595
22596
22597
22598
22599
22600
22601
22602
22603
22604
22605
22606
22607
22608
22609
22610
22611
22612
22613
22614
22615
22616
22617
22618
22619
22620
22621
22622
22623
22624
22625
22626
22627
22628
22629
22630
22631
22632
22633
22634
22635
22636
22637
22638
22639
22640
22641
22642
22643
22644
22645
22646
22647
22648
22649
22650
22651
22652
22653
22654
22655
22656
22657
22658
22659
22660
22661
22662
22663
22664
22665
22666
22667
22668
22669
22670
22671
22672
22673
22674
22675
22676
22677
22678
22679
22680
22681
22682
22683
22684
22685
22686
22687
22688
22689
22690
22691
22692
22693
22694
22695
22696
22697
22698
22699
22700
22701
22702
22703
22704
22705
22706
22707
22708
22709
22710
22711
22712
22713
22714
22715
22716
22717
22718
22719
22720
22721
22722
22723
22724
22725
22726
22727
22728
22729
22730
22731
22732
22733
22734
22735
22736
22737
22738
22739
22740
22741
22742
22743
22744
22745
22746
22747
22748
22749
22750
22751
22752
22753
22754
22755
22756
22757
22758
22759
22760
22761
22762
22763
22764
22765
22766
22767
22768
22769
22770
22771
22772
22773
22774
22775
22776
22777
22778
22779
22780
22781
22782
22783
22784
22785
22786
22787
22788
22789
22790
22791
22792
22793
22794
22795
22796
22797
22798
22799
22800
22801
22802
22803
22804
22805
22806
22807
22808
22809
22810
22811
22812
22813
22814
22815
22816
22817
22818
22819
22820
22821
22822
22823
22824
22825
22826
22827
22828
22829
22830
22831
22832
22833
22834
22835
22836
22837
22838
22839
22840
22841
22842
22843
22844
22845
22846
22847
22848
22849
22850
22851
22852
22853
22854
22855
22856
22857
22858
22859
22860
22861
22862
22863
22864
22865
22866
22867
22868
22869
22870
22871
22872
22873
22874
22875
22876
22877
22878
22879
22880
22881
22882
22883
22884
22885
22886
22887
22888
22889
22890
22891
22892
22893
22894
22895
22896
22897
22898
22899
22900
22901
22902
22903
22904
22905
22906
22907
22908
22909
22910
22911
22912
22913
22914
22915
22916
22917
22918
22919
22920
22921
22922
22923
22924
22925
22926
22927
22928
22929
22930
22931
22932
22933
22934
22935
22936
22937
22938
22939
22940
22941
22942
22943
22944
22945
22946
22947
22948
22949
22950
22951
22952
22953
22954
22955
22956
22957
22958
22959
22960
22961
22962
22963
22964
22965
22966
22967
22968
22969
22970
22971
22972
22973
22974
22975
22976
22977
22978
22979
22980
22981
22982
22983
22984
22985
22986
22987
22988
22989
22990
22991
22992
22993
22994
22995
22996
22997
22998
22999
23000
23001
23002
23003
23004
23005
23006
23007
23008
23009
23010
23011
23012
23013
23014
23015
23016
23017
23018
23019
23020
23021
23022
23023
23024
23025
23026
23027
23028
23029
23030
23031
23032
23033
23034
23035
23036
23037
23038
23039
23040
23041
23042
23043
23044
23045
23046
23047
23048
23049
23050
23051
23052
23053
23054
23055
23056
23057
23058
23059
23060
23061
23062
23063
23064
23065
23066
23067
23068
23069
23070
23071
23072
23073
23074
23075
23076
23077
23078
23079
23080
23081
23082
23083
23084
23085
23086
23087
23088
23089
23090
23091
23092
23093
23094
23095
23096
23097
23098
23099
23100
23101
23102
23103
23104
23105
23106
23107
23108
23109
23110
23111
23112
23113
23114
23115
23116
23117
23118
23119
23120
23121
23122
23123
23124
23125
23126
23127
23128
23129
23130
23131
23132
23133
23134
23135
23136
23137
23138
23139
23140
23141
23142
23143
23144
23145
23146
23147
23148
23149
23150
23151
23152
23153
23154
23155
23156
23157
23158
23159
23160
23161
23162
23163
23164
23165
23166
23167
23168
23169
23170
23171
23172
23173
23174
23175
23176
23177
23178
23179
23180
23181
23182
23183
23184
23185
23186
23187
23188
23189
23190
23191
23192
23193
23194
23195
23196
23197
23198
23199
23200
23201
23202
23203
23204
23205
23206
23207
23208
23209
23210
23211
23212
23213
23214
23215
23216
23217
23218
23219
23220
23221
23222
23223
23224
23225
23226
23227
23228
23229
23230
23231
23232
23233
23234
23235
23236
23237
23238
23239
23240
23241
23242
23243
23244
23245
23246
23247
23248
23249
23250
23251
23252
23253
23254
23255
23256
23257
23258
23259
23260
23261
23262
23263
23264
23265
23266
23267
23268
23269
23270
23271
23272
23273
23274
23275
23276
23277
23278
23279
23280
23281
23282
23283
23284
23285
23286
23287
23288
23289
23290
23291
23292
23293
23294
23295
23296
23297
23298
23299
23300
23301
23302
23303
23304
23305
23306
23307
23308
23309
23310
23311
23312
23313
23314
23315
23316
23317
23318
23319
23320
23321
23322
23323
23324
23325
23326
23327
23328
23329
23330
23331
23332
23333
23334
23335
23336
23337
23338
23339
23340
23341
23342
23343
23344
23345
23346
23347
23348
23349
23350
23351
23352
23353
23354
23355
23356
23357
23358
23359
23360
23361
23362
23363
23364
23365
23366
23367
23368
23369
23370
23371
23372
23373
23374
23375
23376
23377
23378
23379
23380
23381
23382
23383
23384
23385
23386
23387
23388
23389
23390
23391
23392
23393
23394
23395
23396
23397
23398
23399
23400
23401
23402
23403
23404
23405
23406
23407
23408
23409
23410
23411
23412
23413
23414
23415
23416
23417
23418
23419
23420
23421
23422
23423
23424
23425
23426
23427
23428
23429
23430
23431
23432
23433
23434
23435
23436
23437
23438
23439
23440
23441
23442
23443
23444
23445
23446
23447
23448
23449
23450
23451
23452
23453
23454
23455
23456
23457
23458
23459
23460
23461
23462
23463
23464
23465
23466
23467
23468
23469
23470
23471
23472
23473
23474
23475
23476
23477
23478
23479
23480
23481
23482
23483
23484
23485
23486
23487
23488
23489
23490
23491
23492
23493
23494
23495
23496
23497
23498
23499
23500
23501
23502
23503
23504
23505
23506
23507
23508
23509
23510
23511
23512
23513
23514
23515
23516
23517
23518
23519
23520
23521
23522
23523
23524
23525
23526
23527
23528
23529
23530
23531
23532
23533
23534
23535
23536
23537
23538
23539
23540
23541
23542
23543
23544
23545
23546
23547
23548
23549
23550
23551
23552
23553
23554
23555
23556
23557
23558
23559
23560
23561
23562
23563
23564
23565
23566
23567
23568
23569
23570
23571
23572
23573
23574
23575
23576
23577
23578
23579
23580
23581
23582
23583
23584
23585
23586
23587
23588
23589
23590
23591
23592
23593
23594
23595
23596
23597
23598
23599
23600
23601
23602
23603
23604
23605
23606
23607
23608
23609
23610
23611
23612
23613
23614
23615
23616
23617
23618
23619
23620
23621
23622
23623
23624
23625
23626
23627
23628
23629
23630
23631
23632
23633
23634
23635
23636
23637
23638
23639
23640
23641
23642
23643
23644
23645
23646
23647
23648
23649
23650
23651
23652
23653
23654
23655
23656
23657
23658
23659
23660
23661
23662
23663
23664
23665
23666
23667
23668
23669
23670
23671
23672
23673
23674
23675
23676
23677
23678
23679
23680
23681
23682
23683
23684
23685
23686
23687
23688
23689
23690
23691
23692
23693
23694
23695
23696
23697
23698
23699
23700
23701
23702
23703
23704
23705
23706
23707
23708
23709
23710
23711
23712
23713
23714
23715
23716
23717
23718
23719
23720
23721
23722
23723
23724
23725
23726
23727
23728
23729
23730
23731
23732
23733
23734
23735
23736
23737
23738
23739
23740
23741
23742
23743
23744
23745
23746
23747
23748
23749
23750
23751
23752
23753
23754
23755
23756
23757
23758
23759
23760
23761
23762
23763
23764
23765
23766
23767
23768
23769
23770
23771
23772
23773
23774
23775
23776
23777
23778
23779
23780
23781
23782
23783
23784
23785
23786
23787
23788
23789
23790
23791
23792
23793
23794
23795
23796
23797
23798
23799
23800
23801
23802
23803
23804
23805
23806
23807
23808
23809
23810
23811
23812
23813
23814
23815
23816
23817
23818
23819
23820
23821
23822
23823
23824
23825
23826
23827
23828
23829
23830
23831
23832
23833
23834
23835
23836
23837
23838
23839
23840
23841
23842
23843
23844
23845
23846
23847
23848
23849
23850
23851
23852
23853
23854
23855
23856
23857
23858
23859
23860
23861
23862
23863
23864
23865
23866
23867
23868
23869
23870
23871
23872
23873
23874
23875
23876
23877
23878
23879
23880
23881
23882
23883
23884
23885
23886
23887
23888
23889
23890
23891
23892
23893
23894
23895
23896
23897
23898
23899
23900
23901
23902
23903
23904
23905
23906
23907
23908
23909
23910
23911
23912
23913
23914
23915
23916
23917
23918
23919
23920
23921
23922
23923
23924
23925
23926
23927
23928
23929
23930
23931
23932
23933
23934
23935
23936
23937
23938
23939
23940
23941
23942
23943
23944
23945
23946
23947
23948
23949
23950
23951
23952
23953
23954
23955
23956
23957
23958
23959
23960
23961
23962
23963
23964
23965
23966
23967
23968
23969
23970
23971
23972
23973
23974
23975
23976
23977
23978
23979
23980
23981
23982
23983
23984
23985
23986
23987
23988
23989
23990
23991
23992
23993
23994
23995
23996
23997
23998
23999
24000
24001
24002
24003
24004
24005
24006
24007
24008
24009
24010
24011
24012
24013
24014
24015
24016
24017
24018
24019
24020
24021
24022
24023
24024
24025
24026
24027
24028
24029
24030
24031
24032
24033
24034
24035
24036
24037
24038
24039
24040
24041
24042
24043
24044
24045
24046
24047
24048
24049
24050
24051
24052
24053
24054
24055
24056
24057
24058
24059
24060
24061
24062
24063
24064
24065
24066
24067
24068
24069
24070
24071
24072
24073
24074
24075
24076
24077
24078
24079
24080
24081
24082
24083
24084
24085
24086
24087
24088
24089
24090
24091
24092
24093
24094
24095
24096
24097
24098
24099
24100
24101
24102
24103
24104
24105
24106
24107
24108
24109
24110
24111
24112
24113
24114
24115
24116
24117
24118
24119
24120
24121
24122
24123
24124
24125
24126
24127
24128
24129
24130
24131
24132
24133
24134
24135
24136
24137
24138
24139
24140
24141
24142
24143
24144
24145
24146
24147
24148
24149
24150
24151
24152
24153
24154
24155
24156
24157
24158
24159
24160
24161
24162
24163
24164
24165
24166
24167
24168
24169
24170
24171
24172
24173
24174
24175
24176
24177
24178
24179
24180
24181
24182
24183
24184
24185
24186
24187
24188
24189
24190
24191
24192
24193
24194
24195
24196
24197
24198
24199
24200
24201
24202
24203
24204
24205
24206
24207
24208
24209
24210
24211
24212
24213
24214
24215
24216
24217
24218
24219
24220
24221
24222
24223
24224
24225
24226
24227
24228
24229
24230
24231
24232
24233
24234
24235
24236
24237
24238
24239
24240
24241
24242
24243
24244
24245
24246
24247
24248
24249
24250
24251
24252
24253
24254
24255
24256
24257
24258
24259
24260
24261
24262
24263
24264
24265
24266
24267
24268
24269
24270
24271
24272
24273
24274
24275
24276
24277
24278
24279
24280
24281
24282
24283
24284
24285
24286
24287
24288
24289
24290
24291
24292
24293
24294
24295
24296
24297
24298
24299
24300
24301
24302
24303
24304
24305
24306
24307
24308
24309
24310
24311
24312
24313
24314
24315
24316
24317
24318
24319
24320
24321
24322
24323
24324
24325
24326
24327
24328
24329
24330
24331
24332
24333
24334
24335
24336
24337
24338
24339
24340
24341
24342
24343
24344
24345
24346
24347
24348
24349
24350
24351
24352
24353
24354
24355
24356
24357
24358
24359
24360
24361
24362
24363
24364
24365
24366
24367
24368
24369
24370
24371
24372
24373
24374
24375
24376
24377
24378
24379
24380
24381
24382
24383
24384
24385
24386
24387
24388
24389
24390
24391
24392
24393
24394
24395
24396
24397
24398
24399
24400
24401
24402
24403
24404
24405
24406
24407
24408
24409
24410
24411
24412
24413
24414
24415
24416
24417
24418
24419
24420
24421
24422
24423
24424
24425
24426
24427
24428
24429
24430
24431
24432
24433
24434
24435
24436
24437
24438
24439
24440
24441
24442
24443
24444
24445
24446
24447
24448
24449
24450
24451
24452
24453
24454
24455
24456
24457
24458
24459
24460
24461
24462
24463
24464
24465
24466
24467
24468
24469
24470
24471
24472
24473
24474
24475
24476
24477
24478
24479
24480
24481
24482
24483
24484
24485
24486
24487
24488
24489
24490
24491
24492
24493
24494
24495
24496
24497
24498
24499
24500
24501
24502
24503
24504
24505
24506
24507
24508
24509
24510
24511
24512
24513
24514
24515
24516
24517
24518
24519
24520
24521
24522
24523
24524
24525
24526
24527
24528
24529
24530
24531
24532
24533
24534
24535
24536
24537
24538
24539
24540
24541
24542
24543
24544
24545
24546
24547
24548
24549
24550
24551
24552
24553
24554
24555
24556
24557
24558
24559
24560
24561
24562
24563
24564
24565
24566
24567
24568
24569
24570
24571
24572
24573
24574
24575
24576
24577
24578
24579
24580
24581
24582
24583
24584
24585
24586
24587
24588
24589
24590
24591
24592
24593
24594
24595
24596
24597
24598
24599
24600
24601
24602
24603
24604
24605
24606
24607
24608
24609
24610
24611
24612
24613
24614
24615
24616
24617
24618
24619
24620
24621
24622
24623
24624
24625
24626
24627
24628
24629
24630
24631
24632
24633
24634
24635
24636
24637
24638
24639
24640
24641
24642
24643
24644
24645
24646
24647
24648
24649
24650
24651
24652
24653
24654
24655
24656
24657
24658
24659
24660
24661
24662
24663
24664
24665
24666
24667
24668
24669
24670
24671
24672
24673
24674
24675
24676
24677
24678
24679
24680
24681
24682
24683
24684
24685
24686
24687
24688
24689
24690
24691
24692
24693
24694
24695
24696
24697
24698
24699
24700
24701
24702
24703
24704
24705
24706
24707
24708
24709
24710
24711
24712
24713
24714
24715
24716
24717
24718
24719
24720
24721
24722
24723
24724
24725
24726
24727
24728
24729
24730
24731
24732
24733
24734
24735
24736
24737
24738
24739
24740
24741
24742
24743
24744
24745
24746
24747
24748
24749
24750
24751
24752
24753
24754
24755
24756
24757
24758
24759
24760
24761
24762
24763
24764
24765
24766
24767
24768
24769
24770
24771
24772
24773
24774
24775
24776
24777
24778
24779
24780
24781
24782
24783
24784
24785
24786
24787
24788
24789
24790
24791
24792
24793
24794
24795
24796
24797
24798
24799
24800
24801
24802
24803
24804
24805
24806
24807
24808
24809
24810
24811
24812
24813
24814
24815
24816
24817
24818
24819
24820
24821
24822
24823
24824
24825
24826
24827
24828
24829
24830
24831
24832
24833
24834
24835
24836
24837
24838
24839
24840
24841
24842
24843
24844
24845
24846
24847
24848
24849
24850
24851
24852
24853
24854
24855
24856
24857
24858
24859
24860
24861
24862
24863
24864
24865
24866
24867
24868
24869
24870
24871
24872
24873
24874
24875
24876
24877
24878
24879
24880
24881
24882
24883
24884
24885
24886
24887
24888
24889
24890
24891
24892
24893
24894
24895
24896
24897
24898
24899
24900
24901
24902
24903
24904
24905
24906
24907
24908
24909
24910
24911
24912
24913
24914
24915
24916
24917
24918
24919
24920
24921
24922
24923
24924
24925
24926
24927
24928
24929
24930
24931
24932
24933
24934
24935
24936
24937
24938
24939
24940
24941
24942
24943
24944
24945
24946
24947
24948
24949
24950
24951
24952
24953
24954
24955
24956
24957
24958
24959
24960
24961
24962
24963
24964
24965
24966
24967
24968
24969
24970
24971
24972
24973
24974
24975
24976
24977
24978
24979
24980
24981
24982
24983
24984
24985
24986
24987
24988
24989
24990
24991
24992
24993
24994
24995
24996
24997
24998
24999
25000
25001
25002
25003
25004
25005
25006
25007
25008
25009
25010
25011
25012
25013
25014
25015
25016
25017
25018
25019
25020
25021
25022
25023
25024
25025
25026
25027
25028
25029
25030
25031
25032
25033
25034
25035
25036
25037
25038
25039
25040
25041
25042
25043
25044
25045
25046
25047
25048
25049
25050
25051
25052
25053
25054
25055
25056
25057
25058
25059
25060
25061
25062
25063
25064
25065
25066
25067
25068
25069
25070
25071
25072
25073
25074
25075
25076
25077
25078
25079
25080
25081
25082
25083
25084
25085
25086
25087
25088
25089
25090
25091
25092
25093
25094
25095
25096
25097
25098
25099
25100
25101
25102
25103
25104
25105
25106
25107
25108
25109
25110
25111
25112
25113
25114
25115
25116
25117
25118
25119
25120
25121
25122
25123
25124
25125
25126
25127
25128
25129
25130
25131
25132
25133
25134
25135
25136
25137
25138
25139
25140
25141
25142
25143
25144
25145
25146
25147
25148
25149
25150
25151
25152
25153
25154
25155
25156
25157
25158
25159
25160
25161
25162
25163
25164
25165
25166
25167
25168
25169
25170
25171
25172
25173
25174
25175
25176
25177
25178
25179
25180
25181
25182
25183
25184
25185
25186
25187
25188
25189
25190
25191
25192
25193
25194
25195
25196
25197
25198
25199
25200
25201
25202
25203
25204
25205
25206
25207
25208
25209
25210
25211
25212
25213
25214
25215
25216
25217
25218
25219
25220
25221
25222
25223
25224
25225
25226
25227
25228
25229
25230
25231
25232
25233
25234
25235
25236
25237
25238
25239
25240
25241
25242
25243
25244
25245
25246
25247
25248
25249
25250
25251
25252
25253
25254
25255
25256
25257
25258
25259
25260
25261
25262
25263
25264
25265
25266
25267
25268
25269
25270
25271
25272
25273
25274
25275
25276
25277
25278
25279
25280
25281
25282
25283
25284
25285
25286
25287
25288
25289
25290
25291
25292
25293
25294
25295
25296
25297
25298
25299
25300
25301
25302
25303
25304
25305
25306
25307
25308
25309
25310
25311
25312
25313
25314
25315
25316
25317
25318
25319
25320
25321
25322
25323
25324
25325
25326
25327
25328
25329
25330
25331
25332
25333
25334
25335
25336
25337
25338
25339
25340
25341
25342
25343
25344
25345
25346
25347
25348
25349
25350
25351
25352
25353
25354
25355
25356
25357
25358
25359
25360
25361
25362
25363
25364
25365
25366
25367
25368
25369
25370
25371
25372
25373
25374
25375
25376
25377
25378
25379
25380
25381
25382
25383
25384
25385
25386
25387
25388
25389
25390
25391
25392
25393
25394
25395
25396
25397
25398
25399
25400
25401
25402
25403
25404
25405
25406
25407
25408
25409
25410
25411
25412
25413
25414
25415
25416
25417
25418
25419
25420
25421
25422
25423
25424
25425
25426
25427
25428
25429
25430
25431
25432
25433
25434
25435
25436
25437
25438
25439
25440
25441
25442
25443
25444
25445
25446
25447
25448
25449
25450
25451
25452
25453
25454
25455
25456
25457
25458
25459
25460
25461
25462
25463
25464
25465
25466
25467
25468
25469
25470
25471
25472
25473
25474
25475
25476
25477
25478
25479
25480
25481
25482
25483
25484
25485
25486
25487
25488
25489
25490
25491
25492
25493
25494
25495
25496
25497
25498
25499
25500
25501
25502
25503
25504
25505
25506
25507
25508
25509
25510
25511
25512
25513
25514
25515
25516
25517
25518
25519
25520
25521
25522
25523
25524
25525
25526
25527
25528
25529
25530
25531
25532
25533
25534
25535
25536
25537
25538
25539
25540
25541
25542
25543
25544
25545
25546
25547
25548
25549
25550
25551
25552
25553
25554
25555
25556
25557
25558
25559
25560
25561
25562
25563
25564
25565
25566
25567
25568
25569
25570
25571
25572
25573
25574
25575
25576
25577
25578
25579
25580
25581
25582
25583
25584
25585
25586
25587
25588
25589
25590
25591
25592
25593
25594
25595
25596
25597
25598
25599
25600
25601
25602
25603
25604
25605
25606
25607
25608
25609
25610
25611
25612
25613
25614
25615
25616
25617
25618
25619
25620
25621
25622
25623
25624
25625
25626
25627
25628
25629
25630
25631
25632
25633
25634
25635
25636
25637
25638
25639
25640
25641
25642
25643
25644
25645
25646
25647
25648
25649
25650
25651
25652
25653
25654
25655
25656
25657
25658
25659
25660
25661
25662
25663
25664
25665
25666
25667
25668
25669
25670
25671
25672
25673
25674
25675
25676
25677
25678
25679
25680
25681
25682
25683
25684
25685
25686
25687
25688
25689
25690
25691
25692
25693
25694
25695
25696
25697
25698
25699
25700
25701
25702
25703
25704
25705
25706
25707
25708
25709
25710
25711
25712
25713
25714
25715
25716
25717
25718
25719
25720
25721
25722
25723
25724
25725
25726
25727
25728
25729
25730
25731
25732
25733
25734
25735
25736
25737
25738
25739
25740
25741
25742
25743
25744
25745
25746
25747
25748
25749
25750
25751
25752
25753
25754
25755
25756
25757
25758
25759
25760
25761
25762
25763
25764
25765
25766
25767
25768
25769
25770
25771
25772
25773
25774
25775
25776
25777
25778
25779
25780
25781
25782
25783
25784
25785
25786
25787
25788
25789
25790
25791
25792
25793
25794
25795
25796
25797
25798
25799
25800
25801
25802
25803
25804
25805
25806
25807
25808
25809
25810
25811
25812
25813
25814
25815
25816
25817
25818
25819
25820
25821
25822
25823
25824
25825
25826
25827
25828
25829
25830
25831
25832
25833
25834
25835
25836
25837
25838
25839
25840
25841
25842
25843
25844
25845
25846
25847
25848
25849
25850
25851
25852
25853
25854
25855
25856
25857
25858
25859
25860
25861
25862
25863
25864
25865
25866
25867
25868
25869
25870
25871
25872
25873
25874
25875
25876
25877
25878
25879
25880
25881
25882
25883
25884
25885
25886
25887
25888
25889
25890
25891
25892
25893
25894
25895
25896
25897
25898
25899
25900
25901
25902
25903
25904
25905
25906
25907
25908
25909
25910
25911
25912
25913
25914
25915
25916
25917
25918
25919
25920
25921
25922
25923
25924
25925
25926
25927
25928
25929
25930
25931
25932
25933
25934
25935
25936
25937
25938
25939
25940
25941
25942
25943
25944
25945
25946
25947
25948
25949
25950
25951
25952
25953
25954
25955
25956
25957
25958
25959
25960
25961
25962
25963
25964
25965
25966
25967
25968
25969
25970
25971
25972
25973
25974
25975
25976
25977
25978
25979
25980
25981
25982
25983
25984
25985
25986
25987
25988
25989
25990
25991
25992
25993
25994
25995
25996
25997
25998
25999
26000
26001
26002
26003
26004
26005
26006
26007
26008
26009
26010
26011
26012
26013
26014
26015
26016
26017
26018
26019
26020
26021
26022
26023
26024
26025
26026
26027
26028
26029
26030
26031
26032
26033
26034
26035
26036
26037
26038
26039
26040
26041
26042
26043
26044
26045
26046
26047
26048
26049
26050
26051
26052
26053
26054
26055
26056
26057
26058
26059
26060
26061
26062
26063
26064
26065
26066
26067
26068
26069
26070
26071
26072
26073
26074
26075
26076
26077
26078
26079
26080
26081
26082
26083
26084
26085
26086
26087
26088
26089
26090
26091
26092
26093
26094
26095
26096
26097
26098
26099
26100
26101
26102
26103
26104
26105
26106
26107
26108
26109
26110
26111
26112
26113
26114
26115
26116
26117
26118
26119
26120
26121
26122
26123
26124
26125
26126
26127
26128
26129
26130
26131
26132
26133
26134
26135
26136
26137
26138
26139
26140
26141
26142
26143
26144
26145
26146
26147
26148
26149
26150
26151
26152
26153
26154
26155
26156
26157
26158
26159
26160
26161
26162
26163
26164
26165
26166
26167
26168
26169
26170
26171
26172
26173
26174
26175
26176
26177
26178
26179
26180
26181
26182
26183
26184
26185
26186
26187
26188
26189
26190
26191
26192
26193
26194
26195
26196
26197
26198
26199
26200
26201
26202
26203
26204
26205
26206
26207
26208
26209
26210
26211
26212
26213
26214
26215
26216
26217
26218
26219
26220
26221
26222
26223
26224
26225
26226
26227
26228
26229
26230
26231
26232
26233
26234
26235
26236
26237
26238
26239
26240
26241
26242
26243
26244
26245
26246
26247
26248
26249
26250
26251
26252
26253
26254
26255
26256
26257
26258
26259
26260
26261
26262
26263
26264
26265
26266
26267
26268
26269
26270
26271
26272
26273
26274
26275
26276
26277
26278
26279
26280
26281
26282
26283
26284
26285
26286
26287
26288
26289
26290
26291
26292
26293
26294
26295
26296
26297
26298
26299
26300
26301
26302
26303
26304
26305
26306
26307
26308
26309
26310
26311
26312
26313
26314
26315
26316
26317
26318
26319
26320
26321
26322
26323
26324
26325
26326
26327
26328
26329
26330
26331
26332
26333
26334
26335
26336
26337
26338
26339
26340
26341
26342
26343
26344
26345
26346
26347
26348
26349
26350
26351
26352
26353
26354
26355
26356
26357
26358
26359
26360
26361
26362
26363
26364
26365
26366
26367
26368
26369
26370
26371
26372
26373
26374
26375
26376
26377
26378
26379
26380
26381
26382
26383
26384
26385
26386
26387
26388
26389
26390
26391
26392
26393
26394
26395
26396
26397
26398
26399
26400
26401
26402
26403
26404
26405
26406
26407
26408
26409
26410
26411
26412
26413
26414
26415
26416
26417
26418
26419
26420
26421
26422
26423
26424
26425
26426
26427
26428
26429
26430
26431
26432
26433
26434
26435
26436
26437
26438
26439
26440
26441
26442
26443
26444
26445
26446
26447
26448
26449
26450
26451
26452
26453
26454
26455
26456
26457
26458
26459
26460
26461
26462
26463
26464
26465
26466
26467
26468
26469
26470
26471
26472
26473
26474
26475
26476
26477
26478
26479
26480
26481
26482
26483
26484
26485
26486
26487
26488
26489
26490
26491
26492
26493
26494
26495
26496
26497
26498
26499
26500
26501
26502
26503
26504
26505
26506
26507
26508
26509
26510
26511
26512
26513
26514
26515
26516
26517
26518
26519
26520
26521
26522
26523
26524
26525
26526
26527
26528
26529
26530
26531
26532
26533
26534
26535
26536
26537
26538
26539
26540
26541
26542
26543
26544
26545
26546
26547
26548
26549
26550
26551
26552
26553
26554
26555
26556
26557
26558
26559
26560
26561
26562
26563
26564
26565
26566
26567
26568
26569
26570
26571
26572
26573
26574
26575
26576
26577
26578
26579
26580
26581
26582
26583
26584
26585
26586
26587
26588
26589
26590
26591
26592
26593
26594
26595
26596
26597
26598
26599
26600
26601
26602
26603
26604
26605
26606
26607
26608
26609
26610
26611
26612
26613
26614
26615
26616
26617
26618
26619
26620
26621
26622
26623
26624
26625
26626
26627
26628
26629
26630
26631
26632
26633
26634
26635
26636
26637
26638
26639
26640
26641
26642
26643
26644
26645
26646
26647
26648
26649
26650
26651
26652
26653
26654
26655
26656
26657
26658
26659
26660
26661
26662
26663
26664
26665
26666
26667
26668
26669
26670
26671
26672
26673
26674
26675
26676
26677
26678
26679
26680
26681
26682
26683
26684
26685
26686
26687
26688
26689
26690
26691
26692
26693
26694
26695
26696
26697
26698
26699
26700
26701
26702
26703
26704
26705
26706
26707
26708
26709
26710
26711
26712
26713
26714
26715
26716
26717
26718
26719
26720
26721
26722
26723
26724
26725
26726
26727
26728
26729
26730
26731
26732
26733
26734
26735
26736
26737
26738
26739
26740
26741
26742
26743
26744
26745
26746
26747
26748
26749
26750
26751
26752
26753
26754
26755
26756
26757
26758
26759
26760
26761
26762
26763
26764
26765
26766
26767
26768
26769
26770
26771
26772
26773
26774
26775
26776
26777
26778
26779
26780
26781
26782
26783
26784
26785
26786
26787
26788
26789
26790
26791
26792
26793
26794
26795
26796
26797
26798
26799
26800
26801
26802
26803
26804
26805
26806
26807
26808
26809
26810
26811
26812
26813
26814
26815
26816
26817
26818
26819
26820
26821
26822
26823
26824
26825
26826
26827
26828
26829
26830
26831
26832
26833
26834
26835
26836
26837
26838
26839
26840
26841
26842
26843
26844
26845
26846
26847
26848
26849
26850
26851
26852
26853
26854
26855
26856
26857
26858
26859
26860
26861
26862
26863
26864
26865
26866
26867
26868
26869
26870
26871
26872
26873
26874
26875
26876
26877
26878
26879
26880
26881
26882
26883
26884
26885
26886
26887
26888
26889
26890
26891
26892
26893
26894
26895
26896
26897
26898
26899
26900
26901
26902
26903
26904
26905
26906
26907
26908
26909
26910
26911
26912
26913
26914
26915
26916
26917
26918
26919
26920
26921
26922
26923
26924
26925
26926
26927
26928
26929
26930
26931
26932
26933
26934
26935
26936
26937
26938
26939
26940
26941
26942
26943
26944
26945
26946
26947
26948
26949
26950
26951
26952
26953
26954
26955
26956
26957
26958
26959
26960
26961
26962
26963
26964
26965
26966
26967
26968
26969
26970
26971
26972
26973
26974
26975
26976
26977
26978
26979
26980
26981
26982
26983
26984
26985
26986
26987
26988
26989
26990
26991
26992
26993
26994
26995
26996
26997
26998
26999
27000
27001
27002
27003
27004
27005
27006
27007
27008
27009
27010
27011
27012
27013
27014
27015
27016
27017
27018
27019
27020
27021
27022
27023
27024
27025
27026
27027
27028
27029
27030
27031
27032
27033
27034
27035
27036
27037
27038
27039
27040
27041
27042
27043
27044
27045
27046
27047
27048
27049
27050
27051
27052
27053
27054
27055
27056
27057
27058
27059
27060
27061
27062
27063
27064
27065
27066
27067
27068
27069
27070
27071
27072
27073
27074
27075
27076
27077
27078
27079
27080
27081
27082
27083
27084
27085
27086
27087
27088
27089
27090
27091
27092
27093
27094
27095
27096
27097
27098
27099
27100
27101
27102
27103
27104
27105
27106
27107
27108
27109
27110
27111
27112
27113
27114
27115
27116
27117
27118
27119
27120
27121
27122
27123
27124
27125
27126
27127
27128
27129
27130
27131
27132
27133
27134
27135
27136
27137
27138
27139
27140
27141
27142
27143
27144
27145
27146
27147
27148
27149
27150
27151
27152
27153
27154
27155
27156
27157
27158
27159
27160
27161
27162
27163
27164
27165
27166
27167
27168
27169
27170
27171
27172
27173
27174
27175
27176
27177
27178
27179
27180
27181
27182
27183
27184
27185
27186
27187
27188
27189
27190
27191
27192
27193
27194
27195
27196
27197
27198
27199
27200
27201
27202
27203
27204
27205
27206
27207
27208
27209
27210
27211
27212
27213
27214
27215
27216
27217
27218
27219
27220
27221
27222
27223
27224
27225
27226
27227
27228
27229
27230
27231
27232
27233
27234
27235
27236
27237
27238
27239
27240
27241
27242
27243
27244
27245
27246
27247
27248
27249
27250
27251
27252
27253
27254
27255
27256
27257
27258
27259
27260
27261
27262
27263
27264
27265
27266
27267
27268
27269
27270
27271
27272
27273
27274
27275
27276
27277
27278
27279
27280
27281
27282
27283
27284
27285
27286
27287
27288
27289
27290
27291
27292
27293
27294
27295
27296
27297
27298
27299
27300
27301
27302
27303
27304
27305
27306
27307
27308
27309
27310
27311
27312
27313
27314
27315
27316
27317
27318
27319
27320
27321
27322
27323
27324
27325
27326
27327
27328
27329
27330
27331
27332
27333
27334
27335
27336
27337
27338
27339
27340
27341
27342
27343
27344
27345
27346
27347
27348
27349
27350
27351
27352
27353
27354
27355
27356
27357
27358
27359
27360
27361
27362
27363
27364
27365
27366
27367
27368
27369
27370
27371
27372
27373
27374
27375
27376
27377
27378
27379
27380
27381
27382
27383
27384
27385
27386
27387
27388
27389
27390
27391
27392
27393
27394
27395
27396
27397
27398
27399
27400
27401
27402
27403
27404
27405
27406
27407
27408
27409
27410
27411
27412
27413
27414
27415
27416
27417
27418
27419
27420
27421
27422
27423
27424
27425
27426
27427
27428
27429
27430
27431
27432
27433
27434
27435
27436
27437
27438
27439
27440
27441
27442
27443
27444
27445
27446
27447
27448
27449
27450
27451
27452
27453
27454
27455
27456
27457
27458
27459
27460
27461
27462
27463
27464
27465
27466
27467
27468
27469
27470
27471
27472
27473
27474
27475
27476
27477
27478
27479
27480
27481
27482
27483
27484
27485
27486
27487
27488
27489
27490
27491
27492
27493
27494
27495
27496
27497
27498
27499
27500
27501
27502
27503
27504
27505
27506
27507
27508
27509
27510
27511
27512
27513
27514
27515
27516
27517
27518
27519
27520
27521
27522
27523
27524
27525
27526
27527
27528
27529
27530
27531
27532
27533
27534
27535
27536
27537
27538
27539
27540
27541
27542
27543
27544
27545
27546
27547
27548
27549
27550
27551
27552
27553
27554
27555
27556
27557
27558
27559
27560
27561
27562
27563
27564
27565
27566
27567
27568
27569
27570
27571
27572
27573
27574
27575
27576
27577
27578
27579
27580
27581
27582
27583
27584
27585
27586
27587
27588
27589
27590
27591
27592
27593
27594
27595
27596
27597
27598
27599
27600
27601
27602
27603
27604
27605
27606
27607
27608
27609
27610
27611
27612
27613
27614
27615
27616
27617
27618
27619
27620
27621
27622
27623
27624
27625
27626
27627
27628
27629
27630
27631
27632
27633
27634
27635
27636
27637
27638
27639
27640
27641
27642
27643
27644
27645
27646
27647
27648
27649
27650
27651
27652
27653
27654
27655
27656
27657
27658
27659
27660
27661
27662
27663
27664
27665
27666
27667
27668
27669
27670
27671
27672
27673
27674
27675
27676
27677
27678
27679
27680
27681
27682
27683
27684
27685
27686
27687
27688
27689
27690
27691
27692
27693
27694
27695
27696
27697
27698
27699
27700
27701
27702
27703
27704
27705
27706
27707
27708
27709
27710
27711
27712
27713
27714
27715
27716
27717
27718
27719
27720
27721
27722
27723
27724
27725
27726
27727
27728
27729
27730
27731
27732
27733
27734
27735
27736
27737
27738
27739
27740
27741
27742
27743
27744
27745
27746
27747
27748
27749
27750
27751
27752
27753
27754
27755
27756
27757
27758
27759
27760
27761
27762
27763
27764
27765
27766
27767
27768
27769
27770
27771
27772
27773
27774
27775
27776
27777
27778
27779
27780
27781
27782
27783
27784
27785
27786
27787
27788
27789
27790
27791
27792
27793
27794
27795
27796
27797
27798
27799
27800
27801
27802
27803
27804
27805
27806
27807
27808
27809
27810
27811
27812
27813
27814
27815
27816
27817
27818
27819
27820
27821
27822
27823
27824
27825
27826
27827
27828
27829
27830
27831
27832
27833
27834
27835
27836
27837
27838
27839
27840
27841
27842
27843
27844
27845
27846
27847
27848
27849
27850
27851
27852
27853
27854
27855
27856
27857
27858
27859
27860
27861
27862
27863
27864
27865
27866
27867
27868
27869
27870
27871
27872
27873
27874
27875
27876
27877
27878
27879
27880
27881
27882
27883
27884
27885
27886
27887
27888
27889
27890
27891
27892
27893
27894
27895
27896
27897
27898
27899
27900
27901
27902
27903
27904
27905
27906
27907
27908
27909
27910
27911
27912
27913
27914
27915
27916
27917
27918
27919
27920
27921
27922
27923
27924
27925
27926
27927
27928
27929
27930
27931
27932
27933
27934
27935
27936
27937
27938
27939
27940
27941
27942
27943
27944
27945
27946
27947
27948
27949
27950
27951
27952
27953
27954
27955
27956
27957
27958
27959
27960
27961
27962
27963
27964
27965
27966
27967
27968
27969
27970
27971
27972
27973
27974
27975
27976
27977
27978
27979
27980
27981
27982
27983
27984
27985
27986
27987
27988
27989
27990
27991
27992
27993
27994
27995
27996
27997
27998
27999
28000
28001
28002
28003
28004
28005
28006
28007
28008
28009
28010
28011
28012
28013
28014
28015
28016
28017
28018
28019
28020
28021
28022
28023
28024
28025
28026
28027
28028
28029
28030
28031
28032
28033
28034
28035
28036
28037
28038
28039
28040
28041
28042
28043
28044
28045
28046
28047
28048
28049
28050
28051
28052
28053
28054
28055
28056
28057
28058
28059
28060
28061
28062
28063
28064
28065
28066
28067
28068
28069
28070
28071
28072
28073
28074
28075
28076
28077
28078
28079
28080
28081
28082
28083
28084
28085
28086
28087
28088
28089
28090
28091
28092
28093
28094
28095
28096
28097
28098
28099
28100
28101
28102
28103
28104
28105
28106
28107
28108
28109
28110
28111
28112
28113
28114
28115
28116
28117
28118
28119
28120
28121
28122
28123
28124
28125
28126
28127
28128
28129
28130
28131
28132
28133
28134
28135
28136
28137
28138
28139
28140
28141
28142
28143
28144
28145
28146
28147
28148
28149
28150
28151
28152
28153
28154
28155
28156
28157
28158
28159
28160
28161
28162
28163
28164
28165
28166
28167
28168
28169
28170
28171
28172
28173
28174
28175
28176
28177
28178
28179
28180
28181
28182
28183
28184
28185
28186
28187
28188
28189
28190
28191
28192
28193
28194
28195
28196
28197
28198
28199
28200
28201
28202
28203
28204
28205
28206
28207
28208
28209
28210
28211
28212
28213
28214
28215
28216
28217
28218
28219
28220
28221
28222
28223
28224
28225
28226
28227
28228
28229
28230
28231
28232
28233
28234
28235
28236
28237
28238
28239
28240
28241
28242
28243
28244
28245
28246
28247
28248
28249
28250
28251
28252
28253
28254
28255
28256
28257
28258
28259
28260
28261
28262
28263
28264
28265
28266
28267
28268
28269
28270
28271
28272
28273
28274
28275
28276
28277
28278
28279
28280
28281
28282
28283
28284
28285
28286
28287
28288
28289
28290
28291
28292
28293
28294
28295
28296
28297
28298
28299
28300
28301
28302
28303
28304
28305
28306
28307
28308
28309
28310
28311
28312
28313
28314
28315
28316
28317
28318
28319
28320
28321
28322
28323
28324
28325
28326
28327
28328
28329
28330
28331
28332
28333
28334
28335
28336
28337
28338
28339
28340
28341
28342
28343
28344
28345
28346
28347
28348
28349
28350
28351
28352
28353
28354
28355
28356
28357
28358
28359
28360
28361
28362
28363
28364
28365
28366
28367
28368
28369
28370
28371
28372
28373
28374
28375
28376
28377
28378
28379
28380
28381
28382
28383
28384
28385
28386
28387
28388
28389
28390
28391
28392
28393
28394
28395
28396
28397
28398
28399
28400
28401
28402
28403
28404
28405
28406
28407
28408
28409
28410
28411
28412
28413
28414
28415
28416
28417
28418
28419
28420
28421
28422
28423
28424
28425
28426
28427
28428
28429
28430
28431
28432
28433
28434
28435
28436
28437
28438
28439
28440
28441
28442
28443
28444
28445
28446
28447
28448
28449
28450
28451
28452
28453
28454
28455
28456
28457
28458
28459
28460
28461
28462
28463
28464
28465
28466
28467
28468
28469
28470
28471
28472
28473
28474
28475
28476
28477
28478
28479
28480
28481
28482
28483
28484
28485
28486
28487
28488
28489
28490
28491
28492
28493
28494
28495
28496
28497
28498
28499
28500
28501
28502
28503
28504
28505
28506
28507
28508
28509
28510
28511
28512
28513
28514
28515
28516
28517
28518
28519
28520
28521
28522
28523
28524
28525
28526
28527
28528
28529
28530
28531
28532
28533
28534
28535
28536
28537
28538
28539
28540
28541
28542
28543
28544
28545
28546
28547
28548
28549
28550
28551
28552
28553
28554
28555
28556
28557
28558
28559
28560
28561
28562
28563
28564
28565
28566
28567
28568
28569
28570
28571
28572
28573
28574
28575
28576
28577
28578
28579
28580
28581
28582
28583
28584
28585
28586
28587
28588
28589
28590
28591
28592
28593
28594
28595
28596
28597
28598
28599
28600
28601
28602
28603
28604
28605
28606
28607
28608
28609
28610
28611
28612
28613
28614
28615
28616
28617
28618
28619
28620
28621
28622
28623
28624
28625
28626
28627
28628
28629
28630
28631
28632
28633
28634
28635
28636
28637
28638
28639
28640
28641
28642
28643
28644
28645
28646
28647
28648
28649
28650
28651
28652
28653
28654
28655
28656
28657
28658
28659
28660
28661
28662
28663
28664
28665
28666
28667
28668
28669
28670
28671
28672
28673
28674
28675
28676
28677
28678
28679
28680
28681
28682
28683
28684
28685
28686
28687
28688
28689
28690
28691
28692
28693
28694
28695
28696
28697
28698
28699
28700
28701
28702
28703
28704
28705
28706
28707
28708
28709
28710
28711
28712
28713
28714
28715
28716
28717
28718
28719
28720
28721
28722
28723
28724
28725
28726
28727
28728
28729
28730
28731
28732
28733
28734
28735
28736
28737
28738
28739
28740
28741
28742
28743
28744
28745
28746
28747
28748
28749
28750
28751
28752
28753
28754
28755
28756
28757
28758
28759
28760
28761
28762
28763
28764
28765
28766
28767
28768
28769
28770
28771
28772
28773
28774
28775
28776
28777
28778
28779
28780
28781
28782
28783
28784
28785
28786
28787
28788
28789
28790
28791
28792
28793
28794
28795
28796
28797
28798
28799
28800
28801
28802
28803
28804
28805
28806
28807
28808
28809
28810
28811
28812
28813
28814
28815
28816
28817
28818
28819
28820
28821
28822
28823
28824
28825
28826
28827
28828
28829
28830
28831
28832
28833
28834
28835
28836
28837
28838
28839
28840
28841
28842
28843
28844
28845
28846
28847
28848
28849
28850
28851
28852
28853
28854
28855
28856
28857
28858
28859
28860
28861
28862
28863
28864
28865
28866
28867
28868
28869
28870
28871
28872
28873
28874
28875
28876
28877
28878
28879
28880
28881
28882
28883
28884
28885
28886
28887
28888
28889
28890
28891
28892
28893
28894
28895
28896
28897
28898
28899
28900
28901
28902
28903
28904
28905
28906
28907
28908
28909
28910
28911
28912
28913
28914
28915
28916
28917
28918
28919
28920
28921
28922
28923
28924
28925
28926
28927
28928
28929
28930
28931
28932
28933
28934
28935
28936
28937
28938
28939
28940
28941
28942
28943
28944
28945
28946
28947
28948
28949
28950
28951
28952
28953
28954
28955
28956
28957
28958
28959
28960
28961
28962
28963
28964
28965
28966
28967
28968
28969
28970
28971
28972
28973
28974
28975
28976
28977
28978
28979
28980
28981
28982
28983
28984
28985
28986
28987
28988
28989
28990
28991
28992
28993
28994
28995
28996
28997
28998
28999
29000
29001
29002
29003
29004
29005
29006
29007
29008
29009
29010
29011
29012
29013
29014
29015
29016
29017
29018
29019
29020
29021
29022
29023
29024
29025
29026
29027
29028
29029
29030
29031
29032
29033
29034
29035
29036
29037
29038
29039
29040
29041
29042
29043
29044
29045
29046
29047
29048
29049
29050
29051
29052
29053
29054
29055
29056
29057
29058
29059
29060
29061
29062
29063
29064
29065
29066
29067
29068
29069
29070
29071
29072
29073
29074
29075
29076
29077
29078
29079
29080
29081
29082
29083
29084
29085
29086
29087
29088
29089
29090
29091
29092
29093
29094
29095
29096
29097
29098
29099
29100
29101
29102
29103
29104
29105
29106
29107
29108
29109
29110
29111
29112
29113
29114
29115
29116
29117
29118
29119
29120
29121
29122
29123
29124
29125
29126
29127
29128
29129
29130
29131
29132
29133
29134
29135
29136
29137
29138
29139
29140
29141
29142
29143
29144
29145
29146
29147
29148
29149
29150
29151
29152
29153
29154
29155
29156
29157
29158
29159
29160
29161
29162
29163
29164
29165
29166
29167
29168
29169
29170
29171
29172
29173
29174
29175
29176
29177
29178
29179
29180
29181
29182
29183
29184
29185
29186
29187
29188
29189
29190
29191
29192
29193
29194
29195
29196
29197
29198
29199
29200
29201
29202
29203
29204
29205
29206
29207
29208
29209
29210
29211
29212
29213
29214
29215
29216
29217
29218
29219
29220
29221
29222
29223
29224
29225
29226
29227
29228
29229
29230
29231
29232
29233
29234
29235
29236
29237
29238
29239
29240
29241
29242
29243
29244
29245
29246
29247
29248
29249
29250
29251
29252
29253
29254
29255
29256
29257
29258
29259
29260
29261
29262
29263
29264
29265
29266
29267
29268
29269
29270
29271
29272
29273
29274
29275
29276
29277
29278
29279
29280
29281
29282
29283
29284
29285
29286
29287
29288
29289
29290
29291
29292
29293
29294
29295
29296
29297
29298
29299
29300
29301
29302
29303
29304
29305
29306
29307
29308
29309
29310
29311
29312
29313
29314
29315
29316
29317
29318
29319
29320
29321
29322
29323
29324
29325
29326
29327
29328
29329
29330
29331
29332
29333
29334
29335
29336
29337
29338
29339
29340
29341
29342
29343
29344
29345
29346
29347
29348
29349
29350
29351
29352
29353
29354
29355
29356
29357
29358
29359
29360
29361
29362
29363
29364
29365
29366
29367
29368
29369
29370
29371
29372
29373
29374
29375
29376
29377
29378
29379
29380
29381
29382
29383
29384
29385
29386
29387
29388
29389
29390
29391
29392
29393
29394
29395
29396
29397
29398
29399
29400
29401
29402
29403
29404
29405
29406
29407
29408
29409
29410
29411
29412
29413
29414
29415
29416
29417
29418
29419
29420
29421
29422
29423
29424
29425
29426
29427
29428
29429
29430
29431
29432
29433
29434
29435
29436
29437
29438
29439
29440
29441
29442
29443
29444
29445
29446
29447
29448
29449
29450
29451
29452
29453
29454
29455
29456
29457
29458
29459
29460
29461
29462
29463
29464
29465
29466
29467
29468
29469
29470
29471
29472
29473
29474
29475
29476
29477
29478
29479
29480
29481
29482
29483
29484
29485
29486
29487
29488
29489
29490
29491
29492
29493
29494
29495
29496
29497
29498
29499
29500
29501
29502
29503
29504
29505
29506
29507
29508
29509
29510
29511
29512
29513
29514
29515
29516
29517
29518
29519
29520
29521
29522
29523
29524
29525
29526
29527
29528
29529
29530
29531
29532
29533
29534
29535
29536
29537
29538
29539
29540
29541
29542
29543
29544
29545
29546
29547
29548
29549
29550
29551
29552
29553
29554
29555
29556
29557
29558
29559
29560
29561
29562
29563
29564
29565
29566
29567
29568
29569
29570
29571
29572
29573
29574
29575
29576
29577
29578
29579
29580
29581
29582
29583
29584
29585
29586
29587
29588
29589
29590
29591
29592
29593
29594
29595
29596
29597
29598
29599
29600
29601
29602
29603
29604
29605
29606
29607
29608
29609
29610
29611
29612
29613
29614
29615
29616
29617
29618
29619
29620
29621
29622
29623
29624
29625
29626
29627
29628
29629
29630
29631
29632
29633
29634
29635
29636
29637
29638
29639
29640
29641
29642
29643
29644
29645
29646
29647
29648
29649
29650
29651
29652
29653
29654
29655
29656
29657
29658
29659
29660
29661
29662
29663
29664
29665
29666
29667
29668
29669
29670
29671
29672
29673
29674
29675
29676
29677
29678
29679
29680
29681
29682
29683
29684
29685
29686
29687
29688
29689
29690
29691
29692
29693
29694
29695
29696
29697
29698
29699
29700
29701
29702
29703
29704
29705
29706
29707
29708
29709
29710
29711
29712
29713
29714
29715
29716
29717
29718
29719
29720
29721
29722
29723
29724
29725
29726
29727
29728
29729
29730
29731
29732
29733
29734
29735
29736
29737
29738
29739
29740
29741
29742
29743
29744
29745
29746
29747
29748
29749
29750
29751
29752
29753
29754
29755
29756
29757
29758
29759
29760
29761
29762
29763
29764
29765
29766
29767
29768
29769
29770
29771
29772
29773
29774
29775
29776
29777
29778
29779
29780
29781
29782
29783
29784
29785
29786
29787
29788
29789
29790
29791
29792
29793
29794
29795
29796
29797
29798
29799
29800
29801
29802
29803
29804
29805
29806
29807
29808
29809
29810
29811
29812
29813
29814
29815
29816
29817
29818
29819
29820
29821
29822
29823
29824
29825
29826
29827
29828
29829
29830
29831
29832
29833
29834
29835
29836
29837
29838
29839
29840
29841
29842
29843
29844
29845
29846
29847
29848
29849
29850
29851
29852
29853
29854
29855
29856
29857
29858
29859
29860
29861
29862
29863
29864
29865
29866
29867
29868
29869
29870
29871
29872
29873
29874
29875
29876
29877
29878
29879
29880
29881
29882
29883
29884
29885
29886
29887
29888
29889
29890
29891
29892
29893
29894
29895
29896
29897
29898
29899
29900
29901
29902
29903
29904
29905
29906
29907
29908
29909
29910
29911
29912
29913
29914
29915
29916
29917
29918
29919
29920
29921
29922
29923
29924
29925
29926
29927
29928
29929
29930
29931
29932
29933
29934
29935
29936
29937
29938
29939
29940
29941
29942
29943
29944
29945
29946
29947
29948
29949
29950
29951
29952
29953
29954
29955
29956
29957
29958
29959
29960
29961
29962
29963
29964
29965
29966
29967
29968
29969
29970
29971
29972
29973
29974
29975
29976
29977
29978
29979
29980
29981
29982
29983
29984
29985
29986
29987
29988
29989
29990
29991
29992
29993
29994
29995
29996
29997
29998
29999
30000
30001
30002
30003
30004
30005
30006
30007
30008
30009
30010
30011
30012
30013
30014
30015
30016
30017
30018
30019
30020
30021
30022
30023
30024
30025
30026
30027
30028
30029
30030
30031
30032
30033
30034
30035
30036
30037
30038
30039
30040
30041
30042
30043
30044
30045
30046
30047
30048
30049
30050
30051
30052
30053
30054
30055
30056
30057
30058
30059
30060
30061
30062
30063
30064
30065
30066
30067
30068
30069
30070
30071
30072
30073
30074
30075
30076
30077
30078
30079
30080
30081
30082
30083
30084
30085
30086
30087
30088
30089
30090
30091
30092
30093
30094
30095
30096
30097
30098
30099
30100
30101
30102
30103
30104
30105
30106
30107
30108
30109
30110
30111
30112
30113
30114
30115
30116
30117
30118
30119
30120
30121
30122
30123
30124
30125
30126
30127
30128
30129
30130
30131
30132
30133
30134
30135
30136
30137
30138
30139
30140
30141
30142
30143
30144
30145
30146
30147
30148
30149
30150
30151
30152
30153
30154
30155
30156
30157
30158
30159
30160
30161
30162
30163
30164
30165
30166
30167
30168
30169
30170
30171
30172
30173
30174
30175
30176
30177
30178
30179
30180
30181
30182
30183
30184
30185
30186
30187
30188
30189
30190
30191
30192
30193
30194
30195
30196
30197
30198
30199
30200
30201
30202
30203
30204
30205
30206
30207
30208
30209
30210
30211
30212
30213
30214
30215
30216
30217
30218
30219
30220
30221
30222
30223
30224
30225
30226
30227
30228
30229
30230
30231
30232
30233
30234
30235
30236
30237
30238
30239
30240
30241
30242
30243
30244
30245
30246
30247
30248
30249
30250
30251
30252
30253
30254
30255
30256
30257
30258
30259
30260
30261
30262
30263
30264
30265
30266
30267
30268
30269
30270
30271
30272
30273
30274
30275
30276
30277
30278
30279
30280
30281
30282
30283
30284
30285
30286
30287
30288
30289
30290
30291
30292
30293
30294
30295
30296
30297
30298
30299
30300
30301
30302
30303
30304
30305
30306
30307
30308
30309
30310
30311
30312
30313
30314
30315
30316
30317
30318
30319
30320
30321
30322
30323
30324
30325
30326
30327
30328
30329
30330
30331
30332
30333
30334
30335
30336
30337
30338
30339
30340
30341
30342
30343
30344
30345
30346
30347
30348
30349
30350
30351
30352
30353
30354
30355
30356
30357
30358
30359
30360
30361
30362
30363
30364
30365
30366
30367
30368
30369
30370
30371
30372
30373
30374
30375
30376
30377
30378
30379
30380
30381
30382
30383
30384
30385
30386
30387
30388
30389
30390
30391
30392
30393
30394
30395
30396
30397
30398
30399
30400
30401
30402
30403
30404
30405
30406
30407
30408
30409
30410
30411
30412
30413
30414
30415
30416
30417
30418
30419
30420
30421
30422
30423
30424
30425
30426
30427
30428
30429
30430
30431
30432
30433
30434
30435
30436
30437
30438
30439
30440
30441
30442
30443
30444
30445
30446
30447
30448
30449
30450
30451
30452
30453
30454
30455
30456
30457
30458
30459
30460
30461
30462
30463
30464
30465
30466
30467
30468
30469
30470
30471
30472
30473
30474
30475
30476
30477
30478
30479
30480
30481
30482
30483
30484
30485
30486
30487
30488
30489
30490
30491
30492
30493
30494
30495
30496
30497
30498
30499
30500
30501
30502
30503
30504
30505
30506
30507
30508
30509
30510
30511
30512
30513
30514
30515
30516
30517
30518
30519
30520
30521
30522
30523
30524
30525
30526
30527
30528
30529
30530
30531
30532
30533
30534
30535
30536
30537
30538
30539
30540
30541
30542
30543
30544
30545
30546
30547
30548
30549
30550
30551
30552
30553
30554
30555
30556
30557
30558
30559
30560
30561
30562
30563
30564
30565
30566
30567
30568
30569
30570
30571
30572
30573
30574
30575
30576
30577
30578
30579
30580
30581
30582
30583
30584
30585
30586
30587
30588
30589
30590
30591
30592
30593
30594
30595
30596
30597
30598
30599
30600
30601
30602
30603
30604
30605
30606
30607
30608
30609
30610
30611
30612
30613
30614
30615
30616
30617
30618
30619
30620
30621
30622
30623
30624
30625
30626
30627
30628
30629
30630
30631
30632
30633
30634
30635
30636
30637
30638
30639
30640
30641
30642
30643
30644
30645
30646
30647
30648
30649
30650
30651
30652
30653
30654
30655
30656
30657
30658
30659
30660
30661
30662
30663
30664
30665
30666
30667
30668
30669
30670
30671
30672
30673
30674
30675
30676
30677
30678
30679
30680
30681
30682
30683
30684
30685
30686
30687
30688
30689
30690
30691
30692
30693
30694
30695
30696
30697
30698
30699
30700
30701
30702
30703
30704
30705
30706
30707
30708
30709
30710
30711
30712
30713
30714
30715
30716
30717
30718
30719
30720
30721
30722
30723
30724
30725
30726
30727
30728
30729
30730
30731
30732
30733
30734
30735
30736
30737
30738
30739
30740
30741
30742
30743
30744
30745
30746
30747
30748
30749
30750
30751
30752
30753
30754
30755
30756
30757
30758
30759
30760
30761
30762
30763
30764
30765
30766
30767
30768
30769
30770
30771
30772
30773
30774
30775
30776
30777
30778
30779
30780
30781
30782
30783
30784
30785
30786
30787
30788
30789
30790
30791
30792
30793
30794
30795
30796
30797
30798
30799
30800
30801
30802
30803
30804
30805
30806
30807
30808
30809
30810
30811
30812
30813
30814
30815
30816
30817
30818
30819
30820
30821
30822
30823
30824
30825
30826
30827
30828
30829
30830
30831
30832
30833
30834
30835
30836
30837
30838
30839
30840
30841
30842
30843
30844
30845
30846
30847
30848
30849
30850
30851
30852
30853
30854
30855
30856
30857
30858
30859
30860
30861
30862
30863
30864
30865
30866
30867
30868
30869
30870
30871
30872
30873
30874
30875
30876
30877
30878
30879
30880
30881
30882
30883
30884
30885
30886
30887
30888
30889
30890
30891
30892
30893
30894
30895
30896
30897
30898
30899
30900
30901
30902
30903
30904
30905
30906
30907
30908
30909
30910
30911
30912
30913
30914
30915
30916
30917
30918
30919
30920
30921
30922
30923
30924
30925
30926
30927
30928
30929
30930
30931
30932
30933
30934
30935
30936
30937
30938
30939
30940
30941
30942
30943
30944
30945
30946
30947
30948
30949
30950
30951
30952
30953
30954
30955
30956
30957
30958
30959
30960
30961
30962
30963
30964
30965
30966
30967
30968
30969
30970
30971
30972
30973
30974
30975
30976
30977
30978
30979
30980
30981
30982
30983
30984
30985
30986
30987
30988
30989
30990
30991
30992
30993
30994
30995
30996
30997
30998
30999
31000
31001
31002
31003
31004
31005
31006
31007
31008
31009
31010
31011
31012
31013
31014
31015
31016
31017
31018
31019
31020
31021
31022
31023
31024
31025
31026
31027
31028
31029
31030
31031
31032
31033
31034
31035
31036
31037
31038
31039
31040
31041
31042
31043
31044
31045
31046
31047
31048
31049
31050
31051
31052
31053
31054
31055
31056
31057
31058
31059
31060
31061
31062
31063
31064
31065
31066
31067
31068
31069
31070
31071
31072
31073
31074
31075
31076
31077
31078
31079
31080
31081
31082
31083
31084
31085
31086
31087
31088
31089
31090
31091
31092
31093
31094
31095
31096
31097
31098
31099
31100
31101
31102
31103
31104
31105
31106
31107
31108
31109
31110
31111
31112
31113
31114
31115
31116
31117
31118
31119
31120
31121
31122
31123
31124
31125
31126
31127
31128
31129
31130
31131
31132
31133
31134
31135
31136
31137
31138
31139
31140
31141
31142
31143
31144
31145
31146
31147
31148
31149
31150
31151
31152
31153
31154
31155
31156
31157
31158
31159
31160
31161
31162
31163
31164
31165
31166
31167
31168
31169
31170
31171
31172
31173
31174
31175
31176
31177
31178
31179
31180
31181
31182
31183
31184
31185
31186
31187
31188
31189
31190
31191
31192
31193
31194
31195
31196
31197
31198
31199
31200
31201
31202
31203
31204
31205
31206
31207
31208
31209
31210
31211
31212
31213
31214
31215
31216
31217
31218
31219
31220
31221
31222
31223
31224
31225
31226
31227
31228
31229
31230
31231
31232
31233
31234
31235
31236
31237
31238
31239
31240
31241
31242
31243
31244
31245
31246
31247
31248
31249
31250
31251
31252
31253
31254
31255
31256
31257
31258
31259
31260
31261
31262
31263
31264
31265
31266
31267
31268
31269
31270
31271
31272
31273
31274
31275
31276
31277
31278
31279
31280
31281
31282
31283
31284
31285
31286
31287
31288
31289
31290
31291
31292
31293
31294
31295
31296
31297
31298
31299
31300
31301
31302
31303
31304
31305
31306
31307
31308
31309
31310
31311
31312
31313
31314
31315
31316
31317
31318
31319
31320
31321
31322
31323
31324
31325
31326
31327
31328
31329
31330
31331
31332
31333
31334
31335
31336
31337
31338
31339
31340
31341
31342
31343
31344
31345
31346
31347
31348
31349
31350
31351
31352
31353
31354
31355
31356
31357
31358
31359
31360
31361
31362
31363
31364
31365
31366
31367
31368
31369
31370
31371
31372
31373
31374
31375
31376
31377
31378
31379
31380
31381
31382
31383
31384
31385
31386
31387
31388
31389
31390
31391
31392
31393
31394
31395
31396
31397
31398
31399
31400
31401
31402
31403
31404
31405
31406
31407
31408
31409
31410
31411
31412
31413
31414
31415
31416
31417
31418
31419
31420
31421
31422
31423
31424
31425
31426
31427
31428
31429
31430
31431
31432
31433
31434
31435
31436
31437
31438
31439
31440
31441
31442
31443
31444
31445
31446
31447
31448
31449
31450
31451
31452
31453
31454
31455
31456
31457
31458
31459
31460
31461
31462
31463
31464
31465
31466
31467
31468
31469
31470
31471
31472
31473
31474
31475
31476
31477
31478
31479
31480
31481
31482
31483
31484
31485
31486
31487
31488
31489
31490
31491
31492
31493
31494
31495
31496
31497
31498
31499
31500
31501
31502
31503
31504
31505
31506
31507
31508
31509
31510
31511
31512
31513
31514
31515
31516
31517
31518
31519
31520
31521
31522
31523
31524
31525
31526
31527
31528
31529
31530
31531
31532
31533
31534
31535
31536
31537
31538
31539
31540
31541
31542
31543
31544
31545
31546
31547
31548
31549
31550
31551
31552
31553
31554
31555
31556
31557
31558
31559
31560
31561
31562
31563
31564
31565
31566
31567
31568
31569
31570
31571
31572
31573
31574
31575
31576
31577
31578
31579
31580
31581
31582
31583
31584
31585
31586
31587
31588
31589
31590
31591
31592
31593
31594
31595
31596
31597
31598
31599
31600
31601
31602
31603
31604
31605
31606
31607
31608
31609
31610
31611
31612
31613
31614
31615
31616
31617
31618
31619
31620
31621
31622
31623
31624
31625
31626
31627
31628
31629
31630
31631
31632
31633
31634
31635
31636
31637
31638
31639
31640
31641
31642
31643
31644
31645
31646
31647
31648
31649
31650
31651
31652
31653
31654
31655
31656
31657
31658
31659
31660
31661
31662
31663
31664
31665
31666
31667
31668
31669
31670
31671
31672
31673
31674
31675
31676
31677
31678
31679
31680
31681
31682
31683
31684
31685
31686
31687
31688
31689
31690
31691
31692
31693
31694
31695
31696
31697
31698
31699
31700
31701
31702
31703
31704
31705
31706
31707
31708
31709
31710
31711
31712
31713
31714
31715
31716
31717
31718
31719
31720
31721
31722
31723
31724
31725
31726
31727
31728
31729
31730
31731
31732
31733
31734
31735
31736
31737
31738
31739
31740
31741
31742
31743
31744
31745
31746
31747
31748
31749
31750
31751
31752
31753
31754
31755
31756
31757
31758
31759
31760
31761
31762
31763
31764
31765
31766
31767
31768
31769
31770
31771
31772
31773
31774
31775
31776
31777
31778
31779
31780
31781
31782
31783
31784
31785
31786
31787
31788
31789
31790
31791
31792
31793
31794
31795
31796
31797
31798
31799
31800
31801
31802
31803
31804
31805
31806
31807
31808
31809
31810
31811
31812
31813
31814
31815
31816
31817
31818
31819
31820
31821
31822
31823
31824
31825
31826
31827
31828
31829
31830
31831
31832
31833
31834
31835
31836
31837
31838
31839
31840
31841
31842
31843
31844
31845
31846
31847
31848
31849
31850
31851
31852
31853
31854
31855
31856
31857
31858
31859
31860
31861
31862
31863
31864
31865
31866
31867
31868
31869
31870
31871
31872
31873
31874
31875
31876
31877
31878
31879
31880
31881
31882
31883
31884
31885
31886
31887
31888
31889
31890
31891
31892
31893
31894
31895
31896
31897
31898
31899
31900
31901
31902
31903
31904
31905
31906
31907
31908
31909
31910
31911
31912
31913
31914
31915
31916
31917
31918
31919
31920
31921
31922
31923
31924
31925
31926
31927
31928
31929
31930
31931
31932
31933
31934
31935
31936
31937
31938
31939
31940
31941
31942
31943
31944
31945
31946
31947
31948
31949
31950
31951
31952
31953
31954
31955
31956
31957
31958
31959
31960
31961
31962
31963
31964
31965
31966
31967
31968
31969
31970
31971
31972
31973
31974
31975
31976
31977
31978
31979
31980
31981
31982
31983
31984
31985
31986
31987
31988
31989
31990
31991
31992
31993
31994
31995
31996
31997
31998
31999
32000
32001
32002
32003
32004
32005
32006
32007
32008
32009
32010
32011
32012
32013
32014
32015
32016
32017
32018
32019
32020
32021
32022
32023
32024
32025
32026
32027
32028
32029
32030
32031
32032
32033
32034
32035
32036
32037
32038
32039
32040
32041
32042
32043
32044
32045
32046
32047
32048
32049
32050
32051
32052
32053
32054
32055
32056
32057
32058
32059
32060
32061
32062
32063
32064
32065
32066
32067
32068
32069
32070
32071
32072
32073
32074
32075
32076
32077
32078
32079
32080
32081
32082
32083
32084
32085
32086
32087
32088
32089
32090
32091
32092
32093
32094
32095
32096
32097
32098
32099
32100
32101
32102
32103
32104
32105
32106
32107
32108
32109
32110
32111
32112
32113
32114
32115
32116
32117
32118
32119
32120
32121
32122
32123
32124
32125
32126
32127
32128
32129
32130
32131
32132
32133
32134
32135
32136
32137
32138
32139
32140
32141
32142
32143
32144
32145
32146
32147
32148
32149
32150
32151
32152
32153
32154
32155
32156
32157
32158
32159
32160
32161
32162
32163
32164
32165
32166
32167
32168
32169
32170
32171
32172
32173
32174
32175
32176
32177
32178
32179
32180
32181
32182
32183
32184
32185
32186
32187
32188
32189
32190
32191
32192
32193
32194
32195
32196
32197
32198
32199
32200
32201
32202
32203
32204
32205
32206
32207
32208
32209
32210
32211
32212
32213
32214
32215
32216
32217
32218
32219
32220
32221
32222
32223
32224
32225
32226
32227
32228
32229
32230
32231
32232
32233
32234
32235
32236
32237
32238
32239
32240
32241
32242
32243
32244
32245
32246
32247
32248
32249
32250
32251
32252
32253
32254
32255
32256
32257
32258
32259
32260
32261
32262
32263
32264
32265
32266
32267
32268
32269
32270
32271
32272
32273
32274
32275
32276
32277
32278
32279
32280
32281
32282
32283
32284
32285
32286
32287
32288
32289
32290
32291
32292
32293
32294
32295
32296
32297
32298
32299
32300
32301
32302
32303
32304
32305
32306
32307
32308
32309
32310
32311
32312
32313
32314
32315
32316
32317
32318
32319
32320
32321
32322
32323
32324
32325
32326
32327
32328
32329
32330
32331
32332
32333
32334
32335
32336
32337
32338
32339
32340
32341
32342
32343
32344
32345
32346
32347
32348
32349
32350
32351
32352
32353
32354
32355
32356
32357
32358
32359
32360
32361
32362
32363
32364
32365
32366
32367
32368
32369
32370
32371
32372
32373
32374
32375
32376
32377
32378
32379
32380
32381
32382
32383
32384
32385
32386
32387
32388
32389
32390
32391
32392
32393
32394
32395
32396
32397
32398
32399
32400
32401
32402
32403
32404
32405
32406
32407
32408
32409
32410
32411
32412
32413
32414
32415
32416
32417
32418
32419
32420
32421
32422
32423
32424
32425
32426
32427
32428
32429
32430
32431
32432
32433
32434
32435
32436
32437
32438
32439
32440
32441
32442
32443
32444
32445
32446
32447
32448
32449
32450
32451
32452
32453
32454
32455
32456
32457
32458
32459
32460
32461
32462
32463
32464
32465
32466
32467
32468
32469
32470
32471
32472
32473
32474
32475
32476
32477
32478
32479
32480
32481
32482
32483
32484
32485
32486
32487
32488
32489
32490
32491
32492
32493
32494
32495
32496
32497
32498
32499
32500
32501
32502
32503
32504
32505
32506
32507
32508
32509
32510
32511
32512
32513
32514
32515
32516
32517
32518
32519
32520
32521
32522
32523
32524
32525
32526
32527
32528
32529
32530
32531
32532
32533
32534
32535
32536
32537
32538
32539
32540
32541
32542
32543
32544
32545
32546
32547
32548
32549
32550
32551
32552
32553
32554
32555
32556
32557
32558
32559
32560
32561
32562
32563
32564
32565
32566
32567
32568
32569
32570
32571
32572
32573
32574
32575
32576
32577
32578
32579
32580
32581
32582
32583
32584
32585
32586
32587
32588
32589
32590
32591
32592
32593
32594
32595
32596
32597
32598
32599
32600
32601
32602
32603
32604
32605
32606
32607
32608
32609
32610
32611
32612
32613
32614
32615
32616
32617
32618
32619
32620
32621
32622
32623
32624
32625
32626
32627
32628
32629
32630
32631
32632
32633
32634
32635
32636
32637
32638
32639
32640
32641
32642
32643
32644
32645
32646
32647
32648
32649
32650
32651
32652
32653
32654
32655
32656
32657
32658
32659
32660
32661
32662
32663
32664
32665
32666
32667
32668
32669
32670
32671
32672
32673
32674
32675
32676
32677
32678
32679
32680
32681
32682
32683
32684
32685
32686
32687
32688
32689
32690
32691
32692
32693
32694
32695
32696
32697
32698
32699
32700
32701
32702
32703
32704
32705
32706
32707
32708
32709
32710
32711
32712
32713
32714
32715
32716
32717
32718
32719
32720
32721
32722
32723
32724
32725
32726
32727
32728
32729
32730
32731
32732
32733
32734
32735
32736
32737
32738
32739
32740
32741
32742
32743
32744
32745
32746
32747
32748
32749
32750
32751
32752
32753
32754
32755
32756
32757
32758
32759
32760
32761
32762
32763
32764
32765
32766
32767
32768
32769
32770
32771
32772
32773
32774
32775
32776
32777
32778
32779
32780
32781
32782
32783
32784
32785
32786
32787
32788
32789
32790
32791
32792
32793
32794
32795
32796
32797
32798
32799
32800
32801
32802
32803
32804
32805
32806
32807
32808
32809
32810
32811
32812
32813
32814
32815
32816
32817
32818
32819
32820
32821
32822
32823
32824
32825
32826
32827
32828
32829
32830
32831
32832
32833
32834
32835
32836
32837
32838
32839
32840
32841
32842
32843
32844
32845
32846
32847
32848
32849
32850
32851
32852
32853
32854
32855
32856
32857
32858
32859
32860
32861
32862
32863
32864
32865
32866
32867
32868
32869
32870
32871
32872
32873
32874
32875
32876
32877
32878
32879
32880
32881
32882
32883
32884
32885
32886
32887
32888
32889
32890
32891
32892
32893
32894
32895
32896
32897
32898
32899
32900
32901
32902
32903
32904
32905
32906
32907
32908
32909
32910
32911
32912
32913
32914
32915
32916
32917
32918
32919
32920
32921
32922
32923
32924
32925
32926
32927
32928
32929
32930
32931
32932
32933
32934
32935
32936
32937
32938
32939
32940
32941
32942
32943
32944
32945
32946
32947
32948
32949
32950
32951
32952
32953
32954
32955
32956
32957
32958
32959
32960
32961
32962
32963
32964
32965
32966
32967
32968
32969
32970
32971
32972
32973
32974
32975
32976
32977
32978
32979
32980
32981
32982
32983
32984
32985
32986
32987
32988
32989
32990
32991
32992
32993
32994
32995
32996
32997
32998
32999
33000
33001
33002
33003
33004
33005
33006
33007
33008
33009
33010
33011
33012
33013
33014
33015
33016
33017
33018
33019
33020
33021
33022
33023
33024
33025
33026
33027
33028
33029
33030
33031
33032
33033
33034
33035
33036
33037
33038
33039
33040
33041
33042
33043
33044
33045
33046
33047
33048
33049
33050
33051
33052
33053
33054
33055
33056
33057
33058
33059
33060
33061
33062
33063
33064
33065
33066
33067
33068
33069
33070
33071
33072
33073
33074
33075
33076
33077
33078
33079
33080
33081
33082
33083
33084
33085
33086
33087
33088
33089
33090
33091
33092
33093
33094
33095
33096
33097
33098
33099
33100
33101
33102
33103
33104
33105
33106
33107
33108
33109
33110
33111
33112
33113
33114
33115
33116
33117
33118
33119
33120
33121
33122
33123
33124
33125
33126
33127
33128
33129
33130
33131
33132
33133
33134
33135
33136
33137
33138
33139
33140
33141
33142
33143
33144
33145
33146
33147
33148
33149
33150
33151
33152
33153
33154
33155
33156
33157
33158
33159
33160
33161
33162
33163
33164
33165
33166
33167
33168
33169
33170
33171
33172
33173
33174
33175
33176
33177
33178
33179
33180
33181
33182
33183
33184
33185
33186
33187
33188
33189
33190
33191
33192
33193
33194
33195
33196
33197
33198
33199
33200
33201
33202
33203
33204
33205
33206
33207
33208
33209
33210
33211
33212
33213
33214
33215
33216
33217
33218
33219
33220
33221
33222
33223
33224
33225
33226
33227
33228
33229
33230
33231
33232
33233
33234
33235
33236
33237
33238
33239
33240
33241
33242
33243
33244
33245
33246
33247
33248
33249
33250
33251
33252
33253
33254
33255
33256
33257
33258
33259
33260
33261
33262
33263
33264
33265
33266
33267
33268
33269
33270
33271
33272
33273
33274
33275
33276
33277
33278
33279
33280
33281
33282
33283
33284
33285
33286
33287
33288
33289
33290
33291
33292
33293
33294
33295
33296
33297
33298
33299
33300
33301
33302
33303
33304
33305
33306
33307
33308
33309
33310
33311
33312
33313
33314
33315
33316
33317
33318
33319
33320
33321
33322
33323
33324
33325
33326
33327
33328
33329
33330
33331
33332
33333
33334
33335
33336
33337
33338
33339
33340
33341
33342
33343
33344
33345
33346
33347
33348
33349
33350
33351
33352
33353
33354
33355
33356
33357
33358
33359
33360
33361
33362
33363
33364
33365
33366
33367
33368
33369
33370
33371
33372
33373
33374
33375
33376
33377
33378
33379
33380
33381
33382
33383
33384
33385
33386
33387
33388
33389
33390
33391
33392
33393
33394
33395
33396
33397
33398
33399
33400
33401
33402
33403
33404
33405
33406
33407
33408
33409
33410
33411
33412
33413
33414
33415
33416
33417
33418
33419
33420
33421
33422
33423
33424
33425
33426
33427
33428
33429
33430
33431
33432
33433
33434
33435
33436
33437
33438
33439
33440
33441
33442
33443
33444
33445
33446
33447
33448
33449
33450
33451
33452
33453
33454
33455
33456
33457
33458
33459
33460
33461
33462
33463
33464
33465
33466
33467
33468
33469
33470
33471
33472
33473
33474
33475
33476
33477
33478
33479
33480
33481
33482
33483
33484
33485
33486
33487
33488
33489
33490
33491
33492
33493
33494
33495
33496
33497
33498
33499
33500
33501
33502
33503
33504
33505
33506
33507
33508
33509
33510
33511
33512
33513
33514
33515
33516
33517
33518
33519
33520
33521
33522
33523
33524
33525
33526
33527
33528
33529
33530
33531
33532
33533
33534
33535
33536
33537
33538
33539
33540
33541
33542
33543
33544
33545
33546
33547
33548
33549
33550
33551
33552
33553
33554
33555
33556
33557
33558
33559
33560
33561
33562
33563
33564
33565
33566
33567
33568
33569
33570
33571
33572
33573
33574
33575
33576
33577
33578
33579
33580
33581
33582
33583
33584
33585
33586
33587
33588
33589
33590
33591
33592
33593
33594
33595
33596
33597
33598
33599
33600
33601
33602
33603
33604
33605
33606
33607
33608
33609
33610
33611
33612
33613
33614
33615
33616
33617
33618
33619
33620
33621
33622
33623
33624
33625
33626
33627
33628
33629
33630
33631
33632
33633
33634
33635
33636
33637
33638
33639
33640
33641
33642
33643
33644
33645
33646
33647
33648
33649
33650
33651
33652
33653
33654
33655
33656
33657
33658
33659
33660
33661
33662
33663
33664
33665
33666
33667
33668
33669
33670
33671
33672
33673
33674
33675
33676
33677
33678
33679
33680
33681
33682
33683
33684
33685
33686
33687
33688
33689
33690
33691
33692
33693
33694
33695
33696
33697
33698
33699
33700
33701
33702
33703
33704
33705
33706
33707
33708
33709
33710
33711
33712
33713
33714
33715
33716
33717
33718
33719
33720
33721
33722
33723
33724
33725
33726
33727
33728
33729
33730
33731
33732
33733
33734
33735
33736
33737
33738
33739
33740
33741
33742
33743
33744
33745
33746
33747
33748
33749
33750
33751
33752
33753
33754
33755
33756
33757
33758
33759
33760
33761
33762
33763
33764
33765
33766
33767
33768
33769
33770
33771
33772
33773
33774
33775
33776
33777
33778
33779
33780
33781
33782
33783
33784
33785
33786
33787
33788
33789
33790
33791
33792
33793
33794
33795
33796
33797
33798
33799
33800
33801
33802
33803
33804
33805
33806
33807
33808
33809
33810
33811
33812
33813
33814
33815
33816
33817
33818
33819
33820
33821
33822
33823
33824
33825
33826
33827
33828
33829
33830
33831
33832
33833
33834
33835
33836
33837
33838
33839
33840
33841
33842
33843
33844
33845
33846
33847
33848
33849
33850
33851
33852
33853
33854
33855
33856
33857
33858
33859
33860
33861
33862
33863
33864
33865
33866
33867
33868
33869
33870
33871
33872
33873
33874
33875
33876
33877
33878
33879
33880
33881
33882
33883
33884
33885
33886
33887
33888
33889
33890
33891
33892
33893
33894
33895
33896
33897
33898
33899
33900
33901
33902
33903
33904
33905
33906
33907
33908
33909
33910
33911
33912
33913
33914
33915
33916
33917
33918
33919
33920
33921
33922
33923
33924
33925
33926
33927
33928
33929
33930
33931
33932
33933
33934
33935
33936
33937
33938
33939
33940
33941
33942
33943
33944
33945
33946
33947
33948
33949
33950
33951
33952
33953
33954
33955
33956
33957
33958
33959
33960
33961
33962
33963
33964
33965
33966
33967
33968
33969
33970
33971
33972
33973
33974
33975
33976
33977
33978
33979
33980
33981
33982
33983
33984
33985
33986
33987
33988
33989
33990
33991
33992
33993
33994
33995
33996
33997
33998
33999
34000
34001
34002
34003
34004
34005
34006
34007
34008
34009
34010
34011
34012
34013
34014
34015
34016
34017
34018
34019
34020
34021
34022
34023
34024
34025
34026
34027
34028
34029
34030
34031
34032
34033
34034
34035
34036
34037
34038
34039
34040
34041
34042
34043
34044
34045
34046
34047
34048
34049
34050
34051
34052
34053
34054
34055
34056
34057
34058
34059
34060
34061
34062
34063
34064
34065
34066
34067
34068
34069
34070
34071
34072
34073
34074
34075
34076
34077
34078
34079
34080
34081
34082
34083
34084
34085
34086
34087
34088
34089
34090
34091
34092
34093
34094
34095
34096
34097
34098
34099
34100
34101
34102
34103
34104
34105
34106
34107
34108
34109
34110
34111
34112
34113
34114
34115
34116
34117
34118
34119
34120
34121
34122
34123
34124
34125
34126
34127
34128
34129
34130
34131
34132
34133
34134
34135
34136
34137
34138
34139
34140
34141
34142
34143
34144
34145
34146
34147
34148
34149
34150
34151
34152
34153
34154
34155
34156
34157
34158
34159
34160
34161
34162
34163
34164
34165
34166
34167
34168
34169
34170
34171
34172
34173
34174
34175
34176
34177
34178
34179
34180
34181
34182
34183
34184
34185
34186
34187
34188
34189
34190
34191
34192
34193
34194
34195
34196
34197
34198
34199
34200
34201
34202
34203
34204
34205
34206
34207
34208
34209
34210
34211
34212
34213
34214
34215
34216
34217
34218
34219
34220
34221
34222
34223
34224
34225
34226
34227
34228
34229
34230
34231
34232
34233
34234
34235
34236
34237
34238
34239
34240
34241
34242
34243
34244
34245
34246
34247
34248
34249
34250
34251
34252
34253
34254
34255
34256
34257
34258
34259
34260
34261
34262
34263
34264
34265
34266
34267
34268
34269
34270
34271
34272
34273
34274
34275
34276
34277
34278
34279
34280
34281
34282
34283
34284
34285
34286
34287
34288
34289
34290
34291
34292
34293
34294
34295
34296
34297
34298
34299
34300
34301
34302
34303
34304
34305
34306
34307
34308
34309
34310
34311
34312
34313
34314
34315
34316
34317
34318
34319
34320
34321
34322
34323
34324
34325
34326
34327
34328
34329
34330
34331
34332
34333
34334
34335
34336
34337
34338
34339
34340
34341
34342
34343
34344
34345
34346
34347
34348
34349
34350
34351
34352
34353
34354
34355
34356
34357
34358
34359
34360
34361
34362
34363
34364
34365
34366
34367
34368
34369
34370
34371
34372
34373
34374
34375
34376
34377
34378
34379
34380
34381
34382
34383
34384
34385
34386
34387
34388
34389
34390
34391
34392
34393
34394
34395
34396
34397
34398
34399
34400
34401
34402
34403
34404
34405
34406
34407
34408
34409
34410
34411
34412
34413
34414
34415
34416
34417
34418
34419
34420
34421
34422
34423
34424
34425
34426
34427
34428
34429
34430
34431
34432
34433
34434
34435
34436
34437
34438
34439
34440
34441
34442
34443
34444
34445
34446
34447
34448
34449
34450
34451
34452
34453
34454
34455
34456
34457
34458
34459
34460
34461
34462
34463
34464
34465
34466
34467
34468
34469
34470
34471
34472
34473
34474
34475
34476
34477
34478
34479
34480
34481
34482
34483
34484
34485
34486
34487
34488
34489
34490
34491
34492
34493
34494
34495
34496
34497
34498
34499
34500
34501
34502
34503
34504
34505
34506
34507
34508
34509
34510
34511
34512
34513
34514
34515
34516
34517
34518
34519
34520
34521
34522
34523
34524
34525
34526
34527
34528
34529
34530
34531
34532
34533
34534
34535
34536
34537
34538
34539
34540
34541
34542
34543
34544
34545
34546
34547
34548
34549
34550
34551
34552
34553
34554
34555
34556
34557
34558
34559
34560
34561
34562
34563
34564
34565
34566
34567
34568
34569
34570
34571
34572
34573
34574
34575
34576
34577
34578
34579
34580
34581
34582
34583
34584
34585
34586
34587
34588
34589
34590
34591
34592
34593
34594
34595
34596
34597
34598
34599
34600
34601
34602
34603
34604
34605
34606
34607
34608
34609
34610
34611
34612
34613
34614
34615
34616
34617
34618
34619
34620
34621
34622
34623
34624
34625
34626
34627
34628
34629
34630
34631
34632
34633
34634
34635
34636
34637
34638
34639
34640
34641
34642
34643
34644
34645
34646
34647
34648
34649
34650
34651
34652
34653
34654
34655
34656
34657
34658
34659
34660
34661
34662
34663
34664
34665
34666
34667
34668
34669
34670
34671
34672
34673
34674
34675
34676
34677
34678
34679
34680
34681
34682
34683
34684
34685
34686
34687
34688
34689
34690
34691
34692
34693
34694
34695
34696
34697
34698
34699
34700
34701
34702
34703
34704
34705
34706
34707
34708
34709
34710
34711
34712
34713
34714
34715
34716
34717
34718
34719
34720
34721
34722
34723
34724
34725
34726
34727
34728
34729
34730
34731
34732
34733
34734
34735
34736
34737
34738
34739
34740
34741
34742
34743
34744
34745
34746
34747
34748
34749
34750
34751
34752
34753
34754
34755
34756
34757
34758
34759
34760
34761
34762
34763
34764
34765
34766
34767
34768
34769
34770
34771
34772
34773
34774
34775
34776
34777
34778
34779
34780
34781
34782
34783
34784
34785
34786
34787
34788
34789
34790
34791
34792
34793
34794
34795
34796
34797
34798
34799
34800
34801
34802
34803
34804
34805
34806
34807
34808
34809
34810
34811
34812
34813
34814
34815
34816
34817
34818
34819
34820
34821
34822
34823
34824
34825
34826
34827
34828
34829
34830
34831
34832
34833
34834
34835
34836
34837
34838
34839
34840
34841
34842
34843
34844
34845
34846
34847
34848
34849
34850
34851
34852
34853
34854
34855
34856
34857
34858
34859
34860
34861
34862
34863
34864
34865
34866
34867
34868
34869
34870
34871
34872
34873
34874
34875
34876
34877
34878
34879
34880
34881
34882
34883
34884
34885
34886
34887
34888
34889
34890
34891
34892
34893
34894
34895
34896
34897
34898
34899
34900
34901
34902
34903
34904
34905
34906
34907
34908
34909
34910
34911
34912
34913
34914
34915
34916
34917
34918
34919
34920
34921
34922
34923
34924
34925
34926
34927
34928
34929
34930
34931
34932
34933
34934
34935
34936
34937
34938
34939
34940
34941
34942
34943
34944
34945
34946
34947
34948
34949
34950
34951
34952
34953
34954
34955
34956
34957
34958
34959
34960
34961
34962
34963
34964
34965
34966
34967
34968
34969
34970
34971
34972
34973
34974
34975
34976
34977
34978
34979
34980
34981
34982
34983
34984
34985
34986
34987
34988
34989
34990
34991
34992
34993
34994
34995
34996
34997
34998
34999
35000
35001
35002
35003
35004
35005
35006
35007
35008
35009
35010
35011
35012
35013
35014
35015
35016
35017
35018
35019
35020
35021
35022
35023
35024
35025
35026
35027
35028
35029
35030
35031
35032
35033
35034
35035
35036
35037
35038
35039
35040
35041
35042
35043
35044
35045
35046
35047
35048
35049
35050
35051
35052
35053
35054
35055
35056
35057
35058
35059
35060
35061
35062
35063
35064
35065
35066
35067
35068
35069
35070
35071
35072
35073
35074
35075
35076
35077
35078
35079
35080
35081
35082
35083
35084
35085
35086
35087
35088
35089
35090
35091
35092
35093
35094
35095
35096
35097
35098
35099
35100
35101
35102
35103
35104
35105
35106
35107
35108
35109
35110
35111
35112
35113
35114
35115
35116
35117
35118
35119
35120
35121
35122
35123
35124
35125
35126
35127
35128
35129
35130
35131
35132
35133
35134
35135
35136
35137
35138
35139
35140
35141
35142
35143
35144
35145
35146
35147
35148
35149
35150
35151
35152
35153
35154
35155
35156
35157
35158
35159
35160
35161
35162
35163
35164
35165
35166
35167
35168
35169
35170
35171
35172
35173
35174
35175
35176
35177
35178
35179
35180
35181
35182
35183
35184
35185
35186
35187
35188
35189
35190
35191
35192
35193
35194
35195
35196
35197
35198
35199
35200
35201
35202
35203
35204
35205
35206
35207
35208
35209
35210
35211
35212
35213
35214
35215
35216
35217
35218
35219
35220
35221
35222
35223
35224
35225
35226
35227
35228
35229
35230
35231
35232
35233
35234
35235
35236
35237
35238
35239
35240
35241
35242
35243
35244
35245
35246
35247
35248
35249
35250
35251
35252
35253
35254
35255
35256
35257
35258
35259
35260
35261
35262
35263
35264
35265
35266
35267
35268
35269
35270
35271
35272
35273
35274
35275
35276
35277
35278
35279
35280
35281
35282
35283
35284
35285
35286
35287
35288
35289
35290
35291
35292
35293
35294
35295
35296
35297
35298
35299
35300
35301
35302
35303
35304
35305
35306
35307
35308
35309
35310
35311
35312
35313
35314
35315
35316
35317
35318
35319
35320
35321
35322
35323
35324
35325
35326
35327
35328
35329
35330
35331
35332
35333
35334
35335
35336
35337
35338
35339
35340
35341
35342
35343
35344
35345
35346
35347
35348
35349
35350
35351
35352
35353
35354
35355
35356
35357
35358
35359
35360
35361
35362
35363
35364
35365
35366
35367
35368
35369
35370
35371
35372
35373
35374
35375
35376
35377
35378
35379
35380
35381
35382
35383
35384
35385
35386
35387
35388
35389
35390
35391
35392
35393
35394
35395
35396
35397
35398
35399
35400
35401
35402
35403
35404
35405
35406
35407
35408
35409
35410
35411
35412
35413
35414
35415
35416
35417
35418
35419
35420
35421
35422
35423
35424
35425
35426
35427
35428
35429
35430
35431
35432
35433
35434
35435
35436
35437
35438
35439
35440
35441
35442
35443
35444
35445
35446
35447
35448
35449
35450
35451
35452
35453
35454
35455
35456
35457
35458
35459
35460
35461
35462
35463
35464
35465
35466
35467
35468
35469
35470
35471
35472
35473
35474
35475
35476
35477
35478
35479
35480
35481
35482
35483
35484
35485
35486
35487
35488
35489
35490
35491
35492
35493
35494
35495
35496
35497
35498
35499
35500
35501
35502
35503
35504
35505
35506
35507
35508
35509
35510
35511
35512
35513
35514
35515
35516
35517
35518
35519
35520
35521
35522
35523
35524
35525
35526
35527
35528
35529
35530
35531
35532
35533
35534
35535
35536
35537
35538
35539
35540
35541
35542
35543
35544
35545
35546
35547
35548
35549
35550
35551
35552
35553
35554
35555
35556
35557
35558
35559
35560
35561
35562
35563
35564
35565
35566
35567
35568
35569
35570
35571
35572
35573
35574
35575
35576
35577
35578
35579
35580
35581
35582
35583
35584
35585
35586
35587
35588
35589
35590
35591
35592
35593
35594
35595
35596
35597
35598
35599
35600
35601
35602
35603
35604
35605
35606
35607
35608
35609
35610
35611
35612
35613
35614
35615
35616
35617
35618
35619
35620
35621
35622
35623
35624
35625
35626
35627
35628
35629
35630
35631
35632
35633
35634
35635
35636
35637
35638
35639
35640
35641
35642
35643
35644
35645
35646
35647
35648
35649
35650
35651
35652
35653
35654
35655
35656
35657
35658
35659
35660
35661
35662
35663
35664
35665
35666
35667
35668
35669
35670
35671
35672
35673
35674
35675
35676
35677
35678
35679
35680
35681
35682
35683
35684
35685
35686
35687
35688
35689
35690
35691
35692
35693
35694
35695
35696
35697
35698
35699
35700
35701
35702
35703
35704
35705
35706
35707
35708
35709
35710
35711
35712
35713
35714
35715
35716
35717
35718
35719
35720
35721
35722
35723
35724
35725
35726
35727
35728
35729
35730
35731
35732
35733
35734
35735
35736
35737
35738
35739
35740
35741
35742
35743
35744
35745
35746
35747
35748
35749
35750
35751
35752
35753
35754
35755
35756
35757
35758
35759
35760
35761
35762
35763
35764
35765
35766
35767
35768
35769
35770
35771
35772
35773
35774
35775
35776
35777
35778
35779
35780
35781
35782
35783
35784
35785
35786
35787
35788
35789
35790
35791
35792
35793
35794
35795
35796
35797
35798
35799
35800
35801
35802
35803
35804
35805
35806
35807
35808
35809
35810
35811
35812
35813
35814
35815
35816
35817
35818
35819
35820
35821
35822
35823
35824
35825
35826
35827
35828
35829
35830
35831
35832
35833
35834
35835
35836
35837
35838
35839
35840
35841
35842
35843
35844
35845
35846
35847
35848
35849
35850
35851
35852
35853
35854
35855
35856
35857
35858
35859
35860
35861
35862
35863
35864
35865
35866
35867
35868
35869
35870
35871
35872
35873
35874
35875
35876
35877
35878
35879
35880
35881
35882
35883
35884
35885
35886
35887
35888
35889
35890
35891
35892
35893
35894
35895
35896
35897
35898
35899
35900
35901
35902
35903
35904
35905
35906
35907
35908
35909
35910
35911
35912
35913
35914
35915
35916
35917
35918
35919
35920
35921
35922
35923
35924
35925
35926
35927
35928
35929
35930
35931
35932
35933
35934
35935
35936
35937
35938
35939
35940
35941
35942
35943
35944
35945
35946
35947
35948
35949
35950
35951
35952
35953
35954
35955
35956
35957
35958
35959
35960
35961
35962
35963
35964
35965
35966
35967
35968
35969
35970
35971
35972
35973
35974
35975
35976
35977
35978
35979
35980
35981
35982
35983
35984
35985
35986
35987
35988
35989
35990
35991
35992
35993
35994
35995
35996
35997
35998
35999
36000
36001
36002
36003
36004
36005
36006
36007
36008
36009
36010
36011
36012
36013
36014
36015
36016
36017
36018
36019
36020
36021
36022
36023
36024
36025
36026
36027
36028
36029
36030
36031
36032
36033
36034
36035
36036
36037
36038
36039
36040
36041
36042
36043
36044
36045
36046
36047
36048
36049
36050
36051
36052
36053
36054
36055
36056
36057
36058
36059
36060
36061
36062
36063
36064
36065
36066
36067
36068
36069
36070
36071
36072
36073
36074
36075
36076
36077
36078
36079
36080
36081
36082
36083
36084
36085
36086
36087
36088
36089
36090
36091
36092
36093
36094
36095
36096
36097
36098
36099
36100
36101
36102
36103
36104
36105
36106
36107
36108
36109
36110
36111
36112
36113
36114
36115
36116
36117
36118
36119
36120
36121
36122
36123
36124
36125
36126
36127
36128
36129
36130
36131
36132
36133
36134
36135
36136
36137
36138
36139
36140
36141
36142
36143
36144
36145
36146
36147
36148
36149
36150
36151
36152
36153
36154
36155
36156
36157
36158
36159
36160
36161
36162
36163
36164
36165
36166
36167
36168
36169
36170
36171
36172
36173
36174
36175
36176
36177
36178
36179
36180
36181
36182
36183
36184
36185
36186
36187
36188
36189
36190
36191
36192
36193
36194
36195
36196
36197
36198
36199
36200
36201
36202
36203
36204
36205
36206
36207
36208
36209
36210
36211
36212
36213
36214
36215
36216
36217
36218
36219
36220
36221
36222
36223
36224
36225
36226
36227
36228
36229
36230
36231
36232
36233
36234
36235
36236
36237
36238
36239
36240
36241
36242
36243
36244
36245
36246
36247
36248
36249
36250
36251
36252
36253
36254
36255
36256
36257
36258
36259
36260
36261
36262
36263
36264
36265
36266
36267
36268
36269
36270
36271
36272
36273
36274
36275
36276
36277
36278
36279
36280
36281
36282
36283
36284
36285
36286
36287
36288
36289
36290
36291
36292
36293
36294
36295
36296
36297
36298
36299
36300
36301
36302
36303
36304
36305
36306
36307
36308
36309
36310
36311
36312
36313
36314
36315
36316
36317
36318
36319
36320
36321
36322
36323
36324
36325
36326
36327
36328
36329
36330
36331
36332
36333
36334
36335
36336
36337
36338
36339
36340
36341
36342
36343
36344
36345
36346
36347
36348
36349
36350
36351
36352
36353
36354
36355
36356
36357
36358
36359
36360
36361
36362
36363
36364
36365
36366
36367
36368
36369
36370
36371
36372
36373
36374
36375
36376
36377
36378
36379
36380
36381
36382
36383
36384
36385
36386
36387
36388
36389
36390
36391
36392
36393
36394
36395
36396
36397
36398
36399
36400
36401
36402
36403
36404
36405
36406
36407
36408
36409
36410
36411
36412
36413
36414
36415
36416
36417
36418
36419
36420
36421
36422
36423
36424
36425
36426
36427
36428
36429
36430
36431
36432
36433
36434
36435
36436
36437
36438
36439
36440
36441
36442
36443
36444
36445
36446
36447
36448
36449
36450
36451
36452
36453
36454
36455
36456
36457
36458
36459
36460
36461
36462
36463
36464
36465
36466
36467
36468
36469
36470
36471
36472
36473
36474
36475
36476
36477
36478
36479
36480
36481
36482
36483
36484
36485
36486
36487
36488
36489
36490
36491
36492
36493
36494
36495
36496
36497
36498
36499
36500
36501
36502
36503
36504
36505
36506
36507
36508
36509
36510
36511
36512
36513
36514
36515
36516
36517
36518
36519
36520
36521
36522
36523
36524
36525
36526
36527
36528
36529
36530
36531
36532
36533
36534
36535
36536
36537
36538
36539
36540
36541
36542
36543
36544
36545
36546
36547
36548
36549
36550
36551
36552
36553
36554
36555
36556
36557
36558
36559
36560
36561
36562
36563
36564
36565
36566
36567
36568
36569
36570
36571
36572
36573
36574
36575
36576
36577
36578
36579
36580
36581
36582
36583
36584
36585
36586
36587
36588
36589
36590
36591
36592
36593
36594
36595
36596
36597
36598
36599
36600
36601
36602
36603
36604
36605
36606
36607
36608
36609
36610
36611
36612
36613
36614
36615
36616
36617
36618
36619
36620
36621
36622
36623
36624
36625
36626
36627
36628
36629
36630
36631
36632
36633
36634
36635
36636
36637
36638
36639
36640
36641
36642
36643
36644
36645
36646
36647
36648
36649
36650
36651
36652
36653
36654
36655
36656
36657
36658
36659
36660
36661
36662
36663
36664
36665
36666
36667
36668
36669
36670
36671
36672
36673
36674
36675
36676
36677
36678
36679
36680
36681
36682
36683
36684
36685
36686
36687
36688
36689
36690
36691
36692
36693
36694
36695
36696
36697
36698
36699
36700
36701
36702
36703
36704
36705
36706
36707
36708
36709
36710
36711
36712
36713
36714
36715
36716
36717
36718
36719
36720
36721
36722
36723
36724
36725
36726
36727
36728
36729
36730
36731
36732
36733
36734
36735
36736
36737
36738
36739
36740
36741
36742
36743
36744
36745
36746
36747
36748
36749
36750
36751
36752
36753
36754
36755
36756
36757
36758
36759
36760
36761
36762
36763
36764
36765
36766
36767
36768
36769
36770
36771
36772
36773
36774
36775
36776
36777
36778
36779
36780
36781
36782
36783
36784
36785
36786
36787
36788
36789
36790
36791
36792
36793
36794
36795
36796
36797
36798
36799
36800
36801
36802
36803
36804
36805
36806
36807
36808
36809
36810
36811
36812
36813
36814
36815
36816
36817
36818
36819
36820
36821
36822
36823
36824
36825
36826
36827
36828
36829
36830
36831
36832
36833
36834
36835
36836
36837
36838
36839
36840
36841
36842
36843
36844
36845
36846
36847
36848
36849
36850
36851
36852
36853
36854
36855
36856
36857
36858
36859
36860
36861
36862
36863
36864
36865
36866
36867
36868
36869
36870
36871
36872
36873
36874
36875
36876
36877
36878
36879
36880
36881
36882
36883
36884
36885
36886
36887
36888
36889
36890
36891
36892
36893
36894
36895
36896
36897
36898
36899
36900
36901
36902
36903
36904
36905
36906
36907
36908
36909
36910
36911
36912
36913
36914
36915
36916
36917
36918
36919
36920
36921
36922
36923
36924
36925
36926
36927
36928
36929
36930
36931
36932
36933
36934
36935
36936
36937
36938
36939
36940
36941
36942
36943
36944
36945
36946
36947
36948
36949
36950
36951
36952
36953
36954
36955
36956
36957
36958
36959
36960
36961
36962
36963
36964
36965
36966
36967
36968
36969
36970
36971
36972
36973
36974
36975
36976
36977
36978
36979
36980
36981
36982
36983
36984
36985
36986
36987
36988
36989
36990
36991
36992
36993
36994
36995
36996
36997
36998
36999
37000
37001
37002
37003
37004
37005
37006
37007
37008
37009
37010
37011
37012
37013
37014
37015
37016
37017
37018
37019
37020
37021
37022
37023
37024
37025
37026
37027
37028
37029
37030
37031
37032
37033
37034
37035
37036
37037
37038
37039
37040
37041
37042
37043
37044
37045
37046
37047
37048
37049
37050
37051
37052
37053
37054
37055
37056
37057
37058
37059
37060
37061
37062
37063
37064
37065
37066
37067
37068
37069
37070
37071
37072
37073
37074
37075
37076
37077
37078
37079
37080
37081
37082
37083
37084
37085
37086
37087
37088
37089
37090
37091
37092
37093
37094
37095
37096
37097
37098
37099
37100
37101
37102
37103
37104
37105
37106
37107
37108
37109
37110
37111
37112
37113
37114
37115
37116
37117
37118
37119
37120
37121
37122
37123
37124
37125
37126
37127
37128
37129
37130
37131
37132
37133
37134
37135
37136
37137
37138
37139
37140
37141
37142
37143
37144
37145
37146
37147
37148
37149
37150
37151
37152
37153
37154
37155
37156
37157
37158
37159
37160
37161
37162
37163
37164
37165
37166
37167
37168
37169
37170
37171
37172
37173
37174
37175
37176
37177
37178
37179
37180
37181
37182
37183
37184
37185
37186
37187
37188
37189
37190
37191
37192
37193
37194
37195
37196
37197
37198
37199
37200
37201
37202
37203
37204
37205
37206
37207
37208
37209
37210
37211
37212
37213
37214
37215
37216
37217
37218
37219
37220
37221
37222
37223
37224
37225
37226
37227
37228
37229
37230
37231
37232
37233
37234
37235
37236
37237
37238
37239
37240
37241
37242
37243
37244
37245
37246
37247
37248
37249
37250
37251
37252
37253
37254
37255
37256
37257
37258
37259
37260
37261
37262
37263
37264
37265
37266
37267
37268
37269
37270
37271
37272
37273
37274
37275
37276
37277
37278
37279
37280
37281
37282
37283
37284
37285
37286
37287
37288
37289
37290
37291
37292
37293
37294
37295
37296
37297
37298
37299
37300
37301
37302
37303
37304
37305
37306
37307
37308
37309
37310
37311
37312
37313
37314
37315
37316
37317
37318
37319
37320
37321
37322
37323
37324
37325
37326
37327
37328
37329
37330
37331
37332
37333
37334
37335
37336
37337
37338
37339
37340
37341
37342
37343
37344
37345
37346
37347
37348
37349
37350
37351
37352
37353
37354
37355
37356
37357
37358
37359
37360
37361
37362
37363
37364
37365
37366
37367
37368
37369
37370
37371
37372
37373
37374
37375
37376
37377
37378
37379
37380
37381
37382
37383
37384
37385
37386
37387
37388
37389
37390
37391
37392
37393
37394
37395
37396
37397
37398
37399
37400
37401
37402
37403
37404
37405
37406
37407
37408
37409
37410
37411
37412
37413
37414
37415
37416
37417
37418
37419
37420
37421
37422
37423
37424
37425
37426
37427
37428
37429
37430
37431
37432
37433
37434
37435
37436
37437
37438
37439
37440
37441
37442
37443
37444
37445
37446
37447
37448
37449
37450
37451
37452
37453
37454
37455
37456
37457
37458
37459
37460
37461
37462
37463
37464
37465
37466
37467
37468
37469
37470
37471
37472
37473
37474
37475
37476
37477
37478
37479
37480
37481
37482
37483
37484
37485
37486
37487
37488
37489
37490
37491
37492
37493
37494
37495
37496
37497
37498
37499
37500
37501
37502
37503
37504
37505
37506
37507
37508
37509
37510
37511
37512
37513
37514
37515
37516
37517
37518
37519
37520
37521
37522
37523
37524
37525
37526
37527
37528
37529
37530
37531
37532
37533
37534
37535
37536
37537
37538
37539
37540
37541
37542
37543
37544
37545
37546
37547
37548
37549
37550
37551
37552
37553
37554
37555
37556
37557
37558
37559
37560
37561
37562
37563
37564
37565
37566
37567
37568
37569
37570
37571
37572
37573
37574
37575
37576
37577
37578
37579
37580
37581
37582
37583
37584
37585
37586
37587
37588
37589
37590
37591
37592
37593
37594
37595
37596
37597
37598
37599
37600
37601
37602
37603
37604
37605
37606
37607
37608
37609
37610
37611
37612
37613
37614
37615
37616
37617
37618
37619
37620
37621
37622
37623
37624
37625
37626
37627
37628
37629
37630
37631
37632
37633
37634
37635
37636
37637
37638
37639
37640
37641
37642
37643
37644
37645
37646
37647
37648
37649
37650
37651
37652
37653
37654
37655
37656
37657
37658
37659
37660
37661
37662
37663
37664
37665
37666
37667
37668
37669
37670
37671
37672
37673
37674
37675
37676
37677
37678
37679
37680
37681
37682
37683
37684
37685
37686
37687
37688
37689
37690
37691
37692
37693
37694
37695
37696
37697
37698
37699
37700
37701
37702
37703
37704
37705
37706
37707
37708
37709
37710
37711
37712
37713
37714
37715
37716
37717
37718
37719
37720
37721
37722
37723
37724
37725
37726
37727
37728
37729
37730
37731
37732
37733
37734
37735
37736
37737
37738
37739
37740
37741
37742
37743
37744
37745
37746
37747
37748
37749
37750
37751
37752
37753
37754
37755
37756
37757
37758
37759
37760
37761
37762
37763
37764
37765
37766
37767
37768
37769
37770
37771
37772
37773
37774
37775
37776
37777
37778
37779
37780
37781
37782
37783
37784
37785
37786
37787
37788
37789
37790
37791
37792
37793
37794
37795
37796
37797
37798
37799
37800
37801
37802
37803
37804
37805
37806
37807
37808
37809
37810
37811
37812
37813
37814
37815
37816
37817
37818
37819
37820
37821
37822
37823
37824
37825
37826
37827
37828
37829
37830
37831
37832
37833
37834
37835
37836
37837
37838
37839
37840
37841
37842
37843
37844
37845
37846
37847
37848
37849
37850
37851
37852
37853
37854
37855
37856
37857
37858
37859
37860
37861
37862
37863
37864
37865
37866
37867
37868
37869
37870
37871
37872
37873
37874
37875
37876
37877
37878
37879
37880
37881
37882
37883
37884
37885
37886
37887
37888
37889
37890
37891
37892
37893
37894
37895
37896
37897
37898
37899
37900
37901
37902
37903
37904
37905
37906
37907
37908
37909
37910
37911
37912
37913
37914
37915
37916
37917
37918
37919
37920
37921
37922
37923
37924
37925
37926
37927
37928
37929
37930
37931
37932
37933
37934
37935
37936
37937
37938
37939
37940
37941
37942
37943
37944
37945
37946
37947
37948
37949
37950
37951
37952
37953
37954
37955
37956
37957
37958
37959
37960
37961
37962
37963
37964
37965
37966
37967
37968
37969
37970
37971
37972
37973
37974
37975
37976
37977
37978
37979
37980
37981
37982
37983
37984
37985
37986
37987
37988
37989
37990
37991
37992
37993
37994
37995
37996
37997
37998
37999
38000
38001
38002
38003
38004
38005
38006
38007
38008
38009
38010
38011
38012
38013
38014
38015
38016
38017
38018
38019
38020
38021
38022
38023
38024
38025
38026
38027
38028
38029
38030
38031
38032
38033
38034
38035
38036
38037
38038
38039
38040
38041
38042
38043
38044
38045
38046
38047
38048
38049
38050
38051
38052
38053
38054
38055
38056
38057
38058
38059
38060
38061
38062
38063
38064
38065
38066
38067
38068
38069
38070
38071
38072
38073
38074
38075
38076
38077
38078
38079
38080
38081
38082
38083
38084
38085
38086
38087
38088
38089
38090
38091
38092
38093
38094
38095
38096
38097
38098
38099
38100
38101
38102
38103
38104
38105
38106
38107
38108
38109
38110
38111
38112
38113
38114
38115
38116
38117
38118
38119
38120
38121
38122
38123
38124
38125
38126
38127
38128
38129
38130
38131
38132
38133
38134
38135
38136
38137
38138
38139
38140
38141
38142
38143
38144
38145
38146
38147
38148
38149
38150
38151
38152
38153
38154
38155
38156
38157
38158
38159
38160
38161
38162
38163
38164
38165
38166
38167
38168
38169
38170
38171
38172
38173
38174
38175
38176
38177
38178
38179
38180
38181
38182
38183
38184
38185
38186
38187
38188
38189
38190
38191
38192
38193
38194
38195
38196
38197
38198
38199
38200
38201
38202
38203
38204
38205
38206
38207
38208
38209
38210
38211
38212
38213
38214
38215
38216
38217
38218
38219
38220
38221
38222
38223
38224
38225
38226
38227
38228
38229
38230
38231
38232
38233
38234
38235
38236
38237
38238
38239
38240
38241
38242
38243
38244
38245
38246
38247
38248
38249
38250
38251
38252
38253
38254
38255
38256
38257
38258
38259
38260
38261
38262
38263
38264
38265
38266
38267
38268
38269
38270
38271
38272
38273
38274
38275
38276
38277
38278
38279
38280
38281
38282
38283
38284
38285
38286
38287
38288
38289
38290
38291
38292
38293
38294
38295
38296
38297
38298
38299
38300
38301
38302
38303
38304
38305
38306
38307
38308
38309
38310
38311
38312
38313
38314
38315
38316
38317
38318
38319
38320
38321
38322
38323
38324
38325
38326
38327
38328
38329
38330
38331
38332
38333
38334
38335
38336
38337
38338
38339
38340
38341
38342
38343
38344
38345
38346
38347
38348
38349
38350
38351
38352
38353
38354
38355
38356
38357
38358
38359
38360
38361
38362
38363
38364
38365
38366
38367
38368
38369
38370
38371
38372
38373
38374
38375
38376
38377
38378
38379
38380
38381
38382
38383
38384
38385
38386
38387
38388
38389
38390
38391
38392
38393
38394
38395
38396
38397
38398
38399
38400
38401
38402
38403
38404
38405
38406
38407
38408
38409
38410
38411
38412
38413
38414
38415
38416
38417
38418
38419
38420
38421
38422
38423
38424
38425
38426
38427
38428
38429
38430
38431
38432
38433
38434
38435
38436
38437
38438
38439
38440
38441
38442
38443
38444
38445
38446
38447
38448
38449
38450
38451
38452
38453
38454
38455
38456
38457
38458
38459
38460
38461
38462
38463
38464
38465
38466
38467
38468
38469
38470
38471
38472
38473
38474
38475
38476
38477
38478
38479
38480
38481
38482
38483
38484
38485
38486
38487
38488
38489
38490
38491
38492
38493
38494
38495
38496
38497
38498
38499
38500
38501
38502
38503
38504
38505
38506
38507
38508
38509
38510
38511
38512
38513
38514
38515
38516
38517
38518
38519
38520
38521
38522
38523
38524
38525
38526
38527
38528
38529
38530
38531
38532
38533
38534
38535
38536
38537
38538
38539
38540
38541
38542
38543
38544
38545
38546
38547
38548
38549
38550
38551
38552
38553
38554
38555
38556
38557
38558
38559
38560
38561
38562
38563
38564
38565
38566
38567
38568
38569
38570
38571
38572
38573
38574
38575
38576
38577
38578
38579
38580
38581
38582
38583
38584
38585
38586
38587
38588
38589
38590
38591
38592
38593
38594
38595
38596
38597
38598
38599
38600
38601
38602
38603
38604
38605
38606
38607
38608
38609
38610
38611
38612
38613
38614
38615
38616
38617
38618
38619
38620
38621
38622
38623
38624
38625
38626
38627
38628
38629
38630
38631
38632
38633
38634
38635
38636
38637
38638
38639
38640
38641
38642
38643
38644
38645
38646
38647
38648
38649
38650
38651
38652
38653
38654
38655
38656
38657
38658
38659
38660
38661
38662
38663
38664
38665
38666
38667
38668
38669
38670
38671
38672
38673
38674
38675
38676
38677
38678
38679
38680
38681
38682
38683
38684
38685
38686
38687
38688
38689
38690
38691
38692
38693
38694
38695
38696
38697
38698
38699
38700
38701
38702
38703
38704
38705
38706
38707
38708
38709
38710
38711
38712
38713
38714
38715
38716
38717
38718
38719
38720
38721
38722
38723
38724
38725
38726
38727
38728
38729
38730
38731
38732
38733
38734
38735
38736
38737
38738
38739
38740
38741
38742
38743
38744
38745
38746
38747
38748
38749
38750
38751
38752
38753
38754
38755
38756
38757
38758
38759
38760
38761
38762
38763
38764
38765
38766
38767
38768
38769
38770
38771
38772
38773
38774
38775
38776
38777
38778
38779
38780
38781
38782
38783
38784
38785
38786
38787
38788
38789
38790
38791
38792
38793
38794
38795
38796
38797
38798
38799
38800
38801
38802
38803
38804
38805
38806
38807
38808
38809
38810
38811
38812
38813
38814
38815
38816
38817
38818
38819
38820
38821
38822
38823
38824
38825
38826
38827
38828
38829
38830
38831
38832
38833
38834
38835
38836
38837
38838
38839
38840
38841
38842
38843
38844
38845
38846
38847
38848
38849
38850
38851
38852
38853
38854
38855
38856
38857
38858
38859
38860
38861
38862
38863
38864
38865
38866
38867
38868
38869
38870
38871
38872
38873
38874
38875
38876
38877
38878
38879
38880
38881
38882
38883
38884
38885
38886
38887
38888
38889
38890
38891
38892
38893
38894
38895
38896
38897
38898
38899
38900
38901
38902
38903
38904
38905
38906
38907
38908
38909
38910
38911
38912
38913
38914
38915
38916
38917
38918
38919
38920
38921
38922
38923
38924
38925
38926
38927
38928
38929
38930
38931
38932
38933
38934
38935
38936
38937
38938
38939
38940
38941
38942
38943
38944
38945
38946
38947
38948
38949
38950
38951
38952
38953
38954
38955
38956
38957
38958
38959
38960
38961
38962
38963
38964
38965
38966
38967
38968
38969
38970
38971
38972
38973
38974
38975
38976
38977
38978
38979
38980
38981
38982
38983
38984
38985
38986
38987
38988
38989
38990
38991
38992
38993
38994
38995
38996
38997
38998
38999
39000
39001
39002
39003
39004
39005
39006
39007
39008
39009
39010
39011
39012
39013
39014
39015
39016
39017
39018
39019
39020
39021
39022
39023
39024
39025
39026
39027
39028
39029
39030
39031
39032
39033
39034
39035
39036
39037
39038
39039
39040
39041
39042
39043
39044
39045
39046
39047
39048
39049
39050
39051
39052
39053
39054
39055
39056
39057
39058
39059
39060
39061
39062
39063
39064
39065
39066
39067
39068
39069
39070
39071
39072
39073
39074
39075
39076
39077
39078
39079
39080
39081
39082
39083
39084
39085
39086
39087
39088
39089
39090
39091
39092
39093
39094
39095
39096
39097
39098
39099
39100
39101
39102
39103
39104
39105
39106
39107
39108
39109
39110
39111
39112
39113
39114
39115
39116
39117
39118
39119
39120
39121
39122
39123
39124
39125
39126
39127
39128
39129
39130
39131
39132
39133
39134
39135
39136
39137
39138
39139
39140
39141
39142
39143
39144
39145
39146
39147
39148
39149
39150
39151
39152
39153
39154
39155
39156
39157
39158
39159
39160
39161
39162
39163
39164
39165
39166
39167
39168
39169
39170
39171
39172
39173
39174
39175
39176
39177
39178
39179
39180
39181
39182
39183
39184
39185
39186
39187
39188
39189
39190
39191
39192
39193
39194
39195
39196
39197
39198
39199
39200
39201
39202
39203
39204
39205
39206
39207
39208
39209
39210
39211
39212
39213
39214
39215
39216
39217
39218
39219
39220
39221
39222
39223
39224
39225
39226
39227
39228
39229
39230
39231
39232
39233
39234
39235
39236
39237
39238
39239
39240
39241
39242
39243
39244
39245
39246
39247
39248
39249
39250
39251
39252
39253
39254
39255
39256
39257
39258
39259
39260
39261
39262
39263
39264
39265
39266
39267
39268
39269
39270
39271
39272
39273
39274
39275
39276
39277
39278
39279
39280
39281
39282
39283
39284
39285
39286
39287
39288
39289
39290
39291
39292
39293
39294
39295
39296
39297
39298
39299
39300
39301
39302
39303
39304
39305
39306
39307
39308
39309
39310
39311
39312
39313
39314
39315
39316
39317
39318
39319
39320
39321
39322
39323
39324
39325
39326
39327
39328
39329
39330
39331
39332
39333
39334
39335
39336
39337
39338
39339
39340
39341
39342
39343
39344
39345
39346
39347
39348
39349
39350
39351
39352
39353
39354
39355
39356
39357
39358
39359
39360
39361
39362
39363
39364
39365
39366
39367
39368
39369
39370
39371
39372
39373
39374
39375
39376
39377
39378
39379
39380
39381
39382
39383
39384
39385
39386
39387
39388
39389
39390
39391
39392
39393
39394
39395
39396
39397
39398
39399
39400
39401
39402
39403
39404
39405
39406
39407
39408
39409
39410
39411
39412
39413
39414
39415
39416
39417
39418
39419
39420
39421
39422
39423
39424
39425
39426
39427
39428
39429
39430
39431
39432
39433
39434
39435
39436
39437
39438
39439
39440
39441
39442
39443
39444
39445
39446
39447
39448
39449
39450
39451
39452
39453
39454
39455
39456
39457
39458
39459
39460
39461
39462
39463
39464
39465
39466
39467
39468
39469
39470
39471
39472
39473
39474
39475
39476
39477
39478
39479
39480
39481
39482
39483
39484
39485
39486
39487
39488
39489
39490
39491
39492
39493
39494
39495
39496
39497
39498
39499
39500
39501
39502
39503
39504
39505
39506
39507
39508
39509
39510
39511
39512
39513
39514
39515
39516
39517
39518
39519
39520
39521
39522
39523
39524
39525
39526
39527
39528
39529
39530
39531
39532
39533
39534
39535
39536
39537
39538
39539
39540
39541
39542
39543
39544
39545
39546
39547
39548
39549
39550
39551
39552
39553
39554
39555
39556
39557
39558
39559
39560
39561
39562
39563
39564
39565
39566
39567
39568
39569
39570
39571
39572
39573
39574
39575
39576
39577
39578
39579
39580
39581
39582
39583
39584
39585
39586
39587
39588
39589
39590
39591
39592
39593
39594
39595
39596
39597
39598
39599
39600
39601
39602
39603
39604
39605
39606
39607
39608
39609
39610
39611
39612
39613
39614
39615
39616
39617
39618
39619
39620
39621
39622
39623
39624
39625
39626
39627
39628
39629
39630
39631
39632
39633
39634
39635
39636
39637
39638
39639
39640
39641
39642
39643
39644
39645
39646
39647
39648
39649
39650
39651
39652
39653
39654
39655
39656
39657
39658
39659
39660
39661
39662
39663
39664
39665
39666
39667
39668
39669
39670
39671
39672
39673
39674
39675
39676
39677
39678
39679
39680
39681
39682
39683
39684
39685
39686
39687
39688
39689
39690
39691
39692
39693
39694
39695
39696
39697
39698
39699
39700
39701
39702
39703
39704
39705
39706
39707
39708
39709
39710
39711
39712
39713
39714
39715
39716
39717
39718
39719
39720
39721
39722
39723
39724
39725
39726
39727
39728
39729
39730
39731
39732
39733
39734
39735
39736
39737
39738
39739
39740
39741
39742
39743
39744
39745
39746
39747
39748
39749
39750
39751
39752
39753
39754
39755
39756
39757
39758
39759
39760
39761
39762
39763
39764
39765
39766
39767
39768
39769
39770
39771
39772
39773
39774
39775
39776
39777
39778
39779
39780
39781
39782
39783
39784
39785
39786
39787
39788
39789
39790
39791
39792
39793
39794
39795
39796
39797
39798
39799
39800
39801
39802
39803
39804
39805
39806
39807
39808
39809
39810
39811
39812
39813
39814
39815
39816
39817
39818
39819
39820
39821
39822
39823
39824
39825
39826
39827
39828
39829
39830
39831
39832
39833
39834
39835
39836
39837
39838
39839
39840
39841
39842
39843
39844
39845
39846
39847
39848
39849
39850
39851
39852
39853
39854
39855
39856
39857
39858
39859
39860
39861
39862
39863
39864
39865
39866
39867
39868
39869
39870
39871
39872
39873
39874
39875
39876
39877
39878
39879
39880
39881
39882
39883
39884
39885
39886
39887
39888
39889
39890
39891
39892
39893
39894
39895
39896
39897
39898
39899
39900
39901
39902
39903
39904
39905
39906
39907
39908
39909
39910
39911
39912
39913
39914
39915
39916
39917
39918
39919
39920
39921
39922
39923
39924
39925
39926
39927
39928
39929
39930
39931
39932
39933
39934
39935
39936
39937
39938
39939
39940
39941
39942
39943
39944
39945
39946
39947
39948
39949
39950
39951
39952
39953
39954
39955
39956
39957
39958
39959
39960
39961
39962
39963
39964
39965
39966
39967
39968
39969
39970
39971
39972
39973
39974
39975
39976
39977
39978
39979
39980
39981
39982
39983
39984
39985
39986
39987
39988
39989
39990
39991
39992
39993
39994
39995
39996
39997
39998
39999
40000
40001
40002
40003
40004
40005
40006
40007
40008
40009
40010
40011
40012
40013
40014
40015
40016
40017
40018
40019
40020
40021
40022
40023
40024
40025
40026
40027
40028
40029
40030
40031
40032
40033
40034
40035
40036
40037
40038
40039
40040
40041
40042
40043
40044
40045
40046
40047
40048
40049
40050
40051
40052
40053
40054
40055
40056
40057
40058
40059
40060
40061
40062
40063
40064
40065
40066
40067
40068
40069
40070
40071
40072
40073
40074
40075
40076
40077
40078
40079
40080
40081
40082
40083
40084
40085
40086
40087
40088
40089
40090
40091
40092
40093
40094
40095
40096
40097
40098
40099
40100
40101
40102
40103
40104
40105
40106
40107
40108
40109
40110
40111
40112
40113
40114
40115
40116
40117
40118
40119
40120
40121
40122
40123
40124
40125
40126
40127
40128
40129
40130
40131
40132
40133
40134
40135
40136
40137
40138
40139
40140
40141
40142
40143
40144
40145
40146
40147
40148
40149
40150
40151
40152
40153
40154
40155
40156
40157
40158
40159
40160
40161
40162
40163
40164
40165
40166
40167
40168
40169
40170
40171
40172
40173
40174
40175
40176
40177
40178
40179
40180
40181
40182
40183
40184
40185
40186
40187
40188
40189
40190
40191
40192
40193
40194
40195
40196
40197
40198
40199
40200
40201
40202
40203
40204
40205
40206
40207
40208
40209
40210
40211
40212
40213
40214
40215
40216
40217
40218
40219
40220
40221
40222
40223
40224
40225
40226
40227
40228
40229
40230
40231
40232
40233
40234
40235
40236
40237
40238
40239
40240
40241
40242
40243
40244
40245
40246
40247
40248
40249
40250
40251
40252
40253
40254
40255
40256
40257
40258
40259
40260
40261
40262
40263
40264
40265
40266
40267
40268
40269
40270
40271
40272
40273
40274
40275
40276
40277
40278
40279
40280
40281
40282
40283
40284
40285
40286
40287
40288
40289
40290
40291
40292
40293
40294
40295
40296
40297
40298
40299
40300
40301
40302
40303
40304
40305
40306
40307
40308
40309
40310
40311
40312
40313
40314
40315
40316
40317
40318
40319
40320
40321
40322
40323
40324
40325
40326
40327
40328
40329
40330
40331
40332
40333
40334
40335
40336
40337
40338
40339
40340
40341
40342
40343
40344
40345
40346
40347
40348
40349
40350
40351
40352
40353
40354
40355
40356
40357
40358
40359
40360
40361
40362
40363
40364
40365
40366
40367
40368
40369
40370
40371
40372
40373
40374
40375
40376
40377
40378
40379
40380
40381
40382
40383
40384
40385
40386
40387
40388
40389
40390
40391
40392
40393
40394
40395
40396
40397
40398
40399
40400
40401
40402
40403
40404
40405
40406
40407
40408
40409
40410
40411
40412
40413
40414
40415
40416
40417
40418
40419
40420
40421
40422
40423
40424
40425
40426
40427
40428
40429
40430
40431
40432
40433
40434
40435
40436
40437
40438
40439
40440
40441
40442
40443
40444
40445
40446
40447
40448
40449
40450
40451
40452
40453
40454
40455
40456
40457
40458
40459
40460
40461
40462
40463
40464
40465
40466
40467
40468
40469
40470
40471
40472
40473
40474
40475
40476
40477
40478
40479
40480
40481
40482
40483
40484
40485
40486
40487
40488
40489
40490
40491
40492
40493
40494
40495
40496
40497
40498
40499
40500
40501
40502
40503
40504
40505
40506
40507
40508
40509
40510
40511
40512
40513
40514
40515
40516
40517
40518
40519
40520
40521
40522
40523
40524
40525
40526
40527
40528
40529
40530
40531
40532
40533
40534
40535
40536
40537
40538
40539
40540
40541
40542
40543
40544
40545
40546
40547
40548
40549
40550
40551
40552
40553
40554
40555
40556
40557
40558
40559
40560
40561
40562
40563
40564
40565
40566
40567
40568
40569
40570
40571
40572
40573
40574
40575
40576
40577
40578
40579
40580
40581
40582
40583
40584
40585
40586
40587
40588
40589
40590
40591
40592
40593
40594
40595
40596
40597
40598
40599
40600
40601
40602
40603
40604
40605
40606
40607
40608
40609
40610
40611
40612
40613
40614
40615
40616
40617
40618
40619
40620
40621
40622
40623
40624
40625
40626
40627
40628
40629
40630
40631
40632
40633
40634
40635
40636
40637
40638
40639
40640
40641
40642
40643
40644
40645
40646
40647
40648
40649
40650
40651
40652
40653
40654
40655
40656
40657
40658
40659
40660
40661
40662
40663
40664
40665
40666
40667
40668
40669
40670
40671
40672
40673
40674
40675
40676
40677
40678
40679
40680
40681
40682
40683
40684
40685
40686
40687
40688
40689
40690
40691
40692
40693
40694
40695
40696
40697
40698
40699
40700
40701
40702
40703
40704
40705
40706
40707
40708
40709
40710
40711
40712
40713
40714
40715
40716
40717
40718
40719
40720
40721
40722
40723
40724
40725
40726
40727
40728
40729
40730
40731
40732
40733
40734
40735
40736
40737
40738
40739
40740
40741
40742
40743
40744
40745
40746
40747
40748
40749
40750
40751
40752
40753
40754
40755
40756
40757
40758
40759
40760
40761
40762
40763
40764
40765
40766
40767
40768
40769
40770
40771
40772
40773
40774
40775
40776
40777
40778
40779
40780
40781
40782
40783
40784
40785
40786
40787
40788
40789
40790
40791
40792
40793
40794
40795
40796
40797
40798
40799
40800
40801
40802
40803
40804
40805
40806
40807
40808
40809
40810
40811
40812
40813
40814
40815
40816
40817
40818
40819
40820
40821
40822
40823
40824
40825
40826
40827
40828
40829
40830
40831
40832
40833
40834
40835
40836
40837
40838
40839
40840
40841
40842
40843
40844
40845
40846
40847
40848
40849
40850
40851
40852
40853
40854
40855
40856
40857
40858
40859
40860
40861
40862
40863
40864
40865
40866
40867
40868
40869
40870
40871
40872
40873
40874
40875
40876
40877
40878
40879
40880
40881
40882
40883
40884
40885
40886
40887
40888
40889
40890
40891
40892
40893
40894
40895
40896
40897
40898
40899
40900
40901
40902
40903
40904
40905
40906
40907
40908
40909
40910
40911
40912
40913
40914
40915
40916
40917
40918
40919
40920
40921
40922
40923
40924
40925
40926
40927
40928
40929
40930
40931
40932
40933
40934
40935
40936
40937
40938
40939
40940
40941
40942
40943
40944
40945
40946
40947
40948
40949
40950
40951
40952
40953
40954
40955
40956
40957
40958
40959
40960
40961
40962
40963
40964
40965
40966
40967
40968
40969
40970
40971
40972
40973
40974
40975
40976
40977
40978
40979
40980
40981
40982
40983
40984
40985
40986
40987
40988
40989
40990
40991
40992
40993
40994
40995
40996
40997
40998
40999
41000
41001
41002
41003
41004
41005
41006
41007
41008
41009
41010
41011
41012
41013
41014
41015
41016
41017
41018
41019
41020
41021
41022
41023
41024
41025
41026
41027
41028
41029
41030
41031
41032
41033
41034
41035
41036
41037
41038
41039
41040
41041
41042
41043
41044
41045
41046
41047
41048
41049
41050
41051
41052
41053
41054
41055
41056
41057
41058
41059
41060
41061
41062
41063
41064
41065
41066
41067
41068
41069
41070
41071
41072
41073
41074
41075
41076
41077
41078
41079
41080
41081
41082
41083
41084
41085
41086
41087
41088
41089
41090
41091
41092
41093
41094
41095
41096
41097
41098
41099
41100
41101
41102
41103
41104
41105
41106
41107
41108
41109
41110
41111
41112
41113
41114
41115
41116
41117
41118
41119
41120
41121
41122
41123
41124
41125
41126
41127
41128
41129
41130
41131
41132
41133
41134
41135
41136
41137
41138
41139
41140
41141
41142
41143
41144
41145
41146
41147
41148
41149
41150
41151
41152
41153
41154
41155
41156
41157
41158
41159
41160
41161
41162
41163
41164
41165
41166
41167
41168
41169
41170
41171
41172
41173
41174
41175
41176
41177
41178
41179
41180
41181
41182
41183
41184
41185
41186
41187
41188
41189
41190
41191
41192
41193
41194
41195
41196
41197
41198
41199
41200
41201
41202
41203
41204
41205
41206
41207
41208
41209
41210
41211
41212
41213
41214
41215
41216
41217
41218
41219
41220
41221
41222
41223
41224
41225
41226
41227
41228
41229
41230
41231
41232
41233
41234
41235
41236
41237
41238
41239
41240
41241
41242
41243
41244
41245
41246
41247
41248
41249
41250
41251
41252
41253
41254
41255
41256
41257
41258
41259
41260
41261
41262
41263
41264
41265
41266
41267
41268
41269
41270
41271
41272
41273
41274
41275
41276
41277
41278
41279
41280
41281
41282
41283
41284
41285
41286
41287
41288
41289
41290
41291
41292
41293
41294
41295
41296
41297
41298
41299
41300
41301
41302
41303
41304
41305
41306
41307
41308
41309
41310
41311
41312
41313
41314
41315
41316
41317
41318
41319
41320
41321
41322
41323
41324
41325
41326
41327
41328
41329
41330
41331
41332
41333
41334
41335
41336
41337
41338
41339
41340
41341
41342
41343
41344
41345
41346
41347
41348
41349
41350
41351
41352
41353
41354
41355
41356
41357
41358
41359
41360
41361
41362
41363
41364
41365
41366
41367
41368
41369
41370
41371
41372
41373
41374
41375
41376
41377
41378
41379
41380
41381
41382
41383
41384
41385
41386
41387
41388
41389
41390
41391
41392
41393
41394
41395
41396
41397
41398
41399
41400
41401
41402
41403
41404
41405
41406
41407
41408
41409
41410
41411
41412
41413
41414
41415
41416
41417
41418
41419
41420
41421
41422
41423
41424
41425
41426
41427
41428
41429
41430
41431
41432
41433
41434
41435
41436
41437
41438
41439
41440
41441
41442
41443
41444
41445
41446
41447
41448
41449
41450
41451
41452
41453
41454
41455
41456
41457
41458
41459
41460
41461
41462
41463
41464
41465
41466
41467
41468
41469
41470
41471
41472
41473
41474
41475
41476
41477
41478
41479
41480
41481
41482
41483
41484
41485
41486
41487
41488
41489
41490
41491
41492
41493
41494
41495
41496
41497
41498
41499
41500
41501
41502
41503
41504
41505
41506
41507
41508
41509
41510
41511
41512
41513
41514
41515
41516
41517
41518
41519
41520
41521
41522
41523
41524
41525
41526
41527
41528
41529
41530
41531
41532
41533
41534
41535
41536
41537
41538
41539
41540
41541
41542
41543
41544
41545
41546
41547
41548
41549
41550
41551
41552
41553
41554
41555
41556
41557
41558
41559
41560
41561
41562
41563
41564
41565
41566
41567
41568
41569
41570
41571
41572
41573
41574
41575
41576
41577
41578
41579
41580
41581
41582
41583
41584
41585
41586
41587
41588
41589
41590
41591
41592
41593
41594
41595
41596
41597
41598
41599
41600
41601
41602
41603
41604
41605
41606
41607
41608
41609
41610
41611
41612
41613
41614
41615
41616
41617
41618
41619
41620
41621
41622
41623
41624
41625
41626
41627
41628
41629
41630
41631
41632
41633
41634
41635
41636
41637
41638
41639
41640
41641
41642
41643
41644
41645
41646
41647
41648
41649
41650
41651
41652
41653
41654
41655
41656
41657
41658
41659
41660
41661
41662
41663
41664
41665
41666
41667
41668
41669
41670
41671
41672
41673
41674
41675
41676
41677
41678
41679
41680
41681
41682
41683
41684
41685
41686
41687
41688
41689
41690
41691
41692
41693
41694
41695
41696
41697
41698
41699
41700
41701
41702
41703
41704
41705
41706
41707
41708
41709
41710
41711
41712
41713
41714
41715
41716
41717
41718
41719
41720
41721
41722
41723
41724
41725
41726
41727
41728
41729
41730
41731
41732
41733
41734
41735
41736
41737
41738
41739
41740
41741
41742
41743
41744
41745
41746
41747
41748
41749
41750
41751
41752
41753
41754
41755
41756
41757
41758
41759
41760
41761
41762
41763
41764
41765
41766
41767
41768
41769
41770
41771
41772
41773
41774
41775
41776
41777
41778
41779
41780
41781
41782
41783
41784
41785
41786
41787
41788
41789
41790
41791
41792
41793
41794
41795
41796
41797
41798
41799
41800
41801
41802
41803
41804
41805
41806
41807
41808
41809
41810
41811
41812
41813
41814
41815
41816
41817
41818
41819
41820
41821
41822
41823
41824
41825
41826
41827
41828
41829
41830
41831
41832
41833
41834
41835
41836
41837
41838
41839
41840
41841
41842
41843
41844
41845
41846
41847
41848
41849
41850
41851
41852
41853
41854
41855
41856
41857
41858
41859
41860
41861
41862
41863
41864
41865
41866
41867
41868
41869
41870
41871
41872
41873
41874
41875
41876
41877
41878
41879
41880
41881
41882
41883
41884
41885
41886
41887
41888
41889
41890
41891
41892
41893
41894
41895
41896
41897
41898
41899
41900
41901
41902
41903
41904
41905
41906
41907
41908
41909
41910
41911
41912
41913
41914
41915
41916
41917
41918
41919
41920
41921
41922
41923
41924
41925
41926
41927
41928
41929
41930
41931
41932
41933
41934
41935
41936
41937
41938
41939
41940
41941
41942
41943
41944
41945
41946
41947
41948
41949
41950
41951
41952
41953
41954
41955
41956
41957
41958
41959
41960
41961
41962
41963
41964
41965
41966
41967
41968
41969
41970
41971
41972
41973
41974
41975
41976
41977
41978
41979
41980
41981
41982
41983
41984
41985
41986
41987
41988
41989
41990
41991
41992
41993
41994
41995
41996
41997
41998
41999
42000
42001
42002
42003
42004
42005
42006
42007
42008
42009
42010
42011
42012
42013
42014
42015
42016
42017
42018
42019
42020
42021
42022
42023
42024
42025
42026
42027
42028
42029
42030
42031
42032
42033
42034
42035
42036
42037
42038
42039
42040
42041
42042
42043
42044
42045
42046
42047
42048
42049
42050
42051
42052
42053
42054
42055
42056
42057
42058
42059
42060
42061
42062
42063
42064
42065
42066
42067
42068
42069
42070
42071
42072
42073
42074
42075
42076
42077
42078
42079
42080
42081
42082
42083
42084
42085
42086
42087
42088
42089
42090
42091
42092
42093
42094
42095
42096
42097
42098
42099
42100
42101
42102
42103
42104
42105
42106
42107
42108
42109
42110
42111
42112
42113
42114
42115
42116
42117
42118
42119
42120
42121
42122
42123
42124
42125
42126
42127
42128
42129
42130
42131
42132
42133
42134
42135
42136
42137
42138
42139
42140
42141
42142
42143
42144
42145
42146
42147
42148
42149
42150
42151
42152
42153
42154
42155
42156
42157
42158
42159
42160
42161
42162
42163
42164
42165
42166
42167
42168
42169
42170
42171
42172
42173
42174
42175
42176
42177
42178
42179
42180
42181
42182
42183
42184
42185
42186
42187
42188
42189
42190
42191
42192
42193
42194
42195
42196
42197
42198
42199
42200
42201
42202
42203
42204
42205
42206
42207
42208
42209
42210
42211
42212
42213
42214
42215
42216
42217
42218
42219
42220
42221
42222
42223
42224
42225
42226
42227
42228
42229
42230
42231
42232
42233
42234
42235
42236
42237
42238
42239
42240
42241
42242
42243
42244
42245
42246
42247
42248
42249
42250
42251
42252
42253
42254
42255
42256
42257
42258
42259
42260
42261
42262
42263
42264
42265
42266
42267
42268
42269
42270
42271
42272
42273
42274
42275
42276
42277
42278
42279
42280
42281
42282
42283
42284
42285
42286
42287
42288
42289
42290
42291
42292
42293
42294
42295
42296
42297
42298
42299
42300
42301
42302
42303
42304
42305
42306
42307
42308
42309
42310
42311
42312
42313
42314
42315
42316
42317
42318
42319
42320
42321
42322
42323
42324
42325
42326
42327
42328
42329
42330
42331
42332
42333
42334
42335
42336
42337
42338
42339
42340
42341
42342
42343
42344
42345
42346
42347
42348
42349
42350
42351
42352
42353
42354
42355
42356
42357
42358
42359
42360
42361
42362
42363
42364
42365
42366
42367
42368
42369
42370
42371
42372
42373
42374
42375
42376
42377
42378
42379
42380
42381
42382
42383
42384
42385
42386
42387
42388
42389
42390
42391
42392
42393
42394
42395
42396
42397
42398
42399
42400
42401
42402
42403
42404
42405
42406
42407
42408
42409
42410
42411
42412
42413
42414
42415
42416
42417
42418
42419
42420
42421
42422
42423
42424
42425
42426
42427
42428
42429
42430
42431
42432
42433
42434
42435
42436
42437
42438
42439
42440
42441
42442
42443
42444
42445
42446
42447
42448
42449
42450
42451
42452
42453
42454
42455
42456
42457
42458
42459
42460
42461
42462
42463
42464
42465
42466
42467
42468
42469
42470
42471
42472
42473
42474
42475
42476
42477
42478
42479
42480
42481
42482
42483
42484
42485
42486
42487
42488
42489
42490
42491
42492
42493
42494
42495
42496
42497
42498
42499
42500
42501
42502
42503
42504
42505
42506
42507
42508
42509
42510
42511
42512
42513
42514
42515
42516
42517
42518
42519
42520
42521
42522
42523
42524
42525
42526
42527
42528
42529
42530
42531
42532
42533
42534
42535
42536
42537
42538
42539
42540
42541
42542
42543
42544
42545
42546
42547
42548
42549
42550
42551
42552
42553
42554
42555
42556
42557
42558
42559
42560
42561
42562
42563
42564
42565
42566
42567
42568
42569
42570
42571
42572
42573
42574
42575
42576
42577
42578
42579
42580
42581
42582
42583
42584
42585
42586
42587
42588
42589
42590
42591
42592
42593
42594
42595
42596
42597
42598
42599
42600
42601
42602
42603
42604
42605
42606
42607
42608
42609
42610
42611
42612
42613
42614
42615
42616
42617
42618
42619
42620
42621
42622
42623
42624
42625
42626
42627
42628
42629
42630
42631
42632
42633
42634
42635
42636
42637
42638
42639
42640
42641
42642
42643
42644
42645
42646
42647
42648
42649
42650
42651
42652
42653
42654
42655
42656
42657
42658
42659
42660
42661
42662
42663
42664
42665
42666
42667
42668
42669
42670
42671
42672
42673
42674
42675
42676
42677
42678
42679
42680
42681
42682
42683
42684
42685
42686
42687
42688
42689
42690
42691
42692
42693
42694
42695
42696
42697
42698
42699
42700
42701
42702
42703
42704
42705
42706
42707
42708
42709
42710
42711
42712
42713
42714
42715
42716
42717
42718
42719
42720
42721
42722
42723
42724
42725
42726
42727
42728
42729
42730
42731
42732
42733
42734
42735
42736
42737
42738
42739
42740
42741
42742
42743
42744
42745
42746
42747
42748
42749
42750
42751
42752
42753
42754
42755
42756
42757
42758
42759
42760
42761
42762
42763
42764
42765
42766
42767
42768
42769
42770
42771
42772
42773
42774
42775
42776
42777
42778
42779
42780
42781
42782
42783
42784
42785
42786
42787
42788
42789
42790
42791
42792
42793
42794
42795
42796
42797
42798
42799
42800
42801
42802
42803
42804
42805
42806
42807
42808
42809
42810
42811
42812
42813
42814
42815
42816
42817
42818
42819
42820
42821
42822
42823
42824
42825
42826
42827
42828
42829
42830
42831
42832
42833
42834
42835
42836
42837
42838
42839
42840
42841
42842
42843
42844
42845
42846
42847
42848
42849
42850
42851
42852
42853
42854
42855
42856
42857
42858
42859
42860
42861
42862
42863
42864
42865
42866
42867
42868
42869
42870
42871
42872
42873
42874
42875
42876
42877
42878
42879
42880
42881
42882
42883
42884
42885
42886
42887
42888
42889
42890
42891
42892
42893
42894
42895
42896
42897
42898
42899
42900
42901
42902
42903
42904
42905
42906
42907
42908
42909
42910
42911
42912
42913
42914
42915
42916
42917
42918
42919
42920
42921
42922
42923
42924
42925
42926
42927
42928
42929
42930
42931
42932
42933
42934
42935
42936
42937
42938
42939
42940
42941
42942
42943
42944
42945
42946
42947
42948
42949
42950
42951
42952
42953
42954
42955
42956
42957
42958
42959
42960
42961
42962
42963
42964
42965
42966
42967
42968
42969
42970
42971
42972
42973
42974
42975
42976
42977
42978
42979
42980
42981
42982
42983
42984
42985
42986
42987
42988
42989
42990
42991
42992
42993
42994
42995
42996
42997
42998
42999
43000
43001
43002
43003
43004
43005
43006
43007
43008
43009
43010
43011
43012
43013
43014
43015
43016
43017
43018
43019
43020
43021
43022
43023
43024
43025
43026
43027
43028
43029
43030
43031
43032
43033
43034
43035
43036
43037
43038
43039
43040
43041
43042
43043
43044
43045
43046
43047
43048
43049
43050
43051
43052
43053
43054
43055
43056
43057
43058
43059
43060
43061
43062
43063
43064
43065
43066
43067
43068
43069
43070
43071
43072
43073
43074
43075
43076
43077
43078
43079
43080
43081
43082
43083
43084
43085
43086
43087
43088
43089
43090
43091
43092
43093
43094
43095
43096
43097
43098
43099
43100
43101
43102
43103
43104
43105
43106
43107
43108
43109
43110
43111
43112
43113
43114
43115
43116
43117
43118
43119
43120
43121
43122
43123
43124
43125
43126
43127
43128
43129
43130
43131
43132
43133
43134
43135
43136
43137
43138
43139
43140
43141
43142
43143
43144
43145
43146
43147
43148
43149
43150
43151
43152
43153
43154
43155
43156
43157
43158
43159
43160
43161
43162
43163
43164
43165
43166
43167
43168
43169
43170
43171
43172
43173
43174
43175
43176
43177
43178
43179
43180
43181
43182
43183
43184
43185
43186
43187
43188
43189
43190
43191
43192
43193
43194
43195
43196
43197
43198
43199
43200
43201
43202
43203
43204
43205
43206
43207
43208
43209
43210
43211
43212
43213
43214
43215
43216
43217
43218
43219
43220
43221
43222
43223
43224
43225
43226
43227
43228
43229
43230
43231
43232
43233
43234
43235
43236
43237
43238
43239
43240
43241
43242
43243
43244
43245
43246
43247
43248
43249
43250
43251
43252
43253
43254
43255
43256
43257
43258
43259
43260
43261
43262
43263
43264
43265
43266
43267
43268
43269
43270
43271
43272
43273
43274
43275
43276
43277
43278
43279
43280
43281
43282
43283
43284
43285
43286
43287
43288
43289
43290
43291
43292
43293
43294
43295
43296
43297
43298
43299
43300
43301
43302
43303
43304
43305
43306
43307
43308
43309
43310
43311
43312
43313
43314
43315
43316
43317
43318
43319
43320
43321
43322
43323
43324
43325
43326
43327
43328
43329
43330
43331
43332
43333
43334
43335
43336
43337
43338
43339
43340
43341
43342
43343
43344
43345
43346
43347
43348
43349
43350
43351
43352
43353
43354
43355
43356
43357
43358
43359
43360
43361
43362
43363
43364
43365
43366
43367
43368
43369
43370
43371
43372
43373
43374
43375
43376
43377
43378
43379
43380
43381
43382
43383
43384
43385
43386
43387
43388
43389
43390
43391
43392
43393
43394
43395
43396
43397
43398
43399
43400
43401
43402
43403
43404
43405
43406
43407
43408
43409
43410
43411
43412
43413
43414
43415
43416
43417
43418
43419
43420
43421
43422
43423
43424
43425
43426
43427
43428
43429
43430
43431
43432
43433
43434
43435
43436
43437
43438
43439
43440
43441
43442
43443
43444
43445
43446
43447
43448
43449
43450
43451
43452
43453
43454
43455
43456
43457
43458
43459
43460
43461
43462
43463
43464
43465
43466
43467
43468
43469
43470
43471
43472
43473
43474
43475
43476
43477
43478
43479
43480
43481
43482
43483
43484
43485
43486
43487
43488
43489
43490
43491
43492
43493
43494
43495
43496
43497
43498
43499
43500
43501
43502
43503
43504
43505
43506
43507
43508
43509
43510
43511
43512
43513
43514
43515
43516
43517
43518
43519
43520
43521
43522
43523
43524
43525
43526
43527
43528
43529
43530
43531
43532
43533
43534
43535
43536
43537
43538
43539
43540
43541
43542
43543
43544
43545
43546
43547
43548
43549
43550
43551
43552
43553
43554
43555
43556
43557
43558
43559
43560
43561
43562
43563
43564
43565
43566
43567
43568
43569
43570
43571
43572
43573
43574
43575
43576
43577
43578
43579
43580
43581
43582
43583
43584
43585
43586
43587
43588
43589
43590
43591
43592
43593
43594
43595
43596
43597
43598
43599
43600
43601
43602
43603
43604
43605
43606
43607
43608
43609
43610
43611
43612
43613
43614
43615
43616
43617
43618
43619
43620
43621
43622
43623
43624
43625
43626
43627
43628
43629
43630
43631
43632
43633
43634
43635
43636
43637
43638
43639
43640
43641
43642
43643
43644
43645
43646
43647
43648
43649
43650
43651
43652
43653
43654
43655
43656
43657
43658
43659
43660
43661
43662
43663
43664
43665
43666
43667
43668
43669
43670
43671
43672
43673
43674
43675
43676
43677
43678
43679
43680
43681
43682
43683
43684
43685
43686
43687
43688
43689
43690
43691
43692
43693
43694
43695
43696
43697
43698
43699
43700
43701
43702
43703
43704
43705
43706
43707
43708
43709
43710
43711
43712
43713
43714
43715
43716
43717
43718
43719
43720
43721
43722
43723
43724
43725
43726
43727
43728
43729
43730
43731
43732
43733
43734
43735
43736
43737
43738
43739
43740
43741
43742
43743
43744
43745
43746
43747
43748
43749
43750
43751
43752
43753
43754
43755
43756
43757
43758
43759
43760
43761
43762
43763
43764
43765
43766
43767
43768
43769
43770
43771
43772
43773
43774
43775
43776
43777
43778
43779
43780
43781
43782
43783
43784
43785
43786
43787
43788
43789
43790
43791
43792
43793
43794
43795
43796
43797
43798
43799
43800
43801
43802
43803
43804
43805
43806
43807
43808
43809
43810
43811
43812
43813
43814
43815
43816
43817
43818
43819
43820
43821
43822
43823
43824
43825
43826
43827
43828
43829
43830
43831
43832
43833
43834
43835
43836
43837
43838
43839
43840
43841
43842
43843
43844
43845
43846
43847
43848
43849
43850
43851
43852
43853
43854
43855
43856
43857
43858
43859
43860
43861
43862
43863
43864
43865
43866
43867
43868
43869
43870
43871
43872
43873
43874
43875
43876
43877
43878
43879
43880
43881
43882
43883
43884
43885
43886
43887
43888
43889
43890
43891
43892
43893
43894
43895
43896
43897
43898
43899
43900
43901
43902
43903
43904
43905
43906
43907
43908
43909
43910
43911
43912
43913
43914
43915
43916
43917
43918
43919
43920
43921
43922
43923
43924
43925
43926
43927
43928
43929
43930
43931
43932
43933
43934
43935
43936
43937
43938
43939
43940
43941
43942
43943
43944
43945
43946
43947
43948
43949
43950
43951
43952
43953
43954
43955
43956
43957
43958
43959
43960
43961
43962
43963
43964
43965
43966
43967
43968
43969
43970
43971
43972
43973
43974
43975
43976
43977
43978
43979
43980
43981
43982
43983
43984
43985
43986
43987
43988
43989
43990
43991
43992
43993
43994
43995
43996
43997
43998
43999
44000
44001
44002
44003
44004
44005
44006
44007
44008
44009
44010
44011
44012
44013
44014
44015
44016
44017
44018
44019
44020
44021
44022
44023
44024
44025
44026
44027
44028
44029
44030
44031
44032
44033
44034
44035
44036
44037
44038
44039
44040
44041
44042
44043
44044
44045
44046
44047
44048
44049
44050
44051
44052
44053
44054
44055
44056
44057
44058
44059
44060
44061
44062
44063
44064
44065
44066
44067
44068
44069
44070
44071
44072
44073
44074
44075
44076
44077
44078
44079
44080
44081
44082
44083
44084
44085
44086
44087
44088
44089
44090
44091
44092
44093
44094
44095
44096
44097
44098
44099
44100
44101
44102
44103
44104
44105
44106
44107
44108
44109
44110
44111
44112
44113
44114
44115
44116
44117
44118
44119
44120
44121
44122
44123
44124
44125
44126
44127
44128
44129
44130
44131
44132
44133
44134
44135
44136
44137
44138
44139
44140
44141
44142
44143
44144
44145
44146
44147
44148
44149
44150
44151
44152
44153
44154
44155
44156
44157
44158
44159
44160
44161
44162
44163
44164
44165
44166
44167
44168
44169
44170
44171
44172
44173
44174
44175
44176
44177
44178
44179
44180
44181
44182
44183
44184
44185
44186
44187
44188
44189
44190
44191
44192
44193
44194
44195
44196
44197
44198
44199
44200
44201
44202
44203
44204
44205
44206
44207
44208
44209
44210
44211
44212
44213
44214
44215
44216
44217
44218
44219
44220
44221
44222
44223
44224
44225
44226
44227
44228
44229
44230
44231
44232
44233
44234
44235
44236
44237
44238
44239
44240
44241
44242
44243
44244
44245
44246
44247
44248
44249
44250
44251
44252
44253
44254
44255
44256
44257
44258
44259
44260
44261
44262
44263
44264
44265
44266
44267
44268
44269
44270
44271
44272
44273
44274
44275
44276
44277
44278
44279
44280
44281
44282
44283
44284
44285
44286
44287
44288
44289
44290
44291
44292
44293
44294
44295
44296
44297
44298
44299
44300
44301
44302
44303
44304
44305
44306
44307
44308
44309
44310
44311
44312
44313
44314
44315
44316
44317
44318
44319
44320
44321
44322
44323
44324
44325
44326
44327
44328
44329
44330
44331
44332
44333
44334
44335
44336
44337
44338
44339
44340
44341
44342
44343
44344
44345
44346
44347
44348
44349
44350
44351
44352
44353
44354
44355
44356
44357
44358
44359
44360
44361
44362
44363
44364
44365
44366
44367
44368
44369
44370
44371
44372
44373
44374
44375
44376
44377
44378
44379
44380
44381
44382
44383
44384
44385
44386
44387
44388
44389
44390
44391
44392
44393
44394
44395
44396
44397
44398
44399
44400
44401
44402
44403
44404
44405
44406
44407
44408
44409
44410
44411
44412
44413
44414
44415
44416
44417
44418
44419
44420
44421
44422
44423
44424
44425
44426
44427
44428
44429
44430
44431
44432
44433
44434
44435
44436
44437
44438
44439
44440
44441
44442
44443
44444
44445
44446
44447
44448
44449
44450
44451
44452
44453
44454
44455
44456
44457
44458
44459
44460
44461
44462
44463
44464
44465
44466
44467
44468
44469
44470
44471
44472
44473
44474
44475
44476
44477
44478
44479
44480
44481
44482
44483
44484
44485
44486
44487
44488
44489
44490
44491
44492
44493
44494
44495
44496
44497
44498
44499
44500
44501
44502
44503
44504
44505
44506
44507
44508
44509
44510
44511
44512
44513
44514
44515
44516
44517
44518
44519
44520
44521
44522
44523
44524
44525
44526
44527
44528
44529
44530
44531
44532
44533
44534
44535
44536
44537
44538
44539
44540
44541
44542
44543
44544
44545
44546
44547
44548
44549
44550
44551
44552
44553
44554
44555
44556
44557
44558
44559
44560
44561
44562
44563
44564
44565
44566
44567
44568
44569
44570
44571
44572
44573
44574
44575
44576
44577
44578
44579
44580
44581
44582
44583
44584
44585
44586
44587
44588
44589
44590
44591
44592
44593
44594
44595
44596
44597
44598
44599
44600
44601
44602
44603
44604
44605
44606
44607
44608
44609
44610
44611
44612
44613
44614
44615
44616
44617
44618
44619
44620
44621
44622
44623
44624
44625
44626
44627
44628
44629
44630
44631
44632
44633
44634
44635
44636
44637
44638
44639
44640
44641
44642
44643
44644
44645
44646
44647
44648
44649
44650
44651
44652
44653
44654
44655
44656
44657
44658
44659
44660
44661
44662
44663
44664
44665
44666
44667
44668
44669
44670
44671
44672
44673
44674
44675
44676
44677
44678
44679
44680
44681
44682
44683
44684
44685
44686
44687
44688
44689
44690
44691
44692
44693
44694
44695
44696
44697
44698
44699
44700
44701
44702
44703
44704
44705
44706
44707
44708
44709
44710
44711
44712
44713
44714
44715
44716
44717
44718
44719
44720
44721
44722
44723
44724
44725
44726
44727
44728
44729
44730
44731
44732
44733
44734
44735
44736
44737
44738
44739
44740
44741
44742
44743
44744
44745
44746
44747
44748
44749
44750
44751
44752
44753
44754
44755
44756
44757
44758
44759
44760
44761
44762
44763
44764
44765
44766
44767
44768
44769
44770
44771
44772
44773
44774
44775
44776
44777
44778
44779
44780
44781
44782
44783
44784
44785
44786
44787
44788
44789
44790
44791
44792
44793
44794
44795
44796
44797
44798
44799
44800
44801
44802
44803
44804
44805
44806
44807
44808
44809
44810
44811
44812
44813
44814
44815
44816
44817
44818
44819
44820
44821
44822
44823
44824
44825
44826
44827
44828
44829
44830
44831
44832
44833
44834
44835
44836
44837
44838
44839
44840
44841
44842
44843
44844
44845
44846
44847
44848
44849
44850
44851
44852
44853
44854
44855
44856
44857
44858
44859
44860
44861
44862
44863
44864
44865
44866
44867
44868
44869
44870
44871
44872
44873
44874
44875
44876
44877
44878
44879
44880
44881
44882
44883
44884
44885
44886
44887
44888
44889
44890
44891
44892
44893
44894
44895
44896
44897
44898
44899
44900
44901
44902
44903
44904
44905
44906
44907
44908
44909
44910
44911
44912
44913
44914
44915
44916
44917
44918
44919
44920
44921
44922
44923
44924
44925
44926
44927
44928
44929
44930
44931
44932
44933
44934
44935
44936
44937
44938
44939
44940
44941
44942
44943
44944
44945
44946
44947
44948
44949
44950
44951
44952
44953
44954
44955
44956
44957
44958
44959
44960
44961
44962
44963
44964
44965
44966
44967
44968
44969
44970
44971
44972
44973
44974
44975
44976
44977
44978
44979
44980
44981
44982
44983
44984
44985
44986
44987
44988
44989
44990
44991
44992
44993
44994
44995
44996
44997
44998
44999
45000
45001
45002
45003
45004
45005
45006
45007
45008
45009
45010
45011
45012
45013
45014
45015
45016
45017
45018
45019
45020
45021
45022
45023
45024
45025
45026
45027
45028
45029
45030
45031
45032
45033
45034
45035
45036
45037
45038
45039
45040
45041
45042
45043
45044
45045
45046
45047
45048
45049
45050
45051
45052
45053
45054
45055
45056
45057
45058
45059
45060
45061
45062
45063
45064
45065
45066
45067
45068
45069
45070
45071
45072
45073
45074
45075
45076
45077
45078
45079
45080
45081
45082
45083
45084
45085
45086
45087
45088
45089
45090
45091
45092
45093
45094
45095
45096
45097
45098
45099
45100
45101
45102
45103
45104
45105
45106
45107
45108
45109
45110
45111
45112
45113
45114
45115
45116
45117
45118
45119
45120
45121
45122
45123
45124
45125
45126
45127
45128
45129
45130
45131
45132
45133
45134
45135
45136
45137
45138
45139
45140
45141
45142
45143
45144
45145
45146
45147
45148
45149
45150
45151
45152
45153
45154
45155
45156
45157
45158
45159
45160
45161
45162
45163
45164
45165
45166
45167
45168
45169
45170
45171
45172
45173
45174
45175
45176
45177
45178
45179
45180
45181
45182
45183
45184
45185
45186
45187
45188
45189
45190
45191
45192
45193
45194
45195
45196
45197
45198
45199
45200
45201
45202
45203
45204
45205
45206
45207
45208
45209
45210
45211
45212
45213
45214
45215
45216
45217
45218
45219
45220
45221
45222
45223
45224
45225
45226
45227
45228
45229
45230
45231
45232
45233
45234
45235
45236
45237
45238
45239
45240
45241
45242
45243
45244
45245
45246
45247
45248
45249
45250
45251
45252
45253
45254
45255
45256
45257
45258
45259
45260
45261
45262
45263
45264
45265
45266
45267
45268
45269
45270
45271
45272
45273
45274
45275
45276
45277
45278
45279
45280
45281
45282
45283
45284
45285
45286
45287
45288
45289
45290
45291
45292
45293
45294
45295
45296
45297
45298
45299
45300
45301
45302
45303
45304
45305
45306
45307
45308
45309
45310
45311
45312
45313
45314
45315
45316
45317
45318
45319
45320
45321
45322
45323
45324
45325
45326
45327
45328
45329
45330
45331
45332
45333
45334
45335
45336
45337
45338
45339
45340
45341
45342
45343
45344
45345
45346
45347
45348
45349
45350
45351
45352
45353
45354
45355
45356
45357
45358
45359
45360
45361
45362
45363
45364
45365
45366
45367
45368
45369
45370
45371
45372
45373
45374
45375
45376
45377
45378
45379
45380
45381
45382
45383
45384
45385
45386
45387
45388
45389
45390
45391
45392
45393
45394
45395
45396
45397
45398
45399
45400
45401
45402
45403
45404
45405
45406
45407
45408
45409
45410
45411
45412
45413
45414
45415
45416
45417
45418
45419
45420
45421
45422
45423
45424
45425
45426
45427
45428
45429
45430
45431
45432
45433
45434
45435
45436
45437
45438
45439
45440
45441
45442
45443
45444
45445
45446
45447
45448
45449
45450
45451
45452
45453
45454
45455
45456
45457
45458
45459
45460
45461
45462
45463
45464
45465
45466
45467
45468
45469
45470
45471
45472
45473
45474
45475
45476
45477
45478
45479
45480
45481
45482
45483
45484
45485
45486
45487
45488
45489
45490
45491
45492
45493
45494
45495
45496
45497
45498
45499
45500
45501
45502
45503
45504
45505
45506
45507
45508
45509
45510
45511
45512
45513
45514
45515
45516
45517
45518
45519
45520
45521
45522
45523
45524
45525
45526
45527
45528
45529
45530
45531
45532
45533
45534
45535
45536
45537
45538
45539
45540
45541
45542
45543
45544
45545
45546
45547
45548
45549
45550
45551
45552
45553
45554
45555
45556
45557
45558
45559
45560
45561
45562
45563
45564
45565
45566
45567
45568
45569
45570
45571
45572
45573
45574
45575
45576
45577
45578
45579
45580
45581
45582
45583
45584
45585
45586
45587
45588
45589
45590
45591
45592
45593
45594
45595
45596
45597
45598
45599
45600
45601
45602
45603
45604
45605
45606
45607
45608
45609
45610
45611
45612
45613
45614
45615
45616
45617
45618
45619
45620
45621
45622
45623
45624
45625
45626
45627
45628
45629
45630
45631
45632
45633
45634
45635
45636
45637
45638
45639
45640
45641
45642
45643
45644
45645
45646
45647
45648
45649
45650
45651
45652
45653
45654
45655
45656
45657
45658
45659
45660
45661
45662
45663
45664
45665
45666
45667
45668
45669
45670
45671
45672
45673
45674
45675
45676
45677
45678
45679
45680
45681
45682
45683
45684
45685
45686
45687
45688
45689
45690
45691
45692
45693
45694
45695
45696
45697
45698
45699
45700
45701
45702
45703
45704
45705
45706
45707
45708
45709
45710
45711
45712
45713
45714
45715
45716
45717
45718
45719
45720
45721
45722
45723
45724
45725
45726
45727
45728
45729
45730
45731
45732
45733
45734
45735
45736
45737
45738
45739
45740
45741
45742
45743
45744
45745
45746
45747
45748
45749
45750
45751
45752
45753
45754
45755
45756
45757
45758
45759
45760
45761
45762
45763
45764
45765
45766
45767
45768
45769
45770
45771
45772
45773
45774
45775
45776
45777
45778
45779
45780
45781
45782
45783
45784
45785
45786
45787
45788
45789
45790
45791
45792
45793
45794
45795
45796
45797
45798
45799
45800
45801
45802
45803
45804
45805
45806
45807
45808
45809
45810
45811
45812
45813
45814
45815
45816
45817
45818
45819
45820
45821
45822
45823
45824
45825
45826
45827
45828
45829
45830
45831
45832
45833
45834
45835
45836
45837
45838
45839
45840
45841
45842
45843
45844
45845
45846
45847
45848
45849
45850
45851
45852
45853
45854
45855
45856
45857
45858
45859
45860
45861
45862
45863
45864
45865
45866
45867
45868
45869
45870
45871
45872
45873
45874
45875
45876
45877
45878
45879
45880
45881
45882
45883
45884
45885
45886
45887
45888
45889
45890
45891
45892
45893
45894
45895
45896
45897
45898
45899
45900
45901
45902
45903
45904
45905
45906
45907
45908
45909
45910
45911
45912
45913
45914
45915
45916
45917
45918
45919
45920
45921
45922
45923
45924
45925
45926
45927
45928
45929
45930
45931
45932
45933
45934
45935
45936
45937
45938
45939
45940
45941
45942
45943
45944
45945
45946
45947
45948
45949
45950
45951
45952
45953
45954
45955
45956
45957
45958
45959
45960
45961
45962
45963
45964
45965
45966
45967
45968
45969
45970
45971
45972
45973
45974
45975
45976
45977
45978
45979
45980
45981
45982
45983
45984
45985
45986
45987
45988
45989
45990
45991
45992
45993
45994
45995
45996
45997
45998
45999
46000
46001
46002
46003
46004
46005
46006
46007
46008
46009
46010
46011
46012
46013
46014
46015
46016
46017
46018
46019
46020
46021
46022
46023
46024
46025
46026
46027
46028
46029
46030
46031
46032
46033
46034
46035
46036
46037
46038
46039
46040
46041
46042
46043
46044
46045
46046
46047
46048
46049
46050
46051
46052
46053
46054
46055
46056
46057
46058
46059
46060
46061
46062
46063
46064
46065
46066
46067
46068
46069
46070
46071
46072
46073
46074
46075
46076
46077
46078
46079
46080
46081
46082
46083
46084
46085
46086
46087
46088
46089
46090
46091
46092
46093
46094
46095
46096
46097
46098
46099
46100
46101
46102
46103
46104
46105
46106
46107
46108
46109
46110
46111
46112
46113
46114
46115
46116
46117
46118
46119
46120
46121
46122
46123
46124
46125
46126
46127
46128
46129
46130
46131
46132
46133
46134
46135
46136
46137
46138
46139
46140
46141
46142
46143
46144
46145
46146
46147
46148
46149
46150
46151
46152
46153
46154
46155
46156
46157
46158
46159
46160
46161
46162
46163
46164
46165
46166
46167
46168
46169
46170
46171
46172
46173
46174
46175
46176
46177
46178
46179
46180
46181
46182
46183
46184
46185
46186
46187
46188
46189
46190
46191
46192
46193
46194
46195
46196
46197
46198
46199
46200
46201
46202
46203
46204
46205
46206
46207
46208
46209
46210
46211
46212
46213
46214
46215
46216
46217
46218
46219
46220
46221
46222
46223
46224
46225
46226
46227
46228
46229
46230
46231
46232
46233
46234
46235
46236
46237
46238
46239
46240
46241
46242
46243
46244
46245
46246
46247
46248
46249
46250
46251
46252
46253
46254
46255
46256
46257
46258
46259
46260
46261
46262
46263
46264
46265
46266
46267
46268
46269
46270
46271
46272
46273
46274
46275
46276
46277
46278
46279
46280
46281
46282
46283
46284
46285
46286
46287
46288
46289
46290
46291
46292
46293
46294
46295
46296
46297
46298
46299
46300
46301
46302
46303
46304
46305
46306
46307
46308
46309
46310
46311
46312
46313
46314
46315
46316
46317
46318
46319
46320
46321
46322
46323
46324
46325
46326
46327
46328
46329
46330
46331
46332
46333
46334
46335
46336
46337
46338
46339
46340
46341
46342
46343
46344
46345
46346
46347
46348
46349
46350
46351
46352
46353
46354
46355
46356
46357
46358
46359
46360
46361
46362
46363
46364
46365
46366
46367
46368
46369
46370
46371
46372
46373
46374
46375
46376
46377
46378
46379
46380
46381
46382
46383
46384
46385
46386
46387
46388
46389
46390
46391
46392
46393
46394
46395
46396
46397
46398
46399
46400
46401
46402
46403
46404
46405
46406
46407
46408
46409
46410
46411
46412
46413
46414
46415
46416
46417
46418
46419
46420
46421
46422
46423
46424
46425
46426
46427
46428
46429
46430
46431
46432
46433
46434
46435
46436
46437
46438
46439
46440
46441
46442
46443
46444
46445
46446
46447
46448
46449
46450
46451
46452
46453
46454
46455
46456
46457
46458
46459
46460
46461
46462
46463
46464
46465
46466
46467
46468
46469
46470
46471
46472
46473
46474
46475
46476
46477
46478
46479
46480
46481
46482
46483
46484
46485
46486
46487
46488
46489
46490
46491
46492
46493
46494
46495
46496
46497
46498
46499
46500
46501
46502
46503
46504
46505
46506
46507
46508
46509
46510
46511
46512
46513
46514
46515
46516
46517
46518
46519
46520
46521
46522
46523
46524
46525
46526
46527
46528
46529
46530
46531
46532
46533
46534
46535
46536
46537
46538
46539
46540
46541
46542
46543
46544
46545
46546
46547
46548
46549
46550
46551
46552
46553
46554
46555
46556
46557
46558
46559
46560
46561
46562
46563
46564
46565
46566
46567
46568
46569
46570
46571
46572
46573
46574
46575
46576
46577
46578
46579
46580
46581
46582
46583
46584
46585
46586
46587
46588
46589
46590
46591
46592
46593
46594
46595
46596
46597
46598
46599
46600
46601
46602
46603
46604
46605
46606
46607
46608
46609
46610
46611
46612
46613
46614
46615
46616
46617
46618
46619
46620
46621
46622
46623
46624
46625
46626
46627
46628
46629
46630
46631
46632
46633
46634
46635
46636
46637
46638
46639
46640
46641
46642
46643
46644
46645
46646
46647
46648
46649
46650
46651
46652
46653
46654
46655
46656
46657
46658
46659
46660
46661
46662
46663
46664
46665
46666
46667
46668
46669
46670
46671
46672
46673
46674
46675
46676
46677
46678
46679
46680
46681
46682
46683
46684
46685
46686
46687
46688
46689
46690
46691
46692
46693
46694
46695
46696
46697
46698
46699
46700
46701
46702
46703
46704
46705
46706
46707
46708
46709
46710
46711
46712
46713
46714
46715
46716
46717
46718
46719
46720
46721
46722
46723
46724
46725
46726
46727
46728
46729
46730
46731
46732
46733
46734
46735
46736
46737
46738
46739
46740
46741
46742
46743
46744
46745
46746
46747
46748
46749
46750
46751
46752
46753
46754
46755
46756
46757
46758
46759
46760
46761
46762
46763
46764
46765
46766
46767
46768
46769
46770
46771
46772
46773
46774
46775
46776
46777
46778
46779
46780
46781
46782
46783
46784
46785
46786
46787
46788
46789
46790
46791
46792
46793
46794
46795
46796
46797
46798
46799
46800
46801
46802
46803
46804
46805
46806
46807
46808
46809
46810
46811
46812
46813
46814
46815
46816
46817
46818
46819
46820
46821
46822
46823
46824
46825
46826
46827
46828
46829
46830
46831
46832
46833
46834
46835
46836
46837
46838
46839
46840
46841
46842
46843
46844
46845
46846
46847
46848
46849
46850
46851
46852
46853
46854
46855
46856
46857
46858
46859
46860
46861
46862
46863
46864
46865
46866
46867
46868
46869
46870
46871
46872
46873
46874
46875
46876
46877
46878
46879
46880
46881
46882
46883
46884
46885
46886
46887
46888
46889
46890
46891
46892
46893
46894
46895
46896
46897
46898
46899
46900
46901
46902
46903
46904
46905
46906
46907
46908
46909
46910
46911
46912
46913
46914
46915
46916
46917
46918
46919
46920
46921
46922
46923
46924
46925
46926
46927
46928
46929
46930
46931
46932
46933
46934
46935
46936
46937
46938
46939
46940
46941
46942
46943
46944
46945
46946
46947
46948
46949
46950
46951
46952
46953
46954
46955
46956
46957
46958
46959
46960
46961
46962
46963
46964
46965
46966
46967
46968
46969
46970
46971
46972
46973
46974
46975
46976
46977
46978
46979
46980
46981
46982
46983
46984
46985
46986
46987
46988
46989
46990
46991
46992
46993
46994
46995
46996
46997
46998
46999
47000
47001
47002
47003
47004
47005
47006
47007
47008
47009
47010
47011
47012
47013
47014
47015
47016
47017
47018
47019
47020
47021
47022
47023
47024
47025
47026
47027
47028
47029
47030
47031
47032
47033
47034
47035
47036
47037
47038
47039
47040
47041
47042
47043
47044
47045
47046
47047
47048
47049
47050
47051
47052
47053
47054
47055
47056
47057
47058
47059
47060
47061
47062
47063
47064
47065
47066
47067
47068
47069
47070
47071
47072
47073
47074
47075
47076
47077
47078
47079
47080
47081
47082
47083
47084
47085
47086
47087
47088
47089
47090
47091
47092
47093
47094
47095
47096
47097
47098
47099
47100
47101
47102
47103
47104
47105
47106
47107
47108
47109
47110
47111
47112
47113
47114
47115
47116
47117
47118
47119
47120
47121
47122
47123
47124
47125
47126
47127
47128
47129
47130
47131
47132
47133
47134
47135
47136
47137
47138
47139
47140
47141
47142
47143
47144
47145
47146
47147
47148
47149
47150
47151
47152
47153
47154
47155
47156
47157
47158
47159
47160
47161
47162
47163
47164
47165
47166
47167
47168
47169
47170
47171
47172
47173
47174
47175
47176
47177
47178
47179
47180
47181
47182
47183
47184
47185
47186
47187
47188
47189
47190
47191
47192
47193
47194
47195
47196
47197
47198
47199
47200
47201
47202
47203
47204
47205
47206
47207
47208
47209
47210
47211
47212
47213
47214
47215
47216
47217
47218
47219
47220
47221
47222
47223
47224
47225
47226
47227
47228
47229
47230
47231
47232
47233
47234
47235
47236
47237
47238
47239
47240
47241
47242
47243
47244
47245
47246
47247
47248
47249
47250
47251
47252
47253
47254
47255
47256
47257
47258
47259
47260
47261
47262
47263
47264
47265
47266
47267
47268
47269
47270
47271
47272
47273
47274
47275
47276
47277
47278
47279
47280
47281
47282
47283
47284
47285
47286
47287
47288
47289
47290
47291
47292
47293
47294
47295
47296
47297
47298
47299
47300
47301
47302
47303
47304
47305
47306
47307
47308
47309
47310
47311
47312
47313
47314
47315
47316
47317
47318
47319
47320
47321
47322
47323
47324
47325
47326
47327
47328
47329
47330
47331
47332
47333
47334
47335
47336
47337
47338
47339
47340
47341
47342
47343
47344
47345
47346
47347
47348
47349
47350
47351
47352
47353
47354
47355
47356
47357
47358
47359
47360
47361
47362
47363
47364
47365
47366
47367
47368
47369
47370
47371
47372
47373
47374
47375
47376
47377
47378
47379
47380
47381
47382
47383
47384
47385
47386
47387
47388
47389
47390
47391
47392
47393
47394
47395
47396
47397
47398
47399
47400
47401
47402
47403
47404
47405
47406
47407
47408
47409
47410
47411
47412
47413
47414
47415
47416
47417
47418
47419
47420
47421
47422
47423
47424
47425
47426
47427
47428
47429
47430
47431
47432
47433
47434
47435
47436
47437
47438
47439
47440
47441
47442
47443
47444
47445
47446
47447
47448
47449
47450
47451
47452
47453
47454
47455
47456
47457
47458
47459
47460
47461
47462
47463
47464
47465
47466
47467
47468
47469
47470
47471
47472
47473
47474
47475
47476
47477
47478
47479
47480
47481
47482
47483
47484
47485
47486
47487
47488
47489
47490
47491
47492
47493
47494
47495
47496
47497
47498
47499
47500
47501
47502
47503
47504
47505
47506
47507
47508
47509
47510
47511
47512
47513
47514
47515
47516
47517
47518
47519
47520
47521
47522
47523
47524
47525
47526
47527
47528
47529
47530
47531
47532
47533
47534
47535
47536
47537
47538
47539
47540
47541
47542
47543
47544
47545
47546
47547
47548
47549
47550
47551
47552
47553
47554
47555
47556
47557
47558
47559
47560
47561
47562
47563
47564
47565
47566
47567
47568
47569
47570
47571
47572
47573
47574
47575
47576
47577
47578
47579
47580
47581
47582
47583
47584
47585
47586
47587
47588
47589
47590
47591
47592
47593
47594
47595
47596
47597
47598
47599
47600
47601
47602
47603
47604
47605
47606
47607
47608
47609
47610
47611
47612
47613
47614
47615
47616
47617
47618
47619
47620
47621
47622
47623
47624
47625
47626
47627
47628
47629
47630
47631
47632
47633
47634
47635
47636
47637
47638
47639
47640
47641
47642
47643
47644
47645
47646
47647
47648
47649
47650
47651
47652
47653
47654
47655
47656
47657
47658
47659
47660
47661
47662
47663
47664
47665
47666
47667
47668
47669
47670
47671
47672
47673
47674
47675
47676
47677
47678
47679
47680
47681
47682
47683
47684
47685
47686
47687
47688
47689
47690
47691
47692
47693
47694
47695
47696
47697
47698
47699
47700
47701
47702
47703
47704
47705
47706
47707
47708
47709
47710
47711
47712
47713
47714
47715
47716
47717
47718
47719
47720
47721
47722
47723
47724
47725
47726
47727
47728
47729
47730
47731
47732
47733
47734
47735
47736
47737
47738
47739
47740
47741
47742
47743
47744
47745
47746
47747
47748
47749
47750
47751
47752
47753
47754
47755
47756
47757
47758
47759
47760
47761
47762
47763
47764
47765
47766
47767
47768
47769
47770
47771
47772
47773
47774
47775
47776
47777
47778
47779
47780
47781
47782
47783
47784
47785
47786
47787
47788
47789
47790
47791
47792
47793
47794
47795
47796
47797
47798
47799
47800
47801
47802
47803
47804
47805
47806
47807
47808
47809
47810
47811
47812
47813
47814
47815
47816
47817
47818
47819
47820
47821
47822
47823
47824
47825
47826
47827
47828
47829
47830
47831
47832
47833
47834
47835
47836
47837
47838
47839
47840
47841
47842
47843
47844
47845
47846
47847
47848
47849
47850
47851
47852
47853
47854
47855
47856
47857
47858
47859
47860
47861
47862
47863
47864
47865
47866
47867
47868
47869
47870
47871
47872
47873
47874
47875
47876
47877
47878
47879
47880
47881
47882
47883
47884
47885
47886
47887
47888
47889
47890
47891
47892
47893
47894
47895
47896
47897
47898
47899
47900
47901
47902
47903
47904
47905
47906
47907
47908
47909
47910
47911
47912
47913
47914
47915
47916
47917
47918
47919
47920
47921
47922
47923
47924
47925
47926
47927
47928
47929
47930
47931
47932
47933
47934
47935
47936
47937
47938
47939
47940
47941
47942
47943
47944
47945
47946
47947
47948
47949
47950
47951
47952
47953
47954
47955
47956
47957
47958
47959
47960
47961
47962
47963
47964
47965
47966
47967
47968
47969
47970
47971
47972
47973
47974
47975
47976
47977
47978
47979
47980
47981
47982
47983
47984
47985
47986
47987
47988
47989
47990
47991
47992
47993
47994
47995
47996
47997
47998
47999
48000
48001
48002
48003
48004
48005
48006
48007
48008
48009
48010
48011
48012
48013
48014
48015
48016
48017
48018
48019
48020
48021
48022
48023
48024
48025
48026
48027
48028
48029
48030
48031
48032
48033
48034
48035
48036
48037
48038
48039
48040
48041
48042
48043
48044
48045
48046
48047
48048
48049
48050
48051
48052
48053
48054
48055
48056
48057
48058
48059
48060
48061
48062
48063
48064
48065
48066
48067
48068
48069
48070
48071
48072
48073
48074
48075
48076
48077
48078
48079
48080
48081
48082
48083
48084
48085
48086
48087
48088
48089
48090
48091
48092
48093
48094
48095
48096
48097
48098
48099
48100
48101
48102
48103
48104
48105
48106
48107
48108
48109
48110
48111
48112
48113
48114
48115
48116
48117
48118
48119
48120
48121
48122
48123
48124
48125
48126
48127
48128
48129
48130
48131
48132
48133
48134
48135
48136
48137
48138
48139
48140
48141
48142
48143
48144
48145
48146
48147
48148
48149
48150
48151
48152
48153
48154
48155
48156
48157
48158
48159
48160
48161
48162
48163
48164
48165
48166
48167
48168
48169
48170
48171
48172
48173
48174
48175
48176
48177
48178
48179
48180
48181
48182
48183
48184
48185
48186
48187
48188
48189
48190
48191
48192
48193
48194
48195
48196
48197
48198
48199
48200
48201
48202
48203
48204
48205
48206
48207
48208
48209
48210
48211
48212
48213
48214
48215
48216
48217
48218
48219
48220
48221
48222
48223
48224
48225
48226
48227
48228
48229
48230
48231
48232
48233
48234
48235
48236
48237
48238
48239
48240
48241
48242
48243
48244
48245
48246
48247
48248
48249
48250
48251
48252
48253
48254
48255
48256
48257
48258
48259
48260
48261
48262
48263
48264
48265
48266
48267
48268
48269
48270
48271
48272
48273
48274
48275
48276
48277
48278
48279
48280
48281
48282
48283
48284
48285
48286
48287
48288
48289
48290
48291
48292
48293
48294
48295
48296
48297
48298
48299
48300
48301
48302
48303
48304
48305
48306
48307
48308
48309
48310
48311
48312
48313
48314
48315
48316
48317
48318
48319
48320
48321
48322
48323
48324
48325
48326
48327
48328
48329
48330
48331
48332
48333
48334
48335
48336
48337
48338
48339
48340
48341
48342
48343
48344
48345
48346
48347
48348
48349
48350
48351
48352
48353
48354
48355
48356
48357
48358
48359
48360
48361
48362
48363
48364
48365
48366
48367
48368
48369
48370
48371
48372
48373
48374
48375
48376
48377
48378
48379
48380
48381
48382
48383
48384
48385
48386
48387
48388
48389
48390
48391
48392
48393
48394
48395
48396
48397
48398
48399
48400
48401
48402
48403
48404
48405
48406
48407
48408
48409
48410
48411
48412
48413
48414
48415
48416
48417
48418
48419
48420
48421
48422
48423
48424
48425
48426
48427
48428
48429
48430
48431
48432
48433
48434
48435
48436
48437
48438
48439
48440
48441
48442
48443
48444
48445
48446
48447
48448
48449
48450
48451
48452
48453
48454
48455
48456
48457
48458
48459
48460
48461
48462
48463
48464
48465
48466
48467
48468
48469
48470
48471
48472
48473
48474
48475
48476
48477
48478
48479
48480
48481
48482
48483
48484
48485
48486
48487
48488
48489
48490
48491
48492
48493
48494
48495
48496
48497
48498
48499
48500
48501
48502
48503
48504
48505
48506
48507
48508
48509
48510
48511
48512
48513
48514
48515
48516
48517
48518
48519
48520
48521
48522
48523
48524
48525
48526
48527
48528
48529
48530
48531
48532
48533
48534
48535
48536
48537
48538
48539
48540
48541
48542
48543
48544
48545
48546
48547
48548
48549
48550
48551
48552
48553
48554
48555
48556
48557
48558
48559
48560
48561
48562
48563
48564
48565
48566
48567
48568
48569
48570
48571
48572
48573
48574
48575
48576
48577
48578
48579
48580
48581
48582
48583
48584
48585
48586
48587
48588
48589
48590
48591
48592
48593
48594
48595
48596
48597
48598
48599
48600
48601
48602
48603
48604
48605
48606
48607
48608
48609
48610
48611
48612
48613
48614
48615
48616
48617
48618
48619
48620
48621
48622
48623
48624
48625
48626
48627
48628
48629
48630
48631
48632
48633
48634
48635
48636
48637
48638
48639
48640
48641
48642
48643
48644
48645
48646
48647
48648
48649
48650
48651
48652
48653
48654
48655
48656
48657
48658
48659
48660
48661
48662
48663
48664
48665
48666
48667
48668
48669
48670
48671
48672
48673
48674
48675
48676
48677
48678
48679
48680
48681
48682
48683
48684
48685
48686
48687
48688
48689
48690
48691
48692
48693
48694
48695
48696
48697
48698
48699
48700
48701
48702
48703
48704
48705
48706
48707
48708
48709
48710
48711
48712
48713
48714
48715
48716
48717
48718
48719
48720
48721
48722
48723
48724
48725
48726
48727
48728
48729
48730
48731
48732
48733
48734
48735
48736
48737
48738
48739
48740
48741
48742
48743
48744
48745
48746
48747
48748
48749
48750
48751
48752
48753
48754
48755
48756
48757
48758
48759
48760
48761
48762
48763
48764
48765
48766
48767
48768
48769
48770
48771
48772
48773
48774
48775
48776
48777
48778
48779
48780
48781
48782
48783
48784
48785
48786
48787
48788
48789
48790
48791
48792
48793
48794
48795
48796
48797
48798
48799
48800
48801
48802
48803
48804
48805
48806
48807
48808
48809
48810
48811
48812
48813
48814
48815
48816
48817
48818
48819
48820
48821
48822
48823
48824
48825
48826
48827
48828
48829
48830
48831
48832
48833
48834
48835
48836
48837
48838
48839
48840
48841
48842
48843
48844
48845
48846
48847
48848
48849
48850
48851
48852
48853
48854
48855
48856
48857
48858
48859
48860
48861
48862
48863
48864
48865
48866
48867
48868
48869
48870
48871
48872
48873
48874
48875
48876
48877
48878
48879
48880
48881
48882
48883
48884
48885
48886
48887
48888
48889
48890
48891
48892
48893
48894
48895
48896
48897
48898
48899
48900
48901
48902
48903
48904
48905
48906
48907
48908
48909
48910
48911
48912
48913
48914
48915
48916
48917
48918
48919
48920
48921
48922
48923
48924
48925
48926
48927
48928
48929
48930
48931
48932
48933
48934
48935
48936
48937
48938
48939
48940
48941
48942
48943
48944
48945
48946
48947
48948
48949
48950
48951
48952
48953
48954
48955
48956
48957
48958
48959
48960
48961
48962
48963
48964
48965
48966
48967
48968
48969
48970
48971
48972
48973
48974
48975
48976
48977
48978
48979
48980
48981
48982
48983
48984
48985
48986
48987
48988
48989
48990
48991
48992
48993
48994
48995
48996
48997
48998
48999
49000
49001
49002
49003
49004
49005
49006
49007
49008
49009
49010
49011
49012
49013
49014
49015
49016
49017
49018
49019
49020
49021
49022
49023
49024
49025
49026
49027
49028
49029
49030
49031
49032
49033
49034
49035
49036
49037
49038
49039
49040
49041
49042
49043
49044
49045
49046
49047
49048
49049
49050
49051
49052
49053
49054
49055
49056
49057
49058
49059
49060
49061
49062
49063
49064
49065
49066
49067
49068
49069
49070
49071
49072
49073
49074
49075
49076
49077
49078
49079
49080
49081
49082
49083
49084
49085
49086
49087
49088
49089
49090
49091
49092
49093
49094
49095
49096
49097
49098
49099
49100
49101
49102
49103
49104
49105
49106
49107
49108
49109
49110
49111
49112
49113
49114
49115
49116
49117
49118
49119
49120
49121
49122
49123
49124
49125
49126
49127
49128
49129
49130
49131
49132
49133
49134
49135
49136
49137
49138
49139
49140
49141
49142
49143
49144
49145
49146
49147
49148
49149
49150
49151
49152
49153
49154
49155
49156
49157
49158
49159
49160
49161
49162
49163
49164
49165
49166
49167
49168
49169
49170
49171
49172
49173
49174
49175
49176
49177
49178
49179
49180
49181
49182
49183
49184
49185
49186
49187
49188
49189
49190
49191
49192
49193
49194
49195
49196
49197
49198
49199
49200
49201
49202
49203
49204
49205
49206
49207
49208
49209
49210
49211
49212
49213
49214
49215
49216
49217
49218
49219
49220
49221
49222
49223
49224
49225
49226
49227
49228
49229
49230
49231
49232
49233
49234
49235
49236
49237
49238
49239
49240
49241
49242
49243
49244
49245
49246
49247
49248
49249
49250
49251
49252
49253
49254
49255
49256
49257
49258
49259
49260
49261
49262
49263
49264
49265
49266
49267
49268
49269
49270
49271
49272
49273
49274
49275
49276
49277
49278
49279
49280
49281
49282
49283
49284
49285
49286
49287
49288
49289
49290
49291
49292
49293
49294
49295
49296
49297
49298
49299
49300
49301
49302
49303
49304
49305
49306
49307
49308
49309
49310
49311
49312
49313
49314
49315
49316
49317
49318
49319
49320
49321
49322
49323
49324
49325
49326
49327
49328
49329
49330
49331
49332
49333
49334
49335
49336
49337
49338
49339
49340
49341
49342
49343
49344
49345
49346
49347
49348
49349
49350
49351
49352
49353
49354
49355
49356
49357
49358
49359
49360
49361
49362
49363
49364
49365
49366
49367
49368
49369
49370
49371
49372
49373
49374
49375
49376
49377
49378
49379
49380
49381
49382
49383
49384
49385
49386
49387
49388
49389
49390
49391
49392
49393
49394
49395
49396
49397
49398
49399
49400
49401
49402
49403
49404
49405
49406
49407
49408
49409
49410
49411
49412
49413
49414
49415
49416
49417
49418
49419
49420
49421
49422
49423
49424
49425
49426
49427
49428
49429
49430
49431
49432
49433
49434
49435
49436
49437
49438
49439
49440
49441
49442
49443
49444
49445
49446
49447
49448
49449
49450
49451
49452
49453
49454
49455
49456
49457
49458
49459
49460
49461
49462
49463
49464
49465
49466
49467
49468
49469
49470
49471
49472
49473
49474
49475
49476
49477
49478
49479
49480
49481
49482
49483
49484
49485
49486
49487
49488
49489
49490
49491
49492
49493
49494
49495
49496
49497
49498
49499
49500
49501
49502
49503
49504
49505
49506
49507
49508
49509
49510
49511
49512
49513
49514
49515
49516
49517
49518
49519
49520
49521
49522
49523
49524
49525
49526
49527
49528
49529
49530
49531
49532
49533
49534
49535
49536
49537
49538
49539
49540
49541
49542
49543
49544
49545
49546
49547
49548
49549
49550
49551
49552
49553
49554
49555
49556
49557
49558
49559
49560
49561
49562
49563
49564
49565
49566
49567
49568
49569
49570
49571
49572
49573
49574
49575
49576
49577
49578
49579
49580
49581
49582
49583
49584
49585
49586
49587
49588
49589
49590
49591
49592
49593
49594
49595
49596
49597
49598
49599
49600
49601
49602
49603
49604
49605
49606
49607
49608
49609
49610
49611
49612
49613
49614
49615
49616
49617
49618
49619
49620
49621
49622
49623
49624
49625
49626
49627
49628
49629
49630
49631
49632
49633
49634
49635
49636
49637
49638
49639
49640
49641
49642
49643
49644
49645
49646
49647
49648
49649
49650
49651
49652
49653
49654
49655
49656
49657
49658
49659
49660
49661
49662
49663
49664
49665
49666
49667
49668
49669
49670
49671
49672
49673
49674
49675
49676
49677
49678
49679
49680
49681
49682
49683
49684
49685
49686
49687
49688
49689
49690
49691
49692
49693
49694
49695
49696
49697
49698
49699
49700
49701
49702
49703
49704
49705
49706
49707
49708
49709
49710
49711
49712
49713
49714
49715
49716
49717
49718
49719
49720
49721
49722
49723
49724
49725
49726
49727
49728
49729
49730
49731
49732
49733
49734
49735
49736
49737
49738
49739
49740
49741
49742
49743
49744
49745
49746
49747
49748
49749
49750
49751
49752
49753
49754
49755
49756
49757
49758
49759
49760
49761
49762
49763
49764
49765
49766
49767
49768
49769
49770
49771
49772
49773
49774
49775
49776
49777
49778
49779
49780
49781
49782
49783
49784
49785
49786
49787
49788
49789
49790
49791
49792
49793
49794
49795
49796
49797
49798
49799
49800
49801
49802
49803
49804
49805
49806
49807
49808
49809
49810
49811
49812
49813
49814
49815
49816
49817
49818
49819
49820
49821
49822
49823
49824
49825
49826
49827
49828
49829
49830
49831
49832
49833
49834
49835
49836
49837
49838
49839
49840
49841
49842
49843
49844
49845
49846
49847
49848
49849
49850
49851
49852
49853
49854
49855
49856
49857
49858
49859
49860
49861
49862
49863
49864
49865
49866
49867
49868
49869
49870
49871
49872
49873
49874
49875
49876
49877
49878
49879
49880
49881
49882
49883
49884
49885
49886
49887
49888
49889
49890
49891
49892
49893
49894
49895
49896
49897
49898
49899
49900
49901
49902
49903
49904
49905
49906
49907
49908
49909
49910
49911
49912
49913
49914
49915
49916
49917
49918
49919
49920
49921
49922
49923
49924
49925
49926
49927
49928
49929
49930
49931
49932
49933
49934
49935
49936
49937
49938
49939
49940
49941
49942
49943
49944
49945
49946
49947
49948
49949
49950
49951
49952
49953
49954
49955
49956
49957
49958
49959
49960
49961
49962
49963
49964
49965
49966
49967
49968
49969
49970
49971
49972
49973
49974
49975
49976
49977
49978
49979
49980
49981
49982
49983
49984
49985
49986
49987
49988
49989
49990
49991
49992
49993
49994
49995
49996
49997
49998
49999
50000
50001
50002
50003
50004
50005
50006
50007
50008
50009
50010
50011
50012
50013
50014
50015
50016
50017
50018
50019
50020
50021
50022
50023
50024
50025
50026
50027
50028
50029
50030
50031
50032
50033
50034
50035
50036
50037
50038
50039
50040
50041
50042
50043
50044
50045
50046
50047
50048
50049
50050
50051
50052
50053
50054
50055
50056
50057
50058
50059
50060
50061
50062
50063
50064
50065
50066
50067
50068
50069
50070
50071
50072
50073
50074
50075
50076
50077
50078
50079
50080
50081
50082
50083
50084
50085
50086
50087
50088
50089
50090
50091
50092
50093
50094
50095
50096
50097
50098
50099
50100
50101
50102
50103
50104
50105
50106
50107
50108
50109
50110
50111
50112
50113
50114
50115
50116
50117
50118
50119
50120
50121
50122
50123
50124
50125
50126
50127
50128
50129
50130
50131
50132
50133
50134
50135
50136
50137
50138
50139
50140
50141
50142
50143
50144
50145
50146
50147
50148
50149
50150
50151
50152
50153
50154
50155
50156
50157
50158
50159
50160
50161
50162
50163
50164
50165
50166
50167
50168
50169
50170
50171
50172
50173
50174
50175
50176
50177
50178
50179
50180
50181
50182
50183
50184
50185
50186
50187
50188
50189
50190
50191
50192
50193
50194
50195
50196
50197
50198
50199
50200
50201
50202
50203
50204
50205
50206
50207
50208
50209
50210
50211
50212
50213
50214
50215
50216
50217
50218
50219
50220
50221
50222
50223
50224
50225
50226
50227
50228
50229
50230
50231
50232
50233
50234
50235
50236
50237
50238
50239
50240
50241
50242
50243
50244
50245
50246
50247
50248
50249
50250
50251
50252
50253
50254
50255
50256
50257
50258
50259
50260
50261
50262
50263
50264
50265
50266
50267
50268
50269
50270
50271
50272
50273
50274
50275
50276
50277
50278
50279
50280
50281
50282
50283
50284
50285
50286
50287
50288
50289
50290
50291
50292
50293
50294
50295
50296
50297
50298
50299
50300
50301
50302
50303
50304
50305
50306
50307
50308
50309
50310
50311
50312
50313
50314
50315
50316
50317
50318
50319
50320
50321
50322
50323
50324
50325
50326
50327
50328
50329
50330
50331
50332
50333
50334
50335
50336
50337
50338
50339
50340
50341
50342
50343
50344
50345
50346
50347
50348
50349
50350
50351
50352
50353
50354
50355
50356
50357
50358
50359
50360
50361
50362
50363
50364
50365
50366
50367
50368
50369
50370
50371
50372
50373
50374
50375
50376
50377
50378
50379
50380
50381
50382
50383
50384
50385
50386
50387
50388
50389
50390
50391
50392
50393
50394
50395
50396
50397
50398
50399
50400
50401
50402
50403
50404
50405
50406
50407
50408
50409
50410
50411
50412
50413
50414
50415
50416
50417
50418
50419
50420
50421
50422
50423
50424
50425
50426
50427
50428
50429
50430
50431
50432
50433
50434
50435
50436
50437
50438
50439
50440
50441
50442
50443
50444
50445
50446
50447
50448
50449
50450
50451
50452
50453
50454
50455
50456
50457
50458
50459
50460
50461
50462
50463
50464
50465
50466
50467
50468
50469
50470
50471
50472
50473
50474
50475
50476
50477
50478
50479
50480
50481
50482
50483
50484
50485
50486
50487
50488
50489
50490
50491
50492
50493
50494
50495
50496
50497
50498
50499
50500
50501
50502
50503
50504
50505
50506
50507
50508
50509
50510
50511
50512
50513
50514
50515
50516
50517
50518
50519
50520
50521
50522
50523
50524
50525
50526
50527
50528
50529
50530
50531
50532
50533
50534
50535
50536
50537
50538
50539
50540
50541
50542
50543
50544
50545
50546
50547
50548
50549
50550
50551
50552
50553
50554
50555
50556
50557
50558
50559
50560
50561
50562
50563
50564
50565
50566
50567
50568
50569
50570
50571
50572
50573
50574
50575
50576
50577
50578
50579
50580
50581
50582
50583
50584
50585
50586
50587
50588
50589
50590
50591
50592
50593
50594
50595
50596
50597
50598
50599
50600
50601
50602
50603
50604
50605
50606
50607
50608
50609
50610
50611
50612
50613
50614
50615
50616
50617
50618
50619
50620
50621
50622
50623
50624
50625
50626
50627
50628
50629
50630
50631
50632
50633
50634
50635
50636
50637
50638
50639
50640
50641
50642
50643
50644
50645
50646
50647
50648
50649
50650
50651
50652
50653
50654
50655
50656
50657
50658
50659
50660
50661
50662
50663
50664
50665
50666
50667
50668
50669
50670
50671
50672
50673
50674
50675
50676
50677
50678
50679
50680
50681
50682
50683
50684
50685
50686
50687
50688
50689
50690
50691
50692
50693
50694
50695
50696
50697
50698
50699
50700
50701
50702
50703
50704
50705
50706
50707
50708
50709
50710
50711
50712
50713
50714
50715
50716
50717
50718
50719
50720
50721
50722
50723
50724
50725
50726
50727
50728
50729
50730
50731
50732
50733
50734
50735
50736
50737
50738
50739
50740
50741
50742
50743
50744
50745
50746
50747
50748
50749
50750
50751
50752
50753
50754
50755
50756
50757
50758
50759
50760
50761
50762
50763
50764
50765
50766
50767
50768
50769
50770
50771
50772
50773
50774
50775
50776
50777
50778
50779
50780
50781
50782
50783
50784
50785
50786
50787
50788
50789
50790
50791
50792
50793
50794
50795
50796
50797
50798
50799
50800
50801
50802
50803
50804
50805
50806
50807
50808
50809
50810
50811
50812
50813
50814
50815
50816
50817
50818
50819
50820
50821
50822
50823
50824
50825
50826
50827
50828
50829
50830
50831
50832
50833
50834
50835
50836
50837
50838
50839
50840
50841
50842
50843
50844
50845
50846
50847
50848
50849
50850
50851
50852
50853
50854
50855
50856
50857
50858
50859
50860
50861
50862
50863
50864
50865
50866
50867
50868
50869
50870
50871
50872
50873
50874
50875
50876
50877
50878
50879
50880
50881
50882
50883
50884
50885
50886
50887
50888
50889
50890
50891
50892
50893
50894
50895
50896
50897
50898
50899
50900
50901
50902
50903
50904
50905
50906
50907
50908
50909
50910
50911
50912
50913
50914
50915
50916
50917
50918
50919
50920
50921
50922
50923
50924
50925
50926
50927
50928
50929
50930
50931
50932
50933
50934
50935
50936
50937
50938
50939
50940
50941
50942
50943
50944
50945
50946
50947
50948
50949
50950
50951
50952
50953
50954
50955
50956
50957
50958
50959
50960
50961
50962
50963
50964
50965
50966
50967
50968
50969
50970
50971
50972
50973
50974
50975
50976
50977
50978
50979
50980
50981
50982
50983
50984
50985
50986
50987
50988
50989
50990
50991
50992
50993
50994
50995
50996
50997
50998
50999
51000
51001
51002
51003
51004
51005
51006
51007
51008
51009
51010
51011
51012
51013
51014
51015
51016
51017
51018
51019
51020
51021
51022
51023
51024
51025
51026
51027
51028
51029
51030
51031
51032
51033
51034
51035
51036
51037
51038
51039
51040
51041
51042
51043
51044
51045
51046
51047
51048
51049
51050
51051
51052
51053
51054
51055
51056
51057
51058
51059
51060
51061
51062
51063
51064
51065
51066
51067
51068
51069
51070
51071
51072
51073
51074
51075
51076
51077
51078
51079
51080
51081
51082
51083
51084
51085
51086
51087
51088
51089
51090
51091
51092
51093
51094
51095
51096
51097
51098
51099
51100
51101
51102
51103
51104
51105
51106
51107
51108
51109
51110
51111
51112
51113
51114
51115
51116
51117
51118
51119
51120
51121
51122
51123
51124
51125
51126
51127
51128
51129
51130
51131
51132
51133
51134
51135
51136
51137
51138
51139
51140
51141
51142
51143
51144
51145
51146
51147
51148
51149
51150
51151
51152
51153
51154
51155
51156
51157
51158
51159
51160
51161
51162
51163
51164
51165
51166
51167
51168
51169
51170
51171
51172
51173
51174
51175
51176
51177
51178
51179
51180
51181
51182
51183
51184
51185
51186
51187
51188
51189
51190
51191
51192
51193
51194
51195
51196
51197
51198
51199
51200
51201
51202
51203
51204
51205
51206
51207
51208
51209
51210
51211
51212
51213
51214
51215
51216
51217
51218
51219
51220
51221
51222
51223
51224
51225
51226
51227
51228
51229
51230
51231
51232
51233
51234
51235
51236
51237
51238
51239
51240
51241
51242
51243
51244
51245
51246
51247
51248
51249
51250
51251
51252
51253
51254
51255
51256
51257
51258
51259
51260
51261
51262
51263
51264
51265
51266
51267
51268
51269
51270
51271
51272
51273
51274
51275
51276
51277
51278
51279
51280
51281
51282
51283
51284
51285
51286
51287
51288
51289
51290
51291
51292
51293
51294
51295
51296
51297
51298
51299
51300
51301
51302
51303
51304
51305
51306
51307
51308
51309
51310
51311
51312
51313
51314
51315
51316
51317
51318
51319
51320
51321
51322
51323
51324
51325
51326
51327
51328
51329
51330
51331
51332
51333
51334
51335
51336
51337
51338
51339
51340
51341
51342
51343
51344
51345
51346
51347
51348
51349
51350
51351
51352
51353
51354
51355
51356
51357
51358
51359
51360
51361
51362
51363
51364
51365
51366
51367
51368
51369
51370
51371
51372
51373
51374
51375
51376
51377
51378
51379
51380
51381
51382
51383
51384
51385
51386
51387
51388
51389
51390
51391
51392
51393
51394
51395
51396
51397
51398
51399
51400
51401
51402
51403
51404
51405
51406
51407
51408
51409
51410
51411
51412
51413
51414
51415
51416
51417
51418
51419
51420
51421
51422
51423
51424
51425
51426
51427
51428
51429
51430
51431
51432
51433
51434
51435
51436
51437
51438
51439
51440
51441
51442
51443
51444
51445
51446
51447
51448
51449
51450
51451
51452
51453
51454
51455
51456
51457
51458
51459
51460
51461
51462
51463
51464
51465
51466
51467
51468
51469
51470
51471
51472
51473
51474
51475
51476
51477
51478
51479
51480
51481
51482
51483
51484
51485
51486
51487
51488
51489
51490
51491
51492
51493
51494
51495
51496
51497
51498
51499
51500
51501
51502
51503
51504
51505
51506
51507
51508
51509
51510
51511
51512
51513
51514
51515
51516
51517
51518
51519
51520
51521
51522
51523
51524
51525
51526
51527
51528
51529
51530
51531
51532
51533
51534
51535
51536
51537
51538
51539
51540
51541
51542
51543
51544
51545
51546
51547
51548
51549
51550
51551
51552
51553
51554
51555
51556
51557
51558
51559
51560
51561
51562
51563
51564
51565
51566
51567
51568
51569
51570
51571
51572
51573
51574
51575
51576
51577
51578
51579
51580
51581
51582
51583
51584
51585
51586
51587
51588
51589
51590
51591
51592
51593
51594
51595
51596
51597
51598
51599
51600
51601
51602
51603
51604
51605
51606
51607
51608
51609
51610
51611
51612
51613
51614
51615
51616
51617
51618
51619
51620
51621
51622
51623
51624
51625
51626
51627
51628
51629
51630
51631
51632
51633
51634
51635
51636
51637
51638
51639
51640
51641
51642
51643
51644
51645
51646
51647
51648
51649
51650
51651
51652
51653
51654
51655
51656
51657
51658
51659
51660
51661
51662
51663
51664
51665
51666
51667
51668
51669
51670
51671
51672
51673
51674
51675
51676
51677
51678
51679
51680
51681
51682
51683
51684
51685
51686
51687
51688
51689
51690
51691
51692
51693
51694
51695
51696
51697
51698
51699
51700
51701
51702
51703
51704
51705
51706
51707
51708
51709
51710
51711
51712
51713
51714
51715
51716
51717
51718
51719
51720
51721
51722
51723
51724
51725
51726
51727
51728
51729
51730
51731
51732
51733
51734
51735
51736
51737
51738
51739
51740
51741
51742
51743
51744
51745
51746
51747
51748
51749
51750
51751
51752
51753
51754
51755
51756
51757
51758
51759
51760
51761
51762
51763
51764
51765
51766
51767
51768
51769
51770
51771
51772
51773
51774
51775
51776
51777
51778
51779
51780
51781
51782
51783
51784
51785
51786
51787
51788
51789
51790
51791
51792
51793
51794
51795
51796
51797
51798
51799
51800
51801
51802
51803
51804
51805
51806
51807
51808
51809
51810
51811
51812
51813
51814
51815
51816
51817
51818
51819
51820
51821
51822
51823
51824
51825
51826
51827
51828
51829
51830
51831
51832
51833
51834
51835
51836
51837
51838
51839
51840
51841
51842
51843
51844
51845
51846
51847
51848
51849
51850
51851
51852
51853
51854
51855
51856
51857
51858
51859
51860
51861
51862
51863
51864
51865
51866
51867
51868
51869
51870
51871
51872
51873
51874
51875
51876
51877
51878
51879
51880
51881
51882
51883
51884
51885
51886
51887
51888
51889
51890
51891
51892
51893
51894
51895
51896
51897
51898
51899
51900
51901
51902
51903
51904
51905
51906
51907
51908
51909
51910
51911
51912
51913
51914
51915
51916
51917
51918
51919
51920
51921
51922
51923
51924
51925
51926
51927
51928
51929
51930
51931
51932
51933
51934
51935
51936
51937
51938
51939
51940
51941
51942
51943
51944
51945
51946
51947
51948
51949
51950
51951
51952
51953
51954
51955
51956
51957
51958
51959
51960
51961
51962
51963
51964
51965
51966
51967
51968
51969
51970
51971
51972
51973
51974
51975
51976
51977
51978
51979
51980
51981
51982
51983
51984
51985
51986
51987
51988
51989
51990
51991
51992
51993
51994
51995
51996
51997
51998
51999
52000
52001
52002
52003
52004
52005
52006
52007
52008
52009
52010
52011
52012
52013
52014
52015
52016
52017
52018
52019
52020
52021
52022
52023
52024
52025
52026
52027
52028
52029
52030
52031
52032
52033
52034
52035
52036
52037
52038
52039
52040
52041
52042
52043
52044
52045
52046
52047
52048
52049
52050
52051
52052
52053
52054
52055
52056
52057
52058
52059
52060
52061
52062
52063
52064
52065
52066
52067
52068
52069
52070
52071
52072
52073
52074
52075
52076
52077
52078
52079
52080
52081
52082
52083
52084
52085
52086
52087
52088
52089
52090
52091
52092
52093
52094
52095
52096
52097
52098
52099
52100
52101
52102
52103
52104
52105
52106
52107
52108
52109
52110
52111
52112
52113
52114
52115
52116
52117
52118
52119
52120
52121
52122
52123
52124
52125
52126
52127
52128
52129
52130
52131
52132
52133
52134
52135
52136
52137
52138
52139
52140
52141
52142
52143
52144
52145
52146
52147
52148
52149
52150
52151
52152
52153
52154
52155
52156
52157
52158
52159
52160
52161
52162
52163
52164
52165
52166
52167
52168
52169
52170
52171
52172
52173
52174
52175
52176
52177
52178
52179
52180
52181
52182
52183
52184
52185
52186
52187
52188
52189
52190
52191
52192
52193
52194
52195
52196
52197
52198
52199
52200
52201
52202
52203
52204
52205
52206
52207
52208
52209
52210
52211
52212
52213
52214
52215
52216
52217
52218
52219
52220
52221
52222
52223
52224
52225
52226
52227
52228
52229
52230
52231
52232
52233
52234
52235
52236
52237
52238
52239
52240
52241
52242
52243
52244
52245
52246
52247
52248
52249
52250
52251
52252
52253
52254
52255
52256
52257
52258
52259
52260
52261
52262
52263
52264
52265
52266
52267
52268
52269
52270
52271
52272
52273
52274
52275
52276
52277
52278
52279
52280
52281
52282
52283
52284
52285
52286
52287
52288
52289
52290
52291
52292
52293
52294
52295
52296
52297
52298
52299
52300
52301
52302
52303
52304
52305
52306
52307
52308
52309
52310
52311
52312
52313
52314
52315
52316
52317
52318
52319
52320
52321
52322
52323
52324
52325
52326
52327
52328
52329
52330
52331
52332
52333
52334
52335
52336
52337
52338
52339
52340
52341
52342
52343
52344
52345
52346
52347
52348
52349
52350
52351
52352
52353
52354
52355
52356
52357
52358
52359
52360
52361
52362
52363
52364
52365
52366
52367
52368
52369
52370
52371
52372
52373
52374
52375
52376
52377
52378
52379
52380
52381
52382
52383
52384
52385
52386
52387
52388
52389
52390
52391
52392
52393
52394
52395
52396
52397
52398
52399
52400
52401
52402
52403
52404
52405
52406
52407
52408
52409
52410
52411
52412
52413
52414
52415
52416
52417
52418
52419
52420
52421
52422
52423
52424
52425
52426
52427
52428
52429
52430
52431
52432
52433
52434
52435
52436
52437
52438
52439
52440
52441
52442
52443
52444
52445
52446
52447
52448
52449
52450
52451
52452
52453
52454
52455
52456
52457
52458
52459
52460
52461
52462
52463
52464
52465
52466
52467
52468
52469
52470
52471
52472
52473
52474
52475
52476
52477
52478
52479
52480
52481
52482
52483
52484
52485
52486
52487
52488
52489
52490
52491
52492
52493
52494
52495
52496
52497
52498
52499
52500
52501
52502
52503
52504
52505
52506
52507
52508
52509
52510
52511
52512
52513
52514
52515
52516
52517
52518
52519
52520
52521
52522
52523
52524
52525
52526
52527
52528
52529
52530
52531
52532
52533
52534
52535
52536
52537
52538
52539
52540
52541
52542
52543
52544
52545
52546
52547
52548
52549
52550
52551
52552
52553
52554
52555
52556
52557
52558
52559
52560
52561
52562
52563
52564
52565
52566
52567
52568
52569
52570
52571
52572
52573
52574
52575
52576
52577
52578
52579
52580
52581
52582
52583
52584
52585
52586
52587
52588
52589
52590
52591
52592
52593
52594
52595
52596
52597
52598
52599
52600
52601
52602
52603
52604
52605
52606
52607
52608
52609
52610
52611
52612
52613
52614
52615
52616
52617
52618
52619
52620
52621
52622
52623
52624
52625
52626
52627
52628
52629
52630
52631
52632
52633
52634
52635
52636
52637
52638
52639
52640
52641
52642
52643
52644
52645
52646
52647
52648
52649
52650
52651
52652
52653
52654
52655
52656
52657
52658
52659
52660
52661
52662
52663
52664
52665
52666
52667
52668
52669
52670
52671
52672
52673
52674
52675
52676
52677
52678
52679
52680
52681
52682
52683
52684
52685
52686
52687
52688
52689
52690
52691
52692
52693
52694
52695
52696
52697
52698
52699
52700
52701
52702
52703
52704
52705
52706
52707
52708
52709
52710
52711
52712
52713
52714
52715
52716
52717
52718
52719
52720
52721
52722
52723
52724
52725
52726
52727
52728
52729
52730
52731
52732
52733
52734
52735
52736
52737
52738
52739
52740
52741
52742
52743
52744
52745
52746
52747
52748
52749
52750
52751
52752
52753
52754
52755
52756
52757
52758
52759
52760
52761
52762
52763
52764
52765
52766
52767
52768
52769
52770
52771
52772
52773
52774
52775
52776
52777
52778
52779
52780
52781
52782
52783
52784
52785
52786
52787
52788
52789
52790
52791
52792
52793
52794
52795
52796
52797
52798
52799
52800
52801
52802
52803
52804
52805
52806
52807
52808
52809
52810
52811
52812
52813
52814
52815
52816
52817
52818
52819
52820
52821
52822
52823
52824
52825
52826
52827
52828
52829
52830
52831
52832
52833
52834
52835
52836
52837
52838
52839
52840
52841
52842
52843
52844
52845
52846
52847
52848
52849
52850
52851
52852
52853
52854
52855
52856
52857
52858
52859
52860
52861
52862
52863
52864
52865
52866
52867
52868
52869
52870
52871
52872
52873
52874
52875
52876
52877
52878
52879
52880
52881
52882
52883
52884
52885
52886
52887
52888
52889
52890
52891
52892
52893
52894
52895
52896
52897
52898
52899
52900
52901
52902
52903
52904
52905
52906
52907
52908
52909
52910
52911
52912
52913
52914
52915
52916
52917
52918
52919
52920
52921
52922
52923
52924
52925
52926
52927
52928
52929
52930
52931
52932
52933
52934
52935
52936
52937
52938
52939
52940
52941
52942
52943
52944
52945
52946
52947
52948
52949
52950
52951
52952
52953
52954
52955
52956
52957
52958
52959
52960
52961
52962
52963
52964
52965
52966
52967
52968
52969
52970
52971
52972
52973
52974
52975
52976
52977
52978
52979
52980
52981
52982
52983
52984
52985
52986
52987
52988
52989
52990
52991
52992
52993
52994
52995
52996
52997
52998
52999
53000
53001
53002
53003
53004
53005
53006
53007
53008
53009
53010
53011
53012
53013
53014
53015
53016
53017
53018
53019
53020
53021
53022
53023
53024
53025
53026
53027
53028
53029
53030
53031
53032
53033
53034
53035
53036
53037
53038
53039
53040
53041
53042
53043
53044
53045
53046
53047
53048
53049
53050
53051
53052
53053
53054
53055
53056
53057
53058
53059
53060
53061
53062
53063
53064
53065
53066
53067
53068
53069
53070
53071
53072
53073
53074
53075
53076
53077
53078
53079
53080
53081
53082
53083
53084
53085
53086
53087
53088
53089
53090
53091
53092
53093
53094
53095
53096
53097
53098
53099
53100
53101
53102
53103
53104
53105
53106
53107
53108
53109
53110
53111
53112
53113
53114
53115
53116
53117
53118
53119
53120
53121
53122
53123
53124
53125
53126
53127
53128
53129
53130
53131
53132
53133
53134
53135
53136
53137
53138
53139
53140
53141
53142
53143
53144
53145
53146
53147
53148
53149
53150
53151
53152
53153
53154
53155
53156
53157
53158
53159
53160
53161
53162
53163
53164
53165
53166
53167
53168
53169
53170
53171
53172
53173
53174
53175
53176
53177
53178
53179
53180
53181
53182
53183
53184
53185
53186
53187
53188
53189
53190
53191
53192
53193
53194
53195
53196
53197
53198
53199
53200
53201
53202
53203
53204
53205
53206
53207
53208
53209
53210
53211
53212
53213
53214
53215
53216
53217
53218
53219
53220
53221
53222
53223
53224
53225
53226
53227
53228
53229
53230
53231
53232
53233
53234
53235
53236
53237
53238
53239
53240
53241
53242
53243
53244
53245
53246
53247
53248
53249
53250
53251
53252
53253
53254
53255
53256
53257
53258
53259
53260
53261
53262
53263
53264
53265
53266
53267
53268
53269
53270
53271
53272
53273
53274
53275
53276
53277
53278
53279
53280
53281
53282
53283
53284
53285
53286
53287
53288
53289
53290
53291
53292
53293
53294
53295
53296
53297
53298
53299
53300
53301
53302
53303
53304
53305
53306
53307
53308
53309
53310
53311
53312
53313
53314
53315
53316
53317
53318
53319
53320
53321
53322
53323
53324
53325
53326
53327
53328
53329
53330
53331
53332
53333
53334
53335
53336
53337
53338
53339
53340
53341
53342
53343
53344
53345
53346
53347
53348
53349
53350
53351
53352
53353
53354
53355
53356
53357
53358
53359
53360
53361
53362
53363
53364
53365
53366
53367
53368
53369
53370
53371
53372
53373
53374
53375
53376
53377
53378
53379
53380
53381
53382
53383
53384
53385
53386
53387
53388
53389
53390
53391
53392
53393
53394
53395
53396
53397
53398
53399
53400
53401
53402
53403
53404
53405
53406
53407
53408
53409
53410
53411
53412
53413
53414
53415
53416
53417
53418
53419
53420
53421
53422
53423
53424
53425
53426
53427
53428
53429
53430
53431
53432
53433
53434
53435
53436
53437
53438
53439
53440
53441
53442
53443
53444
53445
53446
53447
53448
53449
53450
53451
53452
53453
53454
53455
53456
53457
53458
53459
53460
53461
53462
53463
53464
53465
53466
53467
53468
53469
53470
53471
53472
53473
53474
53475
53476
53477
53478
53479
53480
53481
53482
53483
53484
53485
53486
53487
53488
53489
53490
53491
53492
53493
53494
53495
53496
53497
53498
53499
53500
53501
53502
53503
53504
53505
53506
53507
53508
53509
53510
53511
53512
53513
53514
53515
53516
53517
53518
53519
53520
53521
53522
53523
53524
53525
53526
53527
53528
53529
53530
53531
53532
53533
53534
53535
53536
53537
53538
53539
53540
53541
53542
53543
53544
53545
53546
53547
53548
53549
53550
53551
53552
53553
53554
53555
53556
53557
53558
53559
53560
53561
53562
53563
53564
53565
53566
53567
53568
53569
53570
53571
53572
53573
53574
53575
53576
53577
53578
53579
53580
53581
53582
53583
53584
53585
53586
53587
53588
53589
53590
53591
53592
53593
53594
53595
53596
53597
53598
53599
53600
53601
53602
53603
53604
53605
53606
53607
53608
53609
53610
53611
53612
53613
53614
53615
53616
53617
53618
53619
53620
53621
53622
53623
53624
53625
53626
53627
53628
53629
53630
53631
53632
53633
53634
53635
53636
53637
53638
53639
53640
53641
53642
53643
53644
53645
53646
53647
53648
53649
53650
53651
53652
53653
53654
53655
53656
53657
53658
53659
53660
53661
53662
53663
53664
53665
53666
53667
53668
53669
53670
53671
53672
53673
53674
53675
53676
53677
53678
53679
53680
53681
53682
53683
53684
53685
53686
53687
53688
53689
53690
53691
53692
53693
53694
53695
53696
53697
53698
53699
53700
53701
53702
53703
53704
53705
53706
53707
53708
53709
53710
53711
53712
53713
53714
53715
53716
53717
53718
53719
53720
53721
53722
53723
53724
53725
53726
53727
53728
53729
53730
53731
53732
53733
53734
53735
53736
53737
53738
53739
53740
53741
53742
53743
53744
53745
53746
53747
53748
53749
53750
53751
53752
53753
53754
53755
53756
53757
53758
53759
53760
53761
53762
53763
53764
53765
53766
53767
53768
53769
53770
53771
53772
53773
53774
53775
53776
53777
53778
53779
53780
53781
53782
53783
53784
53785
53786
53787
53788
53789
53790
53791
53792
53793
53794
53795
53796
53797
53798
53799
53800
53801
53802
53803
53804
53805
53806
53807
53808
53809
53810
53811
53812
53813
53814
53815
53816
53817
53818
53819
53820
53821
53822
53823
53824
53825
53826
53827
53828
53829
53830
53831
53832
53833
53834
53835
53836
53837
53838
53839
53840
53841
53842
53843
53844
53845
53846
53847
53848
53849
53850
53851
53852
53853
53854
53855
53856
53857
53858
53859
53860
53861
53862
53863
53864
53865
53866
53867
53868
53869
53870
53871
53872
53873
53874
53875
53876
53877
53878
53879
53880
53881
53882
53883
53884
53885
53886
53887
53888
53889
53890
53891
53892
53893
53894
53895
53896
53897
53898
53899
53900
53901
53902
53903
53904
53905
53906
53907
53908
53909
53910
53911
53912
53913
53914
53915
53916
53917
53918
53919
53920
53921
53922
53923
53924
53925
53926
53927
53928
53929
53930
53931
53932
53933
53934
53935
53936
53937
53938
53939
53940
53941
53942
53943
53944
53945
53946
53947
53948
53949
53950
53951
53952
53953
53954
53955
53956
53957
53958
53959
53960
53961
53962
53963
53964
53965
53966
53967
53968
53969
53970
53971
53972
53973
53974
53975
53976
53977
53978
53979
53980
53981
53982
53983
53984
53985
53986
53987
53988
53989
53990
53991
53992
53993
53994
53995
53996
53997
53998
53999
54000
54001
54002
54003
54004
54005
54006
54007
54008
54009
54010
54011
54012
54013
54014
54015
54016
54017
54018
54019
54020
54021
54022
54023
54024
54025
54026
54027
54028
54029
54030
54031
54032
54033
54034
54035
54036
54037
54038
54039
54040
54041
54042
54043
54044
54045
54046
54047
54048
54049
54050
54051
54052
54053
54054
54055
54056
54057
54058
54059
54060
54061
54062
54063
54064
54065
54066
54067
54068
54069
54070
54071
54072
54073
54074
54075
54076
54077
54078
54079
54080
54081
54082
54083
54084
54085
54086
54087
54088
54089
54090
54091
54092
54093
54094
54095
54096
54097
54098
54099
54100
54101
54102
54103
54104
54105
54106
54107
54108
54109
54110
54111
54112
54113
54114
54115
54116
54117
54118
54119
54120
54121
54122
54123
54124
54125
54126
54127
54128
54129
54130
54131
54132
54133
54134
54135
54136
54137
54138
54139
54140
54141
54142
54143
54144
54145
54146
54147
54148
54149
54150
54151
54152
54153
54154
54155
54156
54157
54158
54159
54160
54161
54162
54163
54164
54165
54166
54167
54168
54169
54170
54171
54172
54173
54174
54175
54176
54177
54178
54179
54180
54181
54182
54183
54184
54185
54186
54187
54188
54189
54190
54191
54192
54193
54194
54195
54196
54197
54198
54199
54200
54201
54202
54203
54204
54205
54206
54207
54208
54209
54210
54211
54212
54213
54214
54215
54216
54217
54218
54219
54220
54221
54222
54223
54224
54225
54226
54227
54228
54229
54230
54231
54232
54233
54234
54235
54236
54237
54238
54239
54240
54241
54242
54243
54244
54245
54246
54247
54248
54249
54250
54251
54252
54253
54254
54255
54256
54257
54258
54259
54260
54261
54262
54263
54264
54265
54266
54267
54268
54269
54270
54271
54272
54273
54274
54275
54276
54277
54278
54279
54280
54281
54282
54283
54284
54285
54286
54287
54288
54289
54290
54291
54292
54293
54294
54295
54296
54297
54298
54299
54300
54301
54302
54303
54304
54305
54306
54307
54308
54309
54310
54311
54312
54313
54314
54315
54316
54317
54318
54319
54320
54321
54322
54323
54324
54325
54326
54327
54328
54329
54330
54331
54332
54333
54334
54335
54336
54337
54338
54339
54340
54341
54342
54343
54344
54345
54346
54347
54348
54349
54350
54351
54352
54353
54354
54355
54356
54357
54358
54359
54360
54361
54362
54363
54364
54365
54366
54367
54368
54369
54370
54371
54372
54373
54374
54375
54376
54377
54378
54379
54380
54381
54382
54383
54384
54385
54386
54387
54388
54389
54390
54391
54392
54393
54394
54395
54396
54397
54398
54399
54400
54401
54402
54403
54404
54405
54406
54407
54408
54409
54410
54411
54412
54413
54414
54415
54416
54417
54418
54419
54420
54421
54422
54423
54424
54425
54426
54427
54428
54429
54430
54431
54432
54433
54434
54435
54436
54437
54438
54439
54440
54441
54442
54443
54444
54445
54446
54447
54448
54449
54450
54451
54452
54453
54454
54455
54456
54457
54458
54459
54460
54461
54462
54463
54464
54465
54466
54467
54468
54469
54470
54471
54472
54473
54474
54475
54476
54477
54478
54479
54480
54481
54482
54483
54484
54485
54486
54487
54488
54489
54490
54491
54492
54493
54494
54495
54496
54497
54498
54499
54500
54501
54502
54503
54504
54505
54506
54507
54508
54509
54510
54511
54512
54513
54514
54515
54516
54517
54518
54519
54520
54521
54522
54523
54524
54525
54526
54527
54528
54529
54530
54531
54532
54533
54534
54535
54536
54537
54538
54539
54540
54541
54542
54543
54544
54545
54546
54547
54548
54549
54550
54551
54552
54553
54554
54555
54556
54557
54558
54559
54560
54561
54562
54563
54564
54565
54566
54567
54568
54569
54570
54571
54572
54573
54574
54575
54576
54577
54578
54579
54580
54581
54582
54583
54584
54585
54586
54587
54588
54589
54590
54591
54592
54593
54594
54595
54596
54597
54598
54599
54600
54601
54602
54603
54604
54605
54606
54607
54608
54609
54610
54611
54612
54613
54614
54615
54616
54617
54618
54619
54620
54621
54622
54623
54624
54625
54626
54627
54628
54629
54630
54631
54632
54633
54634
54635
54636
54637
54638
54639
54640
54641
54642
54643
54644
54645
54646
54647
54648
54649
54650
54651
54652
54653
54654
54655
54656
54657
54658
54659
54660
54661
54662
54663
54664
54665
54666
54667
54668
54669
54670
54671
54672
54673
54674
54675
54676
54677
54678
54679
54680
54681
54682
54683
54684
54685
54686
54687
54688
54689
54690
54691
54692
54693
54694
54695
54696
54697
54698
54699
54700
54701
54702
54703
54704
54705
54706
54707
54708
54709
54710
54711
54712
54713
54714
54715
54716
54717
54718
54719
54720
54721
54722
54723
54724
54725
54726
54727
54728
54729
54730
54731
54732
54733
54734
54735
54736
54737
54738
54739
54740
54741
54742
54743
54744
54745
54746
54747
54748
54749
54750
54751
54752
54753
54754
54755
54756
54757
54758
54759
54760
54761
54762
54763
54764
54765
54766
54767
54768
54769
54770
54771
54772
54773
54774
54775
54776
54777
54778
54779
54780
54781
54782
54783
54784
54785
54786
54787
54788
54789
54790
54791
54792
54793
54794
54795
54796
54797
54798
54799
54800
54801
54802
54803
54804
54805
54806
54807
54808
54809
54810
54811
54812
54813
54814
54815
54816
54817
54818
54819
54820
54821
54822
54823
54824
54825
54826
54827
54828
54829
54830
54831
54832
54833
54834
54835
54836
54837
54838
54839
54840
54841
54842
54843
54844
54845
54846
54847
54848
54849
54850
54851
54852
54853
54854
54855
54856
54857
54858
54859
54860
54861
54862
54863
54864
54865
54866
54867
54868
54869
54870
54871
54872
54873
54874
54875
54876
54877
54878
54879
54880
54881
54882
54883
54884
54885
54886
54887
54888
54889
54890
54891
54892
54893
54894
54895
54896
54897
54898
54899
54900
54901
54902
54903
54904
54905
54906
54907
54908
54909
54910
54911
54912
54913
54914
54915
54916
54917
54918
54919
54920
54921
54922
54923
54924
54925
54926
54927
54928
54929
54930
54931
54932
54933
54934
54935
54936
54937
54938
54939
54940
54941
54942
54943
54944
54945
54946
54947
54948
54949
54950
54951
54952
54953
54954
54955
54956
54957
54958
54959
54960
54961
54962
54963
54964
54965
54966
54967
54968
54969
54970
54971
54972
54973
54974
54975
54976
54977
54978
54979
54980
54981
54982
54983
54984
54985
54986
54987
54988
54989
54990
54991
54992
54993
54994
54995
54996
54997
54998
54999
55000
55001
55002
55003
55004
55005
55006
55007
55008
55009
55010
55011
55012
55013
55014
55015
55016
55017
55018
55019
55020
55021
55022
55023
55024
55025
55026
55027
55028
55029
55030
55031
55032
55033
55034
55035
55036
55037
55038
55039
55040
55041
55042
55043
55044
55045
55046
55047
55048
55049
55050
55051
55052
55053
55054
55055
55056
55057
55058
55059
55060
55061
55062
55063
55064
55065
55066
55067
55068
55069
55070
55071
55072
55073
55074
55075
55076
55077
55078
55079
55080
55081
55082
55083
55084
55085
55086
55087
55088
55089
55090
55091
55092
55093
55094
55095
55096
55097
55098
55099
55100
55101
55102
55103
55104
55105
55106
55107
55108
55109
55110
55111
55112
55113
55114
55115
55116
55117
55118
55119
55120
55121
55122
55123
55124
55125
55126
55127
55128
55129
55130
55131
55132
55133
55134
55135
55136
55137
55138
55139
55140
55141
55142
55143
55144
55145
55146
55147
55148
55149
55150
55151
55152
55153
55154
55155
55156
55157
55158
55159
55160
55161
55162
55163
55164
55165
55166
55167
55168
55169
55170
55171
55172
55173
55174
55175
55176
55177
55178
55179
55180
55181
55182
55183
55184
55185
55186
55187
55188
55189
55190
55191
55192
55193
55194
55195
55196
55197
55198
55199
55200
55201
55202
55203
55204
55205
55206
55207
55208
55209
55210
55211
55212
55213
55214
55215
55216
55217
55218
55219
55220
55221
55222
55223
55224
55225
55226
55227
55228
55229
55230
55231
55232
55233
55234
55235
55236
55237
55238
55239
55240
55241
55242
55243
55244
55245
55246
55247
55248
55249
55250
55251
55252
55253
55254
55255
55256
55257
55258
55259
55260
55261
55262
55263
55264
55265
55266
55267
55268
55269
55270
55271
55272
55273
55274
55275
55276
55277
55278
55279
55280
55281
55282
55283
55284
55285
55286
55287
55288
55289
55290
55291
55292
55293
55294
55295
55296
55297
55298
55299
55300
55301
55302
55303
55304
55305
55306
55307
55308
55309
55310
55311
55312
55313
55314
55315
55316
55317
55318
55319
55320
55321
55322
55323
55324
55325
55326
55327
55328
55329
55330
55331
55332
55333
55334
55335
55336
55337
55338
55339
55340
55341
55342
55343
55344
55345
55346
55347
55348
55349
55350
55351
55352
55353
55354
55355
55356
55357
55358
55359
55360
55361
55362
55363
55364
55365
55366
55367
55368
55369
55370
55371
55372
55373
55374
55375
55376
55377
55378
55379
55380
55381
55382
55383
55384
55385
55386
55387
55388
55389
55390
55391
55392
55393
55394
55395
55396
55397
55398
55399
55400
55401
55402
55403
55404
55405
55406
55407
55408
55409
55410
55411
55412
55413
55414
55415
55416
55417
55418
55419
55420
55421
55422
55423
55424
55425
55426
55427
55428
55429
55430
55431
55432
55433
55434
55435
55436
55437
55438
55439
55440
55441
55442
55443
55444
55445
55446
55447
55448
55449
55450
55451
55452
55453
55454
55455
55456
55457
55458
55459
55460
55461
55462
55463
55464
55465
55466
55467
55468
55469
55470
55471
55472
55473
55474
55475
55476
55477
55478
55479
55480
55481
55482
55483
55484
55485
55486
55487
55488
55489
55490
55491
55492
55493
55494
55495
55496
55497
55498
55499
55500
55501
55502
55503
55504
55505
55506
55507
55508
55509
55510
55511
55512
55513
55514
55515
55516
55517
55518
55519
55520
55521
55522
55523
55524
55525
55526
55527
55528
55529
55530
55531
55532
55533
55534
55535
55536
55537
55538
55539
55540
55541
55542
55543
55544
55545
55546
55547
55548
55549
55550
55551
55552
55553
55554
55555
55556
55557
55558
55559
55560
55561
55562
55563
55564
55565
55566
55567
55568
55569
55570
55571
55572
55573
55574
55575
55576
55577
55578
55579
55580
55581
55582
55583
55584
55585
55586
55587
55588
55589
55590
55591
55592
55593
55594
55595
55596
55597
55598
55599
55600
55601
55602
55603
55604
55605
55606
55607
55608
55609
55610
55611
55612
55613
55614
55615
55616
55617
55618
55619
55620
55621
55622
55623
55624
55625
55626
55627
55628
55629
55630
55631
55632
55633
55634
55635
55636
55637
55638
55639
55640
55641
55642
55643
55644
55645
55646
55647
55648
55649
55650
55651
55652
55653
55654
55655
55656
55657
55658
55659
55660
55661
55662
55663
55664
55665
55666
55667
55668
55669
55670
55671
55672
55673
55674
55675
55676
55677
55678
55679
55680
55681
55682
55683
55684
55685
55686
55687
55688
55689
55690
55691
55692
55693
55694
55695
55696
55697
55698
55699
55700
55701
55702
55703
55704
55705
55706
55707
55708
55709
55710
55711
55712
55713
55714
55715
55716
55717
55718
55719
55720
55721
55722
55723
55724
55725
55726
55727
55728
55729
55730
55731
55732
55733
55734
55735
55736
55737
55738
55739
55740
55741
55742
55743
55744
55745
55746
55747
55748
55749
55750
55751
55752
55753
55754
55755
55756
55757
55758
55759
55760
55761
55762
55763
55764
55765
55766
55767
55768
55769
55770
55771
55772
55773
55774
55775
55776
55777
55778
55779
55780
55781
55782
55783
55784
55785
55786
55787
55788
55789
55790
55791
55792
55793
55794
55795
55796
55797
55798
55799
55800
55801
55802
55803
55804
55805
55806
55807
55808
55809
55810
55811
55812
55813
55814
55815
55816
55817
55818
55819
55820
55821
55822
55823
55824
55825
55826
55827
55828
55829
55830
55831
55832
55833
55834
55835
55836
55837
55838
55839
55840
55841
55842
55843
55844
55845
55846
55847
55848
55849
55850
55851
55852
55853
55854
55855
55856
55857
55858
55859
55860
55861
55862
55863
55864
55865
55866
55867
55868
55869
55870
55871
55872
55873
55874
55875
55876
55877
55878
55879
55880
55881
55882
55883
55884
55885
55886
55887
55888
55889
55890
55891
55892
55893
55894
55895
55896
55897
55898
55899
55900
55901
55902
55903
55904
55905
55906
55907
55908
55909
55910
55911
55912
55913
55914
55915
55916
55917
55918
55919
55920
55921
55922
55923
55924
55925
55926
55927
55928
55929
55930
55931
55932
55933
55934
55935
55936
55937
55938
55939
55940
55941
55942
55943
55944
55945
55946
55947
55948
55949
55950
55951
55952
55953
55954
55955
55956
55957
55958
55959
55960
55961
55962
55963
55964
55965
55966
55967
55968
55969
55970
55971
55972
55973
55974
55975
55976
55977
55978
55979
55980
55981
55982
55983
55984
55985
55986
55987
55988
55989
55990
55991
55992
55993
55994
55995
55996
55997
55998
55999
56000
56001
56002
56003
56004
56005
56006
56007
56008
56009
56010
56011
56012
56013
56014
56015
56016
56017
56018
56019
56020
56021
56022
56023
56024
56025
56026
56027
56028
56029
56030
56031
56032
56033
56034
56035
56036
56037
56038
56039
56040
56041
56042
56043
56044
56045
56046
56047
56048
56049
56050
56051
56052
56053
56054
56055
56056
56057
56058
56059
56060
56061
56062
56063
56064
56065
56066
56067
56068
56069
56070
56071
56072
56073
56074
56075
56076
56077
56078
56079
56080
56081
56082
56083
56084
56085
56086
56087
56088
56089
56090
56091
56092
56093
56094
56095
56096
56097
56098
56099
56100
56101
56102
56103
56104
56105
56106
56107
56108
56109
56110
56111
56112
56113
56114
56115
56116
56117
56118
56119
56120
56121
56122
56123
56124
56125
56126
56127
56128
56129
56130
56131
56132
56133
56134
56135
56136
56137
56138
56139
56140
56141
56142
56143
56144
56145
56146
56147
56148
56149
56150
56151
56152
56153
56154
56155
56156
56157
56158
56159
56160
56161
56162
56163
56164
56165
56166
56167
56168
56169
56170
56171
56172
56173
56174
56175
56176
56177
56178
56179
56180
56181
56182
56183
56184
56185
56186
56187
56188
56189
56190
56191
56192
56193
56194
56195
56196
56197
56198
56199
56200
56201
56202
56203
56204
56205
56206
56207
56208
56209
56210
56211
56212
56213
56214
56215
56216
56217
56218
56219
56220
56221
56222
56223
56224
56225
56226
56227
56228
56229
56230
56231
56232
56233
56234
56235
56236
56237
56238
56239
56240
56241
56242
56243
56244
56245
56246
56247
56248
56249
56250
56251
56252
56253
56254
56255
56256
56257
56258
56259
56260
56261
56262
56263
56264
56265
56266
56267
56268
56269
56270
56271
56272
56273
56274
56275
56276
56277
56278
56279
56280
56281
56282
56283
56284
56285
56286
56287
56288
56289
56290
56291
56292
56293
56294
56295
56296
56297
56298
56299
56300
56301
56302
56303
56304
56305
56306
56307
56308
56309
56310
56311
56312
56313
56314
56315
56316
56317
56318
56319
56320
56321
56322
56323
56324
56325
56326
56327
56328
56329
56330
56331
56332
56333
56334
56335
56336
56337
56338
56339
56340
56341
56342
56343
56344
56345
56346
56347
56348
56349
56350
56351
56352
56353
56354
56355
56356
56357
56358
56359
56360
56361
56362
56363
56364
56365
56366
56367
56368
56369
56370
56371
56372
56373
56374
56375
56376
56377
56378
56379
56380
56381
56382
56383
56384
56385
56386
56387
56388
56389
56390
56391
56392
56393
56394
56395
56396
56397
56398
56399
56400
56401
56402
56403
56404
56405
56406
56407
56408
56409
56410
56411
56412
56413
56414
56415
56416
56417
56418
56419
56420
56421
56422
56423
56424
56425
56426
56427
56428
56429
56430
56431
56432
56433
56434
56435
56436
56437
56438
56439
56440
56441
56442
56443
56444
56445
56446
56447
56448
56449
56450
56451
56452
56453
56454
56455
56456
56457
56458
56459
56460
56461
56462
56463
56464
56465
56466
56467
56468
56469
56470
56471
56472
56473
56474
56475
56476
56477
56478
56479
56480
56481
56482
56483
56484
56485
56486
56487
56488
56489
56490
56491
56492
56493
56494
56495
56496
56497
56498
56499
56500
56501
56502
56503
56504
56505
56506
56507
56508
56509
56510
56511
56512
56513
56514
56515
56516
56517
56518
56519
56520
56521
56522
56523
56524
56525
56526
56527
56528
56529
56530
56531
56532
56533
56534
56535
56536
56537
56538
56539
56540
56541
56542
56543
56544
56545
56546
56547
56548
56549
56550
56551
56552
56553
56554
56555
56556
56557
56558
56559
56560
56561
56562
56563
56564
56565
56566
56567
56568
56569
56570
56571
56572
56573
56574
56575
56576
56577
56578
56579
56580
56581
56582
56583
56584
56585
56586
56587
56588
56589
56590
56591
56592
56593
56594
56595
56596
56597
56598
56599
56600
56601
56602
56603
56604
56605
56606
56607
56608
56609
56610
56611
56612
56613
56614
56615
56616
56617
56618
56619
56620
56621
56622
56623
56624
56625
56626
56627
56628
56629
56630
56631
56632
56633
56634
56635
56636
56637
56638
56639
56640
56641
56642
56643
56644
56645
56646
56647
56648
56649
56650
56651
56652
56653
56654
56655
56656
56657
56658
56659
56660
56661
56662
56663
56664
56665
56666
56667
56668
56669
56670
56671
56672
56673
56674
56675
56676
56677
56678
56679
56680
56681
56682
56683
56684
56685
56686
56687
56688
56689
56690
56691
56692
56693
56694
56695
56696
56697
56698
56699
56700
56701
56702
56703
56704
56705
56706
56707
56708
56709
56710
56711
56712
56713
56714
56715
56716
56717
56718
56719
56720
56721
56722
56723
56724
56725
56726
56727
56728
56729
56730
56731
56732
56733
56734
56735
56736
56737
56738
56739
56740
56741
56742
56743
56744
56745
56746
56747
56748
56749
56750
56751
56752
56753
56754
56755
56756
56757
56758
56759
56760
56761
56762
56763
56764
56765
56766
56767
56768
56769
56770
56771
56772
56773
56774
56775
56776
56777
56778
56779
56780
56781
56782
56783
56784
56785
56786
56787
56788
56789
56790
56791
56792
56793
56794
56795
56796
56797
56798
56799
56800
56801
56802
56803
56804
56805
56806
56807
56808
56809
56810
56811
56812
56813
56814
56815
56816
56817
56818
56819
56820
56821
56822
56823
56824
56825
56826
56827
56828
56829
56830
56831
56832
56833
56834
56835
56836
56837
56838
56839
56840
56841
56842
56843
56844
56845
56846
56847
56848
56849
56850
56851
56852
56853
56854
56855
56856
56857
56858
56859
56860
56861
56862
56863
56864
56865
56866
56867
56868
56869
56870
56871
56872
56873
56874
56875
56876
56877
56878
56879
56880
56881
56882
56883
56884
56885
56886
56887
56888
56889
56890
56891
56892
56893
56894
56895
56896
56897
56898
56899
56900
56901
56902
56903
56904
56905
56906
56907
56908
56909
56910
56911
56912
56913
56914
56915
56916
56917
56918
56919
56920
56921
56922
56923
56924
56925
56926
56927
56928
56929
56930
56931
56932
56933
56934
56935
56936
56937
56938
56939
56940
56941
56942
56943
56944
56945
56946
56947
56948
56949
56950
56951
56952
56953
56954
56955
56956
56957
56958
56959
56960
56961
56962
56963
56964
56965
56966
56967
56968
56969
56970
56971
56972
56973
56974
56975
56976
56977
56978
56979
56980
56981
56982
56983
56984
56985
56986
56987
56988
56989
56990
56991
56992
56993
56994
56995
56996
56997
56998
56999
57000
57001
57002
57003
57004
57005
57006
57007
57008
57009
57010
57011
57012
57013
57014
57015
57016
57017
57018
57019
57020
57021
57022
57023
57024
57025
57026
57027
57028
57029
57030
57031
57032
57033
57034
57035
57036
57037
57038
57039
57040
57041
57042
57043
57044
57045
57046
57047
57048
57049
57050
57051
57052
57053
57054
57055
57056
57057
57058
57059
57060
57061
57062
57063
57064
57065
57066
57067
57068
57069
57070
57071
57072
57073
57074
57075
57076
57077
57078
57079
57080
57081
57082
57083
57084
57085
57086
57087
57088
57089
57090
57091
57092
57093
57094
57095
57096
57097
57098
57099
57100
57101
57102
57103
57104
57105
57106
57107
57108
57109
57110
57111
57112
57113
57114
57115
57116
57117
57118
57119
57120
57121
57122
57123
57124
57125
57126
57127
57128
57129
57130
57131
57132
57133
57134
57135
57136
57137
57138
57139
57140
57141
57142
57143
57144
57145
57146
57147
57148
57149
57150
57151
57152
57153
57154
57155
57156
57157
57158
57159
57160
57161
57162
57163
57164
57165
57166
57167
57168
57169
57170
57171
57172
57173
57174
57175
57176
57177
57178
57179
57180
57181
57182
57183
57184
57185
57186
57187
57188
57189
57190
57191
57192
57193
57194
57195
57196
57197
57198
57199
57200
57201
57202
57203
57204
57205
57206
57207
57208
57209
57210
57211
57212
57213
57214
57215
57216
57217
57218
57219
57220
57221
57222
57223
57224
57225
57226
57227
57228
57229
57230
57231
57232
57233
57234
57235
57236
57237
57238
57239
57240
57241
57242
57243
57244
57245
57246
57247
57248
57249
57250
57251
57252
57253
57254
57255
57256
57257
57258
57259
57260
57261
57262
57263
57264
57265
57266
57267
57268
57269
57270
57271
57272
57273
57274
57275
57276
57277
57278
57279
57280
57281
57282
57283
57284
57285
57286
57287
57288
57289
57290
57291
57292
57293
57294
57295
57296
57297
57298
57299
57300
57301
57302
57303
57304
57305
57306
57307
57308
57309
57310
57311
57312
57313
57314
57315
57316
57317
57318
57319
57320
57321
57322
57323
57324
57325
57326
57327
57328
57329
57330
57331
57332
57333
57334
57335
57336
57337
57338
57339
57340
57341
57342
57343
57344
57345
57346
57347
57348
57349
57350
57351
57352
57353
57354
57355
57356
57357
57358
57359
57360
57361
57362
57363
57364
57365
57366
57367
57368
57369
57370
57371
57372
57373
57374
57375
57376
57377
57378
57379
57380
57381
57382
57383
57384
57385
57386
57387
57388
57389
57390
57391
57392
57393
57394
57395
57396
57397
57398
57399
57400
57401
57402
57403
57404
57405
57406
57407
57408
57409
57410
57411
57412
57413
57414
57415
57416
57417
57418
57419
57420
57421
57422
57423
57424
57425
57426
57427
57428
57429
57430
57431
57432
57433
57434
57435
57436
57437
57438
57439
57440
57441
57442
57443
57444
57445
57446
57447
57448
57449
57450
57451
57452
57453
57454
57455
57456
57457
57458
57459
57460
57461
57462
57463
57464
57465
57466
57467
57468
57469
57470
57471
57472
57473
57474
57475
57476
57477
57478
57479
57480
57481
57482
57483
57484
57485
57486
57487
57488
57489
57490
57491
57492
57493
57494
57495
57496
57497
57498
57499
57500
57501
57502
57503
57504
57505
57506
57507
57508
57509
57510
57511
57512
57513
57514
57515
57516
57517
57518
57519
57520
57521
57522
57523
57524
57525
57526
57527
57528
57529
57530
57531
57532
57533
57534
57535
57536
57537
57538
57539
57540
57541
57542
57543
57544
57545
57546
57547
57548
57549
57550
57551
57552
57553
57554
57555
57556
57557
57558
57559
57560
57561
57562
57563
57564
57565
57566
57567
57568
57569
57570
57571
57572
57573
57574
57575
57576
57577
57578
57579
57580
57581
57582
57583
57584
57585
57586
57587
57588
57589
57590
57591
57592
57593
57594
57595
57596
57597
57598
57599
57600
57601
57602
57603
57604
57605
57606
57607
57608
57609
57610
57611
57612
57613
57614
57615
57616
57617
57618
57619
57620
57621
57622
57623
57624
57625
57626
57627
57628
57629
57630
57631
57632
57633
57634
57635
57636
57637
57638
57639
57640
57641
57642
57643
57644
57645
57646
57647
57648
57649
57650
57651
57652
57653
57654
57655
57656
57657
57658
57659
57660
57661
57662
57663
57664
57665
57666
57667
57668
57669
57670
57671
57672
57673
57674
57675
57676
57677
57678
57679
57680
57681
57682
57683
57684
57685
57686
57687
57688
57689
57690
57691
57692
57693
57694
57695
57696
57697
57698
57699
57700
57701
57702
57703
57704
57705
57706
57707
57708
57709
57710
57711
57712
57713
57714
57715
57716
57717
57718
57719
57720
57721
57722
57723
57724
57725
57726
57727
57728
57729
57730
57731
57732
57733
57734
57735
57736
57737
57738
57739
57740
57741
57742
57743
57744
57745
57746
57747
57748
57749
57750
57751
57752
57753
57754
57755
57756
57757
57758
57759
57760
57761
57762
57763
57764
57765
57766
57767
57768
57769
57770
57771
57772
57773
57774
57775
57776
57777
57778
57779
57780
57781
57782
57783
57784
57785
57786
57787
57788
57789
57790
57791
57792
57793
57794
57795
57796
57797
57798
57799
57800
57801
57802
57803
57804
57805
57806
57807
57808
57809
57810
57811
57812
57813
57814
57815
57816
57817
57818
57819
57820
57821
57822
57823
57824
57825
57826
57827
57828
57829
57830
57831
57832
57833
57834
57835
57836
57837
57838
57839
57840
57841
57842
57843
57844
57845
57846
57847
57848
57849
57850
57851
57852
57853
57854
57855
57856
57857
57858
57859
57860
57861
57862
57863
57864
57865
57866
57867
57868
57869
57870
57871
57872
57873
57874
57875
57876
57877
57878
57879
57880
57881
57882
57883
57884
57885
57886
57887
57888
57889
57890
57891
57892
57893
57894
57895
57896
57897
57898
57899
57900
57901
57902
57903
57904
57905
57906
57907
57908
57909
57910
57911
57912
57913
57914
57915
57916
57917
57918
57919
57920
57921
57922
57923
57924
57925
57926
57927
57928
57929
57930
57931
57932
57933
57934
57935
57936
57937
57938
57939
57940
57941
57942
57943
57944
57945
57946
57947
57948
57949
57950
57951
57952
57953
57954
57955
57956
57957
57958
57959
57960
57961
57962
57963
57964
57965
57966
57967
57968
57969
57970
57971
57972
57973
57974
57975
57976
57977
57978
57979
57980
57981
57982
57983
57984
57985
57986
57987
57988
57989
57990
57991
57992
57993
57994
57995
57996
57997
57998
57999
58000
58001
58002
58003
58004
58005
58006
58007
58008
58009
58010
58011
58012
58013
58014
58015
58016
58017
58018
58019
58020
58021
58022
58023
58024
58025
58026
58027
58028
58029
58030
58031
58032
58033
58034
58035
58036
58037
58038
58039
58040
58041
58042
58043
58044
58045
58046
58047
58048
58049
58050
58051
58052
58053
58054
58055
58056
58057
58058
58059
58060
58061
58062
58063
58064
58065
58066
58067
58068
58069
58070
58071
58072
58073
58074
58075
58076
58077
58078
58079
58080
58081
58082
58083
58084
58085
58086
58087
58088
58089
58090
58091
58092
58093
58094
58095
58096
58097
58098
58099
58100
58101
58102
58103
58104
58105
58106
58107
58108
58109
58110
58111
58112
58113
58114
58115
58116
58117
58118
58119
58120
58121
58122
58123
58124
58125
58126
58127
58128
58129
58130
58131
58132
58133
58134
58135
58136
58137
58138
58139
58140
58141
58142
58143
58144
58145
58146
58147
58148
58149
58150
58151
58152
58153
58154
58155
58156
58157
58158
58159
58160
58161
58162
58163
58164
58165
58166
58167
58168
58169
58170
58171
58172
58173
58174
58175
58176
58177
58178
58179
58180
58181
58182
58183
58184
58185
58186
58187
58188
58189
58190
58191
58192
58193
58194
58195
58196
58197
58198
58199
58200
58201
58202
58203
58204
58205
58206
58207
58208
58209
58210
58211
58212
58213
58214
58215
58216
58217
58218
58219
58220
58221
58222
58223
58224
58225
58226
58227
58228
58229
58230
58231
58232
58233
58234
58235
58236
58237
58238
58239
58240
58241
58242
58243
58244
58245
58246
58247
58248
58249
58250
58251
58252
58253
58254
58255
58256
58257
58258
58259
58260
58261
58262
58263
58264
58265
58266
58267
58268
58269
58270
58271
58272
58273
58274
58275
58276
58277
58278
58279
58280
58281
58282
58283
58284
58285
58286
58287
58288
58289
58290
58291
58292
58293
58294
58295
58296
58297
58298
58299
58300
58301
58302
58303
58304
58305
58306
58307
58308
58309
58310
58311
58312
58313
58314
58315
58316
58317
58318
58319
58320
58321
58322
58323
58324
58325
58326
58327
58328
58329
58330
58331
58332
58333
58334
58335
58336
58337
58338
58339
58340
58341
58342
58343
58344
58345
58346
58347
58348
58349
58350
58351
58352
58353
58354
58355
58356
58357
58358
58359
58360
58361
58362
58363
58364
58365
58366
58367
58368
58369
58370
58371
58372
58373
58374
58375
58376
58377
58378
58379
58380
58381
58382
58383
58384
58385
58386
58387
58388
58389
58390
58391
58392
58393
58394
58395
58396
58397
58398
58399
58400
58401
58402
58403
58404
58405
58406
58407
58408
58409
58410
58411
58412
58413
58414
58415
58416
58417
58418
58419
58420
58421
58422
58423
58424
58425
58426
58427
58428
58429
58430
58431
58432
58433
58434
58435
58436
58437
58438
58439
58440
58441
58442
58443
58444
58445
58446
58447
58448
58449
58450
58451
58452
58453
58454
58455
58456
58457
58458
58459
58460
58461
58462
58463
58464
58465
58466
58467
58468
58469
58470
58471
58472
58473
58474
58475
58476
58477
58478
58479
58480
58481
58482
58483
58484
58485
58486
58487
58488
58489
58490
58491
58492
58493
58494
58495
58496
58497
58498
58499
58500
58501
58502
58503
58504
58505
58506
58507
58508
58509
58510
58511
58512
58513
58514
58515
58516
58517
58518
58519
58520
58521
58522
58523
58524
58525
58526
58527
58528
58529
58530
58531
58532
58533
58534
58535
58536
58537
58538
58539
58540
58541
58542
58543
58544
58545
58546
58547
58548
58549
58550
58551
58552
58553
58554
58555
58556
58557
58558
58559
58560
58561
58562
58563
58564
58565
58566
58567
58568
58569
58570
58571
58572
58573
58574
58575
58576
58577
58578
58579
58580
58581
58582
58583
58584
58585
58586
58587
58588
58589
58590
58591
58592
58593
58594
58595
58596
58597
58598
58599
58600
58601
58602
58603
58604
58605
58606
58607
58608
58609
58610
58611
58612
58613
58614
58615
58616
58617
58618
58619
58620
58621
58622
58623
58624
58625
58626
58627
58628
58629
58630
58631
58632
58633
58634
58635
58636
58637
58638
58639
58640
58641
58642
58643
58644
58645
58646
58647
58648
58649
58650
58651
58652
58653
58654
58655
58656
58657
58658
58659
58660
58661
58662
58663
58664
58665
58666
58667
58668
58669
58670
58671
58672
58673
58674
58675
58676
58677
58678
58679
58680
58681
58682
58683
58684
58685
58686
58687
58688
58689
58690
58691
58692
58693
58694
58695
58696
58697
58698
58699
58700
58701
58702
58703
58704
58705
58706
58707
58708
58709
58710
58711
58712
58713
58714
58715
58716
58717
58718
58719
58720
58721
58722
58723
58724
58725
58726
58727
58728
58729
58730
58731
58732
58733
58734
58735
58736
58737
58738
58739
58740
58741
58742
58743
58744
58745
58746
58747
58748
58749
58750
58751
58752
58753
58754
58755
58756
58757
58758
58759
58760
58761
58762
58763
58764
58765
58766
58767
58768
58769
58770
58771
58772
58773
58774
58775
58776
58777
58778
58779
58780
58781
58782
58783
58784
58785
58786
58787
58788
58789
58790
58791
58792
58793
58794
58795
58796
58797
58798
58799
58800
58801
58802
58803
58804
58805
58806
58807
58808
58809
58810
58811
58812
58813
58814
58815
58816
58817
58818
58819
58820
58821
58822
58823
58824
58825
58826
58827
58828
58829
58830
58831
58832
58833
58834
58835
58836
58837
58838
58839
58840
58841
58842
58843
58844
58845
58846
58847
58848
58849
58850
58851
58852
58853
58854
58855
58856
58857
58858
58859
58860
58861
58862
58863
58864
58865
58866
58867
58868
58869
58870
58871
58872
58873
58874
58875
58876
58877
58878
58879
58880
58881
58882
58883
58884
58885
58886
58887
58888
58889
58890
58891
58892
58893
58894
58895
58896
58897
58898
58899
58900
58901
58902
58903
58904
58905
58906
58907
58908
58909
58910
58911
58912
58913
58914
58915
58916
58917
58918
58919
58920
58921
58922
58923
58924
58925
58926
58927
58928
58929
58930
58931
58932
58933
58934
58935
58936
58937
58938
58939
58940
58941
58942
58943
58944
58945
58946
58947
58948
58949
58950
58951
58952
58953
58954
58955
58956
58957
58958
58959
58960
58961
58962
58963
58964
58965
58966
58967
58968
58969
58970
58971
58972
58973
58974
58975
58976
58977
58978
58979
58980
58981
58982
58983
58984
58985
58986
58987
58988
58989
58990
58991
58992
58993
58994
58995
58996
58997
58998
58999
59000
59001
59002
59003
59004
59005
59006
59007
59008
59009
59010
59011
59012
59013
59014
59015
59016
59017
59018
59019
59020
59021
59022
59023
59024
59025
59026
59027
59028
59029
59030
59031
59032
59033
59034
59035
59036
59037
59038
59039
59040
59041
59042
59043
59044
59045
59046
59047
59048
59049
59050
59051
59052
59053
59054
59055
59056
59057
59058
59059
59060
59061
59062
59063
59064
59065
59066
59067
59068
59069
59070
59071
59072
59073
59074
59075
59076
59077
59078
59079
59080
59081
59082
59083
59084
59085
59086
59087
59088
59089
59090
59091
59092
59093
59094
59095
59096
59097
59098
59099
59100
59101
59102
59103
59104
59105
59106
59107
59108
59109
59110
59111
59112
59113
59114
59115
59116
59117
59118
59119
59120
59121
59122
59123
59124
59125
59126
59127
59128
59129
59130
59131
59132
59133
59134
59135
59136
59137
59138
59139
59140
59141
59142
59143
59144
59145
59146
59147
59148
59149
59150
59151
59152
59153
59154
59155
59156
59157
59158
59159
59160
59161
59162
59163
59164
59165
59166
59167
59168
59169
59170
59171
59172
59173
59174
59175
59176
59177
59178
59179
59180
59181
59182
59183
59184
59185
59186
59187
59188
59189
59190
59191
59192
59193
59194
59195
59196
59197
59198
59199
59200
59201
59202
59203
59204
59205
59206
59207
59208
59209
59210
59211
59212
59213
59214
59215
59216
59217
59218
59219
59220
59221
59222
59223
59224
59225
59226
59227
59228
59229
59230
59231
59232
59233
59234
59235
59236
59237
59238
59239
59240
59241
59242
59243
59244
59245
59246
59247
59248
59249
59250
59251
59252
59253
59254
59255
59256
59257
59258
59259
59260
59261
59262
59263
59264
59265
59266
59267
59268
59269
59270
59271
59272
59273
59274
59275
59276
59277
59278
59279
59280
59281
59282
59283
59284
59285
59286
59287
59288
59289
59290
59291
59292
59293
59294
59295
59296
59297
59298
59299
59300
59301
59302
59303
59304
59305
59306
59307
59308
59309
59310
59311
59312
59313
59314
59315
59316
59317
59318
59319
59320
59321
59322
59323
59324
59325
59326
59327
59328
59329
59330
59331
59332
59333
59334
59335
59336
59337
59338
59339
59340
59341
59342
59343
59344
59345
59346
59347
59348
59349
59350
59351
59352
59353
59354
59355
59356
59357
59358
59359
59360
59361
59362
59363
59364
59365
59366
59367
59368
59369
59370
59371
59372
59373
59374
59375
59376
59377
59378
59379
59380
59381
59382
59383
59384
59385
59386
59387
59388
59389
59390
59391
59392
59393
59394
59395
59396
59397
59398
59399
59400
59401
59402
59403
59404
59405
59406
59407
59408
59409
59410
59411
59412
59413
59414
59415
59416
59417
59418
59419
59420
59421
59422
59423
59424
59425
59426
59427
59428
59429
59430
59431
59432
59433
59434
59435
59436
59437
59438
59439
59440
59441
59442
59443
59444
59445
59446
59447
59448
59449
59450
59451
59452
59453
59454
59455
59456
59457
59458
59459
59460
59461
59462
59463
59464
59465
59466
59467
59468
59469
59470
59471
59472
59473
59474
59475
59476
59477
59478
59479
59480
59481
59482
59483
59484
59485
59486
59487
59488
59489
59490
59491
59492
59493
59494
59495
59496
59497
59498
59499
59500
59501
59502
59503
59504
59505
59506
59507
59508
59509
59510
59511
59512
59513
59514
59515
59516
59517
59518
59519
59520
59521
59522
59523
59524
59525
59526
59527
59528
59529
59530
59531
59532
59533
59534
59535
59536
59537
59538
59539
59540
59541
59542
59543
59544
59545
59546
59547
59548
59549
59550
59551
59552
59553
59554
59555
59556
59557
59558
59559
59560
59561
59562
59563
59564
59565
59566
59567
59568
59569
59570
59571
59572
59573
59574
59575
59576
59577
59578
59579
59580
59581
59582
59583
59584
59585
59586
59587
59588
59589
59590
59591
59592
59593
59594
59595
59596
59597
59598
59599
59600
59601
59602
59603
59604
59605
59606
59607
59608
59609
59610
59611
59612
59613
59614
59615
59616
59617
59618
59619
59620
59621
59622
59623
59624
59625
59626
59627
59628
59629
59630
59631
59632
59633
59634
59635
59636
59637
59638
59639
59640
59641
59642
59643
59644
59645
59646
59647
59648
59649
59650
59651
59652
59653
59654
59655
59656
59657
59658
59659
59660
59661
59662
59663
59664
59665
59666
59667
59668
59669
59670
59671
59672
59673
59674
59675
59676
59677
59678
59679
59680
59681
59682
59683
59684
59685
59686
59687
59688
59689
59690
59691
59692
59693
59694
59695
59696
59697
59698
59699
59700
59701
59702
59703
59704
59705
59706
59707
59708
59709
59710
59711
59712
59713
59714
59715
59716
59717
59718
59719
59720
59721
59722
59723
59724
59725
59726
59727
59728
59729
59730
59731
59732
59733
59734
59735
59736
59737
59738
59739
59740
59741
59742
59743
59744
59745
59746
59747
59748
59749
59750
59751
59752
59753
59754
59755
59756
59757
59758
59759
59760
59761
59762
59763
59764
59765
59766
59767
59768
59769
59770
59771
59772
59773
59774
59775
59776
59777
59778
59779
59780
59781
59782
59783
59784
59785
59786
59787
59788
59789
59790
59791
59792
59793
59794
59795
59796
59797
59798
59799
59800
59801
59802
59803
59804
59805
59806
59807
59808
59809
59810
59811
59812
59813
59814
59815
59816
59817
59818
59819
59820
59821
59822
59823
59824
59825
59826
59827
59828
59829
59830
59831
59832
59833
59834
59835
59836
59837
59838
59839
59840
59841
59842
59843
59844
59845
59846
59847
59848
59849
59850
59851
59852
59853
59854
59855
59856
59857
59858
59859
59860
59861
59862
59863
59864
59865
59866
59867
59868
59869
59870
59871
59872
59873
59874
59875
59876
59877
59878
59879
59880
59881
59882
59883
59884
59885
59886
59887
59888
59889
59890
59891
59892
59893
59894
59895
59896
59897
59898
59899
59900
59901
59902
59903
59904
59905
59906
59907
59908
59909
59910
59911
59912
59913
59914
59915
59916
59917
59918
59919
59920
59921
59922
59923
59924
59925
59926
59927
59928
59929
59930
59931
59932
59933
59934
59935
59936
59937
59938
59939
59940
59941
59942
59943
59944
59945
59946
59947
59948
59949
59950
59951
59952
59953
59954
59955
59956
59957
59958
59959
59960
59961
59962
59963
59964
59965
59966
59967
59968
59969
59970
59971
59972
59973
59974
59975
59976
59977
59978
59979
59980
59981
59982
59983
59984
59985
59986
59987
59988
59989
59990
59991
59992
59993
59994
59995
59996
59997
59998
59999
60000
60001
60002
60003
60004
60005
60006
60007
60008
60009
60010
60011
60012
60013
60014
60015
60016
60017
60018
60019
60020
60021
60022
60023
60024
60025
60026
60027
60028
60029
60030
60031
60032
60033
60034
60035
60036
60037
60038
60039
60040
60041
60042
60043
60044
60045
60046
60047
60048
60049
60050
60051
60052
60053
60054
60055
60056
60057
60058
60059
60060
60061
60062
60063
60064
60065
60066
60067
60068
60069
60070
60071
60072
60073
60074
60075
60076
60077
60078
60079
60080
60081
60082
60083
60084
60085
60086
60087
60088
60089
60090
60091
60092
60093
60094
60095
60096
60097
60098
60099
60100
60101
60102
60103
60104
60105
60106
60107
60108
60109
60110
60111
60112
60113
60114
60115
60116
60117
60118
60119
60120
60121
60122
60123
60124
60125
60126
60127
60128
60129
60130
60131
60132
60133
60134
60135
60136
60137
60138
60139
60140
60141
60142
60143
60144
60145
60146
60147
60148
60149
60150
60151
60152
60153
60154
60155
60156
60157
60158
60159
60160
60161
60162
60163
60164
60165
60166
60167
60168
60169
60170
60171
60172
60173
60174
60175
60176
60177
60178
60179
60180
60181
60182
60183
60184
60185
60186
60187
60188
60189
60190
60191
60192
60193
60194
60195
60196
60197
60198
60199
60200
60201
60202
60203
60204
60205
60206
60207
60208
60209
60210
60211
60212
60213
60214
60215
60216
60217
60218
60219
60220
60221
60222
60223
60224
60225
60226
60227
60228
60229
60230
60231
60232
60233
60234
60235
60236
60237
60238
60239
60240
60241
60242
60243
60244
60245
60246
60247
60248
60249
60250
60251
60252
60253
60254
60255
60256
60257
60258
60259
60260
60261
60262
60263
60264
60265
60266
60267
60268
60269
60270
60271
60272
60273
60274
60275
60276
60277
60278
60279
60280
60281
60282
60283
60284
60285
60286
60287
60288
60289
60290
60291
60292
60293
60294
60295
60296
60297
60298
60299
60300
60301
60302
60303
60304
60305
60306
60307
60308
60309
60310
60311
60312
60313
60314
60315
60316
60317
60318
60319
60320
60321
60322
60323
60324
60325
60326
60327
60328
60329
60330
60331
60332
60333
60334
60335
60336
60337
60338
60339
60340
60341
60342
60343
60344
60345
60346
60347
60348
60349
60350
60351
60352
60353
60354
60355
60356
60357
60358
60359
60360
60361
60362
60363
60364
60365
60366
60367
60368
60369
60370
60371
60372
60373
60374
60375
60376
60377
60378
60379
60380
60381
60382
60383
60384
60385
60386
60387
60388
60389
60390
60391
60392
60393
60394
60395
60396
60397
60398
60399
60400
60401
60402
60403
60404
60405
60406
60407
60408
60409
60410
60411
60412
60413
60414
60415
60416
60417
60418
60419
60420
60421
60422
60423
60424
60425
60426
60427
60428
60429
60430
60431
60432
60433
60434
60435
60436
60437
60438
60439
60440
60441
60442
60443
60444
60445
60446
60447
60448
60449
60450
60451
60452
60453
60454
60455
60456
60457
60458
60459
60460
60461
60462
60463
60464
60465
60466
60467
60468
60469
60470
60471
60472
60473
60474
60475
60476
60477
60478
60479
60480
60481
60482
60483
60484
60485
60486
60487
60488
60489
60490
60491
60492
60493
60494
60495
60496
60497
60498
60499
60500
60501
60502
60503
60504
60505
60506
60507
60508
60509
60510
60511
60512
60513
60514
60515
60516
60517
60518
60519
60520
60521
60522
60523
60524
60525
60526
60527
60528
60529
60530
60531
60532
60533
60534
60535
60536
60537
60538
60539
60540
60541
60542
60543
60544
60545
60546
60547
60548
60549
60550
60551
60552
60553
60554
60555
60556
60557
60558
60559
60560
60561
60562
60563
60564
60565
60566
60567
60568
60569
60570
60571
60572
60573
60574
60575
60576
60577
60578
60579
60580
60581
60582
60583
60584
60585
60586
60587
60588
60589
60590
60591
60592
60593
60594
60595
60596
60597
60598
60599
60600
60601
60602
60603
60604
60605
60606
60607
60608
60609
60610
60611
60612
60613
60614
60615
60616
60617
60618
60619
60620
60621
60622
60623
60624
60625
60626
60627
60628
60629
60630
60631
60632
60633
60634
60635
60636
60637
60638
60639
60640
60641
60642
60643
60644
60645
60646
60647
60648
60649
60650
60651
60652
60653
60654
60655
60656
60657
60658
60659
60660
60661
60662
60663
60664
60665
60666
60667
60668
60669
60670
60671
60672
60673
60674
60675
60676
60677
60678
60679
60680
60681
60682
60683
60684
60685
60686
60687
60688
60689
60690
60691
60692
60693
60694
60695
60696
60697
60698
60699
60700
60701
60702
60703
60704
60705
60706
60707
60708
60709
60710
60711
60712
60713
60714
60715
60716
60717
60718
60719
60720
60721
60722
60723
60724
60725
60726
60727
60728
60729
60730
60731
60732
60733
60734
60735
60736
60737
60738
60739
60740
60741
60742
60743
60744
60745
60746
60747
60748
60749
60750
60751
60752
60753
60754
60755
60756
60757
60758
60759
60760
60761
60762
60763
60764
60765
60766
60767
60768
60769
60770
60771
60772
60773
60774
60775
60776
60777
60778
60779
60780
60781
60782
60783
60784
60785
60786
60787
60788
60789
60790
60791
60792
60793
60794
60795
60796
60797
60798
60799
60800
60801
60802
60803
60804
60805
60806
60807
60808
60809
60810
60811
60812
60813
60814
60815
60816
60817
60818
60819
60820
60821
60822
60823
60824
60825
60826
60827
60828
60829
60830
60831
60832
60833
60834
60835
60836
60837
60838
60839
60840
60841
60842
60843
60844
60845
60846
60847
60848
60849
60850
60851
60852
60853
60854
60855
60856
60857
60858
60859
60860
60861
60862
60863
60864
60865
60866
60867
60868
60869
60870
60871
60872
60873
60874
60875
60876
60877
60878
60879
60880
60881
60882
60883
60884
60885
60886
60887
60888
60889
60890
60891
60892
60893
60894
60895
60896
60897
60898
60899
60900
60901
60902
60903
60904
60905
60906
60907
60908
60909
60910
60911
60912
60913
60914
60915
60916
60917
60918
60919
60920
60921
60922
60923
60924
60925
60926
60927
60928
60929
60930
60931
60932
60933
60934
60935
60936
60937
60938
60939
60940
60941
60942
60943
60944
60945
60946
60947
60948
60949
60950
60951
60952
60953
60954
60955
60956
60957
60958
60959
60960
60961
60962
60963
60964
60965
60966
60967
60968
60969
60970
60971
60972
60973
60974
60975
60976
60977
60978
60979
60980
60981
60982
60983
60984
60985
60986
60987
60988
60989
60990
60991
60992
60993
60994
60995
60996
60997
60998
60999
61000
61001
61002
61003
61004
61005
61006
61007
61008
61009
61010
61011
61012
61013
61014
61015
61016
61017
61018
61019
61020
61021
61022
61023
61024
61025
61026
61027
61028
61029
61030
61031
61032
61033
61034
61035
61036
61037
61038
61039
61040
61041
61042
61043
61044
61045
61046
61047
61048
61049
61050
61051
61052
61053
61054
61055
61056
61057
61058
61059
61060
61061
61062
61063
61064
61065
61066
61067
61068
61069
61070
61071
61072
61073
61074
61075
61076
61077
61078
61079
61080
61081
61082
61083
61084
61085
61086
61087
61088
61089
61090
61091
61092
61093
61094
61095
61096
61097
61098
61099
61100
61101
61102
61103
61104
61105
61106
61107
61108
61109
61110
61111
61112
61113
61114
61115
61116
61117
61118
61119
61120
61121
61122
61123
61124
61125
61126
61127
61128
61129
61130
61131
61132
61133
61134
61135
61136
61137
61138
61139
61140
61141
61142
61143
61144
61145
61146
61147
61148
61149
61150
61151
61152
61153
61154
61155
61156
61157
61158
61159
61160
61161
61162
61163
61164
61165
61166
61167
61168
61169
61170
61171
61172
61173
61174
61175
61176
61177
61178
61179
61180
61181
61182
61183
61184
61185
61186
61187
61188
61189
61190
61191
61192
61193
61194
61195
61196
61197
61198
61199
61200
61201
61202
61203
61204
61205
61206
61207
61208
61209
61210
61211
61212
61213
61214
61215
61216
61217
61218
61219
61220
61221
61222
61223
61224
61225
61226
61227
61228
61229
61230
61231
61232
61233
61234
61235
61236
61237
61238
61239
61240
61241
61242
61243
61244
61245
61246
61247
61248
61249
61250
61251
61252
61253
61254
61255
61256
61257
61258
61259
61260
61261
61262
61263
61264
61265
61266
61267
61268
61269
61270
61271
61272
61273
61274
61275
61276
61277
61278
61279
61280
61281
61282
61283
61284
61285
61286
61287
61288
61289
61290
61291
61292
61293
61294
61295
61296
61297
61298
61299
61300
61301
61302
61303
61304
61305
61306
61307
61308
61309
61310
61311
61312
61313
61314
61315
61316
61317
61318
61319
61320
61321
61322
61323
61324
61325
61326
61327
61328
61329
61330
61331
61332
61333
61334
61335
61336
61337
61338
61339
61340
61341
61342
61343
61344
61345
61346
61347
61348
61349
61350
61351
61352
61353
61354
61355
61356
61357
61358
61359
61360
61361
61362
61363
61364
61365
61366
61367
61368
61369
61370
61371
61372
61373
61374
61375
61376
61377
61378
61379
61380
61381
61382
61383
61384
61385
61386
61387
61388
61389
61390
61391
61392
61393
61394
61395
61396
61397
61398
61399
61400
61401
61402
61403
61404
61405
61406
61407
61408
61409
61410
61411
61412
61413
61414
61415
61416
61417
61418
61419
61420
61421
61422
61423
61424
61425
61426
61427
61428
61429
61430
61431
61432
61433
61434
61435
61436
61437
61438
61439
61440
61441
61442
61443
61444
61445
61446
61447
61448
61449
61450
61451
61452
61453
61454
61455
61456
61457
61458
61459
61460
61461
61462
61463
61464
61465
61466
61467
61468
61469
61470
61471
61472
61473
61474
61475
61476
61477
61478
61479
61480
61481
61482
61483
61484
61485
61486
61487
61488
61489
61490
61491
61492
61493
61494
61495
61496
61497
61498
61499
61500
61501
61502
61503
61504
61505
61506
61507
61508
61509
61510
61511
61512
61513
61514
61515
61516
61517
61518
61519
61520
61521
61522
61523
61524
61525
61526
61527
61528
61529
61530
61531
61532
61533
61534
61535
61536
61537
61538
61539
61540
61541
61542
61543
61544
61545
61546
61547
61548
61549
61550
61551
61552
61553
61554
61555
61556
61557
61558
61559
61560
61561
61562
61563
61564
61565
61566
61567
61568
61569
61570
61571
61572
61573
61574
61575
61576
61577
61578
61579
61580
61581
61582
61583
61584
61585
61586
61587
61588
61589
61590
61591
61592
61593
61594
61595
61596
61597
61598
61599
61600
61601
61602
61603
61604
61605
61606
61607
61608
61609
61610
61611
61612
61613
61614
61615
61616
61617
61618
61619
61620
61621
61622
61623
61624
61625
61626
61627
61628
61629
61630
61631
61632
61633
61634
61635
61636
61637
61638
61639
61640
61641
61642
61643
61644
61645
61646
61647
61648
61649
61650
61651
61652
61653
61654
61655
61656
61657
61658
61659
61660
61661
61662
61663
61664
61665
61666
61667
61668
61669
61670
61671
61672
61673
61674
61675
61676
61677
61678
61679
61680
61681
61682
61683
61684
61685
61686
61687
61688
61689
61690
61691
61692
61693
61694
61695
61696
61697
61698
61699
61700
61701
61702
61703
61704
61705
61706
61707
61708
61709
61710
61711
61712
61713
61714
61715
61716
61717
61718
61719
61720
61721
61722
61723
61724
61725
61726
61727
61728
61729
61730
61731
61732
61733
61734
61735
61736
61737
61738
61739
61740
61741
61742
61743
61744
61745
61746
61747
61748
61749
61750
61751
61752
61753
61754
61755
61756
61757
61758
61759
61760
61761
61762
61763
61764
61765
61766
61767
61768
61769
61770
61771
61772
61773
61774
61775
61776
61777
61778
61779
61780
61781
61782
61783
61784
61785
61786
61787
61788
61789
61790
61791
61792
61793
61794
61795
61796
61797
61798
61799
61800
61801
61802
61803
61804
61805
61806
61807
61808
61809
61810
61811
61812
61813
61814
61815
61816
61817
61818
61819
61820
61821
61822
61823
61824
61825
61826
61827
61828
61829
61830
61831
61832
61833
61834
61835
61836
61837
61838
61839
61840
61841
61842
61843
61844
61845
61846
61847
61848
61849
61850
61851
61852
61853
61854
61855
61856
61857
61858
61859
61860
61861
61862
61863
61864
61865
61866
61867
61868
61869
61870
61871
61872
61873
61874
61875
61876
61877
61878
61879
61880
61881
61882
61883
61884
61885
61886
61887
61888
61889
61890
61891
61892
61893
61894
61895
61896
61897
61898
61899
61900
61901
61902
61903
61904
61905
61906
61907
61908
61909
61910
61911
61912
61913
61914
61915
61916
61917
61918
61919
61920
61921
61922
61923
61924
61925
61926
61927
61928
61929
61930
61931
61932
61933
61934
61935
61936
61937
61938
61939
61940
61941
61942
61943
61944
61945
61946
61947
61948
61949
61950
61951
61952
61953
61954
61955
61956
61957
61958
61959
61960
61961
61962
61963
61964
61965
61966
61967
61968
61969
61970
61971
61972
61973
61974
61975
61976
61977
61978
61979
61980
61981
61982
61983
61984
61985
61986
61987
61988
61989
61990
61991
61992
61993
61994
61995
61996
61997
61998
61999
62000
62001
62002
62003
62004
62005
62006
62007
62008
62009
62010
62011
62012
62013
62014
62015
62016
62017
62018
62019
62020
62021
62022
62023
62024
62025
62026
62027
62028
62029
62030
62031
62032
62033
62034
62035
62036
62037
62038
62039
62040
62041
62042
62043
62044
62045
62046
62047
62048
62049
62050
62051
62052
62053
62054
62055
62056
62057
62058
62059
62060
62061
62062
62063
62064
62065
62066
62067
62068
62069
62070
62071
62072
62073
62074
62075
62076
62077
62078
62079
62080
62081
62082
62083
62084
62085
62086
62087
62088
62089
62090
62091
62092
62093
62094
62095
62096
62097
62098
62099
62100
62101
62102
62103
62104
62105
62106
62107
62108
62109
62110
62111
62112
62113
62114
62115
62116
62117
62118
62119
62120
62121
62122
62123
62124
62125
62126
62127
62128
62129
62130
62131
62132
62133
62134
62135
62136
62137
62138
62139
62140
62141
62142
62143
62144
62145
62146
62147
62148
62149
62150
62151
62152
62153
62154
62155
62156
62157
62158
62159
62160
62161
62162
62163
62164
62165
62166
62167
62168
62169
62170
62171
62172
62173
62174
62175
62176
62177
62178
62179
62180
62181
62182
62183
62184
62185
62186
62187
62188
62189
62190
62191
62192
62193
62194
62195
62196
62197
62198
62199
62200
62201
62202
62203
62204
62205
62206
62207
62208
62209
62210
62211
62212
62213
62214
62215
62216
62217
62218
62219
62220
62221
62222
62223
62224
62225
62226
62227
62228
62229
62230
62231
62232
62233
62234
62235
62236
62237
62238
62239
62240
62241
62242
62243
62244
62245
62246
62247
62248
62249
62250
62251
62252
62253
62254
62255
62256
62257
62258
62259
62260
62261
62262
62263
62264
62265
62266
62267
62268
62269
62270
62271
62272
62273
62274
62275
62276
62277
62278
62279
62280
62281
62282
62283
62284
62285
62286
62287
62288
62289
62290
62291
62292
62293
62294
62295
62296
62297
62298
62299
62300
62301
62302
62303
62304
62305
62306
62307
62308
62309
62310
62311
62312
62313
62314
62315
62316
62317
62318
62319
62320
62321
62322
62323
62324
62325
62326
62327
62328
62329
62330
62331
62332
62333
62334
62335
62336
62337
62338
62339
62340
62341
62342
62343
62344
62345
62346
62347
62348
62349
62350
62351
62352
62353
62354
62355
62356
62357
62358
62359
62360
62361
62362
62363
62364
62365
62366
62367
62368
62369
62370
62371
62372
62373
62374
62375
62376
62377
62378
62379
62380
62381
62382
62383
62384
62385
62386
62387
62388
62389
62390
62391
62392
62393
62394
62395
62396
62397
62398
62399
62400
62401
62402
62403
62404
62405
62406
62407
62408
62409
62410
62411
62412
62413
62414
62415
62416
62417
62418
62419
62420
62421
62422
62423
62424
62425
62426
62427
62428
62429
62430
62431
62432
62433
62434
62435
62436
62437
62438
62439
62440
62441
62442
62443
62444
62445
62446
62447
62448
62449
62450
62451
62452
62453
62454
62455
62456
62457
62458
62459
62460
62461
62462
62463
62464
62465
62466
62467
62468
62469
62470
62471
62472
62473
62474
62475
62476
62477
62478
62479
62480
62481
62482
62483
62484
62485
62486
62487
62488
62489
62490
62491
62492
62493
62494
62495
62496
62497
62498
62499
62500
62501
62502
62503
62504
62505
62506
62507
62508
62509
62510
62511
62512
62513
62514
62515
62516
62517
62518
62519
62520
62521
62522
62523
62524
62525
62526
62527
62528
62529
62530
62531
62532
62533
62534
62535
62536
62537
62538
62539
62540
62541
62542
62543
62544
62545
62546
62547
62548
62549
62550
62551
62552
62553
62554
62555
62556
62557
62558
62559
62560
62561
62562
62563
62564
62565
62566
62567
62568
62569
62570
62571
62572
62573
62574
62575
62576
62577
62578
62579
62580
62581
62582
62583
62584
62585
62586
62587
62588
62589
62590
62591
62592
62593
62594
62595
62596
62597
62598
62599
62600
62601
62602
62603
62604
62605
62606
62607
62608
62609
62610
62611
62612
62613
62614
62615
62616
62617
62618
62619
62620
62621
62622
62623
62624
62625
62626
62627
62628
62629
62630
62631
62632
62633
62634
62635
62636
62637
62638
62639
62640
62641
62642
62643
62644
62645
62646
62647
62648
62649
62650
62651
62652
62653
62654
62655
62656
62657
62658
62659
62660
62661
62662
62663
62664
62665
62666
62667
62668
62669
62670
62671
62672
62673
62674
62675
62676
62677
62678
62679
62680
62681
62682
62683
62684
62685
62686
62687
62688
62689
62690
62691
62692
62693
62694
62695
62696
62697
62698
62699
62700
62701
62702
62703
62704
62705
62706
62707
62708
62709
62710
62711
62712
62713
62714
62715
62716
62717
62718
62719
62720
62721
62722
62723
62724
62725
62726
62727
62728
62729
62730
62731
62732
62733
62734
62735
62736
62737
62738
62739
62740
62741
62742
62743
62744
62745
62746
62747
62748
62749
62750
62751
62752
62753
62754
62755
62756
62757
62758
62759
62760
62761
62762
62763
62764
62765
62766
62767
62768
62769
62770
62771
62772
62773
62774
62775
62776
62777
62778
62779
62780
62781
62782
62783
62784
62785
62786
62787
62788
62789
62790
62791
62792
62793
62794
62795
62796
62797
62798
62799
62800
62801
62802
62803
62804
62805
62806
62807
62808
62809
62810
62811
62812
62813
62814
62815
62816
62817
62818
62819
62820
62821
62822
62823
62824
62825
62826
62827
62828
62829
62830
62831
62832
62833
62834
62835
62836
62837
62838
62839
62840
62841
62842
62843
62844
62845
62846
62847
62848
62849
62850
62851
62852
62853
62854
62855
62856
62857
62858
62859
62860
62861
62862
62863
62864
62865
62866
62867
62868
62869
62870
62871
62872
62873
62874
62875
62876
62877
62878
62879
62880
62881
62882
62883
62884
62885
62886
62887
62888
62889
62890
62891
62892
62893
62894
62895
62896
62897
62898
62899
62900
62901
62902
62903
62904
62905
62906
62907
62908
62909
62910
62911
62912
62913
62914
62915
62916
62917
62918
62919
62920
62921
62922
62923
62924
62925
62926
62927
62928
62929
62930
62931
62932
62933
62934
62935
62936
62937
62938
62939
62940
62941
62942
62943
62944
62945
62946
62947
62948
62949
62950
62951
62952
62953
62954
62955
62956
62957
62958
62959
62960
62961
62962
62963
62964
62965
62966
62967
62968
62969
62970
62971
62972
62973
62974
62975
62976
62977
62978
62979
62980
62981
62982
62983
62984
62985
62986
62987
62988
62989
62990
62991
62992
62993
62994
62995
62996
62997
62998
62999
63000
63001
63002
63003
63004
63005
63006
63007
63008
63009
63010
63011
63012
63013
63014
63015
63016
63017
63018
63019
63020
63021
63022
63023
63024
63025
63026
63027
63028
63029
63030
63031
63032
63033
63034
63035
63036
63037
63038
63039
63040
63041
63042
63043
63044
63045
63046
63047
63048
63049
63050
63051
63052
63053
63054
63055
63056
63057
63058
63059
63060
63061
63062
63063
63064
63065
63066
63067
63068
63069
63070
63071
63072
63073
63074
63075
63076
63077
63078
63079
63080
63081
63082
63083
63084
63085
63086
63087
63088
63089
63090
63091
63092
63093
63094
63095
63096
63097
63098
63099
63100
63101
63102
63103
63104
63105
63106
63107
63108
63109
63110
63111
63112
63113
63114
63115
63116
63117
63118
63119
63120
63121
63122
63123
63124
63125
63126
63127
63128
63129
63130
63131
63132
63133
63134
63135
63136
63137
63138
63139
63140
63141
63142
63143
63144
63145
63146
63147
63148
63149
63150
63151
63152
63153
63154
63155
63156
63157
63158
63159
63160
63161
63162
63163
63164
63165
63166
63167
63168
63169
63170
63171
63172
63173
63174
63175
63176
63177
63178
63179
63180
63181
63182
63183
63184
63185
63186
63187
63188
63189
63190
63191
63192
63193
63194
63195
63196
63197
63198
63199
63200
63201
63202
63203
63204
63205
63206
63207
63208
63209
63210
63211
63212
63213
63214
63215
63216
63217
63218
63219
63220
63221
63222
63223
63224
63225
63226
63227
63228
63229
63230
63231
63232
63233
63234
63235
63236
63237
63238
63239
63240
63241
63242
63243
63244
63245
63246
63247
63248
63249
63250
63251
63252
63253
63254
63255
63256
63257
63258
63259
63260
63261
63262
63263
63264
63265
63266
63267
63268
63269
63270
63271
63272
63273
63274
63275
63276
63277
63278
63279
63280
63281
63282
63283
63284
63285
63286
63287
63288
63289
63290
63291
63292
63293
63294
63295
63296
63297
63298
63299
63300
63301
63302
63303
63304
63305
63306
63307
63308
63309
63310
63311
63312
63313
63314
63315
63316
63317
63318
63319
63320
63321
63322
63323
63324
63325
63326
63327
63328
63329
63330
63331
63332
63333
63334
63335
63336
63337
63338
63339
63340
63341
63342
63343
63344
63345
63346
63347
63348
63349
63350
63351
63352
63353
63354
63355
63356
63357
63358
63359
63360
63361
63362
63363
63364
63365
63366
63367
63368
63369
63370
63371
63372
63373
63374
63375
63376
63377
63378
63379
63380
63381
63382
63383
63384
63385
63386
63387
63388
63389
63390
63391
63392
63393
63394
63395
63396
63397
63398
63399
63400
63401
63402
63403
63404
63405
63406
63407
63408
63409
63410
63411
63412
63413
63414
63415
63416
63417
63418
63419
63420
63421
63422
63423
63424
63425
63426
63427
63428
63429
63430
63431
63432
63433
63434
63435
63436
63437
63438
63439
63440
63441
63442
63443
63444
63445
63446
63447
63448
63449
63450
63451
63452
63453
63454
63455
63456
63457
63458
63459
63460
63461
63462
63463
63464
63465
63466
63467
63468
63469
63470
63471
63472
63473
63474
63475
63476
63477
63478
63479
63480
63481
63482
63483
63484
63485
63486
63487
63488
63489
63490
63491
63492
63493
63494
63495
63496
63497
63498
63499
63500
63501
63502
63503
63504
63505
63506
63507
63508
63509
63510
63511
63512
63513
63514
63515
63516
63517
63518
63519
63520
63521
63522
63523
63524
63525
63526
63527
63528
63529
63530
63531
63532
63533
63534
63535
63536
63537
63538
63539
63540
63541
63542
63543
63544
63545
63546
63547
63548
63549
63550
63551
63552
63553
63554
63555
63556
63557
63558
63559
63560
63561
63562
63563
63564
63565
63566
63567
63568
63569
63570
63571
63572
63573
63574
63575
63576
63577
63578
63579
63580
63581
63582
63583
63584
63585
63586
63587
63588
63589
63590
63591
63592
63593
63594
63595
63596
63597
63598
63599
63600
63601
63602
63603
63604
63605
63606
63607
63608
63609
63610
63611
63612
63613
63614
63615
63616
63617
63618
63619
63620
63621
63622
63623
63624
63625
63626
63627
63628
63629
63630
63631
63632
63633
63634
63635
63636
63637
63638
63639
63640
63641
63642
63643
63644
63645
63646
63647
63648
63649
63650
63651
63652
63653
63654
63655
63656
63657
63658
63659
63660
63661
63662
63663
63664
63665
63666
63667
63668
63669
63670
63671
63672
63673
63674
63675
63676
63677
63678
63679
63680
63681
63682
63683
63684
63685
63686
63687
63688
63689
63690
63691
63692
63693
63694
63695
63696
63697
63698
63699
63700
63701
63702
63703
63704
63705
63706
63707
63708
63709
63710
63711
63712
63713
63714
63715
63716
63717
63718
63719
63720
63721
63722
63723
63724
63725
63726
63727
63728
63729
63730
63731
63732
63733
63734
63735
63736
63737
63738
63739
63740
63741
63742
63743
63744
63745
63746
63747
63748
63749
63750
63751
63752
63753
63754
63755
63756
63757
63758
63759
63760
63761
63762
63763
63764
63765
63766
63767
63768
63769
63770
63771
63772
63773
63774
63775
63776
63777
63778
63779
63780
63781
63782
63783
63784
63785
63786
63787
63788
63789
63790
63791
63792
63793
63794
63795
63796
63797
63798
63799
63800
63801
63802
63803
63804
63805
63806
63807
63808
63809
63810
63811
63812
63813
63814
63815
63816
63817
63818
63819
63820
63821
63822
63823
63824
63825
63826
63827
63828
63829
63830
63831
63832
63833
63834
63835
63836
63837
63838
63839
63840
63841
63842
63843
63844
63845
63846
63847
63848
63849
63850
63851
63852
63853
63854
63855
63856
63857
63858
63859
63860
63861
63862
63863
63864
63865
63866
63867
63868
63869
63870
63871
63872
63873
63874
63875
63876
63877
63878
63879
63880
63881
63882
63883
63884
63885
63886
63887
63888
63889
63890
63891
63892
63893
63894
63895
63896
63897
63898
63899
63900
63901
63902
63903
63904
63905
63906
63907
63908
63909
63910
63911
63912
63913
63914
63915
63916
63917
63918
63919
63920
63921
63922
63923
63924
63925
63926
63927
63928
63929
63930
63931
63932
63933
63934
63935
63936
63937
63938
63939
63940
63941
63942
63943
63944
63945
63946
63947
63948
63949
63950
63951
63952
63953
63954
63955
63956
63957
63958
63959
63960
63961
63962
63963
63964
63965
63966
63967
63968
63969
63970
63971
63972
63973
63974
63975
63976
63977
63978
63979
63980
63981
63982
63983
63984
63985
63986
63987
63988
63989
63990
63991
63992
63993
63994
63995
63996
63997
63998
63999
64000
64001
64002
64003
64004
64005
64006
64007
64008
64009
64010
64011
64012
64013
64014
64015
64016
64017
64018
64019
64020
64021
64022
64023
64024
64025
64026
64027
64028
64029
64030
64031
64032
64033
64034
64035
64036
64037
64038
64039
64040
64041
64042
64043
64044
64045
64046
64047
64048
64049
64050
64051
64052
64053
64054
64055
64056
64057
64058
64059
64060
64061
64062
64063
64064
64065
64066
64067
64068
64069
64070
64071
64072
64073
64074
64075
64076
64077
64078
64079
64080
64081
64082
64083
64084
64085
64086
64087
64088
64089
64090
64091
64092
64093
64094
64095
64096
64097
64098
64099
64100
64101
64102
64103
64104
64105
64106
64107
64108
64109
64110
64111
64112
64113
64114
64115
64116
64117
64118
64119
64120
64121
64122
64123
64124
64125
64126
64127
64128
64129
64130
64131
64132
64133
64134
64135
64136
64137
64138
64139
64140
64141
64142
64143
64144
64145
64146
64147
64148
64149
64150
64151
64152
64153
64154
64155
64156
64157
64158
64159
64160
64161
64162
64163
64164
64165
64166
64167
64168
64169
64170
64171
64172
64173
64174
64175
64176
64177
64178
64179
64180
64181
64182
64183
64184
64185
64186
64187
64188
64189
64190
64191
64192
64193
64194
64195
64196
64197
64198
64199
64200
64201
64202
64203
64204
64205
64206
64207
64208
64209
64210
64211
64212
64213
64214
64215
64216
64217
64218
64219
64220
64221
64222
64223
64224
64225
64226
64227
64228
64229
64230
64231
64232
64233
64234
64235
64236
64237
64238
64239
64240
64241
64242
64243
64244
64245
64246
64247
64248
64249
64250
64251
64252
64253
64254
64255
64256
64257
64258
64259
64260
64261
64262
64263
64264
64265
64266
64267
64268
64269
64270
64271
64272
64273
64274
64275
64276
64277
64278
64279
64280
64281
64282
64283
64284
64285
64286
64287
64288
64289
64290
64291
64292
64293
64294
64295
64296
64297
64298
64299
64300
64301
64302
64303
64304
64305
64306
64307
64308
64309
64310
64311
64312
64313
64314
64315
64316
64317
64318
64319
64320
64321
64322
64323
64324
64325
64326
64327
64328
64329
64330
64331
64332
64333
64334
64335
64336
64337
64338
64339
64340
64341
64342
64343
64344
64345
64346
64347
64348
64349
64350
64351
64352
64353
64354
64355
64356
64357
64358
64359
64360
64361
64362
64363
64364
64365
64366
64367
64368
64369
64370
64371
64372
64373
64374
64375
64376
64377
64378
64379
64380
64381
64382
64383
64384
64385
64386
64387
64388
64389
64390
64391
64392
64393
64394
64395
64396
64397
64398
64399
64400
64401
64402
64403
64404
64405
64406
64407
64408
64409
64410
64411
64412
64413
64414
64415
64416
64417
64418
64419
64420
64421
64422
64423
64424
64425
64426
64427
64428
64429
64430
64431
64432
64433
64434
64435
64436
64437
64438
64439
64440
64441
64442
64443
64444
64445
64446
64447
64448
64449
64450
64451
64452
64453
64454
64455
64456
64457
64458
64459
64460
64461
64462
64463
64464
64465
64466
64467
64468
64469
64470
64471
64472
64473
64474
64475
64476
64477
64478
64479
64480
64481
64482
64483
64484
64485
64486
64487
64488
64489
64490
64491
64492
64493
64494
64495
64496
64497
64498
64499
64500
64501
64502
64503
64504
64505
64506
64507
64508
64509
64510
64511
64512
64513
64514
64515
64516
64517
64518
64519
64520
64521
64522
64523
64524
64525
64526
64527
64528
64529
64530
64531
64532
64533
64534
64535
64536
64537
64538
64539
64540
64541
64542
64543
64544
64545
64546
64547
64548
64549
64550
64551
64552
64553
64554
64555
64556
64557
64558
64559
64560
64561
64562
64563
64564
64565
64566
64567
64568
64569
64570
64571
64572
64573
64574
64575
64576
64577
64578
64579
64580
64581
64582
64583
64584
64585
64586
64587
64588
64589
64590
64591
64592
64593
64594
64595
64596
64597
64598
64599
64600
64601
64602
64603
64604
64605
64606
64607
64608
64609
64610
64611
64612
64613
64614
64615
64616
64617
64618
64619
64620
64621
64622
64623
64624
64625
64626
64627
64628
64629
64630
64631
64632
64633
64634
64635
64636
64637
64638
64639
64640
64641
64642
64643
64644
64645
64646
64647
64648
64649
64650
64651
64652
64653
64654
64655
64656
64657
64658
64659
64660
64661
64662
64663
64664
64665
64666
64667
64668
64669
64670
64671
64672
64673
64674
64675
64676
64677
64678
64679
64680
64681
64682
64683
64684
64685
64686
64687
64688
64689
64690
64691
64692
64693
64694
64695
64696
64697
64698
64699
64700
64701
64702
64703
64704
64705
64706
64707
64708
64709
64710
64711
64712
64713
64714
64715
64716
64717
64718
64719
64720
64721
64722
64723
64724
64725
64726
64727
64728
64729
64730
64731
64732
64733
64734
64735
64736
64737
64738
64739
64740
64741
64742
64743
64744
64745
64746
64747
64748
64749
64750
64751
64752
64753
64754
64755
64756
64757
64758
64759
64760
64761
64762
64763
64764
64765
64766
64767
64768
64769
64770
64771
64772
64773
64774
64775
64776
64777
64778
64779
64780
64781
64782
64783
64784
64785
64786
64787
64788
64789
64790
64791
64792
64793
64794
64795
64796
64797
64798
64799
64800
64801
64802
64803
64804
64805
64806
64807
64808
64809
64810
64811
64812
64813
64814
64815
64816
64817
64818
64819
64820
64821
64822
64823
64824
64825
64826
64827
64828
64829
64830
64831
64832
64833
64834
64835
64836
64837
64838
64839
64840
64841
64842
64843
64844
64845
64846
64847
64848
64849
64850
64851
64852
64853
64854
64855
64856
64857
64858
64859
64860
64861
64862
64863
64864
64865
64866
64867
64868
64869
64870
64871
64872
64873
64874
64875
64876
64877
64878
64879
64880
64881
64882
64883
64884
64885
64886
64887
64888
64889
64890
64891
64892
64893
64894
64895
64896
64897
64898
64899
64900
64901
64902
64903
64904
64905
64906
64907
64908
64909
64910
64911
64912
64913
64914
64915
64916
64917
64918
64919
64920
64921
64922
64923
64924
64925
64926
64927
64928
64929
64930
64931
64932
64933
64934
64935
64936
64937
64938
64939
64940
64941
64942
64943
64944
64945
64946
64947
64948
64949
64950
64951
64952
64953
64954
64955
64956
64957
64958
64959
64960
64961
64962
64963
64964
64965
64966
64967
64968
64969
64970
64971
64972
64973
64974
64975
64976
64977
64978
64979
64980
64981
64982
64983
64984
64985
64986
64987
64988
64989
64990
64991
64992
64993
64994
64995
64996
64997
64998
64999
65000
65001
65002
65003
65004
65005
65006
65007
65008
65009
65010
65011
65012
65013
65014
65015
65016
65017
65018
65019
65020
65021
65022
65023
65024
65025
65026
65027
65028
65029
65030
65031
65032
65033
65034
65035
65036
65037
65038
65039
65040
65041
65042
65043
65044
65045
65046
65047
65048
65049
65050
65051
65052
65053
65054
65055
65056
65057
65058
65059
65060
65061
65062
65063
65064
65065
65066
65067
65068
65069
65070
65071
65072
65073
65074
65075
65076
65077
65078
65079
65080
65081
65082
65083
65084
65085
65086
65087
65088
65089
65090
65091
65092
65093
65094
65095
65096
65097
65098
65099
65100
65101
65102
65103
65104
65105
65106
65107
65108
65109
65110
65111
65112
65113
65114
65115
65116
65117
65118
65119
65120
65121
65122
65123
65124
65125
65126
65127
65128
65129
65130
65131
65132
65133
65134
65135
65136
65137
65138
65139
65140
65141
65142
65143
65144
65145
65146
65147
65148
65149
65150
65151
65152
65153
65154
65155
65156
65157
65158
65159
65160
65161
65162
65163
65164
65165
65166
65167
65168
65169
65170
65171
65172
65173
65174
65175
65176
65177
65178
65179
65180
65181
65182
65183
65184
65185
65186
65187
65188
65189
65190
65191
65192
65193
65194
65195
65196
65197
65198
65199
65200
65201
65202
65203
65204
65205
65206
65207
65208
65209
65210
65211
65212
65213
65214
65215
65216
65217
65218
65219
65220
65221
65222
65223
65224
65225
65226
65227
65228
65229
65230
65231
65232
65233
65234
65235
65236
65237
65238
65239
65240
65241
65242
65243
65244
65245
65246
65247
65248
65249
65250
65251
65252
65253
65254
65255
65256
65257
65258
65259
65260
65261
65262
65263
65264
65265
65266
65267
65268
65269
65270
65271
65272
65273
65274
65275
65276
65277
65278
65279
65280
65281
65282
65283
65284
65285
65286
65287
65288
65289
65290
65291
65292
65293
65294
65295
65296
65297
65298
65299
65300
65301
65302
65303
65304
65305
65306
65307
65308
65309
65310
65311
65312
65313
65314
65315
65316
65317
65318
65319
65320
65321
65322
65323
65324
65325
65326
65327
65328
65329
65330
65331
65332
65333
65334
65335
65336
65337
65338
65339
65340
65341
65342
65343
65344
65345
65346
65347
65348
65349
65350
65351
65352
65353
65354
65355
65356
65357
65358
65359
65360
65361
65362
65363
65364
65365
65366
65367
65368
65369
65370
65371
65372
65373
65374
65375
65376
65377
65378
65379
65380
65381
65382
65383
65384
65385
65386
65387
65388
65389
65390
65391
65392
65393
65394
65395
65396
65397
65398
65399
65400
65401
65402
65403
65404
65405
65406
65407
65408
65409
65410
65411
65412
65413
65414
65415
65416
65417
65418
65419
65420
65421
65422
65423
65424
65425
65426
65427
65428
65429
65430
65431
65432
65433
65434
65435
65436
65437
65438
65439
65440
65441
65442
65443
65444
65445
65446
65447
65448
65449
65450
65451
65452
65453
65454
65455
65456
65457
65458
65459
65460
65461
65462
65463
65464
65465
65466
65467
65468
65469
65470
65471
65472
65473
65474
65475
65476
65477
65478
65479
65480
65481
65482
65483
65484
65485
65486
65487
65488
65489
65490
65491
65492
65493
65494
65495
65496
65497
65498
65499
65500
65501
65502
65503
65504
65505
65506
65507
65508
65509
65510
65511
65512
65513
65514
65515
65516
65517
65518
65519
65520
65521
65522
65523
65524
65525
65526
65527
65528
65529
65530
65531
65532
65533
65534
65535
65536
65537
65538
65539
65540
65541
65542
65543
65544
65545
65546
65547
65548
65549
65550
65551
65552
65553
65554
65555
65556
65557
65558
65559
65560
65561
65562
65563
65564
65565
65566
65567
65568
65569
65570
65571
65572
65573
65574
65575
65576
65577
65578
65579
65580
65581
65582
65583
65584
65585
65586
65587
65588
65589
65590
65591
65592
65593
65594
65595
65596
65597
65598
65599
65600
65601
65602
65603
65604
65605
65606
65607
65608
65609
65610
65611
65612
65613
65614
65615
65616
65617
65618
65619
65620
65621
65622
65623
65624
65625
65626
65627
65628
65629
65630
65631
65632
65633
65634
65635
65636
65637
65638
65639
65640
65641
65642
65643
65644
65645
65646
65647
65648
65649
65650
65651
65652
65653
65654
65655
65656
65657
65658
65659
65660
65661
65662
65663
65664
65665
65666
65667
65668
65669
65670
65671
65672
65673
65674
65675
65676
65677
65678
65679
65680
65681
65682
65683
65684
65685
65686
65687
65688
65689
65690
65691
65692
65693
65694
65695
65696
65697
65698
65699
65700
65701
65702
65703
65704
65705
65706
65707
65708
65709
65710
65711
65712
65713
65714
65715
65716
65717
65718
65719
65720
65721
65722
65723
65724
65725
65726
65727
65728
65729
65730
65731
65732
65733
65734
65735
65736
65737
65738
65739
65740
65741
65742
65743
65744
65745
65746
65747
65748
65749
65750
65751
65752
65753
65754
65755
65756
65757
65758
65759
65760
65761
65762
65763
65764
65765
65766
65767
65768
65769
65770
65771
65772
65773
65774
65775
65776
65777
65778
65779
65780
65781
65782
65783
65784
65785
65786
65787
65788
65789
65790
65791
65792
65793
65794
65795
65796
65797
65798
65799
65800
65801
65802
65803
65804
65805
65806
65807
65808
65809
65810
65811
65812
65813
65814
65815
65816
65817
65818
65819
65820
65821
65822
65823
65824
65825
65826
65827
65828
65829
65830
65831
65832
65833
65834
65835
65836
65837
65838
65839
65840
65841
65842
65843
65844
65845
65846
65847
65848
65849
65850
65851
65852
65853
65854
65855
65856
65857
65858
65859
65860
65861
65862
65863
65864
65865
65866
65867
65868
65869
65870
65871
65872
65873
65874
65875
65876
65877
65878
65879
65880
65881
65882
65883
65884
65885
65886
65887
65888
65889
65890
65891
65892
65893
65894
65895
65896
65897
65898
65899
65900
65901
65902
65903
65904
65905
65906
65907
65908
65909
65910
65911
65912
65913
65914
65915
65916
65917
65918
65919
65920
65921
65922
65923
65924
65925
65926
65927
65928
65929
65930
65931
65932
65933
65934
65935
65936
65937
65938
65939
65940
65941
65942
65943
65944
65945
65946
65947
65948
65949
65950
65951
65952
65953
65954
65955
65956
65957
65958
65959
65960
65961
65962
65963
65964
65965
65966
65967
65968
65969
65970
65971
65972
65973
65974
65975
65976
65977
65978
65979
65980
65981
65982
65983
65984
65985
65986
65987
65988
65989
65990
65991
65992
65993
65994
65995
65996
65997
65998
65999
66000
66001
66002
66003
66004
66005
66006
66007
66008
66009
66010
66011
66012
66013
66014
66015
66016
66017
66018
66019
66020
66021
66022
66023
66024
66025
66026
66027
66028
66029
66030
66031
66032
66033
66034
66035
66036
66037
66038
66039
66040
66041
66042
66043
66044
66045
66046
66047
66048
66049
66050
66051
66052
66053
66054
66055
66056
66057
66058
66059
66060
66061
66062
66063
66064
66065
66066
66067
66068
66069
66070
66071
66072
66073
66074
66075
66076
66077
66078
66079
66080
66081
66082
66083
66084
66085
66086
66087
66088
66089
66090
66091
66092
66093
66094
66095
66096
66097
66098
66099
66100
66101
66102
66103
66104
66105
66106
66107
66108
66109
66110
66111
66112
66113
66114
66115
66116
66117
66118
66119
66120
66121
66122
66123
66124
66125
66126
66127
66128
66129
66130
66131
66132
66133
66134
66135
66136
66137
66138
66139
66140
66141
66142
66143
66144
66145
66146
66147
66148
66149
66150
66151
66152
66153
66154
66155
66156
66157
66158
66159
66160
66161
66162
66163
66164
66165
66166
66167
66168
66169
66170
66171
66172
66173
66174
66175
66176
66177
66178
66179
66180
66181
66182
66183
66184
66185
66186
66187
66188
66189
66190
66191
66192
66193
66194
66195
66196
66197
66198
66199
66200
66201
66202
66203
66204
66205
66206
66207
66208
66209
66210
66211
66212
66213
66214
66215
66216
66217
66218
66219
66220
66221
66222
66223
66224
66225
66226
66227
66228
66229
66230
66231
66232
66233
66234
66235
66236
66237
66238
66239
66240
66241
66242
66243
66244
66245
66246
66247
66248
66249
66250
66251
66252
66253
66254
66255
66256
66257
66258
66259
66260
66261
66262
66263
66264
66265
66266
66267
66268
66269
66270
66271
66272
66273
66274
66275
66276
66277
66278
66279
66280
66281
66282
66283
66284
66285
66286
66287
66288
66289
66290
66291
66292
66293
66294
66295
66296
66297
66298
66299
66300
66301
66302
66303
66304
66305
66306
66307
66308
66309
66310
66311
66312
66313
66314
66315
66316
66317
66318
66319
66320
66321
66322
66323
66324
66325
66326
66327
66328
66329
66330
66331
66332
66333
66334
66335
66336
66337
66338
66339
66340
66341
66342
66343
66344
66345
66346
66347
66348
66349
66350
66351
66352
66353
66354
66355
66356
66357
66358
66359
66360
66361
66362
66363
66364
66365
66366
66367
66368
66369
66370
66371
66372
66373
66374
66375
66376
66377
66378
66379
66380
66381
66382
66383
66384
66385
66386
66387
66388
66389
66390
66391
66392
66393
66394
66395
66396
66397
66398
66399
66400
66401
66402
66403
66404
66405
66406
66407
66408
66409
66410
66411
66412
66413
66414
66415
66416
66417
66418
66419
66420
66421
66422
66423
66424
66425
66426
66427
66428
66429
66430
66431
66432
66433
66434
66435
66436
66437
66438
66439
66440
66441
66442
66443
66444
66445
66446
66447
66448
66449
66450
66451
66452
66453
66454
66455
66456
66457
66458
66459
66460
66461
66462
66463
66464
66465
66466
66467
66468
66469
66470
66471
66472
66473
66474
66475
66476
66477
66478
66479
66480
66481
66482
66483
66484
66485
66486
66487
66488
66489
66490
66491
66492
66493
66494
66495
66496
66497
66498
66499
66500
66501
66502
66503
66504
66505
66506
66507
66508
66509
66510
66511
66512
66513
66514
66515
66516
66517
66518
66519
66520
66521
66522
66523
66524
66525
66526
66527
66528
66529
66530
66531
66532
66533
66534
66535
66536
66537
66538
66539
66540
66541
66542
66543
66544
66545
66546
66547
66548
66549
66550
66551
66552
66553
66554
66555
66556
66557
66558
66559
66560
66561
66562
66563
66564
66565
66566
66567
66568
66569
66570
66571
66572
66573
66574
66575
66576
66577
66578
66579
66580
66581
66582
66583
66584
66585
66586
66587
66588
66589
66590
66591
66592
66593
66594
66595
66596
66597
66598
66599
66600
66601
66602
66603
66604
66605
66606
66607
66608
66609
66610
66611
66612
66613
66614
66615
66616
66617
66618
66619
66620
66621
66622
66623
66624
66625
66626
66627
66628
66629
66630
66631
66632
66633
66634
66635
66636
66637
66638
66639
66640
66641
66642
66643
66644
66645
66646
66647
66648
66649
66650
66651
66652
66653
66654
66655
66656
66657
66658
66659
66660
66661
66662
66663
66664
66665
66666
66667
66668
66669
66670
66671
66672
66673
66674
66675
66676
66677
66678
66679
66680
66681
66682
66683
66684
66685
66686
66687
66688
66689
66690
66691
66692
66693
66694
66695
66696
66697
66698
66699
66700
66701
66702
66703
66704
66705
66706
66707
66708
66709
66710
66711
66712
66713
66714
66715
66716
66717
66718
66719
66720
66721
66722
66723
66724
66725
66726
66727
66728
66729
66730
66731
66732
66733
66734
66735
66736
66737
66738
66739
66740
66741
66742
66743
66744
66745
66746
66747
66748
66749
66750
66751
66752
66753
66754
66755
66756
66757
66758
66759
66760
66761
66762
66763
66764
66765
66766
66767
66768
66769
66770
66771
66772
66773
66774
66775
66776
66777
66778
66779
66780
66781
66782
66783
66784
66785
66786
66787
66788
66789
66790
66791
66792
66793
66794
66795
66796
66797
66798
66799
66800
66801
66802
66803
66804
66805
66806
66807
66808
66809
66810
66811
66812
66813
66814
66815
66816
66817
66818
66819
66820
66821
66822
66823
66824
66825
66826
66827
66828
66829
66830
66831
66832
66833
66834
66835
66836
66837
66838
66839
66840
66841
66842
66843
66844
66845
66846
66847
66848
66849
66850
66851
66852
66853
66854
66855
66856
66857
66858
66859
66860
66861
66862
66863
66864
66865
66866
66867
66868
66869
66870
66871
66872
66873
66874
66875
66876
66877
66878
66879
66880
66881
66882
66883
66884
66885
66886
66887
66888
66889
66890
66891
66892
66893
66894
66895
66896
66897
66898
66899
66900
66901
66902
66903
66904
66905
66906
66907
66908
66909
66910
66911
66912
66913
66914
66915
66916
66917
66918
66919
66920
66921
66922
66923
66924
66925
66926
66927
66928
66929
66930
66931
66932
66933
66934
66935
66936
66937
66938
66939
66940
66941
66942
66943
66944
66945
66946
66947
66948
66949
66950
66951
66952
66953
66954
66955
66956
66957
66958
66959
66960
66961
66962
66963
66964
66965
66966
66967
66968
66969
66970
66971
66972
66973
66974
66975
66976
66977
66978
66979
66980
66981
66982
66983
66984
66985
66986
66987
66988
66989
66990
66991
66992
66993
66994
66995
66996
66997
66998
66999
67000
67001
67002
67003
67004
67005
67006
67007
67008
67009
67010
67011
67012
67013
67014
67015
67016
67017
67018
67019
67020
67021
67022
67023
67024
67025
67026
67027
67028
67029
67030
67031
67032
67033
67034
67035
67036
67037
67038
67039
67040
67041
67042
67043
67044
67045
67046
67047
67048
67049
67050
67051
67052
67053
67054
67055
67056
67057
67058
67059
67060
67061
67062
67063
67064
67065
67066
67067
67068
67069
67070
67071
67072
67073
67074
67075
67076
67077
67078
67079
67080
67081
67082
67083
67084
67085
67086
67087
67088
67089
67090
67091
67092
67093
67094
67095
67096
67097
67098
67099
67100
67101
67102
67103
67104
67105
67106
67107
67108
67109
67110
67111
67112
67113
67114
67115
67116
67117
67118
67119
67120
67121
67122
67123
67124
67125
67126
67127
67128
67129
67130
67131
67132
67133
67134
67135
67136
67137
67138
67139
67140
67141
67142
67143
67144
67145
67146
67147
67148
67149
67150
67151
67152
67153
67154
67155
67156
67157
67158
67159
67160
67161
67162
67163
67164
67165
67166
67167
67168
67169
67170
67171
67172
67173
67174
67175
67176
67177
67178
67179
67180
67181
67182
67183
67184
67185
67186
67187
67188
67189
67190
67191
67192
67193
67194
67195
67196
67197
67198
67199
67200
67201
67202
67203
67204
67205
67206
67207
67208
67209
67210
67211
67212
67213
67214
67215
67216
67217
67218
67219
67220
67221
67222
67223
67224
67225
67226
67227
67228
67229
67230
67231
67232
67233
67234
67235
67236
67237
67238
67239
67240
67241
67242
67243
67244
67245
67246
67247
67248
67249
67250
67251
67252
67253
67254
67255
67256
67257
67258
67259
67260
67261
67262
67263
67264
67265
67266
67267
67268
67269
67270
67271
67272
67273
67274
67275
67276
67277
67278
67279
67280
67281
67282
67283
67284
67285
67286
67287
67288
67289
67290
67291
67292
67293
67294
67295
67296
67297
67298
67299
67300
67301
67302
67303
67304
67305
67306
67307
67308
67309
67310
67311
67312
67313
67314
67315
67316
67317
67318
67319
67320
67321
67322
67323
67324
67325
67326
67327
67328
67329
67330
67331
67332
67333
67334
67335
67336
67337
67338
67339
67340
67341
67342
67343
67344
67345
67346
67347
67348
67349
67350
67351
67352
67353
67354
67355
67356
67357
67358
67359
67360
67361
67362
67363
67364
67365
67366
67367
67368
67369
67370
67371
67372
67373
67374
67375
67376
67377
67378
67379
67380
67381
67382
67383
67384
67385
67386
67387
67388
67389
67390
67391
67392
67393
67394
67395
67396
67397
67398
67399
67400
67401
67402
67403
67404
67405
67406
67407
67408
67409
67410
67411
67412
67413
67414
67415
67416
67417
67418
67419
67420
67421
67422
67423
67424
67425
67426
67427
67428
67429
67430
67431
67432
67433
67434
67435
67436
67437
67438
67439
67440
67441
67442
67443
67444
67445
67446
67447
67448
67449
67450
67451
67452
67453
67454
67455
67456
67457
67458
67459
67460
67461
67462
67463
67464
67465
67466
67467
67468
67469
67470
67471
67472
67473
67474
67475
67476
67477
67478
67479
67480
67481
67482
67483
67484
67485
67486
67487
67488
67489
67490
67491
67492
67493
67494
67495
67496
67497
67498
67499
67500
67501
67502
67503
67504
67505
67506
67507
67508
67509
67510
67511
67512
67513
67514
67515
67516
67517
67518
67519
67520
67521
67522
67523
67524
67525
67526
67527
67528
67529
67530
67531
67532
67533
67534
67535
67536
67537
67538
67539
67540
67541
67542
67543
67544
67545
67546
67547
67548
67549
67550
67551
67552
67553
67554
67555
67556
67557
67558
67559
67560
67561
67562
67563
67564
67565
67566
67567
67568
67569
67570
67571
67572
67573
67574
67575
67576
67577
67578
67579
67580
67581
67582
67583
67584
67585
67586
67587
67588
67589
67590
67591
67592
67593
67594
67595
67596
67597
67598
67599
67600
67601
67602
67603
67604
67605
67606
67607
67608
67609
67610
67611
67612
67613
67614
67615
67616
67617
67618
67619
67620
67621
67622
67623
67624
67625
67626
67627
67628
67629
67630
67631
67632
67633
67634
67635
67636
67637
67638
67639
67640
67641
67642
67643
67644
67645
67646
67647
67648
67649
67650
67651
67652
67653
67654
67655
67656
67657
67658
67659
67660
67661
67662
67663
67664
67665
67666
67667
67668
67669
67670
67671
67672
67673
67674
67675
67676
67677
67678
67679
67680
67681
67682
67683
67684
67685
67686
67687
67688
67689
67690
67691
67692
67693
67694
67695
67696
67697
67698
67699
67700
67701
67702
67703
67704
67705
67706
67707
67708
67709
67710
67711
67712
67713
67714
67715
67716
67717
67718
67719
67720
67721
67722
67723
67724
67725
67726
67727
67728
67729
67730
67731
67732
67733
67734
67735
67736
67737
67738
67739
67740
67741
67742
67743
67744
67745
67746
67747
67748
67749
67750
67751
67752
67753
67754
67755
67756
67757
67758
67759
67760
67761
67762
67763
67764
67765
67766
67767
67768
67769
67770
67771
67772
67773
67774
67775
67776
67777
67778
67779
67780
67781
67782
67783
67784
67785
67786
67787
67788
67789
67790
67791
67792
67793
67794
67795
67796
67797
67798
67799
67800
67801
67802
67803
67804
67805
67806
67807
67808
67809
67810
67811
67812
67813
67814
67815
67816
67817
67818
67819
67820
67821
67822
67823
67824
67825
67826
67827
67828
67829
67830
67831
67832
67833
67834
67835
67836
67837
67838
67839
67840
67841
67842
67843
67844
67845
67846
67847
67848
67849
67850
67851
67852
67853
67854
67855
67856
67857
67858
67859
67860
67861
67862
67863
67864
67865
67866
67867
67868
67869
67870
67871
67872
67873
67874
67875
67876
67877
67878
67879
67880
67881
67882
67883
67884
67885
67886
67887
67888
67889
67890
67891
67892
67893
67894
67895
67896
67897
67898
67899
67900
67901
67902
67903
67904
67905
67906
67907
67908
67909
67910
67911
67912
67913
67914
67915
67916
67917
67918
67919
67920
67921
67922
67923
67924
67925
67926
67927
67928
67929
67930
67931
67932
67933
67934
67935
67936
67937
67938
67939
67940
67941
67942
67943
67944
67945
67946
67947
67948
67949
67950
67951
67952
67953
67954
67955
67956
67957
67958
67959
67960
67961
67962
67963
67964
67965
67966
67967
67968
67969
67970
67971
67972
67973
67974
67975
67976
67977
67978
67979
67980
67981
67982
67983
67984
67985
67986
67987
67988
67989
67990
67991
67992
67993
67994
67995
67996
67997
67998
67999
68000
68001
68002
68003
68004
68005
68006
68007
68008
68009
68010
68011
68012
68013
68014
68015
68016
68017
68018
68019
68020
68021
68022
68023
68024
68025
68026
68027
68028
68029
68030
68031
68032
68033
68034
68035
68036
68037
68038
68039
68040
68041
68042
68043
68044
68045
68046
68047
68048
68049
68050
68051
68052
68053
68054
68055
68056
68057
68058
68059
68060
68061
68062
68063
68064
68065
68066
68067
68068
68069
68070
68071
68072
68073
68074
68075
68076
68077
68078
68079
68080
68081
68082
68083
68084
68085
68086
68087
68088
68089
68090
68091
68092
68093
68094
68095
68096
68097
68098
68099
68100
68101
68102
68103
68104
68105
68106
68107
68108
68109
68110
68111
68112
68113
68114
68115
68116
68117
68118
68119
68120
68121
68122
68123
68124
68125
68126
68127
68128
68129
68130
68131
68132
68133
68134
68135
68136
68137
68138
68139
68140
68141
68142
68143
68144
68145
68146
68147
68148
68149
68150
68151
68152
68153
68154
68155
68156
68157
68158
68159
68160
68161
68162
68163
68164
68165
68166
68167
68168
68169
68170
68171
68172
68173
68174
68175
68176
68177
68178
68179
68180
68181
68182
68183
68184
68185
68186
68187
68188
68189
68190
68191
68192
68193
68194
68195
68196
68197
68198
68199
68200
68201
68202
68203
68204
68205
68206
68207
68208
68209
68210
68211
68212
68213
68214
68215
68216
68217
68218
68219
68220
68221
68222
68223
68224
68225
68226
68227
68228
68229
68230
68231
68232
68233
68234
68235
68236
68237
68238
68239
68240
68241
68242
68243
68244
68245
68246
68247
68248
68249
68250
68251
68252
68253
68254
68255
68256
68257
68258
68259
68260
68261
68262
68263
68264
68265
68266
68267
68268
68269
68270
68271
68272
68273
68274
68275
68276
68277
68278
68279
68280
68281
68282
68283
68284
68285
68286
68287
68288
68289
68290
68291
68292
68293
68294
68295
68296
68297
68298
68299
68300
68301
68302
68303
68304
68305
68306
68307
68308
68309
68310
68311
68312
68313
68314
68315
68316
68317
68318
68319
68320
68321
68322
68323
68324
68325
68326
68327
68328
68329
68330
68331
68332
68333
68334
68335
68336
68337
68338
68339
68340
68341
68342
68343
68344
68345
68346
68347
68348
68349
68350
68351
68352
68353
68354
68355
68356
68357
68358
68359
68360
68361
68362
68363
68364
68365
68366
68367
68368
68369
68370
68371
68372
68373
68374
68375
68376
68377
68378
68379
68380
68381
68382
68383
68384
68385
68386
68387
68388
68389
68390
68391
68392
68393
68394
68395
68396
68397
68398
68399
68400
68401
68402
68403
68404
68405
68406
68407
68408
68409
68410
68411
68412
68413
68414
68415
68416
68417
68418
68419
68420
68421
68422
68423
68424
68425
68426
68427
68428
68429
68430
68431
68432
68433
68434
68435
68436
68437
68438
68439
68440
68441
68442
68443
68444
68445
68446
68447
68448
68449
68450
68451
68452
68453
68454
68455
68456
68457
68458
68459
68460
68461
68462
68463
68464
68465
68466
68467
68468
68469
68470
68471
68472
68473
68474
68475
68476
68477
68478
68479
68480
68481
68482
68483
68484
68485
68486
68487
68488
68489
68490
68491
68492
68493
68494
68495
68496
68497
68498
68499
68500
68501
68502
68503
68504
68505
68506
68507
68508
68509
68510
68511
68512
68513
68514
68515
68516
68517
68518
68519
68520
68521
68522
68523
68524
68525
68526
68527
68528
68529
68530
68531
68532
68533
68534
68535
68536
68537
68538
68539
68540
68541
68542
68543
68544
68545
68546
68547
68548
68549
68550
68551
68552
68553
68554
68555
68556
68557
68558
68559
68560
68561
68562
68563
68564
68565
68566
68567
68568
68569
68570
68571
68572
68573
68574
68575
68576
68577
68578
68579
68580
68581
68582
68583
68584
68585
68586
68587
68588
68589
68590
68591
68592
68593
68594
68595
68596
68597
68598
68599
68600
68601
68602
68603
68604
68605
68606
68607
68608
68609
68610
68611
68612
68613
68614
68615
68616
68617
68618
68619
68620
68621
68622
68623
68624
68625
68626
68627
68628
68629
68630
68631
68632
68633
68634
68635
68636
68637
68638
68639
68640
68641
68642
68643
68644
68645
68646
68647
68648
68649
68650
68651
68652
68653
68654
68655
68656
68657
68658
68659
68660
68661
68662
68663
68664
68665
68666
68667
68668
68669
68670
68671
68672
68673
68674
68675
68676
68677
68678
68679
68680
68681
68682
68683
68684
68685
68686
68687
68688
68689
68690
68691
68692
68693
68694
68695
68696
68697
68698
68699
68700
68701
68702
68703
68704
68705
68706
68707
68708
68709
68710
68711
68712
68713
68714
68715
68716
68717
68718
68719
68720
68721
68722
68723
68724
68725
68726
68727
68728
68729
68730
68731
68732
68733
68734
68735
68736
68737
68738
68739
68740
68741
68742
68743
68744
68745
68746
68747
68748
68749
68750
68751
68752
68753
68754
68755
68756
68757
68758
68759
68760
68761
68762
68763
68764
68765
68766
68767
68768
68769
68770
68771
68772
68773
68774
68775
68776
68777
68778
68779
68780
68781
68782
68783
68784
68785
68786
68787
68788
68789
68790
68791
68792
68793
68794
68795
68796
68797
68798
68799
68800
68801
68802
68803
68804
68805
68806
68807
68808
68809
68810
68811
68812
68813
68814
68815
68816
68817
68818
68819
68820
68821
68822
68823
68824
68825
68826
68827
68828
68829
68830
68831
68832
68833
68834
68835
68836
68837
68838
68839
68840
68841
68842
68843
68844
68845
68846
68847
68848
68849
68850
68851
68852
68853
68854
68855
68856
68857
68858
68859
68860
68861
68862
68863
68864
68865
68866
68867
68868
68869
68870
68871
68872
68873
68874
68875
68876
68877
68878
68879
68880
68881
68882
68883
68884
68885
68886
68887
68888
68889
68890
68891
68892
68893
68894
68895
68896
68897
68898
68899
68900
68901
68902
68903
68904
68905
68906
68907
68908
68909
68910
68911
68912
68913
68914
68915
68916
68917
68918
68919
68920
68921
68922
68923
68924
68925
68926
68927
68928
68929
68930
68931
68932
68933
68934
68935
68936
68937
68938
68939
68940
68941
68942
68943
68944
68945
68946
68947
68948
68949
68950
68951
68952
68953
68954
68955
68956
68957
68958
68959
68960
68961
68962
68963
68964
68965
68966
68967
68968
68969
68970
68971
68972
68973
68974
68975
68976
68977
68978
68979
68980
68981
68982
68983
68984
68985
68986
68987
68988
68989
68990
68991
68992
68993
68994
68995
68996
68997
68998
68999
69000
69001
69002
69003
69004
69005
69006
69007
69008
69009
69010
69011
69012
69013
69014
69015
69016
69017
69018
69019
69020
69021
69022
69023
69024
69025
69026
69027
69028
69029
69030
69031
69032
69033
69034
69035
69036
69037
69038
69039
69040
69041
69042
69043
69044
69045
69046
69047
69048
69049
69050
69051
69052
69053
69054
69055
69056
69057
69058
69059
69060
69061
69062
69063
69064
69065
69066
69067
69068
69069
69070
69071
69072
69073
69074
69075
69076
69077
69078
69079
69080
69081
69082
69083
69084
69085
69086
69087
69088
69089
69090
69091
69092
69093
69094
69095
69096
69097
69098
69099
69100
69101
69102
69103
69104
69105
69106
69107
69108
69109
69110
69111
69112
69113
69114
69115
69116
69117
69118
69119
69120
69121
69122
69123
69124
69125
69126
69127
69128
69129
69130
69131
69132
69133
69134
69135
69136
69137
69138
69139
69140
69141
69142
69143
69144
69145
69146
69147
69148
69149
69150
69151
69152
69153
69154
69155
69156
69157
69158
69159
69160
69161
69162
69163
69164
69165
69166
69167
69168
69169
69170
69171
69172
69173
69174
69175
69176
69177
69178
69179
69180
69181
69182
69183
69184
69185
69186
69187
69188
69189
69190
69191
69192
69193
69194
69195
69196
69197
69198
69199
69200
69201
69202
69203
69204
69205
69206
69207
69208
69209
69210
69211
69212
69213
69214
69215
69216
69217
69218
69219
69220
69221
69222
69223
69224
69225
69226
69227
69228
69229
69230
69231
69232
69233
69234
69235
69236
69237
69238
69239
69240
69241
69242
69243
69244
69245
69246
69247
69248
69249
69250
69251
69252
69253
69254
69255
69256
69257
69258
69259
69260
69261
69262
69263
69264
69265
69266
69267
69268
69269
69270
69271
69272
69273
69274
69275
69276
69277
69278
69279
69280
69281
69282
69283
69284
69285
69286
69287
69288
69289
69290
69291
69292
69293
69294
69295
69296
69297
69298
69299
69300
69301
69302
69303
69304
69305
69306
69307
69308
69309
69310
69311
69312
69313
69314
69315
69316
69317
69318
69319
69320
69321
69322
69323
69324
69325
69326
69327
69328
69329
69330
69331
69332
69333
69334
69335
69336
69337
69338
69339
69340
69341
69342
69343
69344
69345
69346
69347
69348
69349
69350
69351
69352
69353
69354
69355
69356
69357
69358
69359
69360
69361
69362
69363
69364
69365
69366
69367
69368
69369
69370
69371
69372
69373
69374
69375
69376
69377
69378
69379
69380
69381
69382
69383
69384
69385
69386
69387
69388
69389
69390
69391
69392
69393
69394
69395
69396
69397
69398
69399
69400
69401
69402
69403
69404
69405
69406
69407
69408
69409
69410
69411
69412
69413
69414
69415
69416
69417
69418
69419
69420
69421
69422
69423
69424
69425
69426
69427
69428
69429
69430
69431
69432
69433
69434
69435
69436
69437
69438
69439
69440
69441
69442
69443
69444
69445
69446
69447
69448
69449
69450
69451
69452
69453
69454
69455
69456
69457
69458
69459
69460
69461
69462
69463
69464
69465
69466
69467
69468
69469
69470
69471
69472
69473
69474
69475
69476
69477
69478
69479
69480
69481
69482
69483
69484
69485
69486
69487
69488
69489
69490
69491
69492
69493
69494
69495
69496
69497
69498
69499
69500
69501
69502
69503
69504
69505
69506
69507
69508
69509
69510
69511
69512
69513
69514
69515
69516
69517
69518
69519
69520
69521
69522
69523
69524
69525
69526
69527
69528
69529
69530
69531
69532
69533
69534
69535
69536
69537
69538
69539
69540
69541
69542
69543
69544
69545
69546
69547
69548
69549
69550
69551
69552
69553
69554
69555
69556
69557
69558
69559
69560
69561
69562
69563
69564
69565
69566
69567
69568
69569
69570
69571
69572
69573
69574
69575
69576
69577
69578
69579
69580
69581
69582
69583
69584
69585
69586
69587
69588
69589
69590
69591
69592
69593
69594
69595
69596
69597
69598
69599
69600
69601
69602
69603
69604
69605
69606
69607
69608
69609
69610
69611
69612
69613
69614
69615
69616
69617
69618
69619
69620
69621
69622
69623
69624
69625
69626
69627
69628
69629
69630
69631
69632
69633
69634
69635
69636
69637
69638
69639
69640
69641
69642
69643
69644
69645
69646
69647
69648
69649
69650
69651
69652
69653
69654
69655
69656
69657
69658
69659
69660
69661
69662
69663
69664
69665
69666
69667
69668
69669
69670
69671
69672
69673
69674
69675
69676
69677
69678
69679
69680
69681
69682
69683
69684
69685
69686
69687
69688
69689
69690
69691
69692
69693
69694
69695
69696
69697
69698
69699
69700
69701
69702
69703
69704
69705
69706
69707
69708
69709
69710
69711
69712
69713
69714
69715
69716
69717
69718
69719
69720
69721
69722
69723
69724
69725
69726
69727
69728
69729
69730
69731
69732
69733
69734
69735
69736
69737
69738
69739
69740
69741
69742
69743
69744
69745
69746
69747
69748
69749
69750
69751
69752
69753
69754
69755
69756
69757
69758
69759
69760
69761
69762
69763
69764
69765
69766
69767
69768
69769
69770
69771
69772
69773
69774
69775
69776
69777
69778
69779
69780
69781
69782
69783
69784
69785
69786
69787
69788
69789
69790
69791
69792
69793
69794
69795
69796
69797
69798
69799
69800
69801
69802
69803
69804
69805
69806
69807
69808
69809
69810
69811
69812
69813
69814
69815
69816
69817
69818
69819
69820
69821
69822
69823
69824
69825
69826
69827
69828
69829
69830
69831
69832
69833
69834
69835
69836
69837
69838
69839
69840
69841
69842
69843
69844
69845
69846
69847
69848
69849
69850
69851
69852
69853
69854
69855
69856
69857
69858
69859
69860
69861
69862
69863
69864
69865
69866
69867
69868
69869
69870
69871
69872
69873
69874
69875
69876
69877
69878
69879
69880
69881
69882
69883
69884
69885
69886
69887
69888
69889
69890
69891
69892
69893
69894
69895
69896
69897
69898
69899
69900
69901
69902
69903
69904
69905
69906
69907
69908
69909
69910
69911
69912
69913
69914
69915
69916
69917
69918
69919
69920
69921
69922
69923
69924
69925
69926
69927
69928
69929
69930
69931
69932
69933
69934
69935
69936
69937
69938
69939
69940
69941
69942
69943
69944
69945
69946
69947
69948
69949
69950
69951
69952
69953
69954
69955
69956
69957
69958
69959
69960
69961
69962
69963
69964
69965
69966
69967
69968
69969
69970
69971
69972
69973
69974
69975
69976
69977
69978
69979
69980
69981
69982
69983
69984
69985
69986
69987
69988
69989
69990
69991
69992
69993
69994
69995
69996
69997
69998
69999
70000
70001
70002
70003
70004
70005
70006
70007
70008
70009
70010
70011
70012
70013
70014
70015
70016
70017
70018
70019
70020
70021
70022
70023
70024
70025
70026
70027
70028
70029
70030
70031
70032
70033
70034
70035
70036
70037
70038
70039
70040
70041
70042
70043
70044
70045
70046
70047
70048
70049
70050
70051
70052
70053
70054
70055
70056
70057
70058
70059
70060
70061
70062
70063
70064
70065
70066
70067
70068
70069
70070
70071
70072
70073
70074
70075
70076
70077
70078
70079
70080
70081
70082
70083
70084
70085
70086
70087
70088
70089
70090
70091
70092
70093
70094
70095
70096
70097
70098
70099
70100
70101
70102
70103
70104
70105
70106
70107
70108
70109
70110
70111
70112
70113
70114
70115
70116
70117
70118
70119
70120
70121
70122
70123
70124
70125
70126
70127
70128
70129
70130
70131
70132
70133
70134
70135
70136
70137
70138
70139
70140
70141
70142
70143
70144
70145
70146
70147
70148
70149
70150
70151
70152
70153
70154
70155
70156
70157
70158
70159
70160
70161
70162
70163
70164
70165
70166
70167
70168
70169
70170
70171
70172
70173
70174
70175
70176
70177
70178
70179
70180
70181
70182
70183
70184
70185
70186
70187
70188
70189
70190
70191
70192
70193
70194
70195
70196
70197
70198
70199
70200
70201
70202
70203
70204
70205
70206
70207
70208
70209
70210
70211
70212
70213
70214
70215
70216
70217
70218
70219
70220
70221
70222
70223
70224
70225
70226
70227
70228
70229
70230
70231
70232
70233
70234
70235
70236
70237
70238
70239
70240
70241
70242
70243
70244
70245
70246
70247
70248
70249
70250
70251
70252
70253
70254
70255
70256
70257
70258
70259
70260
70261
70262
70263
70264
70265
70266
70267
70268
70269
70270
70271
70272
70273
70274
70275
70276
70277
70278
70279
70280
70281
70282
70283
70284
70285
70286
70287
70288
70289
70290
70291
70292
70293
70294
70295
70296
70297
70298
70299
70300
70301
70302
70303
70304
70305
70306
70307
70308
70309
70310
70311
70312
70313
70314
70315
70316
70317
70318
70319
70320
70321
70322
70323
70324
70325
70326
70327
70328
70329
70330
70331
70332
70333
70334
70335
70336
70337
70338
70339
70340
70341
70342
70343
70344
70345
70346
70347
70348
70349
70350
70351
70352
70353
70354
70355
70356
70357
70358
70359
70360
70361
70362
70363
70364
70365
70366
70367
70368
70369
70370
70371
70372
70373
70374
70375
70376
70377
70378
70379
70380
70381
70382
70383
70384
70385
70386
70387
70388
70389
70390
70391
70392
70393
70394
70395
70396
70397
70398
70399
70400
70401
70402
70403
70404
70405
70406
70407
70408
70409
70410
70411
70412
70413
70414
70415
70416
70417
70418
70419
70420
70421
70422
70423
70424
70425
70426
70427
70428
70429
70430
70431
70432
70433
70434
70435
70436
70437
70438
70439
70440
70441
70442
70443
70444
70445
70446
70447
70448
70449
70450
70451
70452
70453
70454
70455
70456
70457
70458
70459
70460
70461
70462
70463
70464
70465
70466
70467
70468
70469
70470
70471
70472
70473
70474
70475
70476
70477
70478
70479
70480
70481
70482
70483
70484
70485
70486
70487
70488
70489
70490
70491
70492
70493
70494
70495
70496
70497
70498
70499
70500
70501
70502
70503
70504
70505
70506
70507
70508
70509
70510
70511
70512
70513
70514
70515
70516
70517
70518
70519
70520
70521
70522
70523
70524
70525
70526
70527
70528
70529
70530
70531
70532
70533
70534
70535
70536
70537
70538
70539
70540
70541
70542
70543
70544
70545
70546
70547
70548
70549
70550
70551
70552
70553
70554
70555
70556
70557
70558
70559
70560
70561
70562
70563
70564
70565
70566
70567
70568
70569
70570
70571
70572
70573
70574
70575
70576
70577
70578
70579
70580
70581
70582
70583
70584
70585
70586
70587
70588
70589
70590
70591
70592
70593
70594
70595
70596
70597
70598
70599
70600
70601
70602
70603
70604
70605
70606
70607
70608
70609
70610
70611
70612
70613
70614
70615
70616
70617
70618
70619
70620
70621
70622
70623
70624
70625
70626
70627
70628
70629
70630
70631
70632
70633
70634
70635
70636
70637
70638
70639
70640
70641
70642
70643
70644
70645
70646
70647
70648
70649
70650
70651
70652
70653
70654
70655
70656
70657
70658
70659
70660
70661
70662
70663
70664
70665
70666
70667
70668
70669
70670
70671
70672
70673
70674
70675
70676
70677
70678
70679
70680
70681
70682
70683
70684
70685
70686
70687
70688
70689
70690
70691
70692
70693
70694
70695
70696
70697
70698
70699
70700
70701
70702
70703
70704
70705
70706
70707
70708
70709
70710
70711
70712
70713
70714
70715
70716
70717
70718
70719
70720
70721
70722
70723
70724
70725
70726
70727
70728
70729
70730
70731
70732
70733
70734
70735
70736
70737
70738
70739
70740
70741
70742
70743
70744
70745
70746
70747
70748
70749
70750
70751
70752
70753
70754
70755
70756
70757
70758
70759
70760
70761
70762
70763
70764
70765
70766
70767
70768
70769
70770
70771
70772
70773
70774
70775
70776
70777
70778
70779
70780
70781
70782
70783
70784
70785
70786
70787
70788
70789
70790
70791
70792
70793
70794
70795
70796
70797
70798
70799
70800
70801
70802
70803
70804
70805
70806
70807
70808
70809
70810
70811
70812
70813
70814
70815
70816
70817
70818
70819
70820
70821
70822
70823
70824
70825
70826
70827
70828
70829
70830
70831
70832
70833
70834
70835
70836
70837
70838
70839
70840
70841
70842
70843
70844
70845
70846
70847
70848
70849
70850
70851
70852
70853
70854
70855
70856
70857
70858
70859
70860
70861
70862
70863
70864
70865
70866
70867
70868
70869
70870
70871
70872
70873
70874
70875
70876
70877
70878
70879
70880
70881
70882
70883
70884
70885
70886
70887
70888
70889
70890
70891
70892
70893
70894
70895
70896
70897
70898
70899
70900
70901
70902
70903
70904
70905
70906
70907
70908
70909
70910
70911
70912
70913
70914
70915
70916
70917
70918
70919
70920
70921
70922
70923
70924
70925
70926
70927
70928
70929
70930
70931
70932
70933
70934
70935
70936
70937
70938
70939
70940
70941
70942
70943
70944
70945
70946
70947
70948
70949
70950
70951
70952
70953
70954
70955
70956
70957
70958
70959
70960
70961
70962
70963
70964
70965
70966
70967
70968
70969
70970
70971
70972
70973
70974
70975
70976
70977
70978
70979
70980
70981
70982
70983
70984
70985
70986
70987
70988
70989
70990
70991
70992
70993
70994
70995
70996
70997
70998
70999
71000
71001
71002
71003
71004
71005
71006
71007
71008
71009
71010
71011
71012
71013
71014
71015
71016
71017
71018
71019
71020
71021
71022
71023
71024
71025
71026
71027
71028
71029
71030
71031
71032
71033
71034
71035
71036
71037
71038
71039
71040
71041
71042
71043
71044
71045
71046
71047
71048
71049
71050
71051
71052
71053
71054
71055
71056
71057
71058
71059
71060
71061
71062
71063
71064
71065
71066
71067
71068
71069
71070
71071
71072
71073
71074
71075
71076
71077
71078
71079
71080
71081
71082
71083
71084
71085
71086
71087
71088
71089
71090
71091
71092
71093
71094
71095
71096
71097
71098
71099
71100
71101
71102
71103
71104
71105
71106
71107
71108
71109
71110
71111
71112
71113
71114
71115
71116
71117
71118
71119
71120
71121
71122
71123
71124
71125
71126
71127
71128
71129
71130
71131
71132
71133
71134
71135
71136
71137
71138
71139
71140
71141
71142
71143
71144
71145
71146
71147
71148
71149
71150
71151
71152
71153
71154
71155
71156
71157
71158
71159
71160
71161
71162
71163
71164
71165
71166
71167
71168
71169
71170
71171
71172
71173
71174
71175
71176
71177
71178
71179
71180
71181
71182
71183
71184
71185
71186
71187
71188
71189
71190
71191
71192
71193
71194
71195
71196
71197
71198
71199
71200
71201
71202
71203
71204
71205
71206
71207
71208
71209
71210
71211
71212
71213
71214
71215
71216
71217
71218
71219
71220
71221
71222
71223
71224
71225
71226
71227
71228
71229
71230
71231
71232
71233
71234
71235
71236
71237
71238
71239
71240
71241
71242
71243
71244
71245
71246
71247
71248
71249
71250
71251
71252
71253
71254
71255
71256
71257
71258
71259
71260
71261
71262
71263
71264
71265
71266
71267
71268
71269
71270
71271
71272
71273
71274
71275
71276
71277
71278
71279
71280
71281
71282
71283
71284
71285
71286
71287
71288
71289
71290
71291
71292
71293
71294
71295
71296
71297
71298
71299
71300
71301
71302
71303
71304
71305
71306
71307
71308
71309
71310
71311
71312
71313
71314
71315
71316
71317
71318
71319
71320
71321
71322
71323
71324
71325
71326
71327
71328
71329
71330
71331
71332
71333
71334
71335
71336
71337
71338
71339
71340
71341
71342
71343
71344
71345
71346
71347
71348
71349
71350
71351
71352
71353
71354
71355
71356
71357
71358
71359
71360
71361
71362
71363
71364
71365
71366
71367
71368
71369
71370
71371
71372
71373
71374
71375
71376
71377
71378
71379
71380
71381
71382
71383
71384
71385
71386
71387
71388
71389
71390
71391
71392
71393
71394
71395
71396
71397
71398
71399
71400
71401
71402
71403
71404
71405
71406
71407
71408
71409
71410
71411
71412
71413
71414
71415
71416
71417
71418
71419
71420
71421
71422
71423
71424
71425
71426
71427
71428
71429
71430
71431
71432
71433
71434
71435
71436
71437
71438
71439
71440
71441
71442
71443
71444
71445
71446
71447
71448
71449
71450
71451
71452
71453
71454
71455
71456
71457
71458
71459
71460
71461
71462
71463
71464
71465
71466
71467
71468
71469
71470
71471
71472
71473
71474
71475
71476
71477
71478
71479
71480
71481
71482
71483
71484
71485
71486
71487
71488
71489
71490
71491
71492
71493
71494
71495
71496
71497
71498
71499
71500
71501
71502
71503
71504
71505
71506
71507
71508
71509
71510
71511
71512
71513
71514
71515
71516
71517
71518
71519
71520
71521
71522
71523
71524
71525
71526
71527
71528
71529
71530
71531
71532
71533
71534
71535
71536
71537
71538
71539
71540
71541
71542
71543
71544
71545
71546
71547
71548
71549
71550
71551
71552
71553
71554
71555
71556
71557
71558
71559
71560
71561
71562
71563
71564
71565
71566
71567
71568
71569
71570
71571
71572
71573
71574
71575
71576
71577
71578
71579
71580
71581
71582
71583
71584
71585
71586
71587
71588
71589
71590
71591
71592
71593
71594
71595
71596
71597
71598
71599
71600
71601
71602
71603
71604
71605
71606
71607
71608
71609
71610
71611
71612
71613
71614
71615
71616
71617
71618
71619
71620
71621
71622
71623
71624
71625
71626
71627
71628
71629
71630
71631
71632
71633
71634
71635
71636
71637
71638
71639
71640
71641
71642
71643
71644
71645
71646
71647
71648
71649
71650
71651
71652
71653
71654
71655
71656
71657
71658
71659
71660
71661
71662
71663
71664
71665
71666
71667
71668
71669
71670
71671
71672
71673
71674
71675
71676
71677
71678
71679
71680
71681
71682
71683
71684
71685
71686
71687
71688
71689
71690
71691
71692
71693
71694
71695
71696
71697
71698
71699
71700
71701
71702
71703
71704
71705
71706
71707
71708
71709
71710
71711
71712
71713
71714
71715
71716
71717
71718
71719
71720
71721
71722
71723
71724
71725
71726
71727
71728
71729
71730
71731
71732
71733
71734
71735
71736
71737
71738
71739
71740
71741
71742
71743
71744
71745
71746
71747
71748
71749
71750
71751
71752
71753
71754
71755
71756
71757
71758
71759
71760
71761
71762
71763
71764
71765
71766
71767
71768
71769
71770
71771
71772
71773
71774
71775
71776
71777
71778
71779
71780
71781
71782
71783
71784
71785
71786
71787
71788
71789
71790
71791
71792
71793
71794
71795
71796
71797
71798
71799
71800
71801
71802
71803
71804
71805
71806
71807
71808
71809
71810
71811
71812
71813
71814
71815
71816
71817
71818
71819
71820
71821
71822
71823
71824
71825
71826
71827
71828
71829
71830
71831
71832
71833
71834
71835
71836
71837
71838
71839
71840
71841
71842
71843
71844
71845
71846
71847
71848
71849
71850
71851
71852
71853
71854
71855
71856
71857
71858
71859
71860
71861
71862
71863
71864
71865
71866
71867
71868
71869
71870
71871
71872
71873
71874
71875
71876
71877
71878
71879
71880
71881
71882
71883
71884
71885
71886
71887
71888
71889
71890
71891
71892
71893
71894
71895
71896
71897
71898
71899
71900
71901
71902
71903
71904
71905
71906
71907
71908
71909
71910
71911
71912
71913
71914
71915
71916
71917
71918
71919
71920
71921
71922
71923
71924
71925
71926
71927
71928
71929
71930
71931
71932
71933
71934
71935
71936
71937
71938
71939
71940
71941
71942
71943
71944
71945
71946
71947
71948
71949
71950
71951
71952
71953
71954
71955
71956
71957
71958
71959
71960
71961
71962
71963
71964
71965
71966
71967
71968
71969
71970
71971
71972
71973
71974
71975
71976
71977
71978
71979
71980
71981
71982
71983
71984
71985
71986
71987
71988
71989
71990
71991
71992
71993
71994
71995
71996
71997
71998
71999
72000
72001
72002
72003
72004
72005
72006
72007
72008
72009
72010
72011
72012
72013
72014
72015
72016
72017
72018
72019
72020
72021
72022
72023
72024
72025
72026
72027
72028
72029
72030
72031
72032
72033
72034
72035
72036
72037
72038
72039
72040
72041
72042
72043
72044
72045
72046
72047
72048
72049
72050
72051
72052
72053
72054
72055
72056
72057
72058
72059
72060
72061
72062
72063
72064
72065
72066
72067
72068
72069
72070
72071
72072
72073
72074
72075
72076
72077
72078
72079
72080
72081
72082
72083
72084
72085
72086
72087
72088
72089
72090
72091
72092
72093
72094
72095
72096
72097
72098
72099
72100
72101
72102
72103
72104
72105
72106
72107
72108
72109
72110
72111
72112
72113
72114
72115
72116
72117
72118
72119
72120
72121
72122
72123
72124
72125
72126
72127
72128
72129
72130
72131
72132
72133
72134
72135
72136
72137
72138
72139
72140
72141
72142
72143
72144
72145
72146
72147
72148
72149
72150
72151
72152
72153
72154
72155
72156
72157
72158
72159
72160
72161
72162
72163
72164
72165
72166
72167
72168
72169
72170
72171
72172
72173
72174
72175
72176
72177
72178
72179
72180
72181
72182
72183
72184
72185
72186
72187
72188
72189
72190
72191
72192
72193
72194
72195
72196
72197
72198
72199
72200
72201
72202
72203
72204
72205
72206
72207
72208
72209
72210
72211
72212
72213
72214
72215
72216
72217
72218
72219
72220
72221
72222
72223
72224
72225
72226
72227
72228
72229
72230
72231
72232
72233
72234
72235
72236
72237
72238
72239
72240
72241
72242
72243
72244
72245
72246
72247
72248
72249
72250
72251
72252
72253
72254
72255
72256
72257
72258
72259
72260
72261
72262
72263
72264
72265
72266
72267
72268
72269
72270
72271
72272
72273
72274
72275
72276
72277
72278
72279
72280
72281
72282
72283
72284
72285
72286
72287
72288
72289
72290
72291
72292
72293
72294
72295
72296
72297
72298
72299
72300
72301
72302
72303
72304
72305
72306
72307
72308
72309
72310
72311
72312
72313
72314
72315
72316
72317
72318
72319
72320
72321
72322
72323
72324
72325
72326
72327
72328
72329
72330
72331
72332
72333
72334
72335
72336
72337
72338
72339
72340
72341
72342
72343
72344
72345
72346
72347
72348
72349
72350
72351
72352
72353
72354
72355
72356
72357
72358
72359
72360
72361
72362
72363
72364
72365
72366
72367
72368
72369
72370
72371
72372
72373
72374
72375
72376
72377
72378
72379
72380
72381
72382
72383
72384
72385
72386
72387
72388
72389
72390
72391
72392
72393
72394
72395
72396
72397
72398
72399
72400
72401
72402
72403
72404
72405
72406
72407
72408
72409
72410
72411
72412
72413
72414
72415
72416
72417
72418
72419
72420
72421
72422
72423
72424
72425
72426
72427
72428
72429
72430
72431
72432
72433
72434
72435
72436
72437
72438
72439
72440
72441
72442
72443
72444
72445
72446
72447
72448
72449
72450
72451
72452
72453
72454
72455
72456
72457
72458
72459
72460
72461
72462
72463
72464
72465
72466
72467
72468
72469
72470
72471
72472
72473
72474
72475
72476
72477
72478
72479
72480
72481
72482
72483
72484
72485
72486
72487
72488
72489
72490
72491
72492
72493
72494
72495
72496
72497
72498
72499
72500
72501
72502
72503
72504
72505
72506
72507
72508
72509
72510
72511
72512
72513
72514
72515
72516
72517
72518
72519
72520
72521
72522
72523
72524
72525
72526
72527
72528
72529
72530
72531
72532
72533
72534
72535
72536
72537
72538
72539
72540
72541
72542
72543
72544
72545
72546
72547
72548
72549
72550
72551
72552
72553
72554
72555
72556
72557
72558
72559
72560
72561
72562
72563
72564
72565
72566
72567
72568
72569
72570
72571
72572
72573
72574
72575
72576
72577
72578
72579
72580
72581
72582
72583
72584
72585
72586
72587
72588
72589
72590
72591
72592
72593
72594
72595
72596
72597
72598
72599
72600
72601
72602
72603
72604
72605
72606
72607
72608
72609
72610
72611
72612
72613
72614
72615
72616
72617
72618
72619
72620
72621
72622
72623
72624
72625
72626
72627
72628
72629
72630
72631
72632
72633
72634
72635
72636
72637
72638
72639
72640
72641
72642
72643
72644
72645
72646
72647
72648
72649
72650
72651
72652
72653
72654
72655
72656
72657
72658
72659
72660
72661
72662
72663
72664
72665
72666
72667
72668
72669
72670
72671
72672
72673
72674
72675
72676
72677
72678
72679
72680
72681
72682
72683
72684
72685
72686
72687
72688
72689
72690
72691
72692
72693
72694
72695
72696
72697
72698
72699
72700
72701
72702
72703
72704
72705
72706
72707
72708
72709
72710
72711
72712
72713
72714
72715
72716
72717
72718
72719
72720
72721
72722
72723
72724
72725
72726
72727
72728
72729
72730
72731
72732
72733
72734
72735
72736
72737
72738
72739
72740
72741
72742
72743
72744
72745
72746
72747
72748
72749
72750
72751
72752
72753
72754
72755
72756
72757
72758
72759
72760
72761
72762
72763
72764
72765
72766
72767
72768
72769
72770
72771
72772
72773
72774
72775
72776
72777
72778
72779
72780
72781
72782
72783
72784
72785
72786
72787
72788
72789
72790
72791
72792
72793
72794
72795
72796
72797
72798
72799
72800
72801
72802
72803
72804
72805
72806
72807
72808
72809
72810
72811
72812
72813
72814
72815
72816
72817
72818
72819
72820
72821
72822
72823
72824
72825
72826
72827
72828
72829
72830
72831
72832
72833
72834
72835
72836
72837
72838
72839
72840
72841
72842
72843
72844
72845
72846
72847
72848
72849
72850
72851
72852
72853
72854
72855
72856
72857
72858
72859
72860
72861
72862
72863
72864
72865
72866
72867
72868
72869
72870
72871
72872
72873
72874
72875
72876
72877
72878
72879
72880
72881
72882
72883
72884
72885
72886
72887
72888
72889
72890
72891
72892
72893
72894
72895
72896
72897
72898
72899
72900
72901
72902
72903
72904
72905
72906
72907
72908
72909
72910
72911
72912
72913
72914
72915
72916
72917
72918
72919
72920
72921
72922
72923
72924
72925
72926
72927
72928
72929
72930
72931
72932
72933
72934
72935
72936
72937
72938
72939
72940
72941
72942
72943
72944
72945
72946
72947
72948
72949
72950
72951
72952
72953
72954
72955
72956
72957
72958
72959
72960
72961
72962
72963
72964
72965
72966
72967
72968
72969
72970
72971
72972
72973
72974
72975
72976
72977
72978
72979
72980
72981
72982
72983
72984
72985
72986
72987
72988
72989
72990
72991
72992
72993
72994
72995
72996
72997
72998
72999
73000
73001
73002
73003
73004
73005
73006
73007
73008
73009
73010
73011
73012
73013
73014
73015
73016
73017
73018
73019
73020
73021
73022
73023
73024
73025
73026
73027
73028
73029
73030
73031
73032
73033
73034
73035
73036
73037
73038
73039
73040
73041
73042
73043
73044
73045
73046
73047
73048
73049
73050
73051
73052
73053
73054
73055
73056
73057
73058
73059
73060
73061
73062
73063
73064
73065
73066
73067
73068
73069
73070
73071
73072
73073
73074
73075
73076
73077
73078
73079
73080
73081
73082
73083
73084
73085
73086
73087
73088
73089
73090
73091
73092
73093
73094
73095
73096
73097
73098
73099
73100
73101
73102
73103
73104
73105
73106
73107
73108
73109
73110
73111
73112
73113
73114
73115
73116
73117
73118
73119
73120
73121
73122
73123
73124
73125
73126
73127
73128
73129
73130
73131
73132
73133
73134
73135
73136
73137
73138
73139
73140
73141
73142
73143
73144
73145
73146
73147
73148
73149
73150
73151
73152
73153
73154
73155
73156
73157
73158
73159
73160
73161
73162
73163
73164
73165
73166
73167
73168
73169
73170
73171
73172
73173
73174
73175
73176
73177
73178
73179
73180
73181
73182
73183
73184
73185
73186
73187
73188
73189
73190
73191
73192
73193
73194
73195
73196
73197
73198
73199
73200
73201
73202
73203
73204
73205
73206
73207
73208
73209
73210
73211
73212
73213
73214
73215
73216
73217
73218
73219
73220
73221
73222
73223
73224
73225
73226
73227
73228
73229
73230
73231
73232
73233
73234
73235
73236
73237
73238
73239
73240
73241
73242
73243
73244
73245
73246
73247
73248
73249
73250
73251
73252
73253
73254
73255
73256
73257
73258
73259
73260
73261
73262
73263
73264
73265
73266
73267
73268
73269
73270
73271
73272
73273
73274
73275
73276
73277
73278
73279
73280
73281
73282
73283
73284
73285
73286
73287
73288
73289
73290
73291
73292
73293
73294
73295
73296
73297
73298
73299
73300
73301
73302
73303
73304
73305
73306
73307
73308
73309
73310
73311
73312
73313
73314
73315
73316
73317
73318
73319
73320
73321
73322
73323
73324
73325
73326
73327
73328
73329
73330
73331
73332
73333
73334
73335
73336
73337
73338
73339
73340
73341
73342
73343
73344
73345
73346
73347
73348
73349
73350
73351
73352
73353
73354
73355
73356
73357
73358
73359
73360
73361
73362
73363
73364
73365
73366
73367
73368
73369
73370
73371
73372
73373
73374
73375
73376
73377
73378
73379
73380
73381
73382
73383
73384
73385
73386
73387
73388
73389
73390
73391
73392
73393
73394
73395
73396
73397
73398
73399
73400
73401
73402
73403
73404
73405
73406
73407
73408
73409
73410
73411
73412
73413
73414
73415
73416
73417
73418
73419
73420
73421
73422
73423
73424
73425
73426
73427
73428
73429
73430
73431
73432
73433
73434
73435
73436
73437
73438
73439
73440
73441
73442
73443
73444
73445
73446
73447
73448
73449
73450
73451
73452
73453
73454
73455
73456
73457
73458
73459
73460
73461
73462
73463
73464
73465
73466
73467
73468
73469
73470
73471
73472
73473
73474
73475
73476
73477
73478
73479
73480
73481
73482
73483
73484
73485
73486
73487
73488
73489
73490
73491
73492
73493
73494
73495
73496
73497
73498
73499
73500
73501
73502
73503
73504
73505
73506
73507
73508
73509
73510
73511
73512
73513
73514
73515
73516
73517
73518
73519
73520
73521
73522
73523
73524
73525
73526
73527
73528
73529
73530
73531
73532
73533
73534
73535
73536
73537
73538
73539
73540
73541
73542
73543
73544
73545
73546
73547
73548
73549
73550
73551
73552
73553
73554
73555
73556
73557
73558
73559
73560
73561
73562
73563
73564
73565
73566
73567
73568
73569
73570
73571
73572
73573
73574
73575
73576
73577
73578
73579
73580
73581
73582
73583
73584
73585
73586
73587
73588
73589
73590
73591
73592
73593
73594
73595
73596
73597
73598
73599
73600
73601
73602
73603
73604
73605
73606
73607
73608
73609
73610
73611
73612
73613
73614
73615
73616
73617
73618
73619
73620
73621
73622
73623
73624
73625
73626
73627
73628
73629
73630
73631
73632
73633
73634
73635
73636
73637
73638
73639
73640
73641
73642
73643
73644
73645
73646
73647
73648
73649
73650
73651
73652
73653
73654
73655
73656
73657
73658
73659
73660
73661
73662
73663
73664
73665
73666
73667
73668
73669
73670
73671
73672
73673
73674
73675
73676
73677
73678
73679
73680
73681
73682
73683
73684
73685
73686
73687
73688
73689
73690
73691
73692
73693
73694
73695
73696
73697
73698
73699
73700
73701
73702
73703
73704
73705
73706
73707
73708
73709
73710
73711
73712
73713
73714
73715
73716
73717
73718
73719
73720
73721
73722
73723
73724
73725
73726
73727
73728
73729
73730
73731
73732
73733
73734
73735
73736
73737
73738
73739
73740
73741
73742
73743
73744
73745
73746
73747
73748
73749
73750
73751
73752
73753
73754
73755
73756
73757
73758
73759
73760
73761
73762
73763
73764
73765
73766
73767
73768
73769
73770
73771
73772
73773
73774
73775
73776
73777
73778
73779
73780
73781
73782
73783
73784
73785
73786
73787
73788
73789
73790
73791
73792
73793
73794
73795
73796
73797
73798
73799
73800
73801
73802
73803
73804
73805
73806
73807
73808
73809
73810
73811
73812
73813
73814
73815
73816
73817
73818
73819
73820
73821
73822
73823
73824
73825
73826
73827
73828
73829
73830
73831
73832
73833
73834
73835
73836
73837
73838
73839
73840
73841
73842
73843
73844
73845
73846
73847
73848
73849
73850
73851
73852
73853
73854
73855
73856
73857
73858
73859
73860
73861
73862
73863
73864
73865
73866
73867
73868
73869
73870
73871
73872
73873
73874
73875
73876
73877
73878
73879
73880
73881
73882
73883
73884
73885
73886
73887
73888
73889
73890
73891
73892
73893
73894
73895
73896
73897
73898
73899
73900
73901
73902
73903
73904
73905
73906
73907
73908
73909
73910
73911
73912
73913
73914
73915
73916
73917
73918
73919
73920
73921
73922
73923
73924
73925
73926
73927
73928
73929
73930
73931
73932
73933
73934
73935
73936
73937
73938
73939
73940
73941
73942
73943
73944
73945
73946
73947
73948
73949
73950
73951
73952
73953
73954
73955
73956
73957
73958
73959
73960
73961
73962
73963
73964
73965
73966
73967
73968
73969
73970
73971
73972
73973
73974
73975
73976
73977
73978
73979
73980
73981
73982
73983
73984
73985
73986
73987
73988
73989
73990
73991
73992
73993
73994
73995
73996
73997
73998
73999
74000
74001
74002
74003
74004
74005
74006
74007
74008
74009
74010
74011
74012
74013
74014
74015
74016
74017
74018
74019
74020
74021
74022
74023
74024
74025
74026
74027
74028
74029
74030
74031
74032
74033
74034
74035
74036
74037
74038
74039
74040
74041
74042
74043
74044
74045
74046
74047
74048
74049
74050
74051
74052
74053
74054
74055
74056
74057
74058
74059
74060
74061
74062
74063
74064
74065
74066
74067
74068
74069
74070
74071
74072
74073
74074
74075
74076
74077
74078
74079
74080
74081
74082
74083
74084
74085
74086
74087
74088
74089
74090
74091
74092
74093
74094
74095
74096
74097
74098
74099
74100
74101
74102
74103
74104
74105
74106
74107
74108
74109
74110
74111
74112
74113
74114
74115
74116
74117
74118
74119
74120
74121
74122
74123
74124
74125
74126
74127
74128
74129
74130
74131
74132
74133
74134
74135
74136
74137
74138
74139
74140
74141
74142
74143
74144
74145
74146
74147
74148
74149
74150
74151
74152
74153
74154
74155
74156
74157
74158
74159
74160
74161
74162
74163
74164
74165
74166
74167
74168
74169
74170
74171
74172
74173
74174
74175
74176
74177
74178
74179
74180
74181
74182
74183
74184
74185
74186
74187
74188
74189
74190
74191
74192
74193
74194
74195
74196
74197
74198
74199
74200
74201
74202
74203
74204
74205
74206
74207
74208
74209
74210
74211
74212
74213
74214
74215
74216
74217
74218
74219
74220
74221
74222
74223
74224
74225
74226
74227
74228
74229
74230
74231
74232
74233
74234
74235
74236
74237
74238
74239
74240
74241
74242
74243
74244
74245
74246
74247
74248
74249
74250
74251
74252
74253
74254
74255
74256
74257
74258
74259
74260
74261
74262
74263
74264
74265
74266
74267
74268
74269
74270
74271
74272
74273
74274
74275
74276
74277
74278
74279
74280
74281
74282
74283
74284
74285
74286
74287
74288
74289
74290
74291
74292
74293
74294
74295
74296
74297
74298
74299
74300
74301
74302
74303
74304
74305
74306
74307
74308
74309
74310
74311
74312
74313
74314
74315
74316
74317
74318
74319
74320
74321
74322
74323
74324
74325
74326
74327
74328
74329
74330
74331
74332
74333
74334
74335
74336
74337
74338
74339
74340
74341
74342
74343
74344
74345
74346
74347
74348
74349
74350
74351
74352
74353
74354
74355
74356
74357
74358
74359
74360
74361
74362
74363
74364
74365
74366
74367
74368
74369
74370
74371
74372
74373
74374
74375
74376
74377
74378
74379
74380
74381
74382
74383
74384
74385
74386
74387
74388
74389
74390
74391
74392
74393
74394
74395
74396
74397
74398
74399
74400
74401
74402
74403
74404
74405
74406
74407
74408
74409
74410
74411
74412
74413
74414
74415
74416
74417
74418
74419
74420
74421
74422
74423
74424
74425
74426
74427
74428
74429
74430
74431
74432
74433
74434
74435
74436
74437
74438
74439
74440
74441
74442
74443
74444
74445
74446
74447
74448
74449
74450
74451
74452
74453
74454
74455
74456
74457
74458
74459
74460
74461
74462
74463
74464
74465
74466
74467
74468
74469
74470
74471
74472
74473
74474
74475
74476
74477
74478
74479
74480
74481
74482
74483
74484
74485
74486
74487
74488
74489
74490
74491
74492
74493
74494
74495
74496
74497
74498
74499
74500
74501
74502
74503
74504
74505
74506
74507
74508
74509
74510
74511
74512
74513
74514
74515
74516
74517
74518
74519
74520
74521
74522
74523
74524
74525
74526
74527
74528
74529
74530
74531
74532
74533
74534
74535
74536
74537
74538
74539
74540
74541
74542
74543
74544
74545
74546
74547
74548
74549
74550
74551
74552
74553
74554
74555
74556
74557
74558
74559
74560
74561
74562
74563
74564
74565
74566
74567
74568
74569
74570
74571
74572
74573
74574
74575
74576
74577
74578
74579
74580
74581
74582
74583
74584
74585
74586
74587
74588
74589
74590
74591
74592
74593
74594
74595
74596
74597
74598
74599
74600
74601
74602
74603
74604
74605
74606
74607
74608
74609
74610
74611
74612
74613
74614
74615
74616
74617
74618
74619
74620
74621
74622
74623
74624
74625
74626
74627
74628
74629
74630
74631
74632
74633
74634
74635
74636
74637
74638
74639
74640
74641
74642
74643
74644
74645
74646
74647
74648
74649
74650
74651
74652
74653
74654
74655
74656
74657
74658
74659
74660
74661
74662
74663
74664
74665
74666
74667
74668
74669
74670
74671
74672
74673
74674
74675
74676
74677
74678
74679
74680
74681
74682
74683
74684
74685
74686
74687
74688
74689
74690
74691
74692
74693
74694
74695
74696
74697
74698
74699
74700
74701
74702
74703
74704
74705
74706
74707
74708
74709
74710
74711
74712
74713
74714
74715
74716
74717
74718
74719
74720
74721
74722
74723
74724
74725
74726
74727
74728
74729
74730
74731
74732
74733
74734
74735
74736
74737
74738
74739
74740
74741
74742
74743
74744
74745
74746
74747
74748
74749
74750
74751
74752
74753
74754
74755
74756
74757
74758
74759
74760
74761
74762
74763
74764
74765
74766
74767
74768
74769
74770
74771
74772
74773
74774
74775
74776
74777
74778
74779
74780
74781
74782
74783
74784
74785
74786
74787
74788
74789
74790
74791
74792
74793
74794
74795
74796
74797
74798
74799
74800
74801
74802
74803
74804
74805
74806
74807
74808
74809
74810
74811
74812
74813
74814
74815
74816
74817
74818
74819
74820
74821
74822
74823
74824
74825
74826
74827
74828
74829
74830
74831
74832
74833
74834
74835
74836
74837
74838
74839
74840
74841
74842
74843
74844
74845
74846
74847
74848
74849
74850
74851
74852
74853
74854
74855
74856
74857
74858
74859
74860
74861
74862
74863
74864
74865
74866
74867
74868
74869
74870
74871
74872
74873
74874
74875
74876
74877
74878
74879
74880
74881
74882
74883
74884
74885
74886
74887
74888
74889
74890
74891
74892
74893
74894
74895
74896
74897
74898
74899
74900
74901
74902
74903
74904
74905
74906
74907
74908
74909
74910
74911
74912
74913
74914
74915
74916
74917
74918
74919
74920
74921
74922
74923
74924
74925
74926
74927
74928
74929
74930
74931
74932
74933
74934
74935
74936
74937
74938
74939
74940
74941
74942
74943
74944
74945
74946
74947
74948
74949
74950
74951
74952
74953
74954
74955
74956
74957
74958
74959
74960
74961
74962
74963
74964
74965
74966
74967
74968
74969
74970
74971
74972
74973
74974
74975
74976
74977
74978
74979
74980
74981
74982
74983
74984
74985
74986
74987
74988
74989
74990
74991
74992
74993
74994
74995
74996
74997
74998
74999
75000
75001
75002
75003
75004
75005
75006
75007
75008
75009
75010
75011
75012
75013
75014
75015
75016
75017
75018
75019
75020
75021
75022
75023
75024
75025
75026
75027
75028
75029
75030
75031
75032
75033
75034
75035
75036
75037
75038
75039
75040
75041
75042
75043
75044
75045
75046
75047
75048
75049
75050
75051
75052
75053
75054
75055
75056
75057
75058
75059
75060
75061
75062
75063
75064
75065
75066
75067
75068
75069
75070
75071
75072
75073
75074
75075
75076
75077
75078
75079
75080
75081
75082
75083
75084
75085
75086
75087
75088
75089
75090
75091
75092
75093
75094
75095
75096
75097
75098
75099
75100
75101
75102
75103
75104
75105
75106
75107
75108
75109
75110
75111
75112
75113
75114
75115
75116
75117
75118
75119
75120
75121
75122
75123
75124
75125
75126
75127
75128
75129
75130
75131
75132
75133
75134
75135
75136
75137
75138
75139
75140
75141
75142
75143
75144
75145
75146
75147
75148
75149
75150
75151
75152
75153
75154
75155
75156
75157
75158
75159
75160
75161
75162
75163
75164
75165
75166
75167
75168
75169
75170
75171
75172
75173
75174
75175
75176
75177
75178
75179
75180
75181
75182
75183
75184
75185
75186
75187
75188
75189
75190
75191
75192
75193
75194
75195
75196
75197
75198
75199
75200
75201
75202
75203
75204
75205
75206
75207
75208
75209
75210
75211
75212
75213
75214
75215
75216
75217
75218
75219
75220
75221
75222
75223
75224
75225
75226
75227
75228
75229
75230
75231
75232
75233
75234
75235
75236
75237
75238
75239
75240
75241
75242
75243
75244
75245
75246
75247
75248
75249
75250
75251
75252
75253
75254
75255
75256
75257
75258
75259
75260
75261
75262
75263
75264
75265
75266
75267
75268
75269
75270
75271
75272
75273
75274
75275
75276
75277
75278
75279
75280
75281
75282
75283
75284
75285
75286
75287
75288
75289
75290
75291
75292
75293
75294
75295
75296
75297
75298
75299
75300
75301
75302
75303
75304
75305
75306
75307
75308
75309
75310
75311
75312
75313
75314
75315
75316
75317
75318
75319
75320
75321
75322
75323
75324
75325
75326
75327
75328
75329
75330
75331
75332
75333
75334
75335
75336
75337
75338
75339
75340
75341
75342
75343
75344
75345
75346
75347
75348
75349
75350
75351
75352
75353
75354
75355
75356
75357
75358
75359
75360
75361
75362
75363
75364
75365
75366
75367
75368
75369
75370
75371
75372
75373
75374
75375
75376
75377
75378
75379
75380
75381
75382
75383
75384
75385
75386
75387
75388
75389
75390
75391
75392
75393
75394
75395
75396
75397
75398
75399
75400
75401
75402
75403
75404
75405
75406
75407
75408
75409
75410
75411
75412
75413
75414
75415
75416
75417
75418
75419
75420
75421
75422
75423
75424
75425
75426
75427
75428
75429
75430
75431
75432
75433
75434
75435
75436
75437
75438
75439
75440
75441
75442
75443
75444
75445
75446
75447
75448
75449
75450
75451
75452
75453
75454
75455
75456
75457
75458
75459
75460
75461
75462
75463
75464
75465
75466
75467
75468
75469
75470
75471
75472
75473
75474
75475
75476
75477
75478
75479
75480
75481
75482
75483
75484
75485
75486
75487
75488
75489
75490
75491
75492
75493
75494
75495
75496
75497
75498
75499
75500
75501
75502
75503
75504
75505
75506
75507
75508
75509
75510
75511
75512
75513
75514
75515
75516
75517
75518
75519
75520
75521
75522
75523
75524
75525
75526
75527
75528
75529
75530
75531
75532
75533
75534
75535
75536
75537
75538
75539
75540
75541
75542
75543
75544
75545
75546
75547
75548
75549
75550
75551
75552
75553
75554
75555
75556
75557
75558
75559
75560
75561
75562
75563
75564
75565
75566
75567
75568
75569
75570
75571
75572
75573
75574
75575
75576
75577
75578
75579
75580
75581
75582
75583
75584
75585
75586
75587
75588
75589
75590
75591
75592
75593
75594
75595
75596
75597
75598
75599
75600
75601
75602
75603
75604
75605
75606
75607
75608
75609
75610
75611
75612
75613
75614
75615
75616
75617
75618
75619
75620
75621
75622
75623
75624
75625
75626
75627
75628
75629
75630
75631
75632
75633
75634
75635
75636
75637
75638
75639
75640
75641
75642
75643
75644
75645
75646
75647
75648
75649
75650
75651
75652
75653
75654
75655
75656
75657
75658
75659
75660
75661
75662
75663
75664
75665
75666
75667
75668
75669
75670
75671
75672
75673
75674
75675
75676
75677
75678
75679
75680
75681
75682
75683
75684
75685
75686
75687
75688
75689
75690
75691
75692
75693
75694
75695
75696
75697
75698
75699
75700
75701
75702
75703
75704
75705
75706
75707
75708
75709
75710
75711
75712
75713
75714
75715
75716
75717
75718
75719
75720
75721
75722
75723
75724
75725
75726
75727
75728
75729
75730
75731
75732
75733
75734
75735
75736
75737
75738
75739
75740
75741
75742
75743
75744
75745
75746
75747
75748
75749
75750
75751
75752
75753
75754
75755
75756
75757
75758
75759
75760
75761
75762
75763
75764
75765
75766
75767
75768
75769
75770
75771
75772
75773
75774
75775
75776
75777
75778
75779
75780
75781
75782
75783
75784
75785
75786
75787
75788
75789
75790
75791
75792
75793
75794
75795
75796
75797
75798
75799
75800
75801
75802
75803
75804
75805
75806
75807
75808
75809
75810
75811
75812
75813
75814
75815
75816
75817
75818
75819
75820
75821
75822
75823
75824
75825
75826
75827
75828
75829
75830
75831
75832
75833
75834
75835
75836
75837
75838
75839
75840
75841
75842
75843
75844
75845
75846
75847
75848
75849
75850
75851
75852
75853
75854
75855
75856
75857
75858
75859
75860
75861
75862
75863
75864
75865
75866
75867
75868
75869
75870
75871
75872
75873
75874
75875
75876
75877
75878
75879
75880
75881
75882
75883
75884
75885
75886
75887
75888
75889
75890
75891
75892
75893
75894
75895
75896
75897
75898
75899
75900
75901
75902
75903
75904
75905
75906
75907
75908
75909
75910
75911
75912
75913
75914
75915
75916
75917
75918
75919
75920
75921
75922
75923
75924
75925
75926
75927
75928
75929
75930
75931
75932
75933
75934
75935
75936
75937
75938
75939
75940
75941
75942
75943
75944
75945
75946
75947
75948
75949
75950
75951
75952
75953
75954
75955
75956
75957
75958
75959
75960
75961
75962
75963
75964
75965
75966
75967
75968
75969
75970
75971
75972
75973
75974
75975
75976
75977
75978
75979
75980
75981
75982
75983
75984
75985
75986
75987
75988
75989
75990
75991
75992
75993
75994
75995
75996
75997
75998
75999
76000
76001
76002
76003
76004
76005
76006
76007
76008
76009
76010
76011
76012
76013
76014
76015
76016
76017
76018
76019
76020
76021
76022
76023
76024
76025
76026
76027
76028
76029
76030
76031
76032
76033
76034
76035
76036
76037
76038
76039
76040
76041
76042
76043
76044
76045
76046
76047
76048
76049
76050
76051
76052
76053
76054
76055
76056
76057
76058
76059
76060
76061
76062
76063
76064
76065
76066
76067
76068
76069
76070
76071
76072
76073
76074
76075
76076
76077
76078
76079
76080
76081
76082
76083
76084
76085
76086
76087
76088
76089
76090
76091
76092
76093
76094
76095
76096
76097
76098
76099
76100
76101
76102
76103
76104
76105
76106
76107
76108
76109
76110
76111
76112
76113
76114
76115
76116
76117
76118
76119
76120
76121
76122
76123
76124
76125
76126
76127
76128
76129
76130
76131
76132
76133
76134
76135
76136
76137
76138
76139
76140
76141
76142
76143
76144
76145
76146
76147
76148
76149
76150
76151
76152
76153
76154
76155
76156
76157
76158
76159
76160
76161
76162
76163
76164
76165
76166
76167
76168
76169
76170
76171
76172
76173
76174
76175
76176
76177
76178
76179
76180
76181
76182
76183
76184
76185
76186
76187
76188
76189
76190
76191
76192
76193
76194
76195
76196
76197
76198
76199
76200
76201
76202
76203
76204
76205
76206
76207
76208
76209
76210
76211
76212
76213
76214
76215
76216
76217
76218
76219
76220
76221
76222
76223
76224
76225
76226
76227
76228
76229
76230
76231
76232
76233
76234
76235
76236
76237
76238
76239
76240
76241
76242
76243
76244
76245
76246
76247
76248
76249
76250
76251
76252
76253
76254
76255
76256
76257
76258
76259
76260
76261
76262
76263
76264
76265
76266
76267
76268
76269
76270
76271
76272
76273
76274
76275
76276
76277
76278
76279
76280
76281
76282
76283
76284
76285
76286
76287
76288
76289
76290
76291
76292
76293
76294
76295
76296
76297
76298
76299
76300
76301
76302
76303
76304
76305
76306
76307
76308
76309
76310
76311
76312
76313
76314
76315
76316
76317
76318
76319
76320
76321
76322
76323
76324
76325
76326
76327
76328
76329
76330
76331
76332
76333
76334
76335
76336
76337
76338
76339
76340
76341
76342
76343
76344
76345
76346
76347
76348
76349
76350
76351
76352
76353
76354
76355
76356
76357
76358
76359
76360
76361
76362
76363
76364
76365
76366
76367
76368
76369
76370
76371
76372
76373
76374
76375
76376
76377
76378
76379
76380
76381
76382
76383
76384
76385
76386
76387
76388
76389
76390
76391
76392
76393
76394
76395
76396
76397
76398
76399
76400
76401
76402
76403
76404
76405
76406
76407
76408
76409
76410
76411
76412
76413
76414
76415
76416
76417
76418
76419
76420
76421
76422
76423
76424
76425
76426
76427
76428
76429
76430
76431
76432
76433
76434
76435
76436
76437
76438
76439
76440
76441
76442
76443
76444
76445
76446
76447
76448
76449
76450
76451
76452
76453
76454
76455
76456
76457
76458
76459
76460
76461
76462
76463
76464
76465
76466
76467
76468
76469
76470
76471
76472
76473
76474
76475
76476
76477
76478
76479
76480
76481
76482
76483
76484
76485
76486
76487
76488
76489
76490
76491
76492
76493
76494
76495
76496
76497
76498
76499
76500
76501
76502
76503
76504
76505
76506
76507
76508
|
# Czech translation of the Godot Engine class reference.
# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
# Zbyněk <zbynek.fiala@gmail.com>, 2020, 2021, 2022.
# Daniel Kříž <Daniel.kriz@protonmail.com>, 2020.
# Vojtěch Šamla <auzkok@seznam.cz>, 2020, 2021.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Václav Blažej <vaclavblazej@seznam.cz>, 2020.
# ProfJack <profjackcz@gmail.com>, 2021.
# Daniel <dan@ger.cz>, 2021.
# DomcaSuzi <dominio122@gmail.com>, 2021.
# Tomas Dostal <tomas.dostal.cz@gmail.com>, 2021.
# JoeMoos <josephmoose13@gmail.com>, 2022.
# Mirinek <mirek.nozicka77@gmail.com>, 2022.
# Dominik Strnad <domi.str@seznam.cz>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-11-13 03:28+0000\n"
"Last-Translator: Dominik Strnad <domi.str@seznam.cz>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/cs/>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 4.15-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
msgstr "Popis"
#: doc/tools/make_rst.py
msgid "Tutorials"
msgstr "Tutoriály"
#: doc/tools/make_rst.py
msgid "Properties"
msgstr "Vlastnosti"
#: doc/tools/make_rst.py
msgid "Methods"
msgstr "Metody"
#: doc/tools/make_rst.py
msgid "Theme Properties"
msgstr "Vlastnosti motivu"
#: doc/tools/make_rst.py
msgid "Signals"
msgstr "Signály"
#: doc/tools/make_rst.py
msgid "Enumerations"
msgstr "Výčty"
#: doc/tools/make_rst.py
msgid "Constants"
msgstr "Konstanty"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
msgstr "Popisy vlastnosti"
#: doc/tools/make_rst.py
msgid "Method Descriptions"
msgstr "Popisy metod"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Theme Property Descriptions"
msgstr "Popisy vlastnosti"
#: doc/tools/make_rst.py
msgid "Inherits:"
msgstr "Dědí z:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
msgstr "Děděno:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
msgstr ""
#: doc/tools/make_rst.py
msgid "Default"
msgstr "Výchozí"
#: doc/tools/make_rst.py
msgid "Setter"
msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
msgstr "hodnota"
#: doc/tools/make_rst.py
#, fuzzy
msgid "Getter"
msgstr "Getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
"Tato metoda nemá žádné vedlejší efekty. Nebude upravovat žádné členné "
"proměnné instance."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "Tato metoda přijímá jakýkoli počet argumentů hned po zde popsaných."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
msgstr "Tato metoda je používána k vytvoření typu."
#: doc/tools/make_rst.py
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
msgstr "Vestavěné funkce GDScriptu."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"List of core built-in GDScript functions. Math functions and other "
"utilities. Everything else is provided by objects. (Keywords: builtin, built "
"in, global functions.)"
msgstr ""
"Seznam základních funkcí, které jsou součástí GDScriptu. Matematické funkce "
"a další užitečné utility. Všechno ostatní zajšťují objekty. (Klíčová slova: "
"builtin, built in, globální funkce.)"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a color constructed from integer red, green, blue, and alpha "
"channels. Each channel should have 8 bits of information ranging from 0 to "
"255.\n"
"[code]r8[/code] red channel\n"
"[code]g8[/code] green channel\n"
"[code]b8[/code] blue channel\n"
"[code]a8[/code] alpha channel\n"
"[codeblock]\n"
"red = Color8(255, 0, 0)\n"
"[/codeblock]"
msgstr ""
"Vrátí barvu zkonstruovanou z integerů cerveny, zeleny, modry a alfa. Každý "
"kanál by měl mít 8 bitů informací v hodnotách mezi 0 a 255.\n"
"[code]r8[/code] červený kanál\n"
"[code]g8[/code] zelený kanál\n"
"[code]b8[/code] modrý kanál\n"
"[code]a8[/code] alfa kanál\n"
"[codeblock]\n"
"red = Color8(255, 0, 0)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a color according to the standardized [code]name[/code] with "
"[code]alpha[/code] ranging from 0 to 1.\n"
"[codeblock]\n"
"red = ColorN(\"red\", 1)\n"
"[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]."
msgstr ""
"Vrátí barvu podle standardizovaného [code]name[/code] s [code]alpha[/code] v "
"rozsahu od 0 do 1.\n"
"[codeblock]\n"
"red = ColorN(\"red\", 1)\n"
"[/codeblock]\n"
"Podporované názvy barev jsou stejné jako konstanty definované v [Color]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
"value).\n"
"[codeblock]\n"
"a = abs(-1) # a is 1\n"
"[/codeblock]"
msgstr ""
"Vrátí absolutní hodnotu parametru [code]s[/code] (tj. kladná hodnota).\n"
"[codeblock]\n"
"a = abs(-1) # a je 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
"[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant "
"NAN].\n"
"[codeblock]\n"
"# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"Vrátí arcus funkce kosinus hodnoty [code]s[/code] v radiánech. Použijte pro "
"získání úhlu kosinu [code]s[/code]. [code]s[/code] musí být mezi [code]-1.0[/"
"code] a [code]1.0[/code] (včetně), jinak [method acos] vrací [constant "
"NAN].\n"
"[codeblock]\n"
"# c je 0.523599 nebo 30 stupňů pokud je konvertováno pomocí rad2deg(s)\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
"[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant "
"NAN].\n"
"[codeblock]\n"
"# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"Vrátí arcus funkce sinus hodnoty [code]s[/code] v radiánech. Použijte pro "
"získání úhlu kosinu [code]s[/code]. [code]s[/code] musí být mezi [code]-1.0[/"
"code] a [code]1.0[/code] (včetně), jinak [method asin] vrací [constant "
"NAN].\n"
"[codeblock]\n"
"# s je 0.523599 nebo 30 stupňů pokud je konvertováno pomocí rad2deg(s)\n"
"s = asin(0.5)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
"running from the editor, the running project will also be paused until you "
"resume it. This can be used as a stronger form of [method push_error] for "
"reporting errors to project developers or add-on users.\n"
"[b]Note:[/b] For performance reasons, the code inside [method assert] is "
"only executed in debug builds or when running the project from the editor. "
"Don't include code that has side effects in an [method assert] call. "
"Otherwise, the project will behave differently when exported in release "
"mode.\n"
"The optional [code]message[/code] argument, if given, is shown in addition "
"to the generic \"Assertion failed\" message. You can use this to provide "
"additional details about why the assertion failed.\n"
"[codeblock]\n"
"# Imagine we always want speed to be between 0 and 20.\n"
"var speed = -10\n"
"assert(speed < 20) # True, the program will continue\n"
"assert(speed >= 0) # False, the program will stop\n"
"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
"statements in one check\n"
"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show "
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
"Potvrzuje, že [code]condition[/code] je [code]true[/code]. Pokud je "
"[code]condition[/code] [code]false[/code], výsledkem bude chyba. Při "
"spuštění z editoru bude spuštěný projekt rovněž pozastaven, dokud jej "
"neobnovíte. Může být použito jako důraznější forma [method push_error] pro "
"nahlášení chyb vývojářům projektu nebo uživatelům rozšíření.\n"
"[b]Poznámka:[/b] Z výkonnostních důvodů se kód uvnitř [method assert] "
"provádí pouze v ladících sestaveních nebo při spuštění projektu z editoru. "
"Do volání [method assert] nezařazujte kód, který má vedlejší účinky. Jinak "
"se projekt bude při exportu v režimu vydání chovat jinak.\n"
"Nepovinný argument [code]message[/code], je-li zadán, se zobrazí navíc k "
"obecné zprávě \"Assertion failed\". Můžete jej použít k uvedení dalších "
"podrobností o tom, proč tvrzení selhalo.\n"
"[codeblock]\n"
"# Představme si, že vždy chceme, aby rychlost byla mezi 0 a 20.\n"
"speed = -10\n"
"assert(speed < 20) # True, program bude pokračovat\n"
"assert(speed >= 0) # False, program se ukončí\n"
"assert(speed >= 0 && speed < 20) # Můžete také skombinovat obě dvě podmínky "
"do jednoho tvrzení\n"
"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # "
"Vypíše zprávu, která objasňuje detaily\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
"angle[/code].\n"
"The method cannot know in which quadrant the angle should fall. See [method "
"atan2] if you have both [code]y[/code] and [code]x[/code].\n"
"[codeblock]\n"
"a = atan(0.5) # a is 0.463648\n"
"[/codeblock]"
msgstr ""
"Vrátí tangens oblouku [code] s [/code] v radiánech. Použijte jej k získání "
"úhlu z tečny úhlu v trigonometrii: [code] atan (tan (úhel)) == úhel [/"
"code].\n"
"Metoda nemůže vědět, ve kterém kvadrantu by měl úhel spadnout. Viz [metoda "
"atan2], pokud máte [code] y [/code] a [code] x [/code].\n"
"[codeblock]\n"
"a = atan (0,5) # a je 0,463648\n"
"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
"account the sign of both arguments in order to determine the quadrant.\n"
"Important note: The Y coordinate comes first, by convention.\n"
"[codeblock]\n"
"a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
"Vrací arcus tangens [code]y/x[/code] v radiánech. Slouží k získání úhlu "
"tečny [code]y/x[/code]. Při výpočtu hodnoty metoda zohledňuje znaménko obou "
"argumentů, aby bylo možné určit kvadrant.\n"
"Důležitá poznámka: Souřadnice Y je podle konvence na prvním místě.\n"
"[codeblock]\n"
"a = atan(0, -1) # a je 3.141593\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Decodes a byte array back to a value. When [code]allow_objects[/code] is "
"[code]true[/code] decoding objects is allowed.\n"
"[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats (remote code execution)."
msgstr ""
"Dekóduje pole bitů zpátky na hodnotu. Pokud [code]allow_objects[/code] je "
"[code]true[/code] dekódování objektů je povoleno.\n"
"[b]WARNING:[/b] Deserializované objekty mohou obsahovat kód, který se "
"provede. Nepoužívejte tuto možnost, pokud serialozovaný objekt nepochází z "
"důveryhodného zdroje. Tím se vyhnete potencionálním bezpečnostním hrozbám "
"(vzdálené spuštění kódu)."
#: modules/gdscript/doc_classes/@GDScript.xml
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
"axis) to the polar coordinate system (a distance from the origin and an "
"angle)."
msgstr ""
"Převede 2D bod vyjádřený v Kartézské soustavě souřadníc (osy X a Y) do "
"polární soustavy souřadnic (vzdálenost bodu od počátku a úhel)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Rounds [code]s[/code] upward (towards positive infinity), returning the "
"smallest whole number that is not less than [code]s[/code].\n"
"[codeblock]\n"
"a = ceil(1.45) # a is 2.0\n"
"a = ceil(1.001) # a is 2.0\n"
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
"Zaokrouhlí [code]s[/code] nahoru (ke kladnému nekonečnu) a vrátí nejmenší "
"celočíselnou hodnotu, která není menší než [code]s[/code].\n"
"[codeblock]\n"
"a = ceil(1.45) # a je 2.0\n"
"a = ceil(1.001) # a je 2.0\n"
"[/codeblock]\n"
"Viz také [method floor], [method round], [method stepify] a [int]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a character as a String of the given Unicode code point (which is "
"compatible with ASCII code).\n"
"[codeblock]\n"
"a = char(65) # a is \"A\"\n"
"a = char(65 + 32) # a is \"a\"\n"
"a = char(8364) # a is \"€\"\n"
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
"Vrátí znak jako String daného kódového bodu Unicde (který je kompatibilní s "
"ASCII kódem).\n"
"[codeblock]\n"
"a = char(65) # a je \"A\"\n"
"a = char(65 + 32) # a je\"a\"\n"
"a = char(8364) # a je \"€\"\n"
"[/codeblock]\n"
"Toto je inverzní metoda [method ord]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
"and not more than [code]max[/code].\n"
"[codeblock]\n"
"a = clamp(1000, 1, 20) # a is 20\n"
"a = clamp(-10, 1, 20) # a is 1\n"
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
"Ořízne [code]value[/code] a vrátí hodnotu, která není menší než [code]min[/"
"code] a větší než [code]max[/code].\n"
"[codeblock]\n"
"a = clamp(1000, 1, 20) # a je 20\n"
"a = clamp(-10, 1, 20) # a je 1\n"
"a = clamp(15, 1, 20) # a je 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts from a type to another in the best way possible. The [code]type[/"
"code] parameter uses the [enum Variant.Type] values.\n"
"[codeblock]\n"
"a = Vector2(1, 0)\n"
"# Prints 1\n"
"print(a.length())\n"
"a = convert(a, TYPE_STRING)\n"
"# Prints 6 as \"(1, 0)\" is 6 characters\n"
"print(a.length())\n"
"[/codeblock]"
msgstr ""
"Převádí z jednoho typu na jiný tím nejlepším možným způsobem. Parametr "
"[code]type[/code] používá hodnoty [enum Variant.Type].\n"
"[codeblock]\n"
"a = Vector2(1, 0)\n"
"# Vypíše 1\n"
"print(a.length())\n"
"a = convert(a, TYPE_STRING)\n"
"# Vypíše 6, protože \"(1, 0)\" má 6 znaků\n"
"print(a.length())\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the cosine of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
"a = cos(TAU) # a is 1.0\n"
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
"Vrací sinus úhlu [code]s[/code] v radiánech.\n"
"[codeblock]\n"
"a = cos(TAU) # a je 1.0\n"
"a = cos(PI) # a je -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
"Vrací hyperbolický kosinus [code]s[/code] v radiánech.\n"
"[codeblock]\n"
"print(cosh(1)) # Vypíše 1.543081\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Converts from decibels to linear energy (audio)."
msgstr "Převede z decibelů na linearní energii (audio)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
msgstr "Zastaralý alias pro [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
"Returns the result of [code]value[/code] decreased by [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
"[b]Poznámka:[/b] [code]dectime[/code] je zastaralý a bude odstraněn v Godot "
"4.0, místo toho prosím používejte [method move_toward].\n"
"Vrací výsledek [code]value[/code] snížený o [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
"a = dectime(60, 10, 0.1)) # a je 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Compares two values by checking their actual contents, recursing into any "
"[Array] or [Dictionary] up to its deepest level.\n"
"This compares to [code]==[/code] in a number of ways:\n"
"- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
"code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
"and [code]==[/code] work the same.\n"
"- For [code]Dictionary[/code], [code]==[/code] considers equality if, and "
"only if, both variables point to the very same [code]Dictionary[/code], with "
"no recursion or awareness of the contents at all.\n"
"- For [code]Array[/code], [code]==[/code] considers equality if, and only "
"if, each item in the first [code]Array[/code] is equal to its counterpart in "
"the second [code]Array[/code], as told by [code]==[/code] itself. That "
"implies that [code]==[/code] recurses into [code]Array[/code], but not into "
"[code]Dictionary[/code].\n"
"In short, whenever a [code]Dictionary[/code] is potentially involved, if you "
"want a true content-aware comparison, you have to use [code]deep_equal[/"
"code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
"r = deg2rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
"Převádí úhel vyjádřený ve stupních na radiány.\n"
"[codeblock]\n"
"r = deg2rad(180) # r je 3.141593\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
"Převádí slovník (dříve vytvořený pomocí [method inst2dict]) zpět na "
"instanci. Užitečné při deserializaci."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
"exponent. The [code]curve[/code] can be any floating-point number, with "
"specific values leading to the following behaviors:\n"
"[codeblock]\n"
"- Lower than -1.0 (exclusive): Ease in-out\n"
"- 1.0: Linear\n"
"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
"- 0.0: Constant\n"
"- Between 0.0 to 1.0 (exclusive): Ease out\n"
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"The natural exponential function. It raises the mathematical constant [b]e[/"
"b] to the power of [code]s[/code] and returns it.\n"
"[b]e[/b] has an approximate value of 2.71828, and can be obtained with "
"[code]exp(1)[/code].\n"
"For exponents to other bases use the method [method pow].\n"
"[codeblock]\n"
"a = exp(2) # Approximately 7.39\n"
"[/codeblock]"
msgstr ""
"Přirozená exponenciální funkce. Zvyšuje matematickou konstantu [b] e [/b] na "
"sílu [code] s [/code] a vrací ji.\n"
"[b] e [/b] má přibližnou hodnotu 2,71828 a lze ji získat s [code] exp (1) [/"
"code].\n"
"Pro exponenty do jiných bází použijte metodu [metoda pow].\n"
"[codeblock]\n"
"a = exp (2) # Přibližně 7,39\n"
"[/ codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
"[codeblock]\n"
"a = floor(2.45) # a is 2.0\n"
"a = floor(2.99) # a is 2.0\n"
"a = floor(-2.99) # a is -3.0\n"
"[/codeblock]\n"
"See also [method ceil], [method round], [method stepify], and [int].\n"
"[b]Note:[/b] This method returns a float. If you need an integer and "
"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
"directly."
msgstr ""
"Zaokrouhlí [code] s [/code] dolů (směrem k zápornému nekonečnu) a vrátí "
"největší celé číslo, které není větší než [code] s [/code].\n"
"[codeblock]\n"
"# a je 2,0\n"
"a = floor(2,99)\n"
"# a je -3,0\n"
"a = floor(-2,99)\n"
"[/ codeblock]\n"
"[b] Poznámka: [/b] Tato metoda vrací float. Pokud potřebujete celé číslo, "
"můžete použít přímo [code] int (s) [/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
"of [code]a[/code].\n"
"[codeblock]\n"
"r = fmod(7, 5.5) # r is 1.5\n"
"[/codeblock]\n"
"For the integer remainder operation, use the % operator."
msgstr ""
"Vrátí floatový zbytek operace [code]a/b[/code] a zachovává znaménko [code]a[/"
"code].\n"
"[codeblock]\n"
"var Zbytek = fmod(7, 5.5) # Zbytek je 1.5\n"
"[/codeblock]\n"
"Pro celočíselný zbytek (integerový) používejte % operátor."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
"[codeblock]\n"
"for i in 7:\n"
" var x = 0.5 * i - 1.5\n"
" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"-1.5 -0.0 0.0\n"
"-1.0 -1.0 0.5\n"
"-0.5 -0.5 1.0\n"
" 0.0 0.0 0.0\n"
" 0.5 0.5 0.5\n"
" 1.0 1.0 1.0\n"
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
"Vrací floatový zbytek operace [code]a/b[/code], která se chová stejně k "
"kladným i záporným hodnotám.\n"
"[codeblock]\n"
"var i = 1\n"
"while i < 5:\n"
" prints(i, fposmod(i, 3))\n"
" i += 1\n"
"[/codeblock]\n"
"Vypisuje:\n"
"[codeblock]\n"
"-6 0\n"
"-5 1\n"
"-4 2\n"
"-3 0\n"
"-2 1\n"
"-1 0\n"
"0 0\n"
"1 1\n"
"2 2\n"
"3 0\n"
"4 1\n"
"[codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a reference to the specified function [code]funcname[/code] in the "
"[code]instance[/code] node. As functions aren't first-class objects in "
"GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and "
"call it later.\n"
"[codeblock]\n"
"func foo():\n"
" return(\"bar\")\n"
"\n"
"a = funcref(self, \"foo\")\n"
"print(a.call_func()) # Prints bar\n"
"[/codeblock]"
msgstr ""
"Vrátí odkaz na specifikovanou funkci [code]funcname[/code] v [code]instance[/"
"code] uzlu. Funkce nejsou v GDScriptu objekty první třídy, proto používejte "
"[code]funcref[/code] na ukládání [FuncRed] v proměnné pro pozdější "
"zavolání.\n"
"[codeblock]\n"
"func foo():\n"
" return(\"bar\")\n"
"\n"
"a = funcref(self, \"foo\")\n"
"print(a.call_func()) # vytiskne bar\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"would print\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]Note:[/b] [method get_stack] only works if the running instance is "
"connected to a debugging server (i.e. an editor instance). [method "
"get_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
"Vrátí pole slovníků, které reprezentují aktuální zásobník volání.\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"A to by vypsalo:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the integer hash of the variable passed.\n"
"[codeblock]\n"
"print(hash(\"a\")) # Prints 177670\n"
"[/codeblock]"
msgstr ""
"Vrací celočíselný (integerový) hash předané proměnné.\n"
"[codeblock]\n"
"print(hash(\"a\")) # Vytiskne 177670\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the passed instance converted to a dictionary (useful for "
"serializing).\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst2dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Prints out:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgstr ""
"Vrací předanou instanci konvertovanou na slovník (užitečné pro "
"serializaci).\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst2dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Vypíše:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the Object that corresponds to [code]instance_id[/code]. All Objects "
"have a unique instance ID.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # Prints bar\n"
"[/codeblock]"
msgstr ""
"Vrací Objekt, který odpovídá korespondujícímu [code]instance_id[/code]. "
"Všechny objekty mají svoje unikátní ID instance.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # Vytiskne bar\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
"value specified in [code]weight[/code]. The returned value will be between "
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
"Use [method clamp] on the result of [method inverse_lerp] if this is not "
"desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` is now 27.5.\n"
"# Now, we pretend to have forgotten the original ratio and want to get it "
"back.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation, and "
"[method range_lerp] to map a continuous series of values to another."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are "
"approximately equal to each other.\n"
"Here, approximately equal means that [code]a[/code] and [code]b[/code] are "
"within a small internal epsilon of each other, which scales with the "
"magnitude of the numbers.\n"
"Infinity values of the same sign are considered equal."
msgstr ""
"Vrací [code]true[/code] pokud [code]a[/code] a [code]b[/code] se přibližně "
"rovnají.\n"
"Přibližně se myslí to, že [code]a[/code] a [code]b[/code] jsou v rozsahu "
"epsilon každého z nich, které se mění s rozsahem těchto čísel.\n"
"Nekonečné hodnoty stejného znaménka jsou považovány za rovny."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is an infinity value (either positive "
"infinity or negative infinity)."
msgstr ""
"Vrací jestli [code]s[/code] je nekonečná hodnota (je jedno jestli kladné "
"nekonečno, nebo záporné nekonečno)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
"deleted from memory)."
msgstr ""
"Vrací jestli [code]instance[/code] je platný objekt (tj. nebyl uvolněn z "
"paměti)."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
msgstr "Vrací jestli [code]s[/code] je hodnota NaN (Not-A-Number)."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n"
"This method is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
"Vrátí [code] true [/code], pokud je [code] s [/code] nula nebo téměř nula.\n"
"Tato metoda je rychlejší než použití [metoda is_equal_aptx] s jednou "
"hodnotou jako nula."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns length of Variant [code]var[/code]. Length is the character count of "
"String, element count of Array, size of Dictionary, etc.\n"
"[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Returns 4\n"
"[/codeblock]"
msgstr ""
"Vrací délku proměnné Variant [code]var[/code]. Délka je počet znaků v "
"řetězci, počet členů pole, velikost slovníku, apod.\n"
"[b]Note:[/b] Generuje fatální error pokud Variant nemohl poskytnout délku.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Vrací 4\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
"i]. Use [method clamp] on the result of [method lerp] if this is not "
"desired.\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
"return value will be of the same type ([code]lerp[/code] then calls the "
"vector type's [code]linear_interpolate[/code] method).\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]. See also [method range_lerp] to map a "
"continuous series of values to another."
msgstr ""
"Lineární interpolace mezi dvěma hodnotami normalizovanou hodnout. Toto je "
"opak [method inverse_lerp].\n"
"pokud argumenty [code]from[/code] a [code]to[/code] jsou typu [int] nebo "
"[float], pak navracející hodnota je typu [float].\n"
"Pokud jsou oba stejného typu vektoru ([Vector2], [Vector3] nebo [Color]), "
"pak navracející hodnota bude stejného typu ([code]lerp[/code] pak zavolá "
"metodu [code]lerp[/code] pro odpovídající vektorový typ).\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Vrací 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Vrací Vector2(2, 3.5)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
"Similar to [method lerp], but interpolates correctly when the angles wrap "
"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg2rad(0.0)\n"
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
"code] and [code]to[/code]. However, when these two angles are approximately "
"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
"obvious which way they lerp due to floating-point precision errors. For "
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"Lineárně interpoluje mezi dvěma uhlý (v radiánech) pomocí normalizované "
"hodnoty.\n"
"Podobné jako [method lerp], ale interpoluje správně jenom pokud jsou úhly "
"okolo [constant @GDScript.TAU].\n"
"[codeblock]\n"
"extends Sprite\n"
"var ubehlo = 0.0\n"
"func _process(delta):\n"
" var min_uhel = deg2rad(0.0)\n"
" var max_uhel = deg2rad(90.0)\n"
" rotace = lerp_angle(min_uhel, max_uhel, ubehlo)\n"
" ubehlo += delta\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts from linear energy to decibels (audio). This can be used to "
"implement volume sliders that behave as expected (since volume isn't "
"linear). Example:\n"
"[codeblock]\n"
"# \"Slider\" refers to a node that inherits Range such as HSlider or "
"VSlider.\n"
"# Its range must be configured to go from 0 to 1.\n"
"# Change the bus name if you'd like to change the volume of a specific bus "
"only.\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear2db($Slider.value))\n"
"[/codeblock]"
msgstr ""
"Převede lineární energii na decibely (audio). To může být využité pro "
"implementaci posuvníků hlasitosti, který se chová víc přirozeně (protože "
"hlasitost není lineární). Příklad:\n"
"[codeblock]\n"
"# \"Posuvník\" referuje na uzel, který dědí Range jako HSlider nebo "
"VSlider.\n"
"# Jeho rozsah musí být nastaven, aby se pohyboval mezi 0 a 1.\n"
"# Změňte jméno busu, pokud byste chtěli měnit hlasitost jenom specifického "
"busu.\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear2db($Posuvník.value))\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
"elsewhere, e.g. in another script or in the scene), which might cause slight "
"delay, especially when loading scenes. To avoid unnecessary delays when "
"loading something multiple times, either store the resource in a variable or "
"use [method preload].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file "
"from the FileSystem dock into the script.\n"
"[codeblock]\n"
"# Load a scene called main located in the root of the project directory and "
"cache it in a variable.\n"
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
"resource.\n"
"[/codeblock]\n"
"[b]Important:[/b] The path must be absolute, a local path will just return "
"[code]null[/code].\n"
"This method is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios."
msgstr ""
"Načte prostředek ze souborového systému umístěného na [code] cesta [/code]. "
"Zdroj se načte při volání metody (pokud na něj již není odkazováno jinde, "
"např. V jiném skriptu nebo ve scéně), což může způsobit mírné zpoždění, "
"zejména při načítání scén. Abyste se vyhnuli zbytečným zpožděním při "
"načítání něčeho vícekrát, buď zdroj uložte do proměnné, nebo použijte "
"[preload metody].\n"
"[b] Poznámka: [/b] Cesty ke zdrojům lze získat kliknutím pravým tlačítkem na "
"zdroj v doku FileSystem a výběrem možnosti „Kopírovat cestu“ nebo přetažením "
"souboru z doku FileSystem do skriptu.\n"
"[codeblock]\n"
"# Načtěte scénu nazvanou main umístěnou v kořenovém adresáři projektu a "
"uložte ji do proměnné.\n"
"var main = load (\"res: //main.tscn\") # main bude obsahovat prostředek "
"PackedScene.\n"
"[/ codeblock]\n"
"[b] Důležité: [/b] Cesta musí být absolutní, místní cesta vrátí pouze [code] "
"null [/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Natural logarithm. The amount of time needed to reach a certain level of "
"continuous growth.\n"
"[b]Note:[/b] This is not the same as the \"log\" function on most "
"calculators, which uses a base 10 logarithm.\n"
"[codeblock]\n"
"log(10) # Returns 2.302585\n"
"[/codeblock]\n"
"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
"while negative values return [code]-nan[/code]."
msgstr ""
"Přirozený logaritmus. Doba potřebná k dosažení určité úrovně nepřetržitého "
"růstu.\n"
"[b] Poznámka: [/b] To není totéž jako funkce „log“ u většiny kalkulaček, "
"která používá základní 10 logaritmus.\n"
"[codeblock]\n"
"log (10) # Vrátí 2,302585\n"
"[/ codeblock]\n"
"[b] Poznámka: [/b] Logaritmus [code] 0 [/code] vrátí [code] -inf [/code], "
"zatímco záporné hodnoty vrátí [code] -nan [/code]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the maximum of two values.\n"
"[codeblock]\n"
"max(1, 2) # Returns 2\n"
"max(-3.99, -4) # Returns -3.99\n"
"[/codeblock]"
msgstr ""
"Vrací větší ze dvou hodnot.\n"
"[codeblock]\n"
"max(1, 2) # Vrací 2\n"
"max(-3.99, -4) # Vrací -3.99\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the minimum of two values.\n"
"[codeblock]\n"
"min(1, 2) # Returns 1\n"
"min(-3.99, -4) # Returns -4\n"
"[/codeblock]"
msgstr ""
"Vrací menší ze dvou hodnot.\n"
"[codeblock]\n"
"min(1, 2) # Vrací 1\n"
"min(-3.99, -4) # Vrací -4\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] "
"value.\n"
"Use a negative [code]delta[/code] value to move away.\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # Returns 9\n"
"move_toward(10, 5, 4) # Returns 6\n"
"move_toward(10, 5, -1.5) # Returns 11.5\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the nearest equal or larger power of 2 for integer [code]value[/"
"code].\n"
"In other words, returns the smallest value [code]a[/code] where [code]a = "
"pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative "
"integer [code]n[/code].\n"
"[codeblock]\n"
"nearest_po2(3) # Returns 4\n"
"nearest_po2(4) # Returns 4\n"
"nearest_po2(5) # Returns 8\n"
"\n"
"nearest_po2(0) # Returns 0 (this may not be what you expect)\n"
"nearest_po2(-1) # Returns 0 (this may not be what you expect)\n"
"[/codeblock]\n"
"[b]WARNING:[/b] Due to the way it is implemented, this function returns "
"[code]0[/code] rather than [code]1[/code] for non-positive values of "
"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an integer representing the Unicode code point of the given Unicode "
"character [code]char[/code].\n"
"[codeblock]\n"
"a = ord(\"A\") # a is 65\n"
"a = ord(\"a\") # a is 97\n"
"a = ord(\"€\") # a is 8364\n"
"[/codeblock]\n"
"This is the inverse of [method char]."
msgstr ""
"vrací celé číslo representující daný Unicode znak typu [code]char[/code] v "
"Unicode kódu.\n"
"[codeblock]\n"
"a = ord(\"A\") # a je 65\n"
"a = ord(\"a\") # a je 97\n"
"a = ord(\"€\") # a je 8364\n"
"[/codeblock]\n"
"Toto je inverzní metoda k [method char]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's "
"type is what you expect.)\n"
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
"all numerical values to [float] types.\n"
"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
"thus, you should not rely on keys being in a certain order if a dictionary "
"is constructed from JSON. In contrast, JSON arrays retain the order of their "
"elements:\n"
"[codeblock]\n"
"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
"if typeof(p.result) == TYPE_ARRAY:\n"
" print(p.result[0]) # Prints \"hello\"\n"
"else:\n"
" push_error(\"Unexpected results.\")\n"
"[/codeblock]\n"
"See also [JSON] for an alternative way to parse JSON text."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Converts a 2D point expressed in the polar coordinate system (a distance "
"from the origin [code]r[/code] and an angle [code]th[/code]) to the "
"cartesian coordinate system (X and Y axis)."
msgstr ""
"Převádí 2D bod vyjádřený v polárním souřadném systému (vzdálenost od počátku "
"[code]r[/code] a úhel [code]th[/code]) do kartézkého souřadného systému (osy "
"X a Y)."
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
"[codeblock]\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"-3 0 0\n"
"-2 -2 1\n"
"-1 -1 2\n"
" 0 0 0\n"
" 1 1 1\n"
" 2 2 2\n"
" 3 0 0\n"
"[/codeblock]"
msgstr ""
"Vrací celočíselný zbytek výrazu [code]a/b[/code] a chová se stejně k kladným "
"i záporným číslům.\n"
"[codeblock]\n"
"var i = -6\n"
"while i < 5:\n"
" prints(i, posmod(i, 3))\n"
" i += 1\n"
"[/codeblock]\n"
"Vypíše:\n"
"[codeblock]\n"
"-6 0\n"
"-5 1\n"
"-4 2\n"
"-3 0\n"
"-2 1\n"
"-1 2\n"
"0 0\n"
"1 1\n"
"2 2\n"
"3 0\n"
"4 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
"[codeblock]\n"
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
"Vrací výsledek [code]x[/code] umocněného na [code]y[/code].\n"
"[codeblock]\n"
"pow(2, 5) # Vrací 32\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a [Resource] from the filesystem located at [code]path[/code]. The "
"resource is loaded during script parsing, i.e. is loaded with the script and "
"[method preload] effectively acts as a reference to that resource. Note that "
"the method requires a constant path. If you want to load a resource from a "
"dynamic/variable path, use [method load].\n"
"[b]Note:[/b] Resource paths can be obtained by right clicking on a resource "
"in the Assets Panel and choosing \"Copy Path\" or by dragging the file from "
"the FileSystem dock into the script.\n"
"[codeblock]\n"
"# Instance a scene.\n"
"var diamond = preload(\"res://diamond.tscn\").instance()\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible and prints them to the console.\n"
"[codeblock]\n"
"a = [1, 2, 3]\n"
"print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n"
"[/codeblock]\n"
"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
"print error and warning messages instead of [method print]. This "
"distinguishes them from print messages used for debugging purposes, while "
"also displaying a stack trace when an error or warning is printed."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Like [method print], but includes the current stack frame when running with "
"the debugger turned on.\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Test print\n"
" At: res://test.gd:15:_process()\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Prints a stack trace at the current code location. See also [method "
"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]Note:[/b] [method print_stack] only works if the running instance is "
"connected to a debugging server (i.e. an editor instance). [method "
"print_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Prints one or more arguments to strings in the best way possible to standard "
"error line.\n"
"[codeblock]\n"
"printerr(\"prints to stderr\")\n"
"[/codeblock]"
msgstr ""
"Vytiskne jeden nebo více argumentů jako řetězec v té nejlepší možné formě na "
"standartní chybový výstup.\n"
"[codeblock]\n"
"printerr(\"vytiskni na stderr\")\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Prints one or more arguments to strings in the best way possible to console. "
"No newline is added at the end.\n"
"[codeblock]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"# Prints AB\n"
"[/codeblock]\n"
"[b]Note:[/b] Due to limitations with Godot's built-in console, this only "
"prints to the terminal. If you need to print in the editor, use another "
"method, such as [method print]."
msgstr ""
"Vytiskne jeden nebo více argumentů jako řetězec v té nejlepší možné formě na "
"konzoli. Na konec řetězce není přidán znak nové řádky.\n"
"[codeblock]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"# Vytiskne AB\n"
"[/codeblock]\n"
"[b]Poznámka:[/b] Kvůli limitacím konzole vestavěné v Godotu bude tisknout "
"pouze na terminál. Pokud potřebujete tisknout v editoru, použíjte jinou "
"metodu, jako [method print]."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Prints one or more arguments to the console with a space between each "
"argument.\n"
"[codeblock]\n"
"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/codeblock]"
msgstr ""
"Vytiskne jeden nebo více argumentů na konzoli s mezerou mezi kazdým "
"argumentem.\n"
"[codeblock]\n"
"prints(\"A\", \"B\", \"C\") # Vytiskne A B C\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Prints one or more arguments to the console with a tab between each "
"argument.\n"
"[codeblock]\n"
"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/codeblock]"
msgstr ""
"Vytiskne jeden nebo více argumentů na konzoli s tabulátorem mezi každým "
"argumentem.\n"
"[codeblock]\n"
"printt(\"A\", \"B\", \"C\") # Vytiskne A B C\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblock]\n"
"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
"as error call\n"
"[/codeblock]\n"
"[b]Note:[/b] Errors printed this way will not pause project execution. To "
"print an error message and pause project execution in debug builds, use "
"[code]assert(false, \"test error\")[/code] instead."
msgstr ""
"Pošle chybové hlášení do vestavěného debuggeru Godotu a na OS terminál.\n"
"[codeblock]\n"
"push_error(\"test error\") # Vytiskne\"test error\" na debugger a na "
"terminal jako chybové hlášení\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Pushes a warning message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblock]\n"
"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/codeblock]"
msgstr ""
"Pošle varovnou zprávu do vestavěného debuggeru Godotu a na OS terminál.\n"
"[codeblock]\n"
"push_warning(\"test warning\") # Vytiskne\"test warning\" na debugger a na "
"terminal jako varovné hlášení\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
"rad2deg(0.523599) # Returns 30.0\n"
"[/codeblock]"
msgstr ""
"Převede radiány na stupně.\n"
"[codeblock]\n"
"rad2deg(0.523599) # Vrací 30\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
"Náhodný rozptyl, jakákoliv hodnota čísla s plovoucí řádkou (float, double) "
"mezi hodnotami [code]od[/code] a [code]do[/code].\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Vytiskne např. 0.135591 "
"0.405263\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Random from seed: pass a [code]seed[/code], and an array with both number "
"and new seed is returned. \"Seed\" here refers to the internal state of the "
"pseudo random number generator. The internal state of the current "
"implementation is 64 bits."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a random floating point value on the interval [code][0, 1][/code].\n"
"[codeblock]\n"
"randf() # Returns e.g. 0.375671\n"
"[/codeblock]"
msgstr ""
"Vrátí náhodnou hodnotu čísla s plovoucí řádkou na intervalu [code][0, 1][/"
"code].\n"
"[codeblock]\n"
"randf() # Vrací např. 0.375671\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
"2^32).\n"
"[codeblock]\n"
"randi() # Returns random integer between 0 and 2^32 - 1\n"
"randi() % 20 # Returns random integer between 0 and 19\n"
"randi() % 100 # Returns random integer between 0 and 99\n"
"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
"[/codeblock]"
msgstr ""
"Vrací náhodné 32 bitové celé čislo bez znaménka. Používejte zbytek pro "
"získání náhodného čísla v intervalu [code][0, N - 1][/code] (kde N je menší "
"než 2^32).\n"
"[codeblock]\n"
"randi() # Vrací náhodné číslo mezi 0 a 2^32 - 1\n"
"randi() % 20 # Vrací náhodné číslo mezi 0 a 19\n"
"randi() % 100 # Vrací náhodné číslo mezi 0 a 99\n"
"randi() % 100 + 1 # Vrací náhodné číslo mezi 1 a 100\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Randomizes the seed (or the internal state) of the random number generator. "
"Current implementation reseeds using a number based on time.\n"
"[codeblock]\n"
"func _ready():\n"
" randomize()\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an array with the given range. [method range] can be called in three "
"ways:\n"
"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
"[b]exclusive[/b].\n"
"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
"respectively.\n"
"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
"[code]0[/code], an error message is printed.\n"
"[method range] converts all arguments to [int] before processing.\n"
"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Examples:\n"
"[codeblock]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size(), 0, -1):\n"
" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
"[code]value[/code] is outside [code][istart, istop][/code], then the "
"resulting value will also be outside [code][ostart, ostop][/code]. Use "
"[method clamp] on the result of [method range_lerp] if this is not desired.\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
"[/codeblock]\n"
"For complex use cases where you need multiple ranges, consider using [Curve] "
"or [Gradient] instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
"rounded away from zero.\n"
"[codeblock]\n"
"a = round(2.49) # a is 2.0\n"
"a = round(2.5) # a is 3.0\n"
"a = round(2.51) # a is 3.0\n"
"[/codeblock]\n"
"See also [method floor], [method ceil], [method stepify], and [int]."
msgstr ""
"Vrací celočíselnou hodnotu, nejbližší od [code]s[/code], hodnoty přesně mezi "
"jsou zaokrouhlovány na nulu.\n"
"[codeblock]\n"
"round(2.6) # Vrací 3\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Sets seed for the random number generator.\n"
"[codeblock]\n"
"my_seed = \"Godot Rocks\"\n"
"seed(my_seed.hash())\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is "
"0.\n"
"[codeblock]\n"
"sign(-6) # Returns -1\n"
"sign(0) # Returns 0\n"
"sign(6) # Returns 1\n"
"[/codeblock]"
msgstr ""
"Vrací znaménko [code]s[/code]: -1 nebo 1, Vrací 0 pokud [code]s[/code] je "
"0.\n"
"[codeblock]\n"
"sign(-6) # Vrací -1\n"
"sign(0) # Vrací 0\n"
"sign(6) # Vrací 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the sine of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
"sin(0.523599) # Returns 0.5\n"
"[/codeblock]"
msgstr ""
"Vrací sinus úhlu [code]s[/code] v radiánech.\n"
"[codeblock]\n"
"sin(0.523599) # Vrací 0.5\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the hyperbolic sine of [code]s[/code].\n"
"[codeblock]\n"
"a = log(2.0) # Returns 0.693147\n"
"sinh(a) # Returns 0.75\n"
"[/codeblock]"
msgstr ""
"Vrací hyperbolický sinus [code]s[/code].\n"
"[codeblock]\n"
"a = log(2.0) # Vrací 0.693147\n"
"sinh(a) # Vrací 0.75\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
"lies with respect to the edges [code]from[/code] and [code]to[/code].\n"
"The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/"
"code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/"
"code] and [code]to[/code], the returned value follows an S-shaped curve that "
"maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n"
"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Returns 0.0\n"
"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
"smoothstep(0, 2, 1.0) # Returns 0.5\n"
"smoothstep(0, 2, 2.0) # Returns 1.0\n"
"[/codeblock]\n"
"Compared to [method ease] with a curve value of [code]-1.6521[/code], "
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
"negative number.\n"
"[codeblock]\n"
"sqrt(9) # Returns 3\n"
"[/codeblock]\n"
"[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need "
"negative inputs, use [code]System.Numerics.Complex[/code] in C#."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
"implementation.\n"
"[codeblock]\n"
"n = step_decimals(5) # n is 0\n"
"n = step_decimals(1.0005) # n is 4\n"
"n = step_decimals(0.000000005) # n is 9\n"
"[/codeblock]"
msgstr ""
"Vrací pozici prvního nenulového čísla v desetinné části čísla. Maximální "
"vrátitelná hodnota je 10, jedná se o designové rozhodnutí o implementaci.\n"
"[codeblock]\n"
"# n je 0\n"
"n = step_decimals(5)\n"
"# n je 4\n"
"n = step_decimals(1.0005)\n"
"# n je 9\n"
"n = step_decimals(0.000000005)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
"be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"[codeblock]\n"
"stepify(100, 32) # Returns 96.0\n"
"stepify(3.14159, 0.01) # Returns 3.14\n"
"[/codeblock]\n"
"See also [method ceil], [method floor], [method round], and [int]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a);\n"
"len(a) # Returns 3\n"
"len(b) # Returns 12\n"
"[/codeblock]"
msgstr ""
"Konvertuje jeden nebo více argumentů na řetězec v té nejlepší možné formě.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a);\n"
"len(a) # Vrací 3\n"
"len(b) # Vrací 12\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts a formatted string that was returned by [method var2str] to the "
"original value.\n"
"[codeblock]\n"
"a = '{ \"a\": 1, \"b\": 2 }'\n"
"b = str2var(a)\n"
"print(b[\"a\"]) # Prints 1\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the tangent of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
"tan(deg2rad(45)) # Returns 1\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
#, fuzzy
msgid ""
"Returns the hyperbolic tangent of [code]s[/code].\n"
"[codeblock]\n"
"a = log(2.0) # a is 0.693147\n"
"b = tanh(a) # b is 0.6\n"
"[/codeblock]"
msgstr ""
"Vrací hyperbolický sinus [code]s[/code].\n"
"[codeblock]\n"
"a = log(2.0) # Vrací 0.693147\n"
"sinh(a) # Vrací 0.75\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts a [Variant] [code]var[/code] to JSON text and return the result. "
"Useful for serializing data to store or send over the network.\n"
"[codeblock]\n"
"# Both numbers below are integers.\n"
"a = { \"a\": 1, \"b\": 2 }\n"
"b = to_json(a)\n"
"print(b) # {\"a\":1, \"b\":2}\n"
"# Both numbers above are floats, even if they display without any decimal "
"places.\n"
"[/codeblock]\n"
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON "
"text will convert all numerical values to [float] types.\n"
"See also [JSON] for an alternative way to convert a [Variant] to JSON text."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether the given class exists in [ClassDB].\n"
"[codeblock]\n"
"type_exists(\"Sprite\") # Returns true\n"
"type_exists(\"Variant\") # Returns false\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the internal type of the given Variant object, using the [enum "
"Variant.Type] values.\n"
"[codeblock]\n"
"p = parse_json('[\"a\", \"b\", \"c\"]')\n"
"if typeof(p) == TYPE_ARRAY:\n"
" print(p[0]) # Prints a\n"
"else:\n"
" print(\"unexpected results\")\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Checks that [code]json[/code] is valid JSON data. Returns an empty string if "
"valid, or an error message otherwise.\n"
"[codeblock]\n"
"j = to_json([1, 2, 3])\n"
"v = validate_json(j)\n"
"if not v:\n"
" print(\"Valid JSON.\")\n"
"else:\n"
" push_error(\"Invalid JSON: \" + v)\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Encodes a variable value to a byte array. When [code]full_objects[/code] is "
"[code]true[/code] encoding objects is allowed (and can potentially include "
"code)."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts a Variant [code]var[/code] to a formatted string that can later be "
"parsed using [method str2var].\n"
"[codeblock]\n"
"a = { \"a\": 1, \"b\": 2 }\n"
"print(var2str(a))\n"
"[/codeblock]\n"
"prints\n"
"[codeblock]\n"
"{\n"
"\"a\": 1,\n"
"\"b\": 2\n"
"}\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a weak reference to an object.\n"
"A weak reference to an object is not enough to keep the object alive: when "
"the only remaining references to a referent are weak references, garbage "
"collection is free to destroy the referent and reuse its memory for "
"something else. However, until the object is actually destroyed the weak "
"reference may return the object even if there are no strong references to it."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Wraps float [code]value[/code] between [code]min[/code] and [code]max[/"
"code].\n"
"Usable for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5.0 and 9.9\n"
"value = wrapf(value + 0.1, 5.0, 10.0)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# Infinite rotation (in radians)\n"
"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# Infinite rotation (in radians)\n"
"angle = wrapf(angle + 0.1, -PI, PI)\n"
"[/codeblock]\n"
"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
"[method fposmod], so prefer using that instead.\n"
"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
"by giving the user control over the minimum value."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/"
"code].\n"
"Usable for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5 and 9\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result is -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]\n"
"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
"[method posmod], so prefer using that instead.\n"
"[code]wrapi[/code] is more flexible than using the [method posmod] approach "
"by giving the user control over the minimum value."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Stops the function execution and returns the current suspended state to the "
"calling function.\n"
"From the caller, call [method GDScriptFunctionState.resume] on the state to "
"resume execution. This invalidates the state. Within the resumed function, "
"[code]yield()[/code] returns whatever was passed to the [code]resume()[/"
"code] function call.\n"
"If passed an object and a signal, the execution is resumed when the object "
"emits the given signal. In this case, [code]yield()[/code] returns the "
"argument passed to [code]emit_signal()[/code] if the signal takes only one "
"argument, or an array containing all the arguments passed to "
"[code]emit_signal()[/code] if the signal takes multiple arguments.\n"
"You can also use [code]yield[/code] to wait for a function to finish:\n"
"[codeblock]\n"
"func _ready():\n"
" yield(countdown(), \"completed\") # waiting for the countdown() function "
"to complete\n"
" print('Ready')\n"
"\n"
"func countdown():\n"
" yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState "
"object to _ready()\n"
" print(3)\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(2)\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(1)\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
"\n"
"# prints:\n"
"# 3\n"
"# 2\n"
"# 1\n"
"# Ready\n"
"[/codeblock]\n"
"When yielding on a function, the [code]completed[/code] signal will be "
"emitted automatically when the function returns. It can, therefore, be used "
"as the [code]signal[/code] parameter of the [code]yield[/code] method to "
"resume.\n"
"In order to yield on a function, the resulting function should also return a "
"[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
"\"idle_frame\")[/code] from the above example."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"The circle constant, the circumference of the unit circle in radians. This "
"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Positive floating-point infinity. This is the result of floating-point "
"division when the divisor is [code]0.0[/code]. For negative infinity, use "
"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
"infinity if the numerator is positive, so dividing by [code]0.0[/code] is "
"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/"
"code] returning [code]true[/code]).\n"
"[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, "
"and has no equivalent for integers. Dividing an integer number by [code]0[/"
"code] will not result in [constant INF] and will result in a run-time error "
"instead."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"\"Not a Number\", an invalid floating-point value. [constant NAN] has "
"special properties, including that it is not equal to itself ([code]NAN == "
"NAN[/code] returns [code]false[/code]). It is output by some invalid "
"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/"
"code].\n"
"[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, "
"and has no equivalent for integers. Dividing an integer [code]0[/code] by "
"[code]0[/code] will not result in [constant NAN] and will result in a run-"
"time error instead."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Global scope constants and variables."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Global scope constants and variables. This is all that resides in the "
"globals, constants regarding error codes, scancodes, property hints, etc.\n"
"Singletons are also documented here, since they can be accessed from "
"anywhere."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [ARVRServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [AudioServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [CameraServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [ClassDB] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Engine] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Geometry] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [IP] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Input] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [InputMap] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [JSON] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"The [JavaClassWrapper] singleton.\n"
"[b]Note:[/b] Only implemented on Android."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"The [JavaScript] singleton.\n"
"[b]Note:[/b] Only implemented on HTML5."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Marshalls] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Navigation2DServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [NavigationMeshGenerator] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [NavigationServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [OS] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Performance] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Physics2DServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [PhysicsServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [ProjectSettings] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [ResourceLoader] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [ResourceSaver] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [Time] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [TranslationServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [VisualScriptEditor] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [VisualServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Bottom margin, usually used for [Control] or [StyleBox]-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Top-left corner."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Top-right corner."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bottom-right corner."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bottom-left corner."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Horizontal center alignment, usually for text-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Horizontal right alignment, usually for text-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Vertical top alignment, usually for text-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Vertical center alignment, usually for text-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Vertical bottom alignment, usually for text-derived classes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Scancodes with this bit applied are non-printable."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Escape key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Tab key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Shift+Tab key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Backspace key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Return key (on the main keyboard)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Enter key on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Insert key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Delete key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Pause key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Print Screen key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "System Request key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Clear key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Home key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "End key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left arrow key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Up arrow key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right arrow key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Down arrow key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Page Up key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Page Down key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Shift key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Control key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Meta key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Alt key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Caps Lock key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Num Lock key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Scroll Lock key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F1 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F2 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F3 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F4 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F5 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F6 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F7 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F8 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F9 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F10 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F11 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F12 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F13 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F14 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F15 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F16 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Multiply (*) key on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Divide (/) key on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Subtract (-) key on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Period (.) key on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Add (+) key on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 0 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 1 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 2 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 3 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 4 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 5 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 6 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 7 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 8 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 9 on the numeric keypad."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left Super key (Windows key)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right Super key (Windows key)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Context menu key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left Hyper key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right Hyper key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Help key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left Direction key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right Direction key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Media forward key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Media stop key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Media refresh key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Volume down key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Mute volume key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Volume up key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bass Boost key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bass up key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bass down key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Treble up key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Treble down key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Media play key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Previous song key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Next song key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Media record key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Home page key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Favorites key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Search key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Standby key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Open URL / Launch Browser key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Mail key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Media key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 0 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 1 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 2 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 3 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 4 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 5 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 6 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 7 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 8 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut 9 key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut A key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut B key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut C key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut D key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut E key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Launch Shortcut F key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Unknown key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Space key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "! key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "\" key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "# key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "$ key."
msgstr "$ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "% key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "& key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "' key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "( key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ") key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "* key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "+ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ", key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "- key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ". key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "/ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 0."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 1."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 2."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 3."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 4."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 5."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 6."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 7."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 8."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Number 9."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ": key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "; key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "< key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "= key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "> key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "? key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "@ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "A key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "B key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "C key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "D key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "E key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "F key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "G key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "H key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "I key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "J key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "K key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "L key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "M key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "N key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "O key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "P key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Q key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "R key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "S key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "T key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "U key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "V key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "W key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "X key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Y key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Z key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "[ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "\\ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "] key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "^ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "_ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "` key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "{ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "| key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "} key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "~ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Non-breakable space key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¡ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¢ key."
msgstr "¢ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "£ key."
msgstr "£ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "¤ key."
msgstr "¤ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "¥ key."
msgstr "¥ klávesa."
#: doc/classes/@GlobalScope.xml
msgid "¦ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "§ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¨ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "© key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "ª key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "« key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¬ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Soft hyphen key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "® key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¯ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "° key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "± key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "² key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "³ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "´ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "µ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¶ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "· key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¸ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¹ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "º key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "» key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¼ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "½ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¾ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "¿ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "À key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Á key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Â key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ã key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ä key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Å key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Æ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ç key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "È key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "É key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ê key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ë key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ì key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Í key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Î key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ï key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ð key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ñ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ò key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ó key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ô key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Õ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ö key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "× key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ø key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ù key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ú key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Û key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ü key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ý key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Þ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "ß key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "÷ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "ÿ key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Key Code mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Modifier key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Shift key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Alt key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Meta key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Ctrl key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. "
"On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This "
"mask should be preferred to [constant KEY_MASK_META] or [constant "
"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Keypad key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Group Switch key mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left mouse button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right mouse button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Middle mouse button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 (only present on some mice)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 (only present on some mice)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel up."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel down."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel left button (only present on some mice)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Mouse wheel right button (only present on some mice)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left mouse button mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right mouse button mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Middle mouse button mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 1 mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Extra mouse button 2 mask."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Invalid button or axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 0."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 1."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 2."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 3."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 4."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 5."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 6."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 7."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 8."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 9."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 10."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 11."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 12."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 13."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 14."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 15."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 16."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 17."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 18."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 19."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 20."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 21."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button 22."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"The maximum number of game controller buttons supported by the engine. The "
"actual limit may be lower on specific platforms:\n"
"- Android: Up to 36 buttons.\n"
"- Linux: Up to 80 buttons.\n"
"- Windows and macOS: Up to 128 buttons."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "DualShock circle button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "DualShock X button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "DualShock square button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "DualShock triangle button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller B button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller A button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller X button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Xbox controller Y button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller A button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller B button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller X button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Nintendo controller Y button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Grip (side) buttons on a VR controller."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Push down on the touchpad or main joystick on a VR controller."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Trigger on a VR controller."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"A button on the right Oculus Touch controller, X button on the left "
"controller (also when used in OpenVR)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"B button on the right Oculus Touch controller, Y button on the left "
"controller (also when used in OpenVR)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Menu button on either Oculus Touch controller."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Select."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad button Start."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad up."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad down."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad left."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad DPad right."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL guide button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL miscellaneous button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 1 button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 2 button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 3 button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL paddle 4 button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad SDL touchpad button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left Shoulder button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left trigger."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick click."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right Shoulder button."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right trigger."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick click."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick horizontal axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left stick vertical axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick horizontal axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right stick vertical axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 4."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 5."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left trigger analog axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right trigger analog axis."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 8."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Generic gamepad axis 9."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Represents the maximum number of joystick axes supported."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad left analog trigger."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Gamepad right analog trigger."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "VR Controller analog trigger."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "VR Controller analog grip (side buttons)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR "
"controllers)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR "
"controllers)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI channel pressure message. This message is most often sent by pressing "
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "MIDI stop message. Stop the current sequence."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Methods that return [enum Error] return [constant OK] when no error "
"occurred. Note that many functions don't return an error code but will print "
"error messages to standard output.\n"
"Since [constant OK] has value 0, and all other failure codes are positive "
"integers, it can also be used in boolean checks, e.g.:\n"
"[codeblock]\n"
"var err = method_that_returns_error()\n"
"if err != OK:\n"
" print(\"Failure!\")\n"
"# Or, equivalent:\n"
"if err:\n"
" print(\"Still failing!\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Generic error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Unavailable error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Unconfigured error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Unauthorized error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Parameter range error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Out of memory (OOM) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Not found error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Bad drive error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Bad path error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: No permission error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Already in use error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Can't open error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Can't write error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Can't read error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Unrecognized error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Corrupt error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: Missing dependencies error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "File: End of file (EOF) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't open error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't create error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Query failed error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Already in use error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Locked error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Timeout error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't connect error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't resolve error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Connection error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't acquire resource error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Can't fork process error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Invalid data error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Invalid parameter error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Already exists error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Does not exist error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Database: Read error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Database: Write error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Compilation failed error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Method not found error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Linking failed error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Script failed error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Cycling link (import cycle) error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Invalid declaration error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Duplicate symbol error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Parse error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Busy error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Skip error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Help error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bug error."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Printer on fire error. (This is an easter egg, no engine methods return this "
"error code.)"
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "No hint for the edited property."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer or float property should be within a range specified "
"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
"above the max or below the min values. Example: [code]\"-360,360,1,"
"or_greater,or_lesser\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be within an exponential range specified "
"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
"above the max or below the min values. Example: [code]\"0.01,100,0.01,"
"or_greater\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer, float or string property is an enumerated value to "
"pick in a list specified via a hint string.\n"
"The hint string is a comma separated list of names such as [code]\"Hello,"
"Something,Else\"[/code]. For integer and float properties, the first name in "
"the list has value 0, the next 1, and so on. Explicit values can also be "
"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
"One,Three:3,Four,Six:6\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
"the curve horizontally and/or [code]\"inout\"[/code] to also include in/out "
"easing."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Deprecated hint, unused."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask with named bit flags. For "
"example, to allow toggling bits 0, 1, 2 and 4, the hint could be something "
"like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 2D "
"render layers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 2D "
"physics layers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 2D "
"navigation layers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"render layers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"physics layers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that an integer property is a bitmask using the optionally named 3D "
"navigation layers."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is a path to a directory. Editing it will show "
"a file dialog for picking the path."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is an absolute path to a file outside the "
"project folder. Editing it will show a file dialog for picking the path. The "
"hint string can be a set of filters with wildcards like [code]\"*.png,*."
"jpg\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is an absolute path to a directory outside the "
"project folder. Editing it will show a file dialog for picking the path."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a property is an instance of a [Resource]-derived type, "
"optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). "
"Editing it will show a popup menu of valid resource types to instantiate."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property is text with line breaks. Editing it will show "
"a text input field where line breaks can be typed."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property should have a placeholder text visible on its "
"input field, whenever the property is empty. The hint string is the "
"placeholder text to use."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a color property should be edited without changing its alpha "
"component, i.e. only R, G and B channels are edited."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Hints that an image is compressed using lossy compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hint that a property represents a particular type. If a property is "
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
"need to create an [Array] to contain elements of a specific type, the "
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
"[codeblock]\n"
"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
"of floats.\n"
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
"resources.\n"
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
"# Two-dimensional array of resources.\n"
"[/codeblock]\n"
"[b]Note:[/b] The final colon is required to specify for properly detecting "
"built-in types."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property is shown in the editor inspector (default)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Deprecated usage flag, unused."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property can be checked in the editor inspector."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property is checked in the editor inspector."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property is a translatable string."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Used to categorize properties together in the editor."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property does not save its state in [PackedScene]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Editing the property prompts the user for restarting the editor."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"The property is a script variable which should be serialized and saved in "
"the scene file."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Default usage (storage, editor and network)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Default usage for translatable strings (storage, editor, network and "
"internationalized)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Default usage but without showing the property in the editor (storage, "
"network)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Flag for a normal method."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Flag for an editor method."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Deprecated method flag, unused."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Flag for a constant method."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Flag for a virtual method."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Default method flags."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is [code]null[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [bool]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [int]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [float] (real)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [String]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Vector2]."
msgstr "Proměnná je typu [Vector2]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Rect2]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Vector3]."
msgstr "Proměnná je typu [Vector3]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Transform2D]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Plane]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Quat]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [AABB]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Basis]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Transform]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Color]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [NodePath]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [RID]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Object]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Dictionary]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Array]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolByteArray]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolIntArray]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolRealArray]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolStringArray]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolVector2Array]."
msgstr "Proměnná je typu [PoolVector2Array]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolVector3Array]."
msgstr "Proměnná je typu [PoolVector3Array]."
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolColorArray]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Represents the size of the [enum Variant.Type] enum."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Equality operator ([code]==[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Inequality operator ([code]!=[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Less than operator ([code]<[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Less than or equal operator ([code]<=[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Greater than operator ([code]>[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Greater than or equal operator ([code]>=[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Addition operator ([code]+[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Subtraction operator ([code]-[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Multiplication operator ([code]*[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Division operator ([code]/[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Unary negation operator ([code]-[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Unary plus operator ([code]+[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Remainder/modulo operator ([code]%[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "String concatenation operator ([code]+[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Left shift operator ([code]<<[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Right shift operator ([code]>>[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bitwise AND operator ([code]&[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bitwise OR operator ([code]|[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bitwise XOR operator ([code]^[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Bitwise NOT operator ([code]~[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Logical XOR operator (not implemented in GDScript)."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Logical IN operator ([code]in[/code])."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Represents the size of the [enum Variant.Operator] enum."
msgstr ""
#: doc/classes/AABB.xml
msgid "Axis-Aligned Bounding Box."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is "
"[Rect2].\n"
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
"integer coordinates."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Math tutorial index"
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Vector math"
msgstr "Vektorová matematika"
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
msgstr "Pokročilá vektorová matematika"
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the volume of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
#: doc/classes/AABB.xml
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the normalized longest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the index of the longest axis of the [AABB] (according to "
"[Vector3]'s [code]AXIS_*[/code] constants)."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to "
"[Vector3]::AXIS* enum)."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the support point in a given direction. This is useful for collision "
"detection algorithms."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns a copy of the [AABB] grown a given amount of units towards all the "
"sides."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] is flat or empty."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] is empty."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] contains a point."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is "
"returned on failure."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns [code]true[/code] if the [AABB] intersects the line segment between "
"[code]from[/code] and [code]to[/code]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are "
"approximately equal, by calling [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Base dialog for user notification."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"This dialog is useful for small notifications to the user about an event. It "
"can only be accepted or closed, with the same result."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Adds a button with label [code]text[/code] and a custom [code]action[/code] "
"to the dialog and returns the created button. [code]action[/code] will be "
"passed to the [signal custom_action] signal when pressed.\n"
"If [code]true[/code], [code]right[/code] will place the button to the right "
"of any sibling buttons.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Adds a button with label [code]name[/code] and a cancel action to the dialog "
"and returns the created button.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Returns the label used for built-in text.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Returns the OK [Button] instance.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
"dialog will be accepted."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Removes the [code]button[/code] from the dialog. Does NOT free the "
"[code]button[/code]. The [code]button[/code] must be a [Button] added with "
"[method add_button] or [method add_cancel] method. After removal, pressing "
"the [code]button[/code] will no longer emit this dialog's [signal "
"custom_action] signal or cancel this dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Sets autowrapping for the text in the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"If [code]true[/code], the dialog is hidden when the OK button is pressed. "
"You can set it to [code]false[/code] if you want to do e.g. input validation "
"when receiving the [signal confirmed] signal, and handle hiding the dialog "
"in your own logic.\n"
"[b]Note:[/b] Some nodes derived from this class can have a different default "
"value, and potentially their own built-in logic overriding this setting. For "
"example [FileDialog] defaults to [code]false[/code], and has its own input "
"validation code that is called when you press OK, which eventually hides the "
"dialog if the input is valid. As such, this property can't be used in "
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "The text displayed by the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr ""
#: doc/classes/AESContext.xml
msgid "Interface to low level AES encryption features."
msgstr ""
#: doc/classes/AESContext.xml
msgid ""
"This class provides access to AES encryption/decryption of raw data. Both "
"AES-ECB and AES-CBC mode are supported.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
" var data = \"My secret text!!\" # Data size must be multiple of 16 "
"bytes, apply padding if needed.\n"
" # Encrypt ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
" var encrypted = aes.update(data.to_utf8())\n"
" aes.finish()\n"
" # Decrypt ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check ECB\n"
" assert(decrypted == data.to_utf8())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
" # Encrypt CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
" encrypted = aes.update(data.to_utf8())\n"
" aes.finish()\n"
" # Decrypt CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check CBC\n"
" assert(decrypted == data.to_utf8())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AESContext.xml
msgid "Close this AES context so it can be started again. See [method start]."
msgstr ""
#: doc/classes/AESContext.xml
msgid ""
"Get the current IV state for this context (IV gets updated when calling "
"[method update]). You normally don't need this function.\n"
"[b]Note:[/b] This function only makes sense when the context is started with "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
#: doc/classes/AESContext.xml
msgid ""
"Start the AES context in the given [code]mode[/code]. A [code]key[/code] of "
"either 16 or 32 bytes must always be provided, while an [code]iv[/code] "
"(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/"
"code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
#: doc/classes/AESContext.xml
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PoolByteArray] containing the result of encrypting (or decrypting) the "
"given [code]src[/code]. See [method start] for mode of operation.\n"
"[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply "
"some padding if needed."
msgstr ""
#: doc/classes/AESContext.xml
msgid "AES electronic codebook encryption mode."
msgstr ""
#: doc/classes/AESContext.xml
msgid "AES electronic codebook decryption mode."
msgstr ""
#: doc/classes/AESContext.xml
msgid "AES cipher blocker chaining encryption mode."
msgstr ""
#: doc/classes/AESContext.xml
msgid "AES cipher blocker chaining decryption mode."
msgstr ""
#: doc/classes/AESContext.xml
msgid "Maximum value for the mode enum."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
"textures as animation frames. Animations are created using a [SpriteFrames] "
"resource, which allows you to import image files (or a folder containing "
"said files) to provide the animation frames for the sprite. The "
"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
"bottom panel.\n"
"[b]Note:[/b] You can associate a set of normal or specular maps by creating "
"additional [SpriteFrames] resources with a [code]_normal[/code] or "
"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
"code] will make it so the [code]run[/code] animation uses normal and "
"specular maps."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
msgid "2D Sprite animation"
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
"provided, the current animation is played. If [code]backwards[/code] is "
"[code]true[/code], the animation will be played in reverse."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "Stops the current animation (does not reset the frame counter)."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
"The current animation from the [member frames] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], texture will be centered."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
#: doc/classes/TextureRect.xml
msgid "If [code]true[/code], texture is flipped horizontally."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
#: doc/classes/TextureRect.xml
msgid "If [code]true[/code], texture is flipped vertically."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "The displayed animation frame's index."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid ""
"The [SpriteFrames] resource containing the animation(s). Allows you the "
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
#: doc/classes/SpriteBase3D.xml
msgid "The texture's drawing offset."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "If [code]true[/code], the [member animation] is currently playing."
msgstr ""
#: doc/classes/AnimatedSprite.xml
msgid "The animation speed is multiplied by this value."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid ""
"Emitted when the animation is finished (when it plays the last frame). If "
"the animation is looping, this signal is emitted every time the last frame "
"is drawn."
msgstr ""
#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
msgid "Emitted when [member frame] changed."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid ""
"2D sprite node in 3D world, that can use multiple 2D textures for animation."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid ""
"Animations are created using a [SpriteFrames] resource, which can be "
"configured in the editor via the SpriteFrames panel."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "2D Sprite animation (also applies to 3D)"
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "Returns [code]true[/code] if an animation is currently being played."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid ""
"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
"provided, the current animation is played."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid ""
"The current animation from the [code]frames[/code] resource. If this value "
"changes, the [code]frame[/code] counter is reset."
msgstr ""
#: doc/classes/AnimatedSprite3D.xml
msgid "The [SpriteFrames] resource containing the animation(s)."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid "Proxy texture for simple frame-based animations."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"[AnimatedTexture] is a resource format for frame-based animations, where "
"multiple textures can be chained automatically with a predefined delay for "
"each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], "
"but has the advantage of being usable anywhere a [Texture] resource can be "
"used, e.g. in a [TileSet].\n"
"The playback of the animation is controlled by the [member fps] property as "
"well as each frame's optional delay (see [method set_frame_delay]). The "
"animation loops, i.e. it will restart at frame 0 automatically after playing "
"the last frame.\n"
"[AnimatedTexture] currently requires all frame textures to have the same "
"size, otherwise the bigger ones will be cropped to match the smallest one.\n"
"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
"frame needs to be a separate [Texture]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid "Returns the given frame's delay value."
msgstr ""
#: doc/classes/AnimatedTexture.xml
#, fuzzy
msgid "Returns the given frame's [Texture]."
msgstr "Vrátí tangens parametru."
#: doc/classes/AnimatedTexture.xml
msgid ""
"Sets an additional delay (in seconds) between this frame and the next one, "
"that will be added to the time interval defined by [member fps]. By default, "
"frames have no delay defined. If a delay value is defined, the final time "
"interval between this frame and the next will be [code]1.0 / fps + delay[/"
"code].\n"
"For example, for an animation with 3 frames, 2 FPS and a frame delay on the "
"second frame of 1.2, the resulting playback will be:\n"
"[codeblock]\n"
"Frame 0: 0.5 s (1 / fps)\n"
"Frame 1: 1.7 s (1 / fps + 1.2)\n"
"Frame 2: 0.5 s (1 / fps)\n"
"Total duration: 2.7 s\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
"frame has ID 0, and the last frame of the animation has ID [member frames] - "
"1.\n"
"You can define any number of textures up to [constant MAX_FRAMES], but keep "
"in mind that only frames from 0 to [member frames] - 1 will be part of the "
"animation."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid "Sets the currently visible frame of the texture."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Animation speed in frames per second. This value defines the default time "
"interval between two frames of the animation, and thus the overall duration "
"of the animation loop based on the [member frames] property. A value of 0 "
"means no predefined number of frames per second, the animation will play "
"according to each frame's frame delay (see [method set_frame_delay]).\n"
"For example, an animation with 8 frames, no frame delay and a [code]fps[/"
"code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Number of frames to use in the animation. While you can create the frames "
"independently with [method set_frame_texture], you need to set this value "
"for the animation to take new frames into account. The maximum number of "
"frames is [constant MAX_FRAMES]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"If [code]true[/code], the animation will only play once and will not loop "
"back to the first frame after reaching the end. Note that reaching the end "
"will not set [member pause] to [code]true[/code]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"If [code]true[/code], the animation will pause where it currently is (i.e. "
"at [member current_frame]). The animation will continue from where it was "
"paused when changing this property to [code]false[/code]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need "
"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
msgstr ""
#: doc/classes/Animation.xml
msgid "Contains data used to animate everything in the engine."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"An Animation resource contains data used to animate everything in the "
"engine. Animations are divided into tracks, and each track must be linked to "
"a node. The state of that node can be changed through time, by adding timed "
"keys (events) to the track.\n"
"[codeblock]\n"
"# This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"# 100 pixels in 0.5 seconds.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/codeblock]\n"
"Animations are just data containers, and must be added to nodes such as an "
"[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation "
"tracks have different types, each with its own set of dedicated methods. "
"Check [enum TrackType] to see available types."
msgstr ""
#: doc/classes/Animation.xml
msgid "Adds a track to the Animation."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the animation name at the key identified by [code]key_idx[/code]. "
"The [code]track_idx[/code] must be the index of an Animation Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Inserts a key with value [code]animation[/code] at the given [code]time[/"
"code] (in seconds). The [code]track_idx[/code] must be the index of an "
"Animation Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the key identified by [code]key_idx[/code] to value [code]animation[/"
"code]. The [code]track_idx[/code] must be the index of an Animation Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the end offset of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of an Audio Track.\n"
"End offset is the number of seconds cut off at the ending of the audio "
"stream."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the start offset of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of an Audio Track.\n"
"Start offset is the number of seconds cut off at the beginning of the audio "
"stream."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the audio stream of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of an Audio Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Inserts an Audio Track key at the given [code]time[/code] in seconds. The "
"[code]track_idx[/code] must be the index of an Audio Track.\n"
"[code]stream[/code] is the [AudioStream] resource to play. "
"[code]start_offset[/code] is the number of seconds cut off at the beginning "
"of the audio stream, while [code]end_offset[/code] is at the ending."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the end offset of the key identified by [code]key_idx[/code] to value "
"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
"Audio Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the start offset of the key identified by [code]key_idx[/code] to value "
"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
"Audio Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the stream of the key identified by [code]key_idx[/code] to value "
"[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
"Audio Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the in handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the out handle of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the value of the key identified by [code]key_idx[/code]. The "
"[code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Inserts a Bezier Track key at the given [code]time[/code] in seconds. The "
"[code]track_idx[/code] must be the index of a Bezier Track.\n"
"[code]in_handle[/code] is the left-side weight of the added Bezier curve "
"point, [code]out_handle[/code] is the right-side one, while [code]value[/"
"code] is the actual value at this point."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the interpolated value at the given [code]time[/code] (in seconds). "
"The [code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the in handle of the key identified by [code]key_idx[/code] to value "
"[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a "
"Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the out handle of the key identified by [code]key_idx[/code] to value "
"[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a "
"Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the value of the key identified by [code]key_idx[/code] to the given "
"value. The [code]track_idx[/code] must be the index of a Bezier Track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Clear the animation (clear all tracks and reset all)."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Adds a new track that is a copy of the given track from [code]to_animation[/"
"code]."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the index of the specified track. If the track is not found, return "
"-1."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the amount of tracks in the animation."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns all the key indices of a method track, given a position and delta "
"time."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the method name of a method track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the arguments values to be called on a method track for a given key "
"in a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Removes a track by specifying the track index."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Finds the key index by time in a given track. Optionally, only find it if "
"the exact time is given."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
"interpolation loop. New tracks wrap the interpolation loop by default."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the interpolation type of a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the amount of keys in a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the time at which the key is located."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the transition curve (easing) for a specific key (see the built-in "
"math function [method @GDScript.ease])."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the value of a given key in a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Gets the path of a track. For more information on the path format, see "
"[method track_set_path]."
msgstr ""
#: doc/classes/Animation.xml
msgid "Gets the type of a track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Insert a generic key in a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns [code]true[/code] if the given track is imported. Else, return "
"[code]false[/code]."
msgstr ""
#: doc/classes/Animation.xml
msgid "Moves a track down."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Changes the index position of track [code]idx[/code] to the one defined in "
"[code]to_idx[/code]."
msgstr ""
#: doc/classes/Animation.xml
msgid "Moves a track up."
msgstr ""
#: doc/classes/Animation.xml
msgid "Removes a key by index in a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Removes a key by position (seconds) in a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Enables/disables the given track. Tracks are enabled by default."
msgstr ""
#: doc/classes/Animation.xml
msgid "Sets the given track as imported or not."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
"loop."
msgstr ""
#: doc/classes/Animation.xml
msgid "Sets the interpolation type of a given track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Sets the time of an existing key."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the transition curve (easing) for a specific key (see the built-in math "
"function [method @GDScript.ease])."
msgstr ""
#: doc/classes/Animation.xml
msgid "Sets the value of an existing key."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
"must be specified starting from the parent node of the node that will "
"reproduce the animation. Tracks that control properties or bones must append "
"their name after the path, separated by [code]\":\"[/code].\n"
"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
"mesh:transform/local\"[/code]."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Swaps the track [code]idx[/code]'s index position with the track "
"[code]with_idx[/code]."
msgstr ""
#: doc/classes/Animation.xml
msgid "Insert a transform key for a transform track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the interpolated value of a transform track at a given time (in "
"seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
"([Quat]) and scale ([Vector3])."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns all the key indices of a value track, given a position and delta "
"time."
msgstr ""
#: doc/classes/Animation.xml
msgid "Returns the update mode of a value track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Returns the interpolated value at the given time (in seconds). The "
"[code]track_idx[/code] must be the index of a value track."
msgstr ""
#: doc/classes/Animation.xml
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"The total length of the animation (in seconds).\n"
"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
"before or after the end to ensure correct interpolation and looping."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"A flag indicating that the animation must loop. This is used for correct "
"interpolation of animation cycles, and for hinting the player that it must "
"restart the animation."
msgstr ""
#: doc/classes/Animation.xml
msgid "The animation step value."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Emitted when there's a change in the list of tracks, e.g. tracks are added, "
"moved or have changed paths."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Value tracks set values in node properties, but only those which can be "
"Interpolated."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Transform tracks are used to change node local transforms or skeleton pose "
"bones. Transitions are interpolated."
msgstr ""
#: doc/classes/Animation.xml
msgid "Method tracks call functions with given arguments per key."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Bezier tracks are used to interpolate a value using custom curves. They can "
"also be used to animate sub-properties of vectors and colors (e.g. alpha "
"value of a [Color])."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Audio tracks are used to play an audio stream with either type of "
"[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
"animation."
msgstr ""
#: doc/classes/Animation.xml
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
msgstr ""
#: doc/classes/Animation.xml
msgid "No interpolation (nearest value)."
msgstr ""
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Linear interpolation."
msgstr ""
#: doc/classes/Animation.xml doc/classes/Gradient.xml
msgid "Cubic interpolation."
msgstr ""
#: doc/classes/Animation.xml
msgid "Update between keyframes."
msgstr ""
#: doc/classes/Animation.xml
msgid "Update at the keyframes and hold the value."
msgstr ""
#: doc/classes/Animation.xml
msgid "Update at the keyframes."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"Same as linear interpolation, but also interpolates from the current value "
"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Base resource for [AnimationTree] nodes."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
"but you can create custom ones with custom blending formulas.\n"
"Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], "
"otherwise [AnimationRootNode] should be used instead."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Adds an input to the node. This is only useful for nodes created for use in "
"an [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Blend an animation by [code]blend[/code] amount (name must be valid in the "
"linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be "
"passed, as well as whether [code]seek[/code] happened."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Blend an input. This is only useful for nodes created for an "
"[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative "
"delta, unless [code]seek[/code] is [code]true[/code], in which case it is "
"absolute. A filter mode may be optionally passed (see [enum FilterAction] "
"for options)."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Blend another animation node (in case this node contains children animation "
"nodes). This function is only useful if you inherit from [AnimationRootNode] "
"instead, else editors will not display your node for addition."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"override the text caption for this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a child node by its [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Amount of inputs in this node, only useful for nodes that go into "
"[AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Gets the name of an input by index."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Gets the value of a parameter. Parameters are custom local memory used for "
"your nodes, given a resource can be reused in multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return the default value of parameter \"[code]name[/code]\". Parameters are "
"custom local memory used for your nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the blend tree editor should display filter editing on this "
"node."
msgstr ""
#: doc/classes/AnimationNode.xml
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Vrátí tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"run some code when this node is processed. The [code]time[/code] parameter "
"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
"case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
"This function should return the time left for the current animation to "
"finish (if unsure, pass the value from the main blend being called)."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Removes an input, call this only when inactive."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Adds or removes a path for the filter."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their nodes changes. The nodes that emit this signal are "
"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Do not use filtering."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Paths matching the filter will be allowed to pass."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Paths matching the filter will be discarded."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Paths matching the filter will be blended (by the blend value)."
msgstr ""
#: doc/classes/AnimationNodeAdd2.xml
msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeAdd2.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"additively based on an amount value in the [code][0.0, 1.0][/code] range."
msgstr ""
#: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml
#: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml
msgid ""
"If [code]true[/code], sets the [code]optimization[/code] to [code]false[/"
"code] when calling [method AnimationNode.blend_input], forcing the blended "
"animations to update every frame."
msgstr ""
#: doc/classes/AnimationNodeAdd3.xml
msgid ""
"Blends two of three animations additively inside of an "
"[AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeAdd3.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"together additively out of three based on a value in the [code][-1.0, 1.0][/"
"code] range.\n"
"This node has three inputs:\n"
"- The base animation to add to\n"
"- A -add animation to blend with when the blend amount is in the [code]"
"[-1.0, 0.0][/code] range.\n"
"- A +add animation to blend with when the blend amount is in the [code][0.0, "
"1.0][/code] range"
msgstr ""
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
msgid "AnimationTree"
msgstr ""
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml
#: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml
#: doc/classes/Camera.xml doc/classes/CollisionShape.xml
#: doc/classes/CylinderShape.xml doc/classes/Environment.xml
#: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml
#: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml
#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
msgid "Third Person Shooter Demo"
msgstr ""
#: doc/classes/AnimationNodeAnimation.xml
msgid "Input animation to use in an [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Only features one output "
"set using the [member animation] property. Use it as an input for "
"[AnimationNode] that blend animations together."
msgstr ""
#: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml
#: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml
#: doc/classes/Basis.xml doc/classes/BoxShape.xml
#: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml
#: doc/classes/KinematicBody.xml doc/classes/Mesh.xml
#: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
#: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
msgid "3D Platformer Demo"
msgstr ""
#: doc/classes/AnimationNodeAnimation.xml
msgid ""
"Animation to use as an output. It is one of the animations provided by "
"[member AnimationTree.anim_player]."
msgstr ""
#: doc/classes/AnimationNodeBlend2.xml
msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeBlend2.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"linearly based on an amount value in the [code][0.0, 1.0][/code] range."
msgstr ""
#: doc/classes/AnimationNodeBlend3.xml
msgid ""
"Blends two of three animations linearly inside of an "
"[AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeBlend3.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"together linearly out of three based on a value in the [code][-1.0, 1.0][/"
"code] range.\n"
"This node has three inputs:\n"
"- The base animation\n"
"- A -blend animation to blend with when the blend amount is in the [code]"
"[-1.0, 0.0][/code] range.\n"
"- A +blend animation to blend with when the blend amount is in the [code]"
"[0.0, 1.0][/code] range"
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"Blends linearly between two of any number of [AnimationNode] of any type "
"placed on a virtual axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree].\n"
"This is a virtual axis on which you can add any type of [AnimationNode] "
"using [method add_blend_point].\n"
"Outputs the linear blend of the two [AnimationNode]s closest to the node's "
"current value.\n"
"You can set the extents of the axis using the [member min_space] and [member "
"max_space]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"Adds a new point that represents a [code]node[/code] on the virtual axis at "
"a given position set by [code]pos[/code]. You can insert it at a specific "
"index using the [code]at_index[/code] argument. If you use the default value "
"for [code]at_index[/code], the point is inserted at the end of the blend "
"points array."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Returns the number of points on the blend axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"Returns the [AnimationNode] referenced by the point at index [code]point[/"
"code]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Returns the position of the point at index [code]point[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Removes the point at index [code]point[/code] from the blend axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Changes the [AnimationNode] referenced by the point at index [code]point[/"
"code]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Updates the position of the point at index [code]point[/code] on the blend "
"axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"The blend space's axis's upper limit for the points' position. See [method "
"add_blend_point]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid ""
"The blend space's axis's lower limit for the points' position. See [method "
"add_blend_point]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Position increment to snap to when moving a point on the axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Label of the virtual axis of the blend space."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Blends linearly between three [AnimationNode] of any type placed in a 2D "
"space."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree].\n"
"This node allows you to blend linearly between three animations using a "
"[Vector2] weight.\n"
"You can add vertices to the blend space with [method add_blend_point] and "
"automatically triangulate it by setting [member auto_triangles] to "
"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
"remove_triangle] to create up the blend space by hand."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Adds a new point that represents a [code]node[/code] at the position set by "
"[code]pos[/code]. You can insert it at a specific index using the "
"[code]at_index[/code] argument. If you use the default value for "
"[code]at_index[/code], the point is inserted at the end of the blend points "
"array."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Creates a new triangle using three points [code]x[/code], [code]y[/code], "
"and [code]z[/code]. Triangles can overlap. You can insert the triangle at a "
"specific index using the [code]at_index[/code] argument. If you use the "
"default value for [code]at_index[/code], the point is inserted at the end of "
"the blend points array."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Returns the number of points in the blend space."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Returns the [AnimationRootNode] referenced by the point at index "
"[code]point[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Returns the number of triangles in the blend space."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Returns the position of the point at index [code]point[/code] in the "
"triangle of index [code]triangle[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Removes the point at index [code]point[/code] from the blend space."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Removes the triangle at index [code]triangle[/code] from the blend space."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"If [code]true[/code], the blend space is triangulated automatically. The "
"mesh updates every time you add or remove points with [method "
"add_blend_point] and [method remove_blend_point]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Controls the interpolation between animations. See [enum BlendMode] "
"constants."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"The blend space's X and Y axes' upper limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"The blend space's X and Y axes' lower limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Position increment to snap to when moving a point."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Name of the blend space's X axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Name of the blend space's Y axis."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "The interpolation between animations is linear."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"The blend space plays the animation of the node the blending position is "
"closest to. Useful for frame-by-frame 2D animations."
msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "[AnimationTree] node resource that contains many blend type nodes."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"This node may contain a sub-tree of any other blend type nodes, such as "
"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
"An [AnimationNodeOutput] node named [code]output[/code] is created by "
"default."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
"code] is used to identify the created sub-node later."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Connects the output of an [AnimationNode] as input for another "
"[AnimationNode], at the input port specified by [code]input_index[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Disconnects the node connected to the specified input."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Returns the sub-node with the specified [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Returns the position of the sub-node with the specified [code]name[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid ""
"Returns [code]true[/code] if a sub-node with specified [code]name[/code] "
"exists."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Removes a sub-node."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Changes the name of a sub-node."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Modifies the position of a sub-node."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The global offset of all sub-nodes."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The connection was successful."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The input node is [code]null[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The specified input port is out of range."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The output node is [code]null[/code]."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Input and output nodes are the same."
msgstr ""
#: doc/classes/AnimationNodeBlendTree.xml
msgid "The specified connection already exists."
msgstr ""
#: doc/classes/AnimationNodeOneShot.xml
msgid "Plays an animation once in [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeOneShot.xml
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. This node will execute a "
"sub-animation and return once it finishes. Blend times for fading in and out "
"can be customized, as well as filters."
msgstr ""
#: doc/classes/AnimationNodeOneShot.xml
msgid ""
"If [code]true[/code], the sub-animation will restart automatically after "
"finishing."
msgstr ""
#: doc/classes/AnimationNodeOneShot.xml
msgid "The delay after which the automatic restart is triggered, in seconds."
msgstr ""
#: doc/classes/AnimationNodeOneShot.xml
msgid ""
"If [member autorestart] is [code]true[/code], a random additional delay (in "
"seconds) between 0 and this value will be added to [member "
"autorestart_delay]."
msgstr ""
#: doc/classes/AnimationNodeOutput.xml
msgid "Generic output node to be added to [AnimationNodeBlendTree]."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "State machine for control of animations."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
"Contains multiple nodes representing animation states, connected in a graph. "
"Node transitions can be configured to happen automatically or via code, "
"using a shortest-path algorithm. Retrieve the "
"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
"control it programmatically.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
"Adds a new node to the graph. The [code]position[/code] is used for display "
"in the editor."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Adds a transition between the given nodes."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the graph's end node."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the draw offset of the graph. Used for display in the editor."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the animation node with the given name."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given animation node's name."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given node's coordinates. Used for display in the editor."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given transition."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the number of connections in the graph."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given transition's start node."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns the given transition's end node."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Returns [code]true[/code] if the graph contains the given node."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid ""
"Returns [code]true[/code] if there is a transition between the given nodes."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given node from the graph."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the transition between the two specified nodes."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Deletes the given transition by index."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Renames the given node."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Replaces the node and keeps its transitions unchanged."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph end point."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the draw offset of the graph. Used for display in the editor."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the node's coordinates. Used for display in the editor."
msgstr ""
#: doc/classes/AnimationNodeStateMachine.xml
msgid "Sets the given node as the graph start point."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Playback control for [AnimationNodeStateMachine]."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
"Allows control of [AnimationTree] state machines created with "
"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
"get(\"parameters/playback\")[/code].\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns the currently playing animation state."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns the playback position within the current animation state."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
"Returns the current travel path as computed internally by the A* algorithm."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Returns [code]true[/code] if an animation is playing."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Starts playing the given animation."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid "Stops the currently playing animation."
msgstr ""
#: doc/classes/AnimationNodeStateMachinePlayback.xml
msgid ""
"Transitions from the current state to another one, following the shortest "
"path."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblock]\n"
"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
"(linear_velocity.x == 0)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Turn on the transition automatically when this state is reached. This works "
"best with [constant SWITCH_MODE_AT_END]."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Don't use this transition during [method AnimationNodeStateMachinePlayback."
"travel] or [member auto_advance]."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Lower priority transitions are preferred when travelling through the tree "
"via [method AnimationNodeStateMachinePlayback.travel] or [member "
"auto_advance]."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "The transition type."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "The time to cross-fade between this state and the next."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid "Emitted when [member advance_condition] is changed."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Switch to the next state immediately. The current state will end and blend "
"into the beginning of the new one."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Switch to the next state immediately, but will seek the new state to the "
"playback position of the old state."
msgstr ""
#: doc/classes/AnimationNodeStateMachineTransition.xml
msgid ""
"Wait for the current state playback to end, then switch to the beginning of "
"the next state animation."
msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
msgid "A time-scaling animation node to be used with [AnimationTree]."
msgstr ""
#: doc/classes/AnimationNodeTimeScale.xml
msgid ""
"Allows scaling the speed of the animation (or reversing it) in any children "
"nodes. Setting it to 0 will pause the animation."
msgstr ""
#: doc/classes/AnimationNodeTimeSeek.xml
msgid "A time-seeking animation node to be used with [AnimationTree]."
msgstr ""
#: doc/classes/AnimationNodeTimeSeek.xml
msgid ""
"This node can be used to cause a seek command to happen to any sub-children "
"of the animation graph. Use this node type to play an [Animation] from the "
"start or a certain playback position inside the [AnimationNodeBlendTree]. "
"After setting the time and changing the animation playback, the seek node "
"automatically goes into sleep mode on the next process frame by setting its "
"[code]seek_position[/code] value to [code]-1.0[/code].\n"
"[codeblock]\n"
"# Play child animation from the start.\n"
"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
"\n"
"# Play child animation from 12 second timestamp.\n"
"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid "A generic animation transition node for [AnimationTree]."
msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid ""
"Simple state machine for cases which don't require a more advanced "
"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
"transition times can be specified."
msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid "The number of available input ports for this node."
msgstr ""
#: doc/classes/AnimationNodeTransition.xml
msgid ""
"Cross-fading time (in seconds) between each animation connected to the "
"inputs."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Container and player of [Animation] resources."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"An animation player is used for general-purpose playback of [Animation] "
"resources. It contains a dictionary of animations (referenced by name) and "
"custom blend times between their transitions. Additionally, animations can "
"be played and blended in different channels.\n"
"[AnimationPlayer] is more suited than [Tween] for animations where you know "
"the final values in advance. For example, fading a screen in and out is more "
"easily done with an [AnimationPlayer] node thanks to the animation tools "
"provided by the editor. That particular example can also be implemented with "
"a [Tween] node, but it requires doing everything by code.\n"
"Updating the target properties of animations occurs at process time."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Animation tutorial index"
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Adds [code]animation[/code] to the player accessible with the key "
"[code]name[/code]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Shifts position in the animation timeline and immediately updates the "
"animation. [code]delta[/code] is the time in seconds to shift. Events "
"between the current frame and [code]delta[/code] are handled."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Returns the name of the next animation in the queue."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] "
"animation completes."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"[AnimationPlayer] caches animated nodes. It may not notice if a node "
"disappears; [method clear_caches] forces it to update the cache again."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Clears all queued, unplayed animations."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns the name of [code]animation[/code] or an empty string if not found."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns the [Animation] with the key [code]name[/code]. If the animation "
"does not exist, [code]null[/code] is returned and an error is logged."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Gets the blend time (in seconds) between two animations, referenced by their "
"names."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Gets the actual playing speed of current animation or 0 if not playing. This "
"speed is the [member playback_speed] property multiplied by "
"[code]custom_speed[/code] argument specified when calling the [method play] "
"method."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns a list of the animation names that are currently queued to play."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
"with key [code]name[/code]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Returns [code]true[/code] if playing an animation."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Plays the animation with key [code]name[/code]. Custom blend times and speed "
"can be set. If [code]custom_speed[/code] is negative and [code]from_end[/"
"code] is [code]true[/code], the animation will play backwards (which is "
"equivalent to calling [method play_backwards]).\n"
"The [AnimationPlayer] keeps track of its current or last played animation "
"with [member assigned_animation]. If this method is called with that same "
"animation [code]name[/code], or with no [code]name[/code] parameter, the "
"assigned animation will resume playing if it was paused, or restart if it "
"was stopped (see [method stop] for both pause and stop). If the animation "
"was already playing, it will keep playing.\n"
"[b]Note:[/b] The animation will be updated the next time the "
"[AnimationPlayer] is processed. If other variables are updated at the same "
"time this is called, they may be updated too early. To perform the update "
"immediately, call [code]advance(0)[/code]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Plays the animation with key [code]name[/code] in reverse.\n"
"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
"code] and [code]from_end = true[/code], so see its description for more "
"information."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Queues an animation for playback once the current one is done.\n"
"[b]Note:[/b] If a looped animation is currently playing, the queued "
"animation will never play unless the looped animation is stopped somehow."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Removes the animation with key [code]name[/code]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Renames an existing animation with key [code]name[/code] to [code]newname[/"
"code]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
"If [code]update[/code] is [code]true[/code], the animation updates too, "
"otherwise it updates at process time. Events between the current frame and "
"[code]seconds[/code] are skipped.\n"
"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
"animation_finished]. If you want to skip animation and emit the signal, use "
"[method advance]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their names."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Stops or pauses the currently playing animation. If [code]reset[/code] is "
"[code]true[/code], the animation position is reset to [code]0[/code] and the "
"playback speed is reset to [code]1.0[/code].\n"
"If [code]reset[/code] is [code]false[/code], the [member "
"current_animation_position] will be kept and calling [method play] or "
"[method play_backwards] without arguments or with the same animation name as "
"[member assigned_animation] will resume the animation."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"If playing, the current animation; otherwise, the animation last played. "
"When set, would change the animation, but would not play it unless currently "
"playing. See also [member current_animation]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The name of the animation to play when the scene loads."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"The name of the currently playing animation. If no animation is playing, the "
"property's value is an empty string. Changing this value does not restart "
"the animation. See [method play] for more information on playing "
"animations.\n"
"[b]Note:[/b] While this property appears in the inspector, it's not meant to "
"be edited, and it's not saved in the scene. This property is mainly used to "
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The length (in seconds) of the currently being played animation."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The position (in seconds) of the currently playing animation."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The call mode to use for Call Method tracks."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"If [code]true[/code], updates animations in response to process-related "
"notifications."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"The default time in which to blend animations. Ranges from 0 to 4096 with "
"0.01 precision."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The process notification in which to update animations."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"The speed scaling ratio. For instance, if this value is 1, then the "
"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
"If it's 2, then it plays at double speed."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"This is used by the editor. If set to [code]true[/code], the scene will be "
"saved with the effects of the reset animation applied (as if it had been "
"seeked to time 0), then reverted after saving.\n"
"In other words, the saved scene file will contain the \"default pose\", as "
"defined by the reset animation, if any, with the editor keeping the values "
"that the nodes had before saving."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "The node from which node path references will travel."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Emitted when a queued animation plays after the previous animation was "
"finished. See [method queue].\n"
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method play] or from [AnimationTree]."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Notifies when an animation finished playing."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Notifies when an animation starts playing."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Notifies when the caches have been cleared, either automatically, or "
"manually via [method clear_caches]."
msgstr ""
#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
msgid ""
"Process animation during the physics process. This is especially useful when "
"animating physics bodies."
msgstr ""
#: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
msgid "Process animation during the idle process."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Do not process animation. Use [method advance] to process the animation "
"manually."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid ""
"Batch method calls during the animation process, then do the calls after "
"events are processed. This avoids bugs involving deleting nodes or modifying "
"the AnimationPlayer while playing."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Make method calls immediately when reached in the animation."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"A node to be used for advanced animation transitions in an [AnimationPlayer]."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"A node to be used for advanced animation transitions in an "
"[AnimationPlayer].\n"
"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
"methods of the corresponding [AnimationPlayer] will not function as "
"expected. Playback and transitions should be handled using only the "
"[AnimationTree] and its constituent [AnimationNode](s). The "
"[AnimationPlayer] node should be used solely for adding, deleting, and "
"editing animations."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Using AnimationTree"
msgstr ""
#: doc/classes/AnimationTree.xml
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"Retrieve the motion of the [member root_motion_track] as a [Transform] that "
"can be used elsewhere. If [member root_motion_track] is not a path to a "
"track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
"transformation. See also [member root_motion_track] and [RootMotionView]."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid "If [code]true[/code], the [AnimationTree] will be processing."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid "The path to the [AnimationPlayer] used for animating."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
"for available modes."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"The path to the Animation track used for root motion. Paths must be valid "
"scene-tree paths to a node, and must be specified starting from the parent "
"node of the node that will reproduce the animation. To specify a track that "
"controls properties or bones, append its name after the path, separated by "
"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] "
"or [code]\"character/mesh:transform/local\"[/code].\n"
"If the track has type [constant Animation.TYPE_TRANSFORM], the "
"transformation will be cancelled visually, and the animation will appear to "
"stay in place. See also [method get_root_motion_transform] and "
"[RootMotionView]."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr ""
#: doc/classes/AnimationTree.xml
msgid "The animations will only progress manually (see [method advance])."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
"animations. Superseded by [AnimationTree]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"[i]Deprecated.[/i] A node graph tool for blending multiple animations bound "
"to an [AnimationPlayer]. Especially useful for animating characters or other "
"skeleton-based rigs. It can combine several animations to form a desired "
"pose.\n"
"It takes [Animation]s from an [AnimationPlayer] node and mixes them "
"depending on the graph.\n"
"See [AnimationTree] for a more full-featured replacement of this node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Shifts position in the animation timeline. [code]delta[/code] is the time in "
"seconds to shift. Events between the current frame and [code]delta[/code] "
"are handled."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the [AnimationPlayer]'s [Animation] bound to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the name of the [member master_player]'s [Animation] bound to this "
"animation node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the absolute playback timestamp of the animation node with name "
"[code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Binds a new [Animation] from the [member master_player] to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the animation node with ID "
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Binds the [Animation] named [code]source[/code] from [member master_player] "
"to the animation node [code]id[/code]. Recalculates caches."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
"at the specified slot."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend2 node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the blend amount of a Blend2 node given its name and value.\n"
"A Blend2 node blends two animations (A and B) with the amount between 0 and "
"1.\n"
"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
"influence of B gets raised. At 1, output is input B."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the Blend2 node with name "
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend3 node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the blend amount of a Blend3 node given its name and value.\n"
"A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 "
"and 1.\n"
"At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, "
"the influence of A gets raised and the influence of B+ is 0. At 0, output is "
"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
"gets raised and the influence of B+ is 0. At 1, output is input B+."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend4 node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the blend amount of a Blend4 node given its name and value.\n"
"A Blend4 Node blends two pairs of animations.\n"
"The two pairs are blended like Blend2 and then added together."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
"slot."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Disconnects nodes connected to [code]id[/code] at the specified input slot."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the mix amount of a Mix node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the mix amount of a Mix node given its name and value.\n"
"A Mix node adds input b to input a by the amount given by ratio."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the input count for a given node. Different types of nodes have "
"different amount of inputs."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the input source for a given node input."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns position of a node in the graph given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Renames a node in the graph."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Sets the position of a node in the graph given its name and position."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart delay of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart random delay of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the fade in time of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the fade out time of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node will auto restart given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
msgid "Returns whether a OneShot node is active given its name."
msgstr "Vrátí tangens parametru."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart property of a OneShot node given its name and value."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart delay of a OneShot node given its name and value in "
"seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart random delay of a OneShot node given its name and value "
"in seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade in time of a OneShot node given its name and value in seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade out time of a OneShot node given its name and value in seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the OneShot node with ID "
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Starts a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Stops the OneShot node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Manually recalculates the cache of track information generated from "
"animation nodes. Needed when external sources modify the animation nodes' "
"state."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Removes the animation node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Resets this [AnimationTreePlayer]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the time scale value of the TimeScale node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the time scale of the TimeScale node with name [code]id[/code] to "
"[code]scale[/code].\n"
"The TimeScale node is used to speed [Animation]s up if the scale is above 1 "
"or slow them down if it is below 1.\n"
"If applied after a blend or mix, affects all input animations to that blend "
"or mix."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the time seek value of the TimeSeek node with name [code]id[/code] to "
"[code]seconds[/code].\n"
"This functions as a seek in the [Animation] or the blend or mix of "
"[Animation]s input in it."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Deletes the input at [code]input_idx[/code] for the transition node with "
"name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the index of the currently evaluated input for the transition node "
"with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the cross fade time for the transition node with name [code]id[/"
"code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns [code]true[/code] if the input at [code]input_idx[/code] on the "
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"The transition node with name [code]id[/code] sets its current input at "
"[code]input_idx[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Resizes the number of inputs available for the transition node with name "
"[code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"The transition node with name [code]id[/code] sets its cross fade time to "
"[code]time_sec[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"The node from which to relatively access other nodes.\n"
"It accesses the bones, so it should point to the same node the "
"[AnimationPlayer] would point its Root Node at."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"The path to the [AnimationPlayer] from which this [AnimationTreePlayer] "
"binds animations to animation nodes.\n"
"Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "The thread in which to update animations."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Output node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Animation node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "OneShot node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Mix node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend2 node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend3 node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Blend4 node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeScale node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "TimeSeek node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Transition node."
msgstr ""
#: doc/classes/Area.xml
msgid "3D area for detection and physics and audio influence."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"3D area that detects [CollisionObject] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to a custom audio bus.\n"
"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
"node as a [i]direct[/i] child (or add multiple such nodes as direct "
"children) of the area.\n"
"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
"warning about possibly unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "GUI in 3D Demo"
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Returns a list of intersecting [Area]s. The overlapping area's [member "
"CollisionObject.collision_layer] must be part of this area's [member "
"CollisionObject.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
"[member CollisionObject.collision_layer] must be part of this area's [member "
"CollisionObject.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"If [code]true[/code], the given area overlaps the Area.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"If [code]true[/code], the given physics body overlaps the Area.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] "
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the area's audio bus overrides the default audio bus."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"The area's gravity intensity (in meters per second squared). This value "
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"The falloff factor for point gravity. The greater the value, the faster "
"gravity decreases with distance."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], gravity is calculated from a point (set via [member "
"gravity_vec]). See also [member space_override]."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "If [code]true[/code], other monitoring areas can detect this area."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The area's priority. Higher priority areas are processed first."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"The degree to which this area applies reverb to its associated audio. Ranges "
"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
#: doc/classes/Area.xml
msgid "If [code]true[/code], the area applies reverb to its associated audio."
msgstr ""
#: doc/classes/Area.xml
msgid "The reverb bus name to use for this area's associated audio."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"Override mode for gravity and damping calculations within this area. See "
"[enum SpaceOverride] for possible values."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Emitted when another Area enters this Area. Requires [member monitoring] to "
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Emitted when another Area exits this Area. Requires [member monitoring] to "
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Emitted when one of another Area's [Shape]s enters one of this Area's "
"[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n"
"[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used "
"by the [PhysicsServer].\n"
"[code]area[/code] the other Area.\n"
"[code]area_shape_index[/code] the index of the [Shape] of the other Area "
"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area."
"shape_owner_get_owner(area_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member "
"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
"[MeshLibrary] has Collision [Shape]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member "
"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
"[MeshLibrary] has Collision [Shape]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of "
"this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/"
"code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
"[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s "
"[CollisionObject] used by the [PhysicsServer].\n"
"[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] "
"or [GridMap].\n"
"[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] "
"or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with "
"[code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "This area does not affect gravity/damping."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order)."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order), ignoring any lower priority areas."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area replaces any gravity/damping, even the defaults, ignoring any "
"lower priority areas."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid ""
"This area replaces any gravity/damping calculated so far (in [member "
"priority] order), but keeps calculating the rest of the areas."
msgstr ""
#: doc/classes/Area2D.xml
msgid "2D area for detection and physics and audio influence."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to a custom audio bus.\n"
"To give the area its shape, add a [CollisionShape2D] or a "
"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
"nodes as direct children) of the area.\n"
"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
"unexpected behavior when using that shape for an area."
msgstr ""
#: doc/classes/Area2D.xml
msgid "Using Area2D"
msgstr ""
#: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
#: doc/classes/RectangleShape2D.xml
msgid "2D Pong Demo"
msgstr ""
#: doc/classes/Area2D.xml doc/classes/Camera2D.xml
#: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Platformer Demo"
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
"CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's "
"[member CollisionObject2D.collision_layer] must be part of this area's "
"[member CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the given area overlaps the Area2D.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"If [code]true[/code], the given physics body overlaps the Area2D.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
"register their tiles with collision shapes as a virtual physics body)."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"The area's gravity intensity (in pixels per second squared). This value "
"multiplies the gravity vector. This is useful to alter the force of gravity "
"without altering its direction."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when another Area2D enters this Area2D. Requires [member monitoring] "
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when another Area2D exits this Area2D. Requires [member monitoring] "
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's "
"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
"used by the [Physics2DServer].\n"
"[code]area[/code] the other Area2D.\n"
"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's "
"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
"used by the [Physics2DServer].\n"
"[code]area[/code] the other Area2D.\n"
"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires "
"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
"if the [TileSet] has Collision [Shape2D]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires "
"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
"if the [TileSet] has Collision [Shape2D]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one "
"of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
"[Shape2D]s.\n"
"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [Physics2DServer].\n"
"[code]body[/code] the [Node], if it exists in the tree, of the "
"[PhysicsBody2D] or [TileMap].\n"
"[code]body_shape_index[/code] the index of the [Shape2D] of the "
"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
"[CollisionShape2D] node with [code]body."
"shape_owner_get_owner(body_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/Area2D.xml
msgid ""
"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of "
"this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
"[Shape2D]s.\n"
"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [Physics2DServer].\n"
"[code]body[/code] the [Node], if it exists in the tree, of the "
"[PhysicsBody2D] or [TileMap].\n"
"[code]body_shape_index[/code] the index of the [Shape2D] of the "
"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
"[CollisionShape2D] node with [code]body."
"shape_owner_get_owner(body_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/Array.xml
msgid "A generic array datatype."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"A generic array that can contain several elements of any type, accessible by "
"a numerical index starting at 0. Negative indices can be used to count from "
"the back, like in Python (-1 is the last element, -2 is the second to last, "
"etc.).\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One.\n"
"print(array[2]) # 3.\n"
"print(array[-1]) # Four.\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three.\n"
"[/codeblock]\n"
"Arrays can be concatenated using the [code]+[/code] operator:\n"
"[codeblock]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/codeblock]\n"
"[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a "
"new array, which has a cost. If you want to append another array to an "
"existing array, [method append_array] is more efficient.\n"
"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an "
"array that can be modified independently of the original array, use [method "
"duplicate].\n"
"[b]Note:[/b] When declaring an array with [code]const[/code], the array "
"itself can still be mutated by defining the values at individual indices or "
"pushing/removing elements. Using [code]const[/code] will only prevent "
"assigning the constant with another value after it was initialized."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolColorArray]."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolVector3Array]."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolVector2Array]."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolStringArray]."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolRealArray]."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolIntArray]."
msgstr ""
#: doc/classes/Array.xml
msgid "Constructs an array from a [PoolByteArray]."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Appends an element at the end of the array (alias of [method push_back])."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Appends another array at the end of this array.\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns the last element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [code]before[/code] specifier can be passed. If "
"[code]false[/code], the returned index comes after all existing entries of "
"the value in the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search and a custom comparison method declared in the [code]obj[/code]. "
"Optionally, a [code]before[/code] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array. The custom method receives two arguments (an element from the "
"array and the value searched for) and must return [code]true[/code] if the "
"first argument is less than the second, and return [code]false[/code] "
"otherwise.\n"
"[codeblock]\n"
"func cardinal_to_algebraic(a):\n"
" match a:\n"
" \"one\":\n"
" return 1\n"
" \"two\":\n"
" return 2\n"
" \"three\":\n"
" return 3\n"
" \"four\":\n"
" return 4\n"
" _:\n"
" return 0\n"
"\n"
"func compare(a, b):\n"
" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
"\n"
"func _ready():\n"
" var a = [\"one\", \"two\", \"three\", \"four\"]\n"
" # `compare` is defined in this object, so we use `self` as the `obj` "
"parameter.\n"
" print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected "
"value is 2.\n"
"[/codeblock]\n"
"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
"unexpected behavior."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of times an element is in the array."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns a copy of the array.\n"
"If [code]deep[/code] is [code]true[/code], a deep copy is performed: all "
"nested arrays and dictionaries are duplicated and will not be shared with "
"the original array. If [code]false[/code], a shallow copy is made and "
"references to the original nested arrays and dictionaries are kept, so that "
"modifying a sub-array or dictionary in the copy will also impact those "
"referenced in the source array."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns [code]true[/code] if the array is empty."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Removes the first occurrence of a value from the array. If the value does "
"not exist in the array, nothing happens. To remove an element by index, use "
"[method remove] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements:\n"
"[codeblock]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
"[/codeblock]\n"
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
"[Array], [Dictionary], etc.) then the array is filled with the references to "
"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed. Returns "
"[code]-1[/code] if [code]from[/code] is out of bounds."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Searches the array in reverse order for a value and returns its index or "
"[code]-1[/code] if not found."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns the first element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]"
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[codeblock]\n"
"[\"inside\", 7].has(\"inside\") # True\n"
"[\"inside\", 7].has(\"outside\") # False\n"
"[\"inside\", 7].has(7) # True\n"
"[\"inside\", 7].has(\"7\") # False\n"
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
"follows:\n"
"[codeblock]\n"
"# Will evaluate to `true`.\n"
"if 2 in [2, 4, 6, 8]:\n"
" pass\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns a hashed 32-bit integer value representing the array and its "
"contents.\n"
"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
"values. However, the reverse is not true. Returning identical hash values "
"does [i]not[/i] imply the arrays are equal, because different arrays can "
"have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]pos == size()[/code]).\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the newly inserted element have to be reindexed."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Reverses the order of the elements in the array."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns the maximum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Returns the minimum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Removes and returns the element of the array at index [code]position[/code]. "
"If negative, [code]position[/code] is considered relative to the end of the "
"array. Leaves the array untouched and returns [code]null[/code] if the array "
"is empty or if it's accessed out of bounds. An error message is printed when "
"the array is accessed out of bounds, but not when the array is empty.\n"
"[b]Note:[/b] On large arrays, this method can be slower than [method "
"pop_back] as it will reindex the array's elements that are located after the "
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Removes and returns the last element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Removes and returns the first element of the array. Returns [code]null[/"
"code] if the array is empty, without printing an error message. See also "
"[method pop_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"pop_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method pop_front] will be."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Adds an element at the beginning of the array. See also [method push_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Removes an element from the array by index. If the index does not exist in "
"the array, nothing happens. To remove an element by searching for its value, "
"use [method erase] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Resizes the array to contain a different number of elements. If the array "
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
"the array. If the adjusted start index is out of bounds, this method "
"searches from the end of the array."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Shuffles the array such that the items will have a random order. This method "
"uses the global random number generator common to methods such as [method "
"@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
"seed will be used each time if you want non-reproducible shuffling."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid "Returns the number of elements in the array."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Duplicates the subset described in the function and returns it in an array, "
"deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower "
"and upper index are inclusive, with the [code]step[/code] describing the "
"change between indices while slicing."
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
"arguments (a pair of elements from the array) and must return either "
"[code]true[/code] or [code]false[/code].\n"
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method "
"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
"expects a deterministic result. Randomizing the return value will result in "
"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
"as arrays.\n"
"The most basic example is the creation of a single triangle:\n"
"[codeblock]\n"
"var vertices = PoolVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"# Initialize the ArrayMesh.\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
"# Create the Mesh.\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance.new()\n"
"m.mesh = arr_mesh\n"
"[/codeblock]\n"
"The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n"
"See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for "
"procedural geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Creates a new surface.\n"
"Surfaces are created to be rendered using a [code]primitive[/code], which "
"may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, "
"when using indices, it is recommended to only use points, lines, or "
"triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/"
"code] for this new surface.\n"
"The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] "
"for the values used in this array. For example, [code]arrays[0][/code] is "
"the array of vertices. That first vertex sub-array is always required; the "
"others are optional. Adding an index array puts this function into \"index "
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
"it is used.\n"
"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
"[/code] and reduce their precision. To store HDR vertex colors, remove the "
"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Returns the name of the blend shape at this index."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
"lightmapping."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Gets the name assigned to this surface."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Removes a surface at position [code]surf_idx[/code], shifting greater "
"surfaces one [code]surf_idx[/code] slot down."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets a name for a given surface."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Updates a specified region of mesh arrays on the GPU.\n"
"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
"cause crashes by calling this function with improper arguments."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
msgstr ""
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
"Overrides the [AABB] with one defined by user for use with frustum culling. "
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array] of vertex normals."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, "
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolColorArray] of vertex colors."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for UV coordinates."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for second UV coordinates."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
"4 floats."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolIntArray] of integers used as indices referencing vertices, colors, "
"normals, tangents, and textures. All of those arrays must have the same "
"number of elements as the vertex array. No index can be beyond the vertex "
"array size. When this index array is present, it puts the function into "
"\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, "
"color, UV, etc. This means if you want to have different normals or colors "
"along an edge, you have to duplicate the vertices.\n"
"For triangles, the index array is interpreted as triples, referring to the "
"vertices of each triangle. For lines, the index array is in pairs indicating "
"the start and end of each line."
msgstr ""
#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ArrayType] enum."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include vertices (mandatory)."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include normals."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include tangents."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include a color array."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include UVs."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include another set of UVs."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include bone indices."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include bone weights."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Index array will be used."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid "An anchor point in AR space."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"The [ARVRAnchor] point is a spatial node that maps a real world location "
"identified by the AR platform to a position within the game world. For "
"example, as long as plane detection in ARKit is on, ARKit will identify and "
"update the position of planes (tables, floors, etc) and create anchors for "
"them.\n"
"This node is mapped to one of the anchors through its unique ID. When you "
"receive a signal that a new anchor is available, you should add this node to "
"your scene for that anchor. You can predefine nodes and set the ID; the "
"nodes will simply remain on 0,0,0 until a plane is recognized.\n"
"Keep in mind that, as long as plane detection is enabled, the size, placing "
"and orientation of an anchor will be updated as the detection logic learns "
"more about the real world out there especially if only part of the surface "
"is in view."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid "Returns the name given to this anchor."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
"code] if no anchor with this ID is currently known."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"If provided by the [ARVRInterface], this returns a mesh object for the "
"anchor. For an anchor, this can be a shape related to the object being "
"tracked or it can be a mesh that provides topology related to the anchor and "
"can be used to create shadows/reflections on surfaces or for generating "
"collision shapes."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns a plane aligned with our anchor; handy for intersection testing."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns the estimated size of the plane that was detected. Say when the "
"anchor relates to a table in the real world, this is the estimated size of "
"the surface of that table."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"The anchor's ID. You can set this before the anchor itself exists. The first "
"anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], "
"etc. When anchors get removed, the engine can then assign the corresponding "
"ID to new anchors. The most common situation where anchors \"disappear\" is "
"when the AR server identifies that two anchors represent different parts of "
"the same plane and merges them."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Emitted when the mesh associated with the anchor changes or when one becomes "
"available. This is especially important for topology that is constantly "
"being [code]mesh_updated[/code]."
msgstr ""
#: doc/classes/ARVRCamera.xml
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
msgstr ""
#: doc/classes/ARVRCamera.xml
msgid ""
"This is a helper spatial node for our camera; note that, if stereoscopic "
"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
"as the HMD information overrides them. The only properties that can be "
"trusted are the near and far planes.\n"
"The position and orientation of this node is automatically updated by the "
"ARVR Server to represent the location of the HMD if such tracking is "
"available and can thus be used by game logic. Note that, in contrast to the "
"ARVR Controller, the render thread has access to the most up-to-date "
"tracking data of the HMD and the location of the ARVRCamera can lag a few "
"milliseconds behind what is used for rendering as a result."
msgstr ""
#: doc/classes/ARVRController.xml
msgid "A spatial node representing a spatially-tracked controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"This is a helper spatial node that is linked to the tracking of controllers. "
"It also offers several handy passthroughs to the state of buttons and such "
"on the controllers.\n"
"Controllers are linked by their ID. You can create controller nodes before "
"the controllers are available. If your game always uses two controllers (one "
"for each hand), you can predefine the controllers with ID 1 and 2; they will "
"become active as soon as the controllers are identified. If you expect "
"additional controllers to be used, you should react to the signals and add "
"ARVRController nodes to your scene.\n"
"The position of the controller node is automatically updated by the "
"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
"controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"If active, returns the name of the associated controller if provided by the "
"AR/VR SDK used."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"ARVRPositionalTracker.TrackerHand]."
msgstr ""
#: doc/classes/ARVRController.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the bound controller is active. ARVR systems "
"attempt to track active controllers."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/ARVRController.xml
msgid ""
"Returns the value of the given axis for things like triggers, touchpads, "
"etc. that are embedded into the controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns the ID of the joystick object bound to this. Every controller "
"tracked by the [ARVRServer] that has buttons and axis will also be "
"registered as a joystick within Godot. This means that all the normal "
"joystick tracking and input mapping will work for buttons and axis found on "
"the AR/VR controllers. This ID is purely offered as information so you can "
"link up the controller with its joystick entry."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns [code]true[/code] if the button at index [code]button[/code] is "
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The controller's ID.\n"
"A controller ID of 0 is unbound and will always result in an inactive node. "
"Controller ID 1 is reserved for the first controller that identifies itself "
"as the left-hand controller and ID 2 is reserved for the first controller "
"that identifies itself as the right-hand controller.\n"
"For any other controller that the [ARVRServer] detects, we continue with "
"controller ID 3.\n"
"When a controller is turned off, its slot is freed. This ensures controllers "
"will keep the same ID even when controllers with lower IDs are turned off."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
#: doc/classes/ARVRController.xml
msgid "Emitted when a button on this controller is pressed."
msgstr ""
#: doc/classes/ARVRController.xml
msgid "Emitted when a button on this controller is released."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Emitted when the mesh associated with the controller changes or when one "
"becomes available. Generally speaking this will be a static mesh after "
"becoming available."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "Base class for an AR/VR interface implementation."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"This class needs to be implemented to make an AR or VR platform available to "
"Godot and these should be implemented as C++ modules or GDNative modules "
"(note that for GDNative the subclass ARVRScriptInterface should be used). "
"Part of the interface is exposed to GDScript so you can detect, enable and "
"configure an AR or VR platform.\n"
"Interfaces should be written in such a way that simply enabling them will "
"give us a working setup. You can query the available interfaces through "
"[ARVRServer]."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"If this is an AR interface that requires displaying a camera feed as the "
"background, this method returns the feed ID in the [CameraServer] for this "
"interface."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns a combination of [enum Capabilities] flags providing information "
"about the capabilities of this interface."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns the resolution at which we should render our intermediate results "
"before things like lens distortion are applied by the VR platform."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"If supported, returns the status of our tracking. This will allow you to "
"provide feedback to the user whether there are issues with positional "
"tracking."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Call this to initialize this interface. The first interface that is "
"initialized is identified as the primary interface and it will be used for "
"rendering output.\n"
"After initializing the interface you want to use you then need to enable the "
"AR/VR mode of a viewport and rendering should commence.\n"
"[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any "
"device that uses the main output of Godot, such as for mobile VR.\n"
"If you do this for a platform that handles its own output (such as OpenVR) "
"Godot will show just one eye without distortion on screen. Alternatively, "
"you can add a separate viewport node to your scene and enable AR/VR on that "
"viewport. It will be used to output to the HMD, leaving you free to do "
"anything you like in the main window, such as using a separate camera as a "
"spectator camera or rendering something completely different.\n"
"While currently not used, you can activate additional interfaces. You may "
"wish to do this if you want to track controllers from other platforms. "
"However, at this point in time only one interface can render to an HMD."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Returns [code]true[/code] if the current output of this interface is in "
"stereo."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "Turns the interface off."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "[code]true[/code] if this interface been initialized."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "[code]true[/code] if this is the primary interface."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "No ARVR capabilities."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "This interface supports stereoscopic rendering."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface outputs to an external device. If the main viewport is used, "
"the on screen output is an unmodified buffer of either the left or right eye "
"(stretched if the viewport size is not changed to the same aspect ratio of "
"[method get_render_targetsize]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Mono output, this is mostly used internally when retrieving positioning "
"information for our camera node or when stereo scopic rendering is not "
"supported."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Left eye output, this is mostly used internally when rendering the image for "
"the left eye and obtaining positioning and projection information."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Right eye output, this is mostly used internally when rendering the image "
"for the right eye and obtaining positioning and projection information."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid "Tracking is behaving as expected."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is hindered by insufficient features, it's too dark (for camera-"
"based tracking), player is blocked, etc."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"We don't know the status of the tracking or this interface does not provide "
"feedback."
msgstr ""
#: doc/classes/ARVRInterface.xml
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
msgstr ""
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid "GDNative wrapper for an ARVR interface."
msgstr ""
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid ""
"This is a wrapper class for GDNative implementations of the ARVR interface. "
"To use a GDNative ARVR interface, simply instantiate this object and set "
"your GDNative library containing the ARVR interface implementation."
msgstr ""
#: doc/classes/ARVROrigin.xml
msgid "The origin point in AR/VR."
msgstr ""
#: doc/classes/ARVROrigin.xml
msgid ""
"This is a special node within the AR/VR system that maps the physical "
"location of the center of our tracking space to the virtual location within "
"our game world.\n"
"There should be only one of these nodes in your scene and you must have one. "
"All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct "
"children of this node for spatial tracking to work correctly.\n"
"It is the position of this node that you update when your character needs to "
"move through your game world while we're not moving in the real world. "
"Movement in the real world is always in relation to this origin point.\n"
"For example, if your character is driving a car, the ARVROrigin node should "
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
#: doc/classes/ARVROrigin.xml
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter.\n"
"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "A tracked object."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"An instance of this object represents a device that is tracked, such as a "
"controller or anchor point. HMDs aren't represented here as they are handled "
"internally.\n"
"As controllers are turned on and the AR/VR interface detects them, instances "
"of this object are automatically added to this list of active tracking "
"objects accessible through the [ARVRServer].\n"
"The [ARVRController] and [ARVRAnchor] both consume objects of this type and "
"should be used in your project. The positional trackers are just under-the-"
"hood objects that make this all work. These are mostly exposed so that "
"GDNative-based interfaces can interact with them."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
"constants."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"If this is a controller that is being tracked, the controller will also be "
"represented by a joystick entry with this ID."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"Returns the mesh related to a controller or anchor point if one is available."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the controller or anchor point's name if available."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the controller's orientation matrix."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the world-space controller position."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"Returns the internal tracker ID. This uniquely identifies the tracker per "
"tracker type and matches the ID you need to specify for nodes such as the "
"[ARVRController] and [ARVRAnchor] nodes."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks orientation."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns [code]true[/code] if this device tracks position."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the transform combining this device's orientation and position."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "Returns the tracker's type."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid ""
"The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to "
"[code]1.0[/code] with precision [code].01[/code]."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "The hand this tracker is held in is unknown or not applicable."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "This tracker is the left hand controller."
msgstr ""
#: doc/classes/ARVRPositionalTracker.xml
msgid "This tracker is the right hand controller."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Server for AR and VR features."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Registers an [ARVRInterface] object."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
"real space."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"This is an important function to understand correctly. AR and VR platforms "
"all handle positioning slightly differently.\n"
"For platforms that do not offer spatial tracking, our origin point (0,0,0) "
"is the location of our HMD, but you have little control over the direction "
"the player is facing in the real world.\n"
"For platforms that do offer spatial tracking, our origin point depends very "
"much on the system. For OpenVR, our origin point is usually the center of "
"the tracking space, on the ground. For other platforms, it's often the "
"location of the tracking camera.\n"
"This method allows you to center your tracker on the location of the HMD. It "
"will take the current location of the HMD and use that to adjust all your "
"tracking data; in essence, realigning the real world to your player's "
"current position in the game world.\n"
"For this method to produce usable results, tracking information must be "
"available. This often takes a few frames after starting your game.\n"
"You should call this method after a few seconds have passed. For instance, "
"when the user requests a realignment of the display holding a designated "
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Clears our current primary interface if it is set to the provided interface."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Finds an interface by its name. For instance, if your project uses "
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Returns the primary interface's transformation."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the interface registered at a given index in our list of interfaces."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the number of interfaces currently registered with the AR/VR server. "
"If your project supports multiple AR/VR platforms, you can look through the "
"available interface, and either present the user with a selection or simply "
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns a list of available interfaces the ID and name of each interface."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of "
"the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
"[method OS.get_ticks_usec]."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the duration (in μs) of the last frame. This is computed as the "
"difference between [method get_last_commit_usec] and [method "
"get_last_process_usec] when committing."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the absolute timestamp (in μs) of the last [ARVRServer] process "
"callback. The value comes from an internal call to [method OS."
"get_ticks_usec]."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Returns the reference frame transform. Mostly used internally and exposed "
"for GDNative build interfaces."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Returns the positional tracker at the given ID."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Returns the number of trackers currently registered."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Removes this interface."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Removes this positional tracker."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Emitted when a new interface has been added."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Emitted when an interface is removed."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Emitted when a new tracker has been added. If you don't use a fixed number "
"of controllers or if you're using [ARVRAnchor]s for an AR solution, it is "
"important to react to this signal to add the appropriate [ARVRController] or "
"[ARVRAnchor] nodes related to this new tracker."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Emitted when a tracker is removed. You should remove any [ARVRController] or "
"[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply "
"become inactive and will be made active again when a new tracker becomes "
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a base station."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location and size of an AR anchor."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Used internally to filter trackers of any known type."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Used internally if we haven't set the tracker type yet."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid "Used internally to select all trackers."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Fully reset the orientation of the HMD. Regardless of what direction the "
"user is looking to in the real world. The user will look dead ahead in the "
"virtual world."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Resets the orientation but keeps the tilt of the device. So if we're looking "
"down, we keep looking down but heading will be reset."
msgstr ""
#: doc/classes/ARVRServer.xml
msgid ""
"Does not reset the orientation of the HMD, only the position of the player "
"gets centered."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "Container that preserves its child controls' aspect ratio."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Arranges child controls in a way to preserve their aspect ratio "
"automatically whenever the container is resized. Solves the problem where "
"the container size is dynamic and the contents' size needs to adjust "
"accordingly without losing proportions."
msgstr ""
#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
#: doc/classes/CenterContainer.xml doc/classes/Container.xml
#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
msgid "GUI containers"
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the horizontal relative position of child controls."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "Specifies the vertical relative position of child controls."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The aspect ratio to enforce on child controls. This is the width divided by "
"the height. The ratio depends on the [member stretch_mode]."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "The stretch mode used to align child controls."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The height of child controls is automatically adjusted based on the width of "
"the container."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The width of child controls is automatically adjusted based on the height of "
"the container."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The bounding rectangle of child controls is automatically adjusted to fit "
"inside the container while keeping the aspect ratio."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"The width and height of child controls is automatically adjusted to make "
"their bounding rectangle cover the entire area of the container while "
"keeping the aspect ratio.\n"
"When the bounding rectangle of child controls exceed the container's size "
"and [member Control.rect_clip_content] is enabled, this allows to show only "
"the container's area restricted by its own bounding rectangle."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the end (right or bottom) of the container."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"An implementation of A* to find the shortest paths among connected points in "
"space."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"A* (A star) is a computer algorithm that is widely used in pathfinding and "
"graph traversal, the process of plotting short paths among vertices "
"(points), passing through a given set of edges (segments). It enjoys "
"widespread use due to its performance and accuracy. Godot's A* "
"implementation uses points in three-dimensional space and Euclidean "
"distances by default.\n"
"You must add points manually with [method add_point] and create segments "
"manually with [method connect_points]. Then you can test if there is a path "
"between two points with the [method are_points_connected] function, get a "
"path containing indices by [method get_id_path], or one containing actual "
"coordinates with [method get_point_path].\n"
"It is also possible to use non-Euclidean distances. To do so, create a class "
"that extends [code]AStar[/code] and override methods [method _compute_cost] "
"and [method _estimate_cost]. Both take two indices and return a length, as "
"is shown in the following example.\n"
"[codeblock]\n"
"class MyAStar:\n"
" extends AStar\n"
"\n"
" func _compute_cost(u, v):\n"
" return abs(u - v)\n"
"\n"
" func _estimate_cost(u, v):\n"
" return min(0, abs(u - v) - 1)\n"
"[/codeblock]\n"
"[method _estimate_cost] should return a lower bound of the distance, i.e. "
"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
"hint to the algorithm because the custom [code]_compute_cost[/code] might be "
"computation-heavy. If this is not the case, make [method _estimate_cost] "
"return the same value as [method _compute_cost] to provide the algorithm "
"with the most accurate information.\n"
"If the default [method _estimate_cost] and [method _compute_cost] methods "
"are used, or if the supplied [method _estimate_cost] method returns a lower "
"bound of the cost, then the paths returned by A* will be the lowest-cost "
"paths. Here, the cost of a path equals the sum of the [method _compute_cost] "
"results of all segments in the path multiplied by the [code]weight_scale[/"
"code]s of the endpoints of the respective segments. If the default methods "
"are used and the [code]weight_scale[/code]s of all points are set to "
"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
"segments in the path."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar[/code] class."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Called when estimating the cost between a point and the path's ending "
"point.\n"
"Note that this function is hidden in the default [code]AStar[/code] class."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
"path.\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/codeblock]\n"
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Returns whether the two given points are directly connected by a segment. If "
"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Clears all the points and segments."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Creates a segment between the given points. If [code]bidirectional[/code] is "
"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
"is allowed, not the reverse direction.\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Deletes the segment between the given points. If [code]bidirectional[/code] "
"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
"code] is prevented, and a unidirectional segment possibly remains."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns the next available point ID with no point associated to it."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the ID of the closest point to [code]to_position[/code], optionally "
"taking disabled points into account. Returns [code]-1[/code] if there are no "
"points in the points pool.\n"
"[b]Note:[/b] If several points are the closest to [code]to_position[/code], "
"the one with the smallest ID will be returned, ensuring a deterministic "
"result."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
"(0, 3, 0)\n"
"[/codeblock]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar between the given points. The array is ordered from the starting point "
"to the ending point of the path.\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/codeblock]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [code]reserve_space[/code]."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Returns an array with the IDs of the points that form the connection with "
"the given point.\n"
"[codeblock]\n"
"var astar = AStar.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns the number of points currently in the points pool."
msgstr ""
#: doc/classes/AStar.xml
msgid ""
"Returns an array with the points that are in the path found by AStar between "
"the given points. The array is ordered from the starting point to the ending "
"point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector3Array] and will print an error message."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the position of the point associated with the given [code]id[/code]."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns the weight scale of the point associated with the given [code]id[/"
"code]."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns an array of all points."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns whether a point associated with the given [code]id[/code] exists."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Reserves space internally for [code]num_nodes[/code] points, useful if "
"you're adding a known large number of points at once, for a grid for "
"instance. New capacity must be greater or equals to old capacity."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making a "
"temporary obstacle."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Sets the [code]position[/code] for the point with the given [code]id[/code]."
msgstr ""
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
"Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
"code]. The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point."
msgstr ""
#: doc/classes/AStar2D.xml
msgid "AStar class representation that uses 2D vectors as edges."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
"vectors."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Called when estimating the cost between a point and the path's ending "
"point.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Adds a new point at the given position with the given identifier. The "
"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
"be 0.0 or greater.\n"
"The [code]weight_scale[/code] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
"path.\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/codeblock]\n"
"If there already exists a point for the given [code]id[/code], its position "
"and weight scale are updated to the given values."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Returns whether there is a connection/segment between the given points. If "
"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Creates a segment between the given points. If [code]bidirectional[/code] is "
"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
"is allowed, not the reverse direction.\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Returns the closest position to [code]to_position[/code] that resides inside "
"a segment between two connected points.\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
"3)\n"
"[/codeblock]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/codeblock]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Returns an array with the IDs of the points that form the connection with "
"the given point.\n"
"[codeblock]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AStar2D.xml
msgid ""
"Returns an array with the points that are in the path found by AStar2D "
"between the given points. The array is ordered from the starting point to "
"the ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PoolVector2Array] and will print an error message."
msgstr ""
#: doc/classes/AtlasTexture.xml
msgid ""
"Crops out one part of a texture, such as a texture from a texture atlas."
msgstr ""
#: doc/classes/AtlasTexture.xml
msgid ""
"[Texture] resource that crops out one part of the [member atlas] texture, "
"defined by [member region]. The main use case is cropping out textures from "
"a texture atlas, which is a big texture file that packs multiple smaller "
"textures. Consists of a [Texture] for the [member atlas], a [member region] "
"that defines the area of [member atlas] to use, and a [member margin] that "
"defines the border width.\n"
"[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in "
"nodes such as [TextureRect], and does not work properly if used inside of "
"other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be "
"used to crop multiple textures from the atlas. Using a texture atlas helps "
"to optimize video memory costs and render calls compared to using multiple "
"small files.\n"
"[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture."
"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
"when using an AtlasTexture."
msgstr ""
#: doc/classes/AtlasTexture.xml
msgid "The texture that contains the atlas. Can be any [Texture] subtype."
msgstr ""
#: doc/classes/AtlasTexture.xml
msgid ""
"If [code]true[/code], clips the area outside of the region to avoid bleeding "
"of the surrounding texture pixels."
msgstr ""
#: doc/classes/AtlasTexture.xml
msgid ""
"The margin around the region. The [Rect2]'s [member Rect2.size] parameter "
"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
"margin."
msgstr ""
#: doc/classes/AtlasTexture.xml
msgid "The AtlasTexture's used region."
msgstr ""
#: doc/classes/AudioBusLayout.xml
msgid "Stores information about the audio buses."
msgstr ""
#: doc/classes/AudioBusLayout.xml
msgid ""
"Stores position, muting, solo, bypass, effects, effect position, volume, and "
"the connections between buses. See [AudioServer] for usage."
msgstr ""
#: doc/classes/AudioEffect.xml
msgid "Audio effect for audio."
msgstr ""
#: doc/classes/AudioEffect.xml
msgid ""
"Base resource for audio bus. Applies an audio effect on the bus that the "
"resource is applied on."
msgstr ""
#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
#: doc/classes/AudioStreamPlayer.xml
msgid "Audio Mic Record Demo"
msgstr ""
#: doc/classes/AudioEffectAmplify.xml
msgid ""
"Adds an amplifying audio effect to an audio bus.\n"
"Increases or decreases the volume of the selected audio bus."
msgstr ""
#: doc/classes/AudioEffectAmplify.xml
msgid "Increases or decreases the volume being routed through the audio bus."
msgstr ""
#: doc/classes/AudioEffectAmplify.xml
msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid "Adds a band limit filter to the audio bus."
msgstr ""
#: doc/classes/AudioEffectBandLimitFilter.xml
msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
msgstr ""
#: doc/classes/AudioEffectBandPassFilter.xml
msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from an [AudioStreamMicrophone], implement application-defined effects, "
"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
"PCM.\n"
"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
msgid "Audio buses"
msgstr ""
#: doc/classes/AudioEffectCapture.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
"Vrátí [code] true [/code], pokud je úchyt u indexu [code] indexu [/code] "
"zvýrazněn pohybem myši."
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Gets the next [code]frames[/code] audio samples from the internal ring "
"buffer.\n"
"Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio "
"samples if available, or an empty [PoolVector2Array] if insufficient data "
"was available."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
#, fuzzy
msgid "Returns the total size of the internal ring buffer in frames."
msgstr "Vrátí tangens parametru."
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Returns the number of audio frames inserted from the audio bus."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "Adds a chorus audio effect."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid ""
"Adds a chorus audio effect. The effect applies a filter with voices to "
"duplicate the audio source and manipulate it through the filter."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The effect's raw signal."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's cutoff frequency."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's signal delay."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice filter's depth."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's volume."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's pan level."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's filter rate."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The amount of voices in the effect."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The effect's processed signal."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Adds a compressor audio effect to an audio bus.\n"
"Reduces sounds that exceed a certain threshold level, smooths out the "
"dynamics and increases the overall volume."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Dynamic range compressor reduces the level of the sound when the amplitude "
"goes over a certain threshold in Decibels. One of the main uses of a "
"compressor is to increase the dynamic range by clipping as little as "
"possible (when sound goes over 0dB).\n"
"Compressor has many uses in the mix:\n"
"- In the Master bus to compress the whole output (although an "
"[AudioEffectLimiter] is probably better).\n"
"- In voice channels to ensure they sound as balanced as possible.\n"
"- Sidechained. This can reduce the sound level sidechained with another "
"audio bus for threshold detection. This technique is common in video game "
"mixing to the level of music and SFX while voices are being heard.\n"
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Compressor's reaction time when the signal exceeds the threshold, in "
"microseconds. Value can range from 20 to 2000."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid "Gain applied to the output signal."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Balance between original signal and effect signal. Value can range from 0 "
"(totally dry) to 1 (totally wet)."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Amount of compression applied to the audio once it passes the threshold "
"level. The higher the ratio, the more the loud parts of the audio will be "
"compressed. Value can range from 1 to 48."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid "Reduce the sound level using another audio bus for threshold detection."
msgstr ""
#: doc/classes/AudioEffectCompressor.xml
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid ""
"Adds a delay audio effect to an audio bus. Plays input signal back after a "
"period of time.\n"
"Two tap delay and feedback options."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid ""
"Plays input signal back after a period of time. The delayed signal may be "
"played back multiple times to create the sound of a repeating, decaying "
"echo. Delay effects range from a subtle echo effect to a pronounced blending "
"of previous sounds with new sounds."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid ""
"Output percent of original sound. At 0, only delayed sounds are output. "
"Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], feedback is enabled."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "Feedback delay time in milliseconds."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "Sound level for [code]tap1[/code]."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid ""
"Low-pass filter for feedback, in Hz. Frequencies below this value are "
"filtered out of the source signal."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], [code]tap1[/code] will be enabled."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "[code]tap1[/code] delay time in milliseconds."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid ""
"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "[b]Tap2[/b] delay time in milliseconds."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid "Sound level for [code]tap2[/code]."
msgstr ""
#: doc/classes/AudioEffectDelay.xml
msgid ""
"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Adds a distortion audio effect to an Audio bus.\n"
"Modify the sound to make it distorted."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, "
"or waveshape.\n"
"By distorting the waveform the frequency content change, which will often "
"make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
"coming from some saturated device or speaker very efficiently."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion power. Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid "Distortion type."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Increases or decreases the volume after the effect. Value can range from -80 "
"to 24."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Increases or decreases the volume before the effect. Value can range from "
"-60 to 60."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Digital distortion effect which cuts off peaks at the top and bottom of the "
"waveform."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Low-resolution digital distortion effect. You can use it to emulate the "
"sound of early digital audio devices."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Emulates the warm distortion produced by a field effect transistor, which is "
"commonly used in solid-state musical instrument amplifiers."
msgstr ""
#: doc/classes/AudioEffectDistortion.xml
msgid ""
"Waveshaper distortions are used mainly by electronic musicians to achieve an "
"extra-abrasive sound."
msgstr ""
#: doc/classes/AudioEffectEQ.xml
msgid ""
"Base class for audio equalizers. Gives you control over frequencies.\n"
"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] "
"or [AudioEffectEQ21] don't fit your needs."
msgstr ""
#: doc/classes/AudioEffectEQ.xml
msgid ""
"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
"to completely master a mix and give it more character. They are also useful "
"when a game is run on a mobile device, to adjust the mix to that kind of "
"speakers (it can be added but disabled when headphones are plugged)."
msgstr ""
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the number of bands of the equalizer."
msgstr ""
#: doc/classes/AudioEffectEQ.xml
msgid "Returns the band's gain at the specified index, in dB."
msgstr ""
#: doc/classes/AudioEffectEQ.xml
msgid "Sets band's gain at the specified index, in dB."
msgstr ""
#: doc/classes/AudioEffectEQ10.xml
msgid ""
"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control "
"over frequencies from 31 Hz to 16000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
#: doc/classes/AudioEffectEQ10.xml
msgid ""
"Frequency bands:\n"
"Band 1: 31 Hz\n"
"Band 2: 62 Hz\n"
"Band 3: 125 Hz\n"
"Band 4: 250 Hz\n"
"Band 5: 500 Hz\n"
"Band 6: 1000 Hz\n"
"Band 7: 2000 Hz\n"
"Band 8: 4000 Hz\n"
"Band 9: 8000 Hz\n"
"Band 10: 16000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
msgstr ""
#: doc/classes/AudioEffectEQ21.xml
msgid ""
"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control "
"over frequencies from 22 Hz to 22000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
#: doc/classes/AudioEffectEQ21.xml
msgid ""
"Frequency bands:\n"
"Band 1: 22 Hz\n"
"Band 2: 32 Hz\n"
"Band 3: 44 Hz\n"
"Band 4: 63 Hz\n"
"Band 5: 90 Hz\n"
"Band 6: 125 Hz\n"
"Band 7: 175 Hz\n"
"Band 8: 250 Hz\n"
"Band 9: 350 Hz\n"
"Band 10: 500 Hz\n"
"Band 11: 700 Hz\n"
"Band 12: 1000 Hz\n"
"Band 13: 1400 Hz\n"
"Band 14: 2000 Hz\n"
"Band 15: 2800 Hz\n"
"Band 16: 4000 Hz\n"
"Band 17: 5600 Hz\n"
"Band 18: 8000 Hz\n"
"Band 19: 11000 Hz\n"
"Band 20: 16000 Hz\n"
"Band 21: 22000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
msgstr ""
#: doc/classes/AudioEffectEQ6.xml
msgid ""
"Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over "
"frequencies from 32 Hz to 10000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
#: doc/classes/AudioEffectEQ6.xml
msgid ""
"Frequency bands:\n"
"Band 1: 32 Hz\n"
"Band 2: 100 Hz\n"
"Band 3: 320 Hz\n"
"Band 4: 1000 Hz\n"
"Band 5: 3200 Hz\n"
"Band 6: 10000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
msgstr ""
#: doc/classes/AudioEffectFilter.xml
msgid "Adds a filter to the audio bus."
msgstr ""
#: doc/classes/AudioEffectFilter.xml
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
msgstr ""
#: doc/classes/AudioEffectFilter.xml
msgid "Threshold frequency for the filter, in Hz."
msgstr ""
#: doc/classes/AudioEffectFilter.xml
msgid "Gain amount of the frequencies after the filter."
msgstr ""
#: doc/classes/AudioEffectFilter.xml
msgid "Amount of boost in the frequency range near the cutoff frequency."
msgstr ""
#: doc/classes/AudioEffectHighPassFilter.xml
msgid "Adds a high-pass filter to the Audio Bus."
msgstr ""
#: doc/classes/AudioEffectHighPassFilter.xml
msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
#: doc/classes/AudioEffectHighShelfFilter.xml
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
msgstr ""
#: doc/classes/AudioEffectLimiter.xml
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
msgstr ""
#: doc/classes/AudioEffectLimiter.xml
msgid ""
"A limiter is similar to a compressor, but it's less flexible and designed to "
"disallow sound going over a given dB threshold. Adding one in the Master bus "
"is always recommended to reduce the effects of clipping.\n"
"Soft clipping starts to reduce the peaks a little below the threshold level "
"and progressively increases its effect as the input level increases such "
"that the threshold is never exceeded."
msgstr ""
#: doc/classes/AudioEffectLimiter.xml
msgid ""
"The waveform's maximum allowed value, in decibels. Value can range from -20 "
"to -0.1."
msgstr ""
#: doc/classes/AudioEffectLimiter.xml
msgid ""
"Applies a gain to the limited waves, in decibels. Value can range from 0 to "
"6."
msgstr ""
#: doc/classes/AudioEffectLimiter.xml
msgid ""
"Threshold from which the limiter begins to be active, in decibels. Value can "
"range from -30 to 0."
msgstr ""
#: doc/classes/AudioEffectLowPassFilter.xml
msgid "Adds a low-pass filter to the Audio bus."
msgstr ""
#: doc/classes/AudioEffectLowPassFilter.xml
msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
#: doc/classes/AudioEffectLowShelfFilter.xml
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
msgstr ""
#: doc/classes/AudioEffectNotchFilter.xml
msgid "Adds a notch filter to the Audio bus."
msgstr ""
#: doc/classes/AudioEffectNotchFilter.xml
msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
#: doc/classes/AudioEffectPanner.xml
msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
msgstr ""
#: doc/classes/AudioEffectPanner.xml
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr ""
#: doc/classes/AudioEffectPanner.xml
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Adds a phaser audio effect to an Audio bus.\n"
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Combines phase-shifted signals with the original signal. The movement of the "
"phase-shifted signals is controlled using a low-frequency oscillator."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Governs how high the filter frequencies sweep. Low value will primarily "
"affect bass frequencies. High value can sweep high into the treble. Value "
"can range from 0.1 to 4."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Determines the maximum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Determines the minimum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr ""
#: doc/classes/AudioEffectPhaser.xml
msgid ""
"Adjusts the rate in Hz at which the effect sweeps up and down across the "
"frequency range."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
"Adds a pitch-shifting audio effect to an Audio bus.\n"
"Raises or lowers the pitch of original sound."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
"Allows modulation of pitch independently of tempo. All frequencies can be "
"increased/decreased with minimal effect on transients."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the effect over time, but have greater latency. The effects of "
"this higher latency are especially noticeable on sounds that have sudden "
"amplitude changes."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
"The oversampling factor to use. Higher values result in better quality, but "
"are more demanding on the CPU and may cause audio cracking if the CPU can't "
"keep up."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
msgid ""
"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
"less stable over time."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
"compromise between latency and stability over time."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
"but stable over time."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
"latency, but most stable over time."
msgstr ""
#: doc/classes/AudioEffectPitchShift.xml
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid "Represents the size of the [enum FFT_Size] enum."
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid "Audio effect used for recording the sound from an audio bus."
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid ""
"Allows the user to record the sound from an audio bus. This can include all "
"audio output by Godot when used on the \"Master\" audio bus.\n"
"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
"It sets and gets the format in which the audio file will be recorded (8-bit, "
"16-bit, or compressed). It checks whether or not the recording is active, "
"and if it is, records the sound. It then returns the recorded sample."
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid "Recording with microphone"
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid "Returns the recorded sample."
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid "Returns whether the recording is active or not."
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
#: doc/classes/AudioEffectRecord.xml
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamSample.Format] for available formats."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Adds a reverberation audio effect to an Audio bus.\n"
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Simulates rooms of different sizes. Its parameters can be adjusted to "
"simulate the sound of a specific room."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Defines how reflective the imaginary room's walls are. Value can range from "
"0 to 1."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Output percent of original sound. At 0, only modified sound is outputted. "
"Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"High-pass filter passes signals with a frequency higher than a certain "
"cutoff frequency and attenuates signals with frequencies lower than the "
"cutoff frequency. Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid "Output percent of predelay. Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Time between the original signal and the early reflections of the reverb "
"signal, in milliseconds."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Dimensions of simulated room. Bigger means more echoes. Value can range from "
"0 to 1."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
"Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectReverb.xml
msgid ""
"Output percent of modified sound. At 0, only original sound is outputted. "
"Value can range from 0 to 1."
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid "Audio effect that can be used for real-time audio visualizations."
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"This audio effect does not affect sound output, but can be used for real-"
"time audio visualizations.\n"
"See also [AudioStreamGenerator] for procedurally generating sounds."
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
#: doc/classes/CanvasItem.xml
msgid "Audio Spectrum Demo"
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
#: doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Godot 3.2 will get new audio features"
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"The length of the buffer to keep (in seconds). Higher values keep data "
"around for longer, but require more memory."
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzer.xml
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the spectrum analysis over time, but have greater latency. The "
"effects of this higher latency are especially noticeable with sudden "
"amplitude changes."
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
msgid "Use the average value as magnitude."
msgstr ""
#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
msgid "Use the maximum value as magnitude."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Server interface for low-level audio access."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"[AudioServer] is a low-level server interface for audio access. It is in "
"charge of creating sample data (playable audio) as well as its playback via "
"a voice interface."
msgstr ""
#: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
msgid "Audio Device Changer Demo"
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Adds a bus at [code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at "
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the names of all audio input devices detected on the system.\n"
"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the amount of channels of the bus at index [code]bus_idx[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
"[code]bus_idx[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the [AudioEffectInstance] assigned to the given bus and effect "
"indices (and optionally channel)."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the index of the bus with the name [code]bus_name[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
"code] and channel index [code]channel[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
"code] and channel index [code]channel[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
"to."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the sample rate at the output of the [AudioServer]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the audio driver's output latency."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the speaker configuration."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the relative time since the last mix occurred."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the relative time until the next mix occurs."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing "
"effects."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus "
"at index [code]bus_idx[/code] is enabled."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Locks the audio driver's main loop.\n"
"[b]Note:[/b] Remember to unlock it afterwards."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Removes the bus at index [code]index[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Removes the effect at index [code]effect_idx[/code] from the bus at index "
"[code]bus_idx[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Overwrites the currently used [AudioBusLayout]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Connects the output of the bus at [code]bus_idx[/code] to the bus named "
"[code]send[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
"code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Unlocks the audio driver's main loop. (After locking it, you should always "
"unlock it.)"
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). On systems with multiple audio inputs (such as "
"analog, USB and HDMI audio), this can be used to select the audio input "
"device. The value [code]\"Default\"[/code] will record audio on the system-"
"wide default audio input. If an invalid device name is set, the value will "
"be reverted back to [code]\"Default\"[/code].\n"
"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
"[code]\"Default\"[/code] will play audio on the system-wide default audio "
"output. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
"code] will make the audio be played twice as fast)."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Emitted when the [AudioBusLayout] changes."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Two or fewer speakers were detected."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "A 3.1 channel surround setup was detected."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "A 5.1 channel surround setup was detected."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "A 7.1 channel surround setup was detected."
msgstr ""
#: doc/classes/AudioStream.xml
msgid "Base class for audio streams."
msgstr ""
#: doc/classes/AudioStream.xml
msgid ""
"Base class for audio streams. Audio streams are used for sound effects and "
"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
"[AudioStreamOGGVorbis]) file formats."
msgstr ""
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
msgid "Audio streams"
msgstr ""
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
msgid "Audio Generator Demo"
msgstr ""
#: doc/classes/AudioStream.xml
msgid "Returns the length of the audio stream in seconds."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid "Audio stream that generates sounds procedurally."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid ""
"This audio stream does not play back sounds, but expects a script to "
"generate audio data for it instead. See also "
"[AudioStreamGeneratorPlayback].\n"
"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
"spectrum analysis.\n"
"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
"or from a compiled language via GDNative. If you still want to use this "
"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
"Hz or 22,050 Hz."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, "
"resulting in increased CPU usage and more risk for audio cracking if the CPU "
"can't keep up."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
"are generating lower-pitched sounds such as voices, lower sample rates such "
"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"This class is meant to be used with [AudioStreamGenerator] to play back the "
"generated audio in real-time."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
"pushed to the audio sample data buffer without overflowing it, [code]false[/"
"code] otherwise."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
#, fuzzy
msgid ""
"Returns the number of frames that can be pushed to the audio sample data "
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
"is full."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Pushes several audio data frames to the buffer. This is usually more "
"efficient than [method push_frame] in C# and compiled languages via "
"GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Pushes a single audio data frame to the buffer. This is usually less "
"efficient than [method push_buffer] in C# and compiled languages via "
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
#: doc/classes/AudioStreamMicrophone.xml
msgid "Plays real-time audio input data."
msgstr ""
#: doc/classes/AudioStreamMicrophone.xml
msgid ""
"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
"plays back microphone input in real-time. This can be used in conjunction "
"with [AudioEffectCapture] to process the data or save it.\n"
"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
msgid "MP3 audio stream driver."
msgstr ""
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "Contains the audio data in bytes."
msgstr ""
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid ""
"If [code]true[/code], the stream will automatically loop when it reaches the "
"end."
msgstr ""
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "Time in seconds at which the stream starts after being looped."
msgstr ""
#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
msgid "OGG Vorbis audio stream driver."
msgstr ""
#: doc/classes/AudioStreamPlayback.xml
msgid "Meta class for playing back audio."
msgstr ""
#: doc/classes/AudioStreamPlayback.xml
msgid ""
"Can play, loop, pause a scroll through audio. See [AudioStream] and "
"[AudioStreamOGGVorbis] for usage."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays back audio non-positionally."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"Plays an audio stream non-positionally.\n"
"To play audio positionally, use [AudioStreamPlayer2D] or "
"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "Returns the position in the [AudioStream] in seconds."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "Plays the audio from the given [code]from_position[/code], in seconds."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Sets the position from which audio will be played, in seconds."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Stops the audio."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"If the audio configuration has more than two speakers, this sets the target "
"channels. See [enum MixTarget] constants."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
"sample rate."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
msgid "If [code]true[/code], audio is playing."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "The [AudioStream] object to be played."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[code]stream_paused[/code] to [code]false[/code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "Volume of sound, in dB."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Emitted when the audio stops playing."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "The audio will be played only on the first channel."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid "The audio will be played on all surround channels."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
"The audio will be played on the second channel, which is usually the center."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Plays positional sound in 2D space."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
"Plays audio that dampens with distance from a given position.\n"
"By default, audio is heard from the screen center. This can be changed by "
"adding a [Listener2D] node to the scene and enabling it by calling [method "
"Listener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
msgid "Returns the position in the [AudioStream]."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer2D]."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Plays the audio from the given position [code]from_position[/code], in "
"seconds."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid ""
"Determines which [Area2D] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a "
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Dampens audio over distance with this as an exponent."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Maximum distance from which audio is still hearable."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml
msgid "Base volume without dampening."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Plays positional sound in 3D space."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Plays a sound effect with directed sound effects, dampens with distance if "
"needed, generates effect of hearable position in space. For greater realism, "
"a low-pass filter is automatically applied to distant sounds. This can be "
"disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/"
"code].\n"
"By default, audio is heard from the camera position. This can be changed by "
"adding a [Listener] node to the scene and enabling it by calling [method "
"Listener.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
"[member unit_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer3D]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Determines which [Area] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a "
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Dampens audio using a low-pass filter above this frequency, in Hz. To "
"disable the dampening effect entirely, set this to [code]20500[/code] as "
"this frequency is above the human hearing limit."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Amount how much the filter affects the loudness, in decibels."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Decides if audio should get quieter with distance linearly, quadratically, "
"logarithmically, or not be affected by distance, effectively disabling "
"attenuation."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
"to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Decides in which step the [url=https://en.wikipedia.org/wiki/"
"Doppler_effect]Doppler effect[/url] should be calculated.\n"
"[b]Note:[/b] Only effective if the current [Camera]'s [member Camera."
"doppler_tracking] property is set to a value other than [constant Camera."
"DOPPLER_TRACKING_DISABLED]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The angle in which the audio reaches cameras undampened."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"If [code]true[/code], the audio should be dampened according to the "
"direction of the sound."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Dampens audio if camera is outside of [member emission_angle_degrees] and "
"[member emission_angle_enabled] is set by this factor, in decibels."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Sets the absolute maximum of the soundlevel, in decibels."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Sets the distance from which the [member out_of_range_mode] takes effect. "
"Has no effect if set to 0."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Decides if audio should pause when source is outside of [member "
"max_distance] range."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The [AudioStream] resource to be played."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The base sound level unaffected by dampening, in decibels."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Linear dampening of loudness according to distance."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Squared dampening of loudness according to distance."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Logarithmic dampening of loudness according to distance."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"No dampening of loudness according to distance. The sound will still be "
"heard positionally, unlike an [AudioStreamPlayer]. [constant "
"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
"sphere of a defined size."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Mix this audio in, even when it's out of range. This increases CPU usage, "
"but keeps the sound playing at the correct position if the camera leaves and "
"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Pause this audio when it gets out of range. This decreases CPU usage, but "
"will cause the sound to restart if the camera leaves and enters the "
"[AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Disables doppler tracking."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Executes doppler tracking in idle step (every rendered frame)."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"Executes doppler tracking in physics step (every simulated physics frame)."
msgstr ""
#: doc/classes/AudioStreamRandomPitch.xml
msgid "Plays audio with random pitch shifting."
msgstr ""
#: doc/classes/AudioStreamRandomPitch.xml
msgid "Randomly varies pitch on each start."
msgstr ""
#: doc/classes/AudioStreamRandomPitch.xml
msgid "The current [AudioStream]."
msgstr ""
#: doc/classes/AudioStreamRandomPitch.xml
msgid "The intensity of random pitch variation."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "Stores audio data loaded from WAV files."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"AudioStreamSample stores sound samples loaded from WAV files. To play the "
"stored sound, use an [AudioStreamPlayer] (for non-positional audio) or "
"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The "
"sound can be looped.\n"
"This class can also be used to store dynamically-generated PCM audio data. "
"See also [AudioStreamGenerator] for procedural audio generation."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with "
"IMA ADPCM format can't be saved.\n"
"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
"[code]path[/code] if it is missing."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"Contains the audio data in bytes.\n"
"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
"PCM8 to signed PCM8, subtract 128 from each byte."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "Audio format. See [enum Format] constants for values."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"The loop start point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file "
"if present."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"The loop end point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file "
"if present."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"The loop mode. This information will be imported automatically from the WAV "
"file if present. See [enum LoopMode] constants for values."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"The sample rate for mixing this audio. Higher values require more storage "
"space, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
"are using lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "If [code]true[/code], audio is stereo."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "8-bit audio codec."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "16-bit audio codec."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "Audio is compressed using IMA ADPCM."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid "Audio does not loop."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing forward only."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing back and forth."
msgstr ""
#: doc/classes/AudioStreamSample.xml
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing backward only."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Copies a region of the screen (or the whole screen) to a buffer so it can be "
"accessed in your shader scripts through the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "Buffer mode. See [enum CopyMode] constants."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Prerendered indirect light map for a scene."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Baked lightmaps are an alternative workflow for adding indirect (or baked) "
"lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work "
"fine on low-end PCs and mobile devices as they consume almost no resources "
"in run-time.\n"
"[b]Procedural generation:[/b] Lightmap baking functionality is only "
"available in the editor. This means [BakedLightmap] is not suited to "
"procedurally generated or user-built levels. For procedurally generated or "
"user-built levels, use [GIProbe] instead.\n"
"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
"effect once lightmaps are baked again."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Bakes the lightmap, scanning from the given [code]from_node[/code] root and "
"saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If "
"no root node is provided, parent of this node will be used as root instead. "
"If no save path is provided it will try to match the path from the current "
"[member light_data]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"If [code]true[/code], the lightmapper will merge the textures for all meshes "
"into one or several large layered textures. If [code]false[/code], every "
"mesh will get its own lightmap texture, which is less efficient.\n"
"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
"[code]true[/code], consider baking lightmaps with [member atlas_generate] "
"set to [code]false[/code] so that the resulting lightmap is visible in both "
"GLES3 and GLES2."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Maximum size of each lightmap layer, only used when [member atlas_generate] "
"is enabled."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Raycasting bias used during baking to avoid floating point precision issues."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"The energy multiplier for each bounce. Higher values will make indirect "
"lighting brighter. A value of [code]1.0[/code] represents physically "
"accurate behavior, but higher values can be used to make indirect lighting "
"propagate more visibly when using a low number of bounces. This can be used "
"to speed up bake times by lowering the number of [member bounces] then "
"increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData."
"energy], this property does not affect direct lighting emitted by light "
"nodes, emissive materials and the environment.\n"
"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
"bounces] is set to a value greater than or equal to [code]1[/code]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Number of light bounces that are taken into account during baking. See also "
"[member bounce_indirect_energy]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Grid size used for real-time capture information on dynamic objects."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"When enabled, an octree containing the scene's lighting information will be "
"computed. This octree will then be used to light dynamic objects in the "
"scene."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Bias value to reduce the amount of light propagation in the captured octree."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Bake quality of the capture data."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"If a baked mesh doesn't have a UV2 size hint, this value will be used to "
"roughly compute a suitable lightmap size."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"The environment color when [member environment_mode] is set to [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"The energy scaling factor when when [member environment_mode] is set to "
"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"The [Sky] resource to use when [member environment_mode] is set o [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The rotation of the baked custom sky."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Minimum ambient light for all the lightmap texels. This doesn't take into "
"account any occlusion from the scene's geometry, it simply ensures a minimum "
"amount of light on all the lightmap texels. Can be used for artistic control "
"on shadow color."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Decides which environment to use during baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Size of the baked lightmap. Only meshes inside this region will be included "
"in the baked lightmap, also used as the bounds of the captured region for "
"dynamic lighting."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Deprecated, in previous versions it determined the location where lightmaps "
"were be saved."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The calculated light data."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Determines the amount of samples per texel used in indirect light baking. "
"The amount of samples for each quality level can be configured in the "
"project settings."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Store full color values in the lightmap textures. When disabled, lightmap "
"textures will store a single brightness channel. Can be disabled to reduce "
"disk usage if the scene contains only white lights or you don't mind losing "
"color information in indirect lighting."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"When enabled, a lightmap denoiser will be used to reduce the noise inherent "
"to Monte Carlo based global illumination."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"If [code]true[/code], stores the lightmap textures in a high dynamic range "
"format (EXR). If [code]false[/code], stores the lightmap texture in a low "
"dynamic range PNG image. This can be set to [code]false[/code] to reduce "
"disk usage, but light values over 1.0 will be clamped and you may see "
"banding caused by the reduced precision.\n"
"[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease "
"lightmap banding even when using the GLES2 backend or if [member "
"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The lowest bake quality mode. Fastest to calculate."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The default bake quality mode."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "A higher bake quality mode. Takes longer to calculate."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The highest bake quality mode. Takes the longest to calculate."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Baking was successful."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Returns if no viable save path is found. This can happen where an [member "
"image_path] is not specified or when the save location is invalid."
msgstr ""
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
msgstr ""
#: doc/classes/BakedLightmap.xml
#, fuzzy
msgid "Returns when the baker cannot save per-mesh textures to file."
msgstr "Vrátí arkus tangent parametrů."
#: doc/classes/BakedLightmap.xml
msgid "The size of the generated lightmaps is too large."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Returns if user cancels baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Returns if lightmapper can't be created. Unless you are using a custom "
"lightmapper, please report this as bug."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"There is no root node to start baking from. Either provide [code]from_node[/"
"code] argument or attach this node to a parent that should be used as root."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "No environment is used during baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The baked environment is automatically picked from the current scene."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "A custom sky is used as environment during baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "A custom solid color is used as environment during baking."
msgstr ""
#: doc/classes/BakedLightmapData.xml
msgid ""
"Global energy multiplier for baked and dynamic capture objects. This can be "
"changed at run-time without having to bake lightmaps again.\n"
"To adjust only the energy of indirect lighting (without affecting direct "
"lighting or emissive materials), adjust [member BakedLightmap."
"bounce_indirect_energy] and bake lightmaps again."
msgstr ""
#: doc/classes/BakedLightmapData.xml
msgid ""
"Controls whether dynamic capture objects receive environment lighting or not."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "Base class for different kinds of buttons."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"BaseButton is the abstract base class for buttons, so it shouldn't be used "
"directly (it doesn't display anything). Other types of buttons inherit from "
"it."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is pressed. If you need to know the button's pressed "
"state (and [member toggle_mode] is active), use [method _toggled] instead."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Returns the visual state used to draw the button. This is useful mainly when "
"implementing your own draw code by either overriding _draw() or connecting "
"to \"draw\" signal. The visual state of the button is defined by the [enum "
"DrawMode] enum."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Changes the [member pressed] state of the button, without emitting [signal "
"toggled]. Use when you just want to change the state of the button without "
"sending the pressed event (e.g. when initializing scene). Only works if "
"[member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
"group]."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Determines when the button is considered clicked, one of the [enum "
"ActionMode] constants."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Binary mask to choose which mouse buttons this button will respond to.\n"
"To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
"BUTTON_MASK_RIGHT[/code]."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked "
"or toggled."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"[i]Deprecated.[/i] This property has been deprecated due to redundancy and "
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "[ButtonGroup] associated to the button."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button stays pressed when moving the cursor "
"outside the button while pressing it.\n"
"[b]Note:[/b] This property only affects the button's visual appearance. "
"Signals will be emitted at the same moment regardless of this property's "
"value."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button's state is pressed. Means the button is "
"pressed down or toggled (if [member toggle_mode] is active). Only works if "
"[member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be "
"emitted. If you want to change the pressed state without emitting that "
"signal, use [method set_pressed_no_signal]."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "[ShortCut] associated to the button."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button will add information about its shortcut in "
"the tooltip."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "Emitted when the button starts being held down."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "Emitted when the button stops being held down."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Emitted when the button is toggled or pressed. This is on [signal "
"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
"and on [signal button_up] otherwise.\n"
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Emitted when the button was just toggled between pressed and normal states "
"(only if [member toggle_mode] is active). The new state is contained in the "
"[code]button_pressed[/code] argument."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
"buttons."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "The state of buttons are pressed."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "The state of buttons are hovered."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "The state of buttons are disabled."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "The state of buttons are both hovered and pressed."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "Require just a press to consider the button clicked."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Require a press and a subsequent release before considering the button "
"clicked."
msgstr ""
#: doc/classes/Basis.xml
msgid "3×3 matrix datatype."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"3×3 matrix used for 3D rotation and scale. Almost always used as an "
"orthogonal basis for a Transform.\n"
"Contains 3 vector fields X, Y and Z as its columns, which are typically "
"interpreted as the local basis vectors of a transformation. For such use, it "
"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
"Can also be accessed as array of 3D vectors. These vectors are normally "
"orthogonal to each other, but are not necessarily normalized (due to "
"scaling).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
#: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid "Matrices and transforms"
msgstr ""
#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
msgid "Using 3D transforms"
msgstr ""
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Matrix Transform Demo"
msgstr ""
#: doc/classes/Basis.xml doc/classes/CylinderShape.xml
#: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
#: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml
#: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml
#: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml
#: doc/classes/RayCast.xml doc/classes/StaticBody.xml
#: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml
#: doc/classes/TextureRect.xml doc/classes/Thread.xml
#: doc/classes/VBoxContainer.xml
msgid "3D Voxel Demo"
msgstr ""
#: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
#: doc/classes/Transform2D.xml
msgid "2.5D Demo"
msgstr ""
#: doc/classes/Basis.xml
msgid "Constructs a pure rotation basis matrix from the given quaternion."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix from the given Euler angles (in the "
"YXZ convention: when *composing*, first Y, then X, and Z last), given in the "
"vector format as (X angle, Y angle, Z angle).\n"
"Consider using the [Quat] constructor instead, which uses a quaternion "
"instead of Euler angles."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given "
"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
"normalized vector."
msgstr ""
#: doc/classes/Basis.xml
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Returns the determinant of the basis matrix. If the basis is uniformly "
"scaled, its determinant is the square of the scale.\n"
"A negative determinant means the basis has a negative scale. A zero "
"determinant means the basis isn't invertible, and is usually considered "
"invalid."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Returns the basis's rotation in the form of Euler angles (in the YXZ "
"convention: when decomposing, first Z, then X, and Y last). The returned "
"vector contains the rotation angles in the format (X angle, Y angle, Z "
"angle).\n"
"Consider using the [method get_rotation_quat] method instead, which returns "
"a [Quat] quaternion instead of Euler angles."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"This function considers a discretization of rotations into 24 points on unit "
"sphere, lying along the vectors (x,y,z) with each component being either -1, "
"0, or 1, and returns the index of the point best representing the "
"orientation of the object. It is mainly used by the [GridMap] editor. For "
"further details, refer to the Godot source code."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Returns the basis's rotation in the form of a quaternion. See [method "
"get_euler] if you need Euler angles, but keep in mind quaternions should "
"generally be preferred to Euler angles."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Assuming that the matrix is the combination of a rotation and scaling, "
"return the absolute value of scaling factors along each axis."
msgstr ""
#: doc/classes/Basis.xml
msgid "Returns the inverse of the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Returns [code]true[/code] if this basis and [code]b[/code] are approximately "
"equal, by calling [code]is_equal_approx[/code] on each component.\n"
"[b]Note:[/b] For complicated reasons, the epsilon argument is always "
"discarded. Don't use the epsilon argument, it does nothing."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Returns the orthonormalized version of the matrix (useful to call from time "
"to time to avoid rounding error for orthogonal matrices). This performs a "
"Gram-Schmidt orthonormalization on the basis of the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Introduce an additional rotation around the given axis by [code]angle[/code] "
"(in radians). The axis must be a normalized vector."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Introduce an additional scaling specified by the given 3D scaling factor."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Assuming that the matrix is a proper rotation matrix, slerp performs a "
"spherical-linear interpolation with another rotation matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid "Transposed dot product with the X axis of the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid "Transposed dot product with the Y axis of the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid "Transposed dot product with the Z axis of the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid "Returns the transposed version of the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid "Returns a vector transformed (multiplied) by the matrix."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"Returns a vector transformed (multiplied) by the transposed basis matrix.\n"
"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
"only if it represents a rotation-reflection."
msgstr ""
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
"code]."
msgstr ""
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
"code]."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
"code]."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"The identity basis, with no rotation or scaling applied.\n"
"This is identical to calling [code]Basis()[/code] without any parameters. "
"This constant can be used to make your code clearer, and for consistency "
"with C#."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"The basis that will flip something along the X axis when used in a "
"transformation."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"The basis that will flip something along the Y axis when used in a "
"transformation."
msgstr ""
#: doc/classes/Basis.xml
msgid ""
"The basis that will flip something along the Z axis when used in a "
"transformation."
msgstr ""
#: doc/classes/BitMap.xml
msgid "Boolean matrix."
msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"A two-dimensional array of boolean values, can be used to efficiently store "
"a binary matrix (every matrix element takes only one bit) and query the "
"values using natural cartesian coordinates."
msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"Returns an image of the same size as the bitmap and with a [enum Image."
"Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap "
"are being converted into white pixels, and [code]false[/code] bits into "
"black."
msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"Creates a bitmap that matches the given image dimensions, every element of "
"the bitmap is set to [code]false[/code] if the alpha value of the image at "
"that position is equal to [code]threshold[/code] or less, and [code]true[/"
"code] in other case."
msgstr ""
#: doc/classes/BitMap.xml
msgid "Returns bitmap's value at the specified position."
msgstr ""
#: doc/classes/BitMap.xml
msgid "Returns bitmap's dimensions."
msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"Returns the amount of bitmap elements that are set to [code]true[/code]."
msgstr ""
#: doc/classes/BitMap.xml
msgid ""
"Applies morphological dilation or erosion to the bitmap. If [code]pixels[/"
"code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] "
"is negative, erosion is applied to the bitmap. [code]rect[/code] defines the "
"area where the morphological operation is applied. Pixels located outside "
"the [code]rect[/code] are unaffected by [method grow_mask]."
msgstr ""
#: doc/classes/BitMap.xml
#, fuzzy
msgid "Resizes the image to [code]new_size[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/BitMap.xml
msgid ""
"Sets the bitmap's element at the specified position, to the specified value."
msgstr ""
#: doc/classes/BitMap.xml
msgid "Sets a rectangular portion of the bitmap to the specified value."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid ""
"Renders text using fonts under the [url=https://www.angelcode.com/products/"
"bmfont/]BMFont[/url] format.\n"
"Handles files with the [code].fnt[/code] extension."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid ""
"Renders text using [code]*.fnt[/code] fonts containing texture atlases. "
"Supports distance fields. For using vector font files like TTF directly, see "
"[DynamicFont]."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid ""
"Adds a character to the font, where [code]character[/code] is the Unicode "
"value, [code]texture[/code] is the texture index, [code]rect[/code] is the "
"region in the texture (in pixels!), [code]align[/code] is the (optional) "
"alignment for the character and [code]advance[/code] is the (optional) "
"advance."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid ""
"Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are "
"special cases where a typeface advance is determined by the next character."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Adds a texture to the [BitmapFont]."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Clears all the font data and settings."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid ""
"Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Returns a kerning pair as a difference."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Returns the font atlas texture at index [code]idx[/code]."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Returns the number of textures in the BitmapFont atlas."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Ascent (number of pixels above the baseline)."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "If [code]true[/code], distance field hint is enabled."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "The fallback font."
msgstr ""
#: doc/classes/BitmapFont.xml
msgid "Total font height (ascent plus descent) in pixels."
msgstr ""
#: doc/classes/Bone2D.xml
msgid "Joint used with [Skeleton2D] to control and animate other nodes."
msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, "
"and animate other [Node2D] nodes.\n"
"You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate "
"2D meshes created with the Polygon 2D UV editor.\n"
"Each bone has a [member rest] transform that you can reset to with [method "
"apply_rest]. These rest poses are relative to the bone's parent.\n"
"If in the editor, you can set the rest pose of an entire skeleton using a "
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
#: doc/classes/Bone2D.xml
msgid "Stores the node's current transforms in [member rest]."
msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
"a parent, or its rest pose relative to its parent."
msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Length of the bone's representation drawn in the editor's viewport in pixels."
msgstr ""
#: doc/classes/Bone2D.xml
msgid ""
"Rest transform of the bone. You can reset the node's transforms to this "
"value using [method apply_rest]."
msgstr ""
#: doc/classes/BoneAttachment.xml
msgid "A node that will attach to a bone."
msgstr ""
#: doc/classes/BoneAttachment.xml
msgid ""
"This node must be the child of a [Skeleton] node. You can then select a bone "
"for this node to attach to. The BoneAttachment node will copy the transform "
"of the selected bone."
msgstr ""
#: doc/classes/BoneAttachment.xml
msgid "The name of the attached bone."
msgstr ""
#: doc/classes/bool.xml
msgid "Boolean built-in type."
msgstr ""
#: doc/classes/bool.xml
msgid ""
"Boolean is a built-in type. There are two boolean values: [code]true[/code] "
"and [code]false[/code]. You can think of it as a switch with on or off (1 or "
"0) setting. Booleans are used in programming for logic in condition "
"statements, like [code]if[/code] statements.\n"
"Booleans can be directly used in [code]if[/code] statements. The code below "
"demonstrates this on the [code]if can_shoot:[/code] line. You don't need to "
"use [code]== true[/code], you only need [code]if can_shoot:[/code]. "
"Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/"
"code].\n"
"[codeblock]\n"
"var can_shoot = true\n"
"\n"
"func shoot():\n"
" if can_shoot:\n"
" pass # Perform shooting actions here.\n"
"[/codeblock]\n"
"The following code will only create a bullet if both conditions are met: "
"action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/"
"code].\n"
"[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a "
"boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/"
"code] when \"shoot\" isn't pressed.\n"
"[codeblock]\n"
"var can_shoot = true\n"
"\n"
"func shoot():\n"
" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
"[/codeblock]\n"
"The following code will set [code]can_shoot[/code] to [code]false[/code] and "
"start a timer. This will prevent player from shooting until the timer runs "
"out. Next [code]can_shoot[/code] will be set to [code]true[/code] again "
"allowing player to shoot once again.\n"
"[codeblock]\n"
"var can_shoot = true\n"
"onready var cool_down = $CoolDownTimer\n"
"\n"
"func shoot():\n"
" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
" can_shoot = false\n"
" cool_down.start()\n"
"\n"
"func _on_CoolDownTimer_timeout():\n"
" can_shoot = true\n"
"[/codeblock]"
msgstr ""
#: doc/classes/bool.xml
msgid ""
"Cast an [int] value to a boolean value, this method will return [code]false[/"
"code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
"ints."
msgstr ""
#: doc/classes/bool.xml
msgid ""
"Cast a [float] value to a boolean value, this method will return "
"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
"for all other floats."
msgstr ""
#: doc/classes/bool.xml
msgid ""
"Cast a [String] value to a boolean value, this method will return "
"[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] "
"for all non-empty strings.\n"
"Examples: [code]bool(\"False\")[/code] returns [code]true[/code], "
"[code]bool(\"\")[/code] returns [code]false[/code]."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid "Base class for box containers."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid ""
"Arranges child controls vertically or horizontally, and rearranges the "
"controls automatically when their minimum size changes."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid ""
"Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/"
"code] will insert the spacer control in front of other children."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid ""
"The alignment of the container's children (must be one of [constant "
"ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid "Aligns children with the beginning of the container."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid "Aligns children with the center of the container."
msgstr ""
#: doc/classes/BoxContainer.xml
msgid "Aligns children with the end of the container."
msgstr ""
#: doc/classes/BoxShape.xml
msgid "Box shape resource."
msgstr ""
#: doc/classes/BoxShape.xml
msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
msgstr ""
#: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml
#: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml
#: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml
#: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
#: doc/classes/StaticBody.xml
msgid "3D Physics Tests Demo"
msgstr ""
#: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
#: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
#: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
#: doc/classes/MeshLibrary.xml
msgid "3D Kinematic Character Demo"
msgstr ""
#: doc/classes/BoxShape.xml
msgid ""
"The box's half extents. The width, height and depth of this shape is twice "
"the half extents."
msgstr ""
#: doc/classes/Button.xml
msgid "Standard themed Button."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"Button is the standard themed button. It can contain text and an icon, and "
"will display them according to the current [Theme].\n"
"[b]Example of creating a button and assigning an action when pressed by code:"
"[/b]\n"
"[codeblock]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.connect(\"pressed\", self, \"_button_pressed\")\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/codeblock]\n"
"Buttons (like all Control nodes) can also be created in the editor, but some "
"situations may require creating them from code.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node.\n"
"[b]Note:[/b] Buttons do not interpret touch input and therefore don't "
"support multitouch, since mouse emulation can only press one button at a "
"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
"movement or actions, as [TouchScreenButton] supports multitouch."
msgstr ""
#: doc/classes/Button.xml doc/classes/Dictionary.xml
#: doc/classes/GridContainer.xml doc/classes/OS.xml
#: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
#: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
msgid "OS Test Demo"
msgstr ""
#: doc/classes/Button.xml
msgid ""
"Text alignment policy for the button's text, use one of the [enum TextAlign] "
"constants."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"When this property is enabled, text that is too large to fit the button is "
"clipped, when disabled the Button will always be wide enough to hold the "
"text."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"When enabled, the button's icon will expand/shrink to fit the button's size "
"while keeping its aspect."
msgstr ""
#: doc/classes/Button.xml
msgid "Flat buttons don't display decoration."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"Button's icon, if text is present the icon will be placed before the text.\n"
"To edit margin and spacing of the icon, use [code]hseparation[/code] theme "
"property of [Button] and [code]content_margin_*[/code] properties of the "
"used [StyleBox]es."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"Specifies if the icon should be aligned to the left, right, or center of a "
"button. Uses the same [enum TextAlign] constants as the text alignment. If "
"centered, text will draw on top of the icon."
msgstr ""
#: doc/classes/Button.xml doc/classes/LinkButton.xml
msgid "The button's text that will be displayed inside the button's area."
msgstr ""
#: doc/classes/Button.xml
msgid "Align the text to the left."
msgstr ""
#: doc/classes/Button.xml
msgid "Align the text to the center."
msgstr ""
#: doc/classes/Button.xml
msgid "Align the text to the right."
msgstr ""
#: doc/classes/Button.xml
msgid "Default text [Color] of the [Button]."
msgstr ""
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is disabled."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"Text [Color] used when the [Button] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is being hovered."
msgstr ""
#: doc/classes/Button.xml
msgid "Text [Color] used when the [Button] is being pressed."
msgstr ""
#: doc/classes/Button.xml
msgid "The horizontal space between [Button]'s icon and text."
msgstr ""
#: doc/classes/Button.xml
msgid "[Font] of the [Button]'s text."
msgstr ""
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is disabled."
msgstr ""
#: doc/classes/Button.xml
msgid ""
"[StyleBox] used when the [Button] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being hovered."
msgstr ""
#: doc/classes/Button.xml
msgid "Default [StyleBox] for the [Button]."
msgstr ""
#: doc/classes/Button.xml
msgid "[StyleBox] used when the [Button] is being pressed."
msgstr ""
#: doc/classes/ButtonGroup.xml
msgid "Group of Buttons."
msgstr ""
#: doc/classes/ButtonGroup.xml
msgid ""
"Group of [Button]. All direct and indirect children buttons become radios. "
"Only one allows being pressed.\n"
"[member BaseButton.toggle_mode] should be [code]true[/code]."
msgstr ""
#: doc/classes/ButtonGroup.xml
msgid ""
"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
"[member BaseButton.group])."
msgstr ""
#: doc/classes/ButtonGroup.xml
msgid "Returns the current pressed button."
msgstr ""
#: doc/classes/ButtonGroup.xml
msgid "Emitted when one of the buttons of the group is pressed."
msgstr ""
#: doc/classes/CallbackTweener.xml
msgid "Calls the specified method after optional delay."
msgstr ""
#: doc/classes/CallbackTweener.xml
msgid ""
"[CallbackTweener] is used to call a method in a tweening sequence. See "
"[method SceneTreeTween.tween_callback] for more usage information.\n"
"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
"to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
"function correctly."
msgstr ""
#: doc/classes/CallbackTweener.xml
msgid ""
"Makes the callback call delayed by given time in seconds. Example:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
"after 2 seconds\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Camera.xml
msgid "Camera node, displays from a point of view."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Camera is a special node that displays what is visible from its current "
"location. Cameras register themselves in the nearest [Viewport] node (when "
"ascending the tree). Only one camera can be active per viewport. If no "
"viewport is available ascending the tree, the camera will register in the "
"global viewport. In other words, a camera just provides 3D display "
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"If this is the current camera, remove it from being current. If "
"[code]enable_next[/code] is [code]true[/code], request to make the next "
"camera current, if any."
msgstr ""
#: doc/classes/Camera.xml
#, fuzzy
msgid "Returns the camera's RID from the [VisualServer]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/Camera.xml
msgid ""
"Returns the transform of the camera plus the vertical ([member v_offset]) "
"and horizontal ([member h_offset]) offsets; and any other adjustments made "
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
"cull_mask] is enabled, [code]false[/code] otherwise."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns the camera's frustum planes in world space units as an array of "
"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
"be confused with [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns [code]true[/code] if the given position is behind the camera.\n"
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Makes this camera the current camera for the [Viewport] (see class "
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector from the screen point location directed along the "
"camera. Orthogonal cameras are normalized. Perspective cameras account for "
"perspective, screen width/height, etc."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns the 3D point in world space that maps to the given 2D coordinate in "
"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
"distance into the scene away from the camera."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Enables or disables the given [code]layer[/code] in the [member cull_mask]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
"world space units. See also [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Sets the camera projection to orthogonal mode (see [constant "
"PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the "
"[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. "
"(As a hint, 2D games often use this projection, with values specified in "
"pixels.)"
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Sets the camera projection to perspective mode (see [constant "
"PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) "
"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
"planes in world space units."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
"3D point in world space.\n"
"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, "
"use [method is_position_behind] to prevent them from appearing if the 3D "
"point is behind the camera:\n"
"[codeblock]\n"
"# This code block is part of a script that inherits from Spatial.\n"
"# `control` is a reference to a node inheriting from Control.\n"
"control.visible = not get_viewport().get_camera()."
"is_position_behind(global_transform.origin)\n"
"control.rect_position = get_viewport().get_camera()."
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The culling mask that describes which 3D render layers are rendered by this "
"camera."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"If [code]true[/code], the ancestor [Viewport] is currently using this "
"camera.\n"
"If multiple cameras are in the scene, one will always be made current. For "
"example, if two [Camera] nodes are present in the scene and only one is "
"current, setting one camera's [member current] to [code]false[/code] will "
"cause the other camera to be made current."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the "
"[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for "
"objects changed in particular [code]_process[/code] methods. The Doppler "
"effect is only simulated for [AudioStreamPlayer3D] nodes that have [member "
"AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant "
"AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n"
"[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the "
"Perspective menu in the top-left corner of the 3D viewport and toggle "
"[b]Enable Doppler[/b]."
msgstr ""
#: doc/classes/Camera.xml
msgid "The [Environment] to use for this camera."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The distance to the far culling boundary for this camera relative to its "
"local Z axis."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's field of view angle (in degrees). Only applicable in "
"perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/"
"code] sets the other axis' field of view angle.\n"
"For reference, the default vertical field of view value ([code]70.0[/code]) "
"is equivalent to a horizontal FOV of:\n"
"- ~86.07 degrees in a 4:3 viewport\n"
"- ~96.50 degrees in a 16:10 viewport\n"
"- ~102.45 degrees in a 16:9 viewport\n"
"- ~117.06 degrees in a 21:9 viewport"
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
"shearing[/url].\n"
"[b]Note:[/b] Only effective if [member projection] is [constant "
"PROJECTION_FRUSTUM]."
msgstr ""
#: doc/classes/Camera.xml
msgid "The horizontal (X) offset of the camera viewport."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be "
"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The distance to the near culling boundary for this camera relative to its "
"local Z axis."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
"objects' Z distance from the camera's local space scales their perceived "
"size."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"The camera's size in meters measured as the diameter of the width or height, "
"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
"modes."
msgstr ""
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Perspective projection. Objects on the screen becomes smaller when they are "
"far away."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Frustum projection. This mode allows adjusting [member frustum_offset] to "
"create \"tilted frustum\" effects."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
"usually the best option for projects running in portrait mode, as taller "
"aspect ratios will benefit from a wider vertical FOV."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] simulation (default)."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in [code]_process[/"
"code]. Changes in the relative velocity of this camera compared to those "
"objects affect how audio is perceived (changing the audio's [member "
"AudioStreamPlayer3D.pitch_scale])."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in "
"[code]_physics_process[/code]. Changes in the relative velocity of this "
"camera compared to those objects affect how audio is perceived (changing the "
"audio's [member AudioStreamPlayer3D.pitch_scale])."
msgstr ""
#: doc/classes/Camera2D.xml
msgid "Camera node for 2D scenes."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
"following this node. This makes it easier (and faster) to program scrollable "
"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
"This node is intended to be a simple helper to get things going quickly, but "
"more functionality may be desired to change how the camera works. To make "
"your own custom camera node, inherit it from [Node2D] and change the "
"transform of the canvas by setting [member Viewport.canvas_transform] in "
"[Viewport] (you can obtain the current [Viewport] by using [method Node."
"get_viewport]).\n"
"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
"actual position of the screen, which may differ due to applied smoothing or "
"limits. You can use [method get_camera_screen_center] to get the real "
"position."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Isometric Demo"
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/Environment.xml
#: doc/classes/WorldEnvironment.xml
msgid "2D HDR Demo"
msgstr ""
#: doc/classes/Camera2D.xml
msgid "Aligns the camera to the tracked node."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
"assigned camera."
msgstr ""
#: doc/classes/Camera2D.xml
msgid "Forces the camera to update scroll immediately."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Returns the camera's [code]position[/code] (the tracked point the camera "
"attempts to follow), relative to the origin.\n"
"[b]Note:[/b] The returned value is not the same as [member Node2D.position] "
"or [member Node2D.global_position], as it is affected by the [code]drag[/"
"code] properties."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Returns the location of the [Camera2D]'s screen-center, relative to the "
"origin.\n"
"[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
"see [method get_camera_position]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Returns the specified margin. See also [member drag_margin_bottom], [member "
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Returns the specified camera limit. See also [member limit_bottom], [member "
"limit_top], [member limit_left], and [member limit_right]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Make this the current 2D camera for the scene (viewport and layer), in case "
"there are many cameras in the scene."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Sets the camera's position immediately to its current smoothing "
"destination.\n"
"This method has no effect if [member smoothing_enabled] is [code]false[/"
"code]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Sets the specified margin. See also [member drag_margin_bottom], [member "
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Sets the specified camera limit. See also [member limit_bottom], [member "
"limit_top], [member limit_left], and [member limit_right]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera is the active camera for the current scene. "
"Only one camera can be current, so setting a different camera [code]current[/"
"code] will disable this one."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
"or not a [Viewport], uses the default viewport instead."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera only moves when reaching the horizontal "
"drag margins. If [code]false[/code], the camera moves horizontally "
"regardless of margins."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera only moves when reaching the vertical drag "
"margins. If [code]false[/code], the camera moves vertically regardless of "
"margins."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's screen rectangle in the editor."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Bottom scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Left scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Right scroll limit in pixels. The camera stops moving when reaching this "
"value."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
"This property has no effect if [member smoothing_enabled] is [code]false[/"
"code].\n"
"[b]Note:[/b] To immediately update the camera's position to be within limits "
"without smoothing, even with this setting enabled, invoke [method "
"reset_smoothing]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Top scroll limit in pixels. The camera stops moving when reaching this value."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's offset, useful for looking around or camera shake animations."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The horizontal offset of the camera, relative to the drag margins.\n"
"[b]Note:[/b] Offset H is used only to force offset relative to margins. It's "
"not updated in any way if drag margins are enabled and can be used to set "
"initial offset."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The vertical offset of the camera, relative to the drag margins.\n"
"[b]Note:[/b] Used the same as [member offset_h]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid "The camera's process callback. See [enum Camera2DProcessMode]."
msgstr ""
#: doc/classes/Camera2D.xml
#, fuzzy
msgid "If [code]true[/code], the camera view rotates with the target."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera smoothly moves towards the target at "
"[member smoothing_speed]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"smoothing_enabled] is [code]true[/code]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's zoom relative to the viewport. Values larger than "
"[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an "
"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's position is fixed so that the top-left corner is always at the "
"origin."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's position takes into account vertical/horizontal offsets and the "
"screen size."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera "
"which can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
"textures and need to be combined in a shader. Godot does this automatically "
"for you if you set the environment to show the camera image in the "
"background."
msgstr ""
#: doc/classes/CameraFeed.xml
#, fuzzy
msgid "Returns the unique ID for this feed."
msgstr "Vrátí sinus parametru."
#: doc/classes/CameraFeed.xml
#, fuzzy
msgid "Returns the camera's name."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/CameraFeed.xml
#, fuzzy
msgid "Returns the position of camera on the device."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/CameraFeed.xml
msgid "If [code]true[/code], the feed is active."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "The transform applied to the camera's image."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "No image set for the feed."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Feed supplies RGB images."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Feed supplies YCbCr images that need to be converted to RGB."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid ""
"Feed supplies separate Y and CbCr images that need to be combined and "
"converted to RGB."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the front of the device."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Camera is mounted at the back of the device."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "Server keeping track of different cameras accessible in Godot."
msgstr ""
#: doc/classes/CameraServer.xml
msgid ""
"The [CameraServer] keeps track of different cameras accessible in Godot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
"It is notably used to provide AR modules with a video feed from the camera.\n"
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
"other platforms, no [CameraFeed]s will be available."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "Adds the camera [code]feed[/code] to the camera server."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "Returns an array of [CameraFeed]s."
msgstr ""
#: doc/classes/CameraServer.xml
#, fuzzy
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
msgstr ""
#: doc/classes/CameraServer.xml
#, fuzzy
msgid "Removes the specified camera [code]feed[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/CameraServer.xml
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "The RGBA camera image."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "The Y component camera image."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "The CbCr component camera image."
msgstr ""
#: doc/classes/CameraTexture.xml
msgid "Texture provided by a [CameraFeed]."
msgstr ""
#: doc/classes/CameraTexture.xml
msgid ""
"This texture gives access to the camera texture provided by a [CameraFeed].\n"
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
"a shader."
msgstr ""
#: doc/classes/CameraTexture.xml
msgid "The ID of the [CameraFeed] for which we want to display the image."
msgstr ""
#: doc/classes/CameraTexture.xml
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
msgstr ""
#: doc/classes/CameraTexture.xml
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Base class of anything 2D."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Base class of anything 2D. Canvas items are laid out in a tree; children "
"inherit and extend their parent's transform. [CanvasItem] is extended by "
"[Control] for anything GUI-related, and by [Node2D] for anything related to "
"the 2D engine.\n"
"Any [CanvasItem] can draw. For this, [method update] is called by the "
"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
"request redraw. Because of this, canvas items don't need to be redrawn on "
"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
"functions). However, they can only be used inside [method _draw], its "
"corresponding [method Object._notification] or methods connected to the "
"[signal draw] signal.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
"A [CanvasItem] can also be hidden, which will also hide its children. It "
"provides many ways to change parameters such as modulation (for itself and "
"its children) and self modulation (only for itself), as well as its blend "
"mode.\n"
"Ultimately, a transform notification can be requested, which will notify the "
"node that its global position changed in case the parent tree changed.\n"
"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
"parameters must have angles specified as [i]radians[/i]. To convert degrees "
"to radians, use [method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
msgid "Viewport and canvas transforms"
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D"
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Called when [CanvasItem] has been requested to redraw (when [method update] "
"is called, either manually or by the engine).\n"
"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
"Object._notification]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
"draw_circle].\n"
"[b]Note:[/b] Line drawing is not accelerated by batching if "
"[code]antialiased[/code] is [code]true[/code].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent lines and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
"mipmaps to perform antialiasing. 2D batching is also still supported with "
"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a string character using a custom font. Returns the advance, depending "
"on the character width and kerning with an optional next character."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
"create an AntialiasedRegularPolygon2D node. That node relies on a texture "
"with custom mipmaps to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored polygon of any amount of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole "
"polygon.\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It "
"can be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline].\n"
"[b]Note:[/b] Line drawing is not accelerated by batching if "
"[code]antialiased[/code] is [code]true[/code].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent lines and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
"perform antialiasing. 2D batching is also still supported with those "
"antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws multiple disconnected lines with a uniform [code]color[/code]. When "
"drawing large amounts of lines, this is faster than using individual [method "
"draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
"not implemented and have no effect. As a workaround, install the "
"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
"node. That node relies on a texture with custom mipmaps to perform "
"antialiasing. 2D batching is also still supported with those antialiased "
"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws multiple disconnected lines with a uniform [code]width[/code] and "
"segment-by-segment coloring. Colors assigned to line segments match by index "
"between [code]points[/code] and [code]colors[/code]. When drawing large "
"amounts of lines, this is faster than using individual [method draw_line] "
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
"not implemented and have no effect. As a workaround, install the "
"[url=https://github.com/godot-extended-libraries/godot-antialiased-"
"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
"node. That node relies on a texture with custom mipmaps to perform "
"antialiasing. 2D batching is also still supported with those antialiased "
"lines."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a solid polygon of any amount of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
"draw_polyline_colors].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws interconnected line segments with a uniform [code]color[/code] and "
"[code]width[/code] and optional antialiasing. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To "
"draw disconnected lines, use [method draw_multiline] instead. See also "
"[method draw_polygon].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws interconnected line segments with a uniform [code]width[/code] and "
"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
"line segments match by index between [code]points[/code] and [code]colors[/"
"code]. When drawing large amounts of lines, this is faster than using "
"individual [method draw_line] calls. To draw disconnected lines, use [method "
"draw_multiline_colors] instead. See also [method draw_polygon].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
"are specified, nothing will be drawn and an error message will be printed. "
"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
"and [method draw_rect]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a rectangle. If [code]filled[/code] is [code]true[/code], the "
"rectangle will be filled with the [code]color[/code] specified. If "
"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
"stroke with the [code]color[/code] and [code]width[/code] specified. If "
"[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
"perform antialiasing using OpenGL line smoothing.\n"
"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
"effective if [code]filled[/code] is [code]false[/code].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Sets a custom transform for drawing via components. Anything drawn "
"afterwards will be transformed by this."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
"will be transformed by this."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws [code]text[/code] using the specified [code]font[/code] at the "
"[code]position[/code] (bottom-left corner using the baseline of the font). "
"The text will have its color multiplied by [code]modulate[/code]. If "
"[code]clip_w[/code] is greater than or equal to 0, the text will be clipped "
"if it exceeds the specified width.\n"
"[b]Example using the default project font:[/b]\n"
"[codeblock]\n"
"# If using this method in a script that redraws constantly, move the\n"
"# `default_font` declaration to a member variable assigned in `_ready()`\n"
"# so the Control is only created once.\n"
"var default_font = Control.new().get_font(\"font\")\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
"[/codeblock]\n"
"See also [method Font.draw]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Draws a styled rectangle."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Draws a texture at a given position."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a textured rectangle at a given position, optionally modulated by a "
"color. If [code]transpose[/code] is [code]true[/code], the texture will have "
"its X and Y coordinates swapped."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a textured rectangle region at a given position, optionally modulated "
"by a color. If [code]transpose[/code] is [code]true[/code], the texture will "
"have its X and Y coordinates swapped."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
msgid ""
"Forces the transform to update. Transform changes in physics are not instant "
"for performance reasons. Transforms are accumulated and then set. Use this "
"if you need an up-to-date transform when doing physics operations."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the [RID] of the [World2D] canvas where this item is in."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the canvas item RID used by [VisualServer] for this item."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the transform matrix of this item's canvas."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
"in using the coordinate system of the [CanvasLayer]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the global transform matrix of this item."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns the global transform matrix of this item in relation to the canvas."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns the mouse's position in this [CanvasItem] using the local coordinate "
"system of this [CanvasItem]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the transform matrix of this item."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the viewport's boundaries as a [Rect2]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns this item's transform in relation to the viewport."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Returns the [World2D] where this item is in."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is set as top-level. See [method "
"set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Assigns [code]screen_point[/code] as this node's new local transform."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Transformations issued by [code]event[/code]'s inputs are applied in local "
"space instead of global space."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
"be changed to make it draw on top of other [CanvasItem]s that are not set as "
"top-level. The [CanvasItem] will effectively act as if it was placed as a "
"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], this node will receive "
"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], this node will receive "
"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
"setting [member visible] to [code]true[/code]. For controls that inherit "
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
"This only occurs [b]once[/b] per frame, even if this method has been called "
"multiple times."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "The material applied to textures on this [CanvasItem]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "The color applied to textures on this [CanvasItem]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The color applied to textures on this [CanvasItem]. This is not inherited by "
"children [CanvasItem]s."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws behind its parent."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws on top of its parent."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
"is used as this one's material."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
"if all of its antecedents are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code]).\n"
"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
"is called.\n"
"[b]Note:[/b] Deferred connections do not allow drawing through the "
"[code]draw_*[/code] methods."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Emitted when becoming hidden."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
"or when an action is taking place that may have impacted these boundaries (e."
"g. changing [member Sprite.texture])."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Emitted when the visibility (hidden/visible) changes."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid "Additive blending mode."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid "Subtractive blending mode."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid "Multiplicative blending mode."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Disables blending mode. Colors including alpha are written as-is. Only "
"applicable for render targets with a transparent background. No lighting "
"will be applied."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem]'s visibility has changed."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] has entered the canvas."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] has exited the canvas."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid "A material for [CanvasItem]s."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"[CanvasItemMaterial]s provide a means of modifying the textures associated "
"with a CanvasItem. They specialize in describing blend and lighting "
"behaviors for textures. Use a [ShaderMaterial] to more fully customize a "
"material's interactions with a [CanvasItem]."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"The manner in which a material's rendering is applied to underlying textures."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid "The manner in which material reacts to lighting."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"The number of columns in the spritesheet assigned as [Texture] for a "
"[Particles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"If [code]true[/code], the particles animation will loop.\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"The number of rows in the spritesheet assigned as [Texture] for a "
"[Particles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"If [code]true[/code], enable spritesheet-based animation features when "
"assigned to [Particles2D] and [CPUParticles2D] nodes. The [member "
"ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should "
"also be set to a positive value for the animation to play.\n"
"This property (and other [code]particles_anim_*[/code] properties that "
"depend on it) has no effect on other types of nodes."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid ""
"Render the material using both light and non-light sensitive material "
"properties."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid "Render the material as if there were no light."
msgstr ""
#: doc/classes/CanvasItemMaterial.xml
msgid "Render the material as if there were only light."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "Canvas drawing layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Canvas drawing layer. [CanvasItem] nodes that are direct or indirect "
"children of a [CanvasLayer] will be drawn in that layer. The layer is a "
"numeric index that defines the draw order. The default 2D scene renders with "
"index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with "
"index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
"above), or backgrounds (in layer -1 or below)."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "Canvas layers"
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
"move when camera moves instead of being anchored in a fixed position on the "
"screen.\n"
"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Scales the layer when using [member follow_viewport_enable]. Layers moving "
"into the foreground should have increasing scales, while layers moving into "
"the background should have decreasing scales."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "Layer index for draw order. Lower values are drawn first."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "The layer's base offset."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "The layer's rotation in radians."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "The layer's rotation in degrees."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "The layer's scale."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "The layer's transform."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
"hidden.\n"
"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
"propagated to underlying layers."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "Emitted when visibility of the layer is changed. See [member visible]."
msgstr ""
#: doc/classes/CanvasModulate.xml
msgid "Tint the entire canvas."
msgstr ""
#: doc/classes/CanvasModulate.xml
msgid ""
"[CanvasModulate] tints the canvas elements using its assigned [member color]."
msgstr ""
#: doc/classes/CanvasModulate.xml
msgid "The tint color to apply."
msgstr ""
#: doc/classes/CapsuleMesh.xml
msgid "Class representing a capsule-shaped [PrimitiveMesh]."
msgstr ""
#: doc/classes/CapsuleMesh.xml
msgid ""
"Height of the middle cylindrical part of the capsule (without the "
"hemispherical ends).\n"
"[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 "
"* [member radius]."
msgstr ""
#: doc/classes/CapsuleMesh.xml
msgid "Number of radial segments on the capsule mesh."
msgstr ""
#: doc/classes/CapsuleMesh.xml
msgid "Radius of the capsule mesh."
msgstr ""
#: doc/classes/CapsuleMesh.xml
msgid "Number of rings along the height of the capsule."
msgstr ""
#: doc/classes/CapsuleShape.xml
msgid "Capsule shape for collisions."
msgstr ""
#: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
msgid "The capsule's height."
msgstr ""
#: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
msgid "The capsule's radius."
msgstr ""
#: doc/classes/CapsuleShape2D.xml
msgid "Capsule shape for 2D collisions."
msgstr ""
#: doc/classes/CenterContainer.xml
msgid "Keeps children controls centered."
msgstr ""
#: doc/classes/CenterContainer.xml
msgid ""
"CenterContainer keeps children controls centered. This container keeps all "
"children to their minimum size, in the center."
msgstr ""
#: doc/classes/CenterContainer.xml
msgid ""
"If [code]true[/code], centers children relative to the [CenterContainer]'s "
"top left corner."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"Controls how an individual character will be displayed in a [RichTextEffect]."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"By setting various properties on this object, you can control how individual "
"characters will be displayed in a [RichTextEffect]."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"The index of the current character (starting from 0) for the "
"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"The Unicode codepoint the character will use. This only affects non-"
"whitespace characters. [method @GDScript.ord] can be useful here. For "
"example, the following will replace all characters with asterisks:\n"
"[codeblock]\n"
"# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n"
"# See the RichTextEffect documentation for details.\n"
"char_fx.character = ord(\"*\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid "The color the character will be drawn with."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"Contains the arguments passed in the opening BBCode tag. By default, "
"arguments are strings; if their contents match a type such as [bool], [int] "
"or [float], they will be converted automatically. Color codes in the form "
"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
"[Color]. String arguments may not contain spaces, even if they're quoted. If "
"present, quotes will also be present in the final string.\n"
"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
"color=#ffffff][/code] will map to the following [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid "The position offset the character will be drawn with (in pixels)."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"The index of the current character (starting from 0) for this "
"[RichTextEffect] custom block. Setting this property won't affect drawing."
msgstr ""
#: doc/classes/CharFXTransform.xml
msgid ""
"If [code]true[/code], the character will be drawn. If [code]false[/code], "
"the character will be hidden. Characters around hidden characters will "
"reflow to take the space of hidden characters. If this is not desired, set "
"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "Binary choice user interface widget. See also [CheckButton]."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"A checkbox allows the user to make a binary choice (choosing only one of two "
"possible options). It's similar to [CheckButton] in functionality, but it "
"has a different appearance. To follow established UX patterns, it's "
"recommended to use CheckBox when toggling it has [b]no[/b] immediate effect "
"on something. For instance, it should be used when toggling it will only do "
"something once a confirmation button is pressed.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's disabled."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The [CheckBox] text's font color when it's focused. Only replaces the normal "
"text color of the checkbox. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's hovered and pressed."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The [CheckBox] text's font color when it's pressed."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The vertical offset used when rendering the check icons (in pixels)."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The separation between the check icon and the text (in pixels)."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The [Font] to use for the [CheckBox] text."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is checked and disabled."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is checked."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"If the [CheckBox] is configured as a radio button, the icon to display when "
"the [CheckBox] is unchecked."
msgstr ""
#: doc/classes/CheckBox.xml
msgid "The check icon to display when the [CheckBox] is unchecked."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The check icon to display when the [CheckBox] is unchecked and disabled."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is disabled."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is focused."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
"pressed."
msgstr ""
#: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
msgid "The [StyleBox] to display as a background."
msgstr ""
#: doc/classes/CheckBox.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is pressed."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "Checkable button. See also [CheckBox]."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"CheckButton is a toggle button displayed as a check field. It's similar to "
"[CheckBox] in functionality, but it has a different appearance. To follow "
"established UX patterns, it's recommended to use CheckButton when toggling "
"it has an [b]immediate[/b] effect on something. For instance, it should be "
"used if toggling it enables/disables a setting without requiring the user to "
"press a confirmation button.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's disabled."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"The [CheckButton] text's font color when it's focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's hovered and pressed."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [CheckButton] text's font color when it's pressed."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The separation between the toggle icon and the text (in pixels)."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The [Font] to use for the [CheckButton] text."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is unchecked and disabled."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked."
msgstr ""
#: doc/classes/CheckButton.xml
msgid "The icon to display when the [CheckButton] is checked and disabled."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is disabled."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is focused."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered "
"and pressed."
msgstr ""
#: doc/classes/CheckButton.xml
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is pressed."
msgstr ""
#: doc/classes/CircleShape2D.xml
msgid "Circular shape for 2D collisions."
msgstr ""
#: doc/classes/CircleShape2D.xml
msgid ""
"Circular shape for 2D collisions. This shape is useful for modeling balls or "
"small characters and its collision detection with everything else is very "
"fast."
msgstr ""
#: doc/classes/CircleShape2D.xml
msgid "The circle's radius."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Class information repository."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Provides access to metadata stored for every available class."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns [code]true[/code] if you can instance objects from the specified "
"[code]class[/code], [code]false[/code] in other case."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Returns whether the specified [code]class[/code] is available or not."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns a category associated with the class for use in documentation and "
"the Asset Library. Debug mode required."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the keys in [code]enum[/code] of [code]class[/"
"code] or its ancestry."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the enums of [code]class[/code] or its ancestry."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns the value of the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns which enum the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry belongs to."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with the names all the integer constants of [code]class[/"
"code] or its ancestry."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the methods of [code]class[/code] or its ancestry "
"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
"array is a [Dictionary] with the following keys: [code]args[/code], "
"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
"code].\n"
"[b]Note:[/b] In exported release builds the debug info is not available, so "
"the returned dictionaries will contain only method names."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns the value of [code]property[/code] of [code]class[/code] or its "
"ancestry."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the properties of [code]class[/code] or its "
"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. "
"The returned value is a [Dictionary] with the following keys: [code]args[/"
"code], [code]default_args[/code], [code]flags[/code], [code]id[/code], "
"[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
"usage)[/code]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns an array with all the signals of [code]class[/code] or its ancestry "
"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
"array is a [Dictionary] as described in [method class_get_signal]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has an enum called "
"[code]name[/code] or not."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has an integer constant "
"called [code]name[/code] or not."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
"code] is [code]false[/code]) has a method called [code]method[/code] or not."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]class[/code] or its ancestry has a signal called "
"[code]signal[/code] or not."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Returns the names of all the classes available."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns the names of all the classes that directly or indirectly inherit "
"from [code]class[/code]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Creates an instance of [code]class[/code]."
msgstr ""
#: doc/classes/ClassDB.xml
msgid "Returns whether this [code]class[/code] is enabled or not."
msgstr ""
#: doc/classes/ClassDB.xml
msgid ""
"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
"or not."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "A [Camera] that includes collision."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"This node extends [Camera] to add collisions with [Area] and/or "
"[PhysicsBody] nodes. The camera cannot move through colliding objects."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"node."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"[RID]."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"Returns [code]true[/code] if the specified bit index is on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"Sets the specified bit index to the [code]value[/code].\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
#: doc/classes/ClippedCamera.xml
#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"The camera's collision mask. Only objects in at least one collision layer "
"matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"The camera's collision margin. The camera can't get closer than this "
"distance to a colliding object."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "The camera's process callback. See [enum ProcessMode]."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Base node for collision objects."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"CollisionObject is the base class for physics objects. It can hold any "
"number of collision [Shape]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
"through code using the [code]shape_owner_*[/code] methods."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"Receives unhandled [InputEvent]s. [code]position[/code] is the location in "
"world space of the mouse pointer on the surface of the shape with index "
"[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the "
"surface at that point. Connect to the [signal input_event] signal to easily "
"pick up these events."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/"
"code] of the new owner for future reference."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"Returns whether or not the specified [code]bit[/code] of the [member "
"collision_layer] is set."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"Returns whether or not the specified [code]bit[/code] of the [member "
"collision_mask] is set."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
#: doc/classes/Navigation2D.xml
msgid "Returns the object's [RID]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
"ids in other methods that take [code]owner_id[/code] as an argument."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Adds a [Shape] to the shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes all shapes from the shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the parent object of the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
#, fuzzy
msgid "Returns the [Shape] with the given id from the given shape owner."
msgstr "Vrátí tangens parametru."
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the number of shapes the given shape owner contains."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"Returns the child index of the [Shape] with the given id from the given "
"shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"The physics layers this CollisionObject3D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
"object B scans, or object B is in any layers that object A scans. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"The physics layers this CollisionObject3D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
"object B scans, or object B is in any layers that object A scans. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"If [code]true[/code], the [CollisionObject] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]true[/code], this object is pickable. A pickable object can detect "
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"Emitted when the object receives an unhandled [InputEvent]. [code]position[/"
"code] is the location in world space of the mouse pointer on the surface of "
"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
"normal vector of the surface at that point."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer enters any of this object's shapes."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer exits all this object's shapes."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
"through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Note:[/b] Only collisions between objects within the same canvas "
"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
"collisions between objects in different canvases is undefined."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be "
"[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked "
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns [code]true[/code] if collisions for the shape owner originating from "
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], collisions for the shape owner "
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"The physics layers this CollisionObject2D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
"object B scans, or object B is in any layers that object A scans. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"The physics layers this CollisionObject2D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
"object B scans, or object B is in any layers that object A scans. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Emitted when an input event occurs. Requires [member input_pickable] to be "
"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
"set. See [method _input_event] for details."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid ""
"Emitted when the mouse pointer exits all this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one "
"[code]collision_layer[/code] bit to be set."
msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid "Editor-only class for defining a collision polygon in 3D space."
msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid ""
"Allows editing a collision polygon's vertices on a selected plane. Can also "
"set a depth perpendicular to that plane. This class is only available in the "
"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
"for gameplay. Properties modified during gameplay will have no effect."
msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid ""
"Length that the resulting collision extends in either direction "
"perpendicular to its polygon."
msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid "If [code]true[/code], no collision will be produced."
msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid ""
"The collision margin for the generated [Shape]. See [member Shape.margin] "
"for more details."
msgstr ""
#: doc/classes/CollisionPolygon.xml
msgid ""
"Array of vertices which define the polygon.\n"
"[b]Note:[/b] The returned value is a copy of the original. Methods which "
"mutate the size or properties of the return value will not impact the "
"original polygon. To change properties of the polygon, assign it to a "
"temporary variable and make changes before reassigning the [code]polygon[/"
"code] member."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid "Defines a 2D collision polygon."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
"can be drawn in the editor or specified by a list of vertices."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid "If [code]true[/code], no collisions will be detected."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"If [code]true[/code], only edges that face up, relative to "
"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid ""
"The polygon's list of vertices. The final point will be connected to the "
"first. The returned value is a clone of the [PoolVector2Array], not a "
"reference."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid "Collisions will include the polygon and its contained area."
msgstr ""
#: doc/classes/CollisionPolygon2D.xml
msgid "Collisions will only include the polygon edges."
msgstr ""
#: doc/classes/CollisionShape.xml
msgid "Node that represents collision shape data in 3D space."
msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
"Editor facility for creating and editing collision shapes in 3D space. Set "
"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
"is an Editor-only helper to create shapes, use [method CollisionObject."
"shape_owner_get_shape] to get the actual shape.\n"
"You can use this node to represent all sorts of collision shapes, for "
"example, add this to an [Area] to give it a detection shape, or add it to a "
"[PhysicsBody] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
msgid "Physics introduction"
msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
"Sets the collision shape's shape to the addition of all its convexed "
"[MeshInstance] siblings geometry."
msgstr ""
#: doc/classes/CollisionShape.xml
msgid ""
"If this method exists within a script it will be called whenever the shape "
"resource has been modified."
msgstr ""
#: doc/classes/CollisionShape.xml
msgid "A disabled collision shape has no effect in the world."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
msgid "The actual shape owned by this collision shape."
msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid "Node that represents collision shape data in 2D space."
msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Editor facility for creating and editing collision shapes in 2D space. Set "
"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
"is an Editor-only helper to create shapes, use [method CollisionObject2D."
"shape_owner_get_shape] to get the actual shape.\n"
"You can use this node to represent all sorts of collision shapes, for "
"example, add this to an [Area2D] to give it a detection shape, or add it to "
"a [PhysicsBody2D] to create a solid object."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Kinematic Character Demo"
msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"A disabled collision shape has no effect in the world. This property should "
"be changed with [method Object.set_deferred]."
msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"Sets whether this collision shape should only detect collision on one side "
"(top or bottom).\n"
"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
"child of an [Area2D] node."
msgstr ""
#: doc/classes/CollisionShape2D.xml
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the shape at a "
"high velocity."
msgstr ""
#: doc/classes/Color.xml
msgid "Color in RGBA format using floats on the range of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid ""
"A color represented by red, green, blue, and alpha (RGBA) components. The "
"alpha component is often used for opacity. Values are in floating-point and "
"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may "
"accept values greater than 1 (overbright or HDR colors).\n"
"You can also create a color from standardized color names by using [method "
"@GDScript.ColorN] or directly using the color constants defined here. The "
"standardized color set is based on the [url=https://en.wikipedia.org/wiki/"
"X11_color_names]X11 color names[/url].\n"
"If you want to supply values in a range of 0 to 255, you should use [method "
"@GDScript.Color8].\n"
"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
"code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
"Otherwise, a Color will always evaluate to [code]true[/code].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "2D GD Paint Demo"
msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPicker.xml
msgid "Tween Demo"
msgstr ""
#: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
msgid "GUI Drag And Drop Demo"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Constructs a color from an HTML hexadecimal color string in ARGB or RGB "
"format. See also [method @GDScript.ColorN].\n"
"[codeblock]\n"
"# Each of the following creates the same color RGBA(178, 217, 10, 255).\n"
"var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n"
"var c2 = Color(\"ffb2d90a\") # ARGB format.\n"
"var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n"
"var c4 = Color(\"b2d90a\") # RGB format.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Constructs a color from RGB values, typically between 0 and 1. Alpha will be "
"1.\n"
"[codeblock]\n"
"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Constructs a color from RGBA values, typically between 0 and 1.\n"
"[codeblock]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, "
"204)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns a new color resulting from blending this color over another. If the "
"color is opaque, the result is also opaque. The second color may have a "
"range of alpha values.\n"
"[codeblock]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns a new color resulting from making this color darker by the specified "
"percentage (ratio from 0 to 1).\n"
"[codeblock]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n"
"This is useful when determining light or dark color. Colors with a luminance "
"smaller than 0.5 can be generally considered dark."
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
"[codeblock]\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns [code]true[/code] if this color and [code]color[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns a new color resulting from making this color lighter by the "
"specified percentage (ratio from 0 to 1).\n"
"[codeblock]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the linear interpolation with another color. The interpolation "
"factor [code]weight[/code] is between 0 and 1.\n"
"[codeblock]\n"
"var c1 = Color(1.0, 0.0, 0.0)\n"
"var c2 = Color(0.0, 1.0, 0.0)\n"
"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
"0.0)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color converted to a 32-bit integer in ABGR format (each byte "
"represents a color channel). ABGR is the reversed version of the default "
"format.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # Prints 4281565439\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color converted to a 64-bit integer in ABGR format (each word "
"represents a color channel). ABGR is the reversed version of the default "
"format.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # Prints -225178692812801\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color converted to a 32-bit integer in ARGB format (each byte "
"represents a color channel). ARGB is more compatible with DirectX.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # Prints 4294934323\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color converted to a 64-bit integer in ARGB format (each word "
"represents a color channel). ARGB is more compatible with DirectX.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # Prints -2147470541\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
"[code]ff34f822[/code]).\n"
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color converted to a 32-bit integer in RGBA format (each byte "
"represents a color channel). RGBA is Godot's default format.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # Prints 4286526463\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"Returns the color converted to a 64-bit integer in RGBA format (each word "
"represents a color channel). RGBA is Godot's default format.\n"
"[codeblock]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # Prints -140736629309441\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Color.xml
msgid ""
"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
"means that the color is fully transparent. A value of 1 means that the color "
"is fully opaque."
msgstr ""
#: doc/classes/Color.xml
msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "The color's blue component, typically on the range of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "The color's green component, typically on the range of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "The HSV hue of this color, on the range 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "The color's red component, typically on the range of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "The HSV saturation of this color, on the range 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "The HSV value (brightness) of this color, on the range 0 to 1."
msgstr ""
#: doc/classes/Color.xml
msgid "Alice blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Antique white color."
msgstr ""
#: doc/classes/Color.xml
msgid "Aqua color."
msgstr ""
#: doc/classes/Color.xml
msgid "Aquamarine color."
msgstr ""
#: doc/classes/Color.xml
msgid "Azure color."
msgstr ""
#: doc/classes/Color.xml
msgid "Beige color."
msgstr ""
#: doc/classes/Color.xml
msgid "Bisque color."
msgstr ""
#: doc/classes/Color.xml
msgid "Black color."
msgstr ""
#: doc/classes/Color.xml
msgid "Blanche almond color."
msgstr ""
#: doc/classes/Color.xml
msgid "Blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Blue violet color."
msgstr ""
#: doc/classes/Color.xml
msgid "Brown color."
msgstr ""
#: doc/classes/Color.xml
msgid "Burly wood color."
msgstr ""
#: doc/classes/Color.xml
msgid "Cadet blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Chartreuse color."
msgstr ""
#: doc/classes/Color.xml
msgid "Chocolate color."
msgstr ""
#: doc/classes/Color.xml
msgid "Coral color."
msgstr ""
#: doc/classes/Color.xml
msgid "Cornflower color."
msgstr ""
#: doc/classes/Color.xml
msgid "Corn silk color."
msgstr ""
#: doc/classes/Color.xml
msgid "Crimson color."
msgstr ""
#: doc/classes/Color.xml
msgid "Cyan color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark cyan color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark goldenrod color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark khaki color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark magenta color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark olive green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark orange color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark orchid color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark red color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark salmon color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark sea green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark slate blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark slate gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark turquoise color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dark violet color."
msgstr ""
#: doc/classes/Color.xml
msgid "Deep pink color."
msgstr ""
#: doc/classes/Color.xml
msgid "Deep sky blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dim gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Dodger blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Firebrick color."
msgstr ""
#: doc/classes/Color.xml
msgid "Floral white color."
msgstr ""
#: doc/classes/Color.xml
msgid "Forest green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Fuchsia color."
msgstr ""
#: doc/classes/Color.xml
msgid "Gainsboro color."
msgstr ""
#: doc/classes/Color.xml
msgid "Ghost white color."
msgstr ""
#: doc/classes/Color.xml
msgid "Gold color."
msgstr ""
#: doc/classes/Color.xml
msgid "Goldenrod color."
msgstr ""
#: doc/classes/Color.xml
msgid "Gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Green yellow color."
msgstr ""
#: doc/classes/Color.xml
msgid "Honeydew color."
msgstr ""
#: doc/classes/Color.xml
msgid "Hot pink color."
msgstr ""
#: doc/classes/Color.xml
msgid "Indian red color."
msgstr ""
#: doc/classes/Color.xml
msgid "Indigo color."
msgstr ""
#: doc/classes/Color.xml
msgid "Ivory color."
msgstr ""
#: doc/classes/Color.xml
msgid "Khaki color."
msgstr ""
#: doc/classes/Color.xml
msgid "Lavender color."
msgstr ""
#: doc/classes/Color.xml
msgid "Lavender blush color."
msgstr ""
#: doc/classes/Color.xml
msgid "Lawn green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Lemon chiffon color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light coral color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light cyan color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light goldenrod color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light pink color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light salmon color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light sea green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light sky blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light slate gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light steel blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Light yellow color."
msgstr ""
#: doc/classes/Color.xml
msgid "Lime color."
msgstr ""
#: doc/classes/Color.xml
msgid "Lime green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Linen color."
msgstr ""
#: doc/classes/Color.xml
msgid "Magenta color."
msgstr ""
#: doc/classes/Color.xml
msgid "Maroon color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium aquamarine color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium orchid color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium purple color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium sea green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium slate blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium spring green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium turquoise color."
msgstr ""
#: doc/classes/Color.xml
msgid "Medium violet red color."
msgstr ""
#: doc/classes/Color.xml
msgid "Midnight blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Mint cream color."
msgstr ""
#: doc/classes/Color.xml
msgid "Misty rose color."
msgstr ""
#: doc/classes/Color.xml
msgid "Moccasin color."
msgstr ""
#: doc/classes/Color.xml
msgid "Navajo white color."
msgstr ""
#: doc/classes/Color.xml
msgid "Navy blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Old lace color."
msgstr ""
#: doc/classes/Color.xml
msgid "Olive color."
msgstr ""
#: doc/classes/Color.xml
msgid "Olive drab color."
msgstr ""
#: doc/classes/Color.xml
msgid "Orange color."
msgstr ""
#: doc/classes/Color.xml
msgid "Orange red color."
msgstr ""
#: doc/classes/Color.xml
msgid "Orchid color."
msgstr ""
#: doc/classes/Color.xml
msgid "Pale goldenrod color."
msgstr ""
#: doc/classes/Color.xml
msgid "Pale green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Pale turquoise color."
msgstr ""
#: doc/classes/Color.xml
msgid "Pale violet red color."
msgstr ""
#: doc/classes/Color.xml
msgid "Papaya whip color."
msgstr ""
#: doc/classes/Color.xml
msgid "Peach puff color."
msgstr ""
#: doc/classes/Color.xml
msgid "Peru color."
msgstr ""
#: doc/classes/Color.xml
msgid "Pink color."
msgstr ""
#: doc/classes/Color.xml
msgid "Plum color."
msgstr ""
#: doc/classes/Color.xml
msgid "Powder blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Purple color."
msgstr ""
#: doc/classes/Color.xml
msgid "Rebecca purple color."
msgstr ""
#: doc/classes/Color.xml
msgid "Red color."
msgstr ""
#: doc/classes/Color.xml
msgid "Rosy brown color."
msgstr ""
#: doc/classes/Color.xml
msgid "Royal blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Saddle brown color."
msgstr ""
#: doc/classes/Color.xml
msgid "Salmon color."
msgstr ""
#: doc/classes/Color.xml
msgid "Sandy brown color."
msgstr ""
#: doc/classes/Color.xml
msgid "Sea green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Seashell color."
msgstr ""
#: doc/classes/Color.xml
msgid "Sienna color."
msgstr ""
#: doc/classes/Color.xml
msgid "Silver color."
msgstr ""
#: doc/classes/Color.xml
msgid "Sky blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Slate blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Slate gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Snow color."
msgstr ""
#: doc/classes/Color.xml
msgid "Spring green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Steel blue color."
msgstr ""
#: doc/classes/Color.xml
msgid "Tan color."
msgstr ""
#: doc/classes/Color.xml
msgid "Teal color."
msgstr ""
#: doc/classes/Color.xml
msgid "Thistle color."
msgstr ""
#: doc/classes/Color.xml
msgid "Tomato color."
msgstr ""
#: doc/classes/Color.xml
msgid "Transparent color (white with no alpha)."
msgstr ""
#: doc/classes/Color.xml
msgid "Turquoise color."
msgstr ""
#: doc/classes/Color.xml
msgid "Violet color."
msgstr ""
#: doc/classes/Color.xml
msgid "Web gray color."
msgstr ""
#: doc/classes/Color.xml
msgid "Web green color."
msgstr ""
#: doc/classes/Color.xml
msgid "Web maroon color."
msgstr ""
#: doc/classes/Color.xml
msgid "Web purple color."
msgstr ""
#: doc/classes/Color.xml
msgid "Wheat color."
msgstr ""
#: doc/classes/Color.xml
msgid "White color."
msgstr ""
#: doc/classes/Color.xml
msgid "White smoke color."
msgstr ""
#: doc/classes/Color.xml
msgid "Yellow color."
msgstr ""
#: doc/classes/Color.xml
msgid "Yellow green color."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "Color picker control."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Displays a color picker widget. Useful for selecting a color from an RGB/"
"RGBA colorspace.\n"
"[b]Note:[/b] This control is the color picker widget itself. You can use a "
"[ColorPickerButton] instead if you need a button that brings up a "
"[ColorPicker] in a pop-up."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Adds the given color to a list of color presets. The presets are displayed "
"in the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
msgstr ""
#: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml
msgid "The currently selected color."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"If [code]true[/code], the color will apply only after the user releases the "
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
#: doc/classes/ColorPicker.xml
#, fuzzy
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/ColorPicker.xml
msgid ""
"If [code]true[/code], allows editing the color with Hue/Saturation/Value "
"sliders.\n"
"[b]Note:[/b] Cannot be enabled if raw mode is on."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "If [code]true[/code], the \"add preset\" button is enabled."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "If [code]true[/code], saved color presets are visible."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"If [code]true[/code], allows the color R, G, B component values to go beyond "
"1.0, which can be used for certain special operations that require it (like "
"tinting without darkening or rendering sprites in HDR).\n"
"[b]Note:[/b] Cannot be enabled if HSV mode is on."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "Emitted when the color is changed."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "Emitted when a preset is added."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "Emitted when a preset is removed."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "The width of the hue selection slider."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "The margin around the [ColorPicker]."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "The height of the saturation-value selection box."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "The width of the saturation-value selection box."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "The icon for the \"Add Preset\" button."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "Custom texture for the hue selection slider on the right."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"The indicator used to signalize that the color value is outside the 0-1 "
"range."
msgstr ""
#: doc/classes/ColorPicker.xml
msgid "The icon for the screen color picker button."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Button that pops out a [ColorPicker]."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"Encapsulates a [ColorPicker] making it accessible by pressing a button. "
"Pressing the button will toggle the [ColorPicker] visibility.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node.\n"
"[b]Note:[/b] By default, the button may not be wide enough for the color "
"preview swatch to be visible. Make sure to set [member Control."
"rect_min_size] to a big enough value to give the button enough space."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"Returns the [ColorPicker] that this node toggles.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"Returns the control's [PopupPanel] which allows you to connect to popup "
"signals. This allows you to handle events when the ColorPicker is shown or "
"hidden.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
"be visible."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Emitted when the color changes."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"Emitted when the [ColorPicker] is created (the button is pressed for the "
"first time)."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Emitted when the [ColorPicker] is closed."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Default text [Color] of the [ColorPickerButton]."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Text [Color] used when the [ColorPickerButton] is disabled."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "The horizontal space between [ColorPickerButton]'s icon and text."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "[Font] of the [ColorPickerButton]'s text."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "The background of the color preview rect on the button."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid ""
"[StyleBox] used when the [ColorPickerButton] is focused. It is displayed "
"over the current [StyleBox], so using [StyleBoxEmpty] will just disable the "
"focus visual effect."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "Default [StyleBox] for the [ColorPickerButton]."
msgstr ""
#: doc/classes/ColorPickerButton.xml
msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
msgstr ""
#: doc/classes/ColorRect.xml
msgid "Colored rectangle."
msgstr ""
#: doc/classes/ColorRect.xml
msgid ""
"Displays a rectangle filled with a solid [member color]. If you need to "
"display the border alone, consider using [ReferenceRect] instead."
msgstr ""
#: doc/classes/ColorRect.xml
msgid ""
"The fill color.\n"
"[codeblock]\n"
"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
msgid "Concave polygon shape."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
msgid ""
"Concave polygon shape resource, which can be set into a [PhysicsBody] or "
"area. This shape is created by feeding a list of triangles.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
"with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
"created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
"the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
"give unexpected results: when using Godot Physics, the area will only detect "
"collisions with the triangle faces in the [ConcavePolygonShape] (and not "
"with any \"inside\" of the shape, for example), and when using Bullet "
"Physics the area will not detect any collisions with the concave shape at "
"all (this is a known bug)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
msgid "Returns the faces (an array of triangles)."
msgstr ""
#: doc/classes/ConcavePolygonShape.xml
msgid "Sets the faces (an array of triangles)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
msgid "Concave polygon 2D shape resource for physics."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
"Concave polygon 2D shape resource for physics. It is made out of segments "
"and is optimal for complex polygonal concave collisions. However, it is not "
"advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex "
"decomposition mode (solids) or several convex objects are advised for that "
"instead. Otherwise, a concave polygon 2D shape is better for static "
"collisions.\n"
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection.\n"
"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
"node) may give unexpected results: the area will only detect collisions with "
"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
"the shape, for example)."
msgstr ""
#: doc/classes/ConcavePolygonShape2D.xml
msgid ""
"The array of points that make up the [ConcavePolygonShape2D]'s line segments."
msgstr ""
#: doc/classes/ConeTwistJoint.xml
msgid "A twist joint between two 3D PhysicsBodies."
msgstr ""
#: doc/classes/ConeTwistJoint.xml
msgid ""
"The joint can rotate the bodies across an axis defined by the local x-axes "
"of the [Joint].\n"
"The twist axis is initiated as the X axis of the [Joint].\n"
"Once the Bodies swing, the twist axis is calculated as the middle of the x-"
"axes of the Joint in the local space of the two Bodies. See also "
"[Generic6DOFJoint]."
msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The speed with which the swing or twist will take place.\n"
"The higher, the faster."
msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"Defines, how fast the swing- and twist-speed-difference on both sides gets "
"synced."
msgstr ""
#: doc/classes/ConeTwistJoint.xml
msgid ""
"The ease with which the joint starts to twist. If it's too low, it takes "
"more force to start twisting the joint."
msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"Swing is rotation from side to side, around the axis perpendicular to the "
"twist axis.\n"
"The swing span defines, how much rotation will not get corrected along the "
"swing axis.\n"
"Could be defined as looseness in the [ConeTwistJoint].\n"
"If below 0.05, this behavior is locked."
msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"Twist is the rotation around the twist axis, this value defined how far the "
"joint can twist.\n"
"Twist is locked if below 0.05."
msgstr ""
#: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
#: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
msgid "Represents the size of the [enum Param] enum."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Helper class to handle INI-style files."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"This helper class can be used to store [Variant] values on the filesystem "
"using INI-style formatting. The stored values are identified by a section "
"and a key:\n"
"[codeblock]\n"
"[section]\n"
"some_key=42\n"
"string_example=\"Hello World!\"\n"
"a_vector=Vector3( 1, 0, 2 )\n"
"[/codeblock]\n"
"The stored data can be saved to or parsed from a file, though ConfigFile "
"objects can also be used directly without accessing the filesystem.\n"
"The following example shows how to create a simple [ConfigFile] and save it "
"on disk:\n"
"[codeblock]\n"
"# Create new ConfigFile object.\n"
"var config = ConfigFile.new()\n"
"\n"
"# Store some values.\n"
"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
"config.set_value(\"Player1\", \"best_score\", 10)\n"
"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
"config.set_value(\"Player2\", \"best_score\", 9001)\n"
"\n"
"# Save it to a file (overwrite if already exists).\n"
"config.save(\"user://scores.cfg\")\n"
"[/codeblock]\n"
"This example shows how the above file could be loaded:\n"
"[codeblock]\n"
"var score_data = {}\n"
"var config = ConfigFile.new()\n"
"\n"
"# Load data from a file.\n"
"var err = config.load(\"user://scores.cfg\")\n"
"\n"
"# If the file didn't load, ignore it.\n"
"if err != OK:\n"
" return\n"
"\n"
"# Iterate over all sections.\n"
"for player in config.get_sections():\n"
" # Fetch the data for each section.\n"
" var player_name = config.get_value(player, \"player_name\")\n"
" var player_score = config.get_value(player, \"best_score\")\n"
" score_data[player_name] = player_score\n"
"[/codeblock]\n"
"Any operation that mutates the ConfigFile such as [method set_value], "
"[method clear], or [method erase_section], only changes what is loaded in "
"memory. If you want to write the change to a file, you have to save the "
"changes with [method save], [method save_encrypted], or [method "
"save_encrypted_pass].\n"
"Keep in mind that section and property names can't contain spaces. Anything "
"after a space will be ignored on save and on load.\n"
"ConfigFiles can also contain manually written comment lines starting with a "
"semicolon ([code];[/code]). Those lines will be ignored when parsing the "
"file. Note that comments will be lost when saving the ConfigFile. This can "
"still be useful for dedicated server configuration files, which are "
"typically never overwritten without explicit user action.\n"
"[b]Note:[/b] The file extension given to a ConfigFile does not have any "
"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
"extension is used here, but any other extension such as [code].ini[/code] is "
"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
"standardized, Godot's ConfigFile formatting may differ from files written by "
"other programs."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Removes the entire contents of the config."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Deletes the specified key in a section. Raises an error if either the "
"section or the key do not exist."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Returns an array of all defined section identifiers."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Returns the current value for the specified section and key. If either the "
"section or the key do not exist, the method returns the fallback "
"[code]default[/code] value. If [code]default[/code] is not specified or set "
"to [code]null[/code], an error is also raised."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section exists."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section-key pair exists."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Loads the config file specified as a parameter. The file's contents are "
"parsed and loaded in the [ConfigFile] object which the method was called "
"on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Loads the encrypted config file specified as a parameter, using the provided "
"[code]key[/code] to decrypt it. The file's contents are parsed and loaded in "
"the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Loads the encrypted config file specified as a parameter, using the provided "
"[code]password[/code] to decrypt it. The file's contents are parsed and "
"loaded in the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Parses the passed string as the contents of a config file. The string is "
"parsed and loaded in the ConfigFile object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Saves the contents of the [ConfigFile] object to the file specified as a "
"parameter. The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
"specified as a parameter, using the provided [code]key[/code] to encrypt it. "
"The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
"specified as a parameter, using the provided [code]password[/code] to "
"encrypt it. The output file uses an INI-style structure.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/ConfigFile.xml
msgid ""
"Assigns a value to the specified key of the specified section. If either the "
"section or the key do not exist, they are created. Passing a [code]null[/"
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
#: doc/classes/ConfirmationDialog.xml
msgid "Dialog for confirmation of actions."
msgstr ""
#: doc/classes/ConfirmationDialog.xml
msgid ""
"Dialog for confirmation of actions. This dialog inherits from "
"[AcceptDialog], but has by default an OK and Cancel button (in host OS "
"order).\n"
"To get cancel action, you can use:\n"
"[codeblock]\n"
"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
"[/codeblock]."
msgstr ""
#: doc/classes/ConfirmationDialog.xml
msgid ""
"Returns the cancel button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/Container.xml
msgid "Base node for containers."
msgstr ""
#: doc/classes/Container.xml
msgid ""
"Base node for containers. A [Container] contains other controls and "
"automatically arranges them in a certain way.\n"
"A Control can inherit this to create custom container classes."
msgstr ""
#: doc/classes/Container.xml
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr ""
#: doc/classes/Container.xml
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr ""
#: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed."
msgstr ""
#: doc/classes/Container.xml
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"All user interface nodes inherit from Control. A control's anchors and "
"margins adapt its position and size relative to its parent."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Base class for all UI-related nodes. [Control] features a bounding rectangle "
"that defines its extents, an anchor position relative to its parent control "
"or the current viewport, and margins that represent an offset to the anchor. "
"The margins update automatically when the node, any of its parents, or the "
"screen size change.\n"
"For more information on Godot's UI system, anchors, margins, and containers, "
"see the related tutorials in the manual. To build flexible UIs, you'll need "
"a mix of UI elements that inherit from [Control] and [Container] nodes.\n"
"[b]User Interface nodes and input[/b]\n"
"Godot sends input events to the scene's root node first, by calling [method "
"Node._input]. [method Node._input] forwards the event down the node tree to "
"the nodes under the mouse cursor, or on keyboard focus. To do so, it calls "
"[method MainLoop._input_event]. Call [method accept_event] so no other node "
"receives the event. Once you accept an input, it becomes handled so [method "
"Node._unhandled_input] will not process it.\n"
"Only one [Control] node can be in keyboard focus. Only the node in focus "
"will receive keyboard events. To get the focus, call [method grab_focus]. "
"[Control] nodes lose focus when another node grabs it, or if you hide the "
"node in focus.\n"
"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
"[Control] node to ignore mouse or touch events. You'll need it if you place "
"an icon on top of a button.\n"
"[Theme] resources change the Control's appearance. If you change the [Theme] "
"on a [Control] node, it affects all of its children. To override some of the "
"theme's parameters, call one of the [code]add_*_override[/code] methods, "
"like [method add_font_override]. You can override the theme with the "
"inspector.\n"
"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
"can't access their values using [method Object.get] and [method Object.set]. "
"Instead, use [method get_color], [method get_constant], [method get_font], "
"[method get_icon], [method get_stylebox], and the [code]add_*_override[/"
"code] methods provided by this class."
msgstr ""
#: doc/classes/Control.xml
msgid "GUI tutorial index"
msgstr ""
#: doc/classes/Control.xml
msgid "Control node gallery"
msgstr ""
#: doc/classes/Control.xml
msgid "All GUI Demos"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Virtual method to be implemented by the user. Returns whether [method "
"_gui_input] should not be called for children controls outside this "
"control's rectangle. Input will be clipped to the Rect of this [Control]. "
"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
"If not overridden, defaults to [code]false[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Virtual method to be implemented by the user. Returns the minimum size for "
"this control. Alternative to [member rect_min_size] for controlling minimum "
"size via code. The actual minimum size will be the max value of these two "
"(in each axis separately).\n"
"If not overridden, defaults to [constant Vector2.ZERO].\n"
"[b]Note:[/b] This method will not be called when the script is attached to a "
"[Control] node that already overrides its minimum size (e.g. [Label], "
"[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
"nodes, like [Control], [Container], [Panel] etc."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Virtual method to be implemented by the user. Use this method to process and "
"accept inputs on UI elements. See [method accept_event].\n"
"Example: clicking a control.\n"
"[codeblock]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == BUTTON_LEFT and event.pressed:\n"
" print(\"I've been clicked D:\")\n"
"[/codeblock]\n"
"The event won't trigger if:\n"
"* clicking outside the control (see [method has_point]);\n"
"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control is obstructed by another [Control] on top of it, which doesn't "
"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control's parent has [member mouse_filter] set to [constant "
"MOUSE_FILTER_STOP] or has accepted the event;\n"
"* it happens outside the parent's rectangle and the parent has either "
"[member rect_clip_content] or [method _clips_input] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Virtual method to be implemented by the user. Returns a [Control] node that "
"should be used as a tooltip instead of the default one. The [code]for_text[/"
"code] includes the contents of the [member hint_tooltip] property.\n"
"The returned node must be of type [Control] or Control-derived. It can have "
"child nodes of any type. It is freed when the tooltip disappears, so make "
"sure you always provide a new instance (if you want to use a pre-existing "
"node from your scene tree, you can duplicate it and pass the duplicated "
"instance). When [code]null[/code] or a non-Control node is returned, the "
"default tooltip will be used instead.\n"
"The returned node will be added as child to a [PopupPanel], so you should "
"only provide the contents of that panel. That [PopupPanel] can be themed "
"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
"(see [member hint_tooltip] for an example).\n"
"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
"it's fully visible, you might want to set its [member rect_min_size] to some "
"non-zero value.\n"
"Example of usage with a custom-constructed node:\n"
"[codeblock]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/codeblock]\n"
"Example of usage with a custom scene instance:\n"
"[codeblock]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Marks an input event as handled. Once you accept an input event, it stops "
"propagating, even to nodes listening to [method Node._unhandled_input] or "
"[method Node._unhandled_key_input]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme [Color] with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"See also [method get_color], [method remove_color_override].\n"
"[b]Example of overriding a label's color and resetting it later:[/b]\n"
"[codeblock]\n"
"# Given the child Label node \"MyLabel\", override its font color with a "
"custom value.\n"
"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
"# Reset the font color of the child label.\n"
"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", "
"\"Label\"))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Creates a local override for a theme constant with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"See also [method get_constant], [method remove_constant_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme [Font] with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_font_override] instead.\n"
"See also [method get_font]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme icon with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_icon_override] instead.\n"
"See also [method get_icon]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme shader with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_shader_override] instead."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme [StyleBox] with the specified "
"[code]name[/code]. Local overrides always take precedence when fetching "
"theme items for the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_stylebox_override] instead.\n"
"See also [method get_stylebox].\n"
"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
"[codeblock]\n"
"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"# Resources are shared across instances, so we need to duplicate it\n"
"# to avoid modifying the appearance of all other buttons.\n"
"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# Remove the stylebox override.\n"
"$MyButton.add_stylebox_override(\"normal\", null)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Godot calls this method to test if [code]data[/code] from a control's "
"[method get_drag_data] can be dropped at [code]position[/code]. "
"[code]position[/code] is local to this control.\n"
"This method should only be used to test the data. Process the data in "
"[method drop_data].\n"
"[codeblock]\n"
"func can_drop_data(position, data):\n"
" # Check position if it is relevant to you\n"
" # Otherwise, just check data\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Godot calls this method to pass you the [code]data[/code] from a control's "
"[method get_drag_data] result. Godot first calls [method can_drop_data] to "
"test if [code]data[/code] is allowed to drop at [code]position[/code] where "
"[code]position[/code] is local to this control.\n"
"[codeblock]\n"
"func can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func drop_data(position, data):\n"
" color = data[\"color\"]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Finds the next (below in the tree) [Control] that can receive the focus."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Forces drag and bypasses [method get_drag_data] and [method "
"set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. "
"Drag will start even if the mouse is neither over nor pressed on this "
"control.\n"
"The methods [method can_drop_data] and [method drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum. A getter method for [member anchor_bottom], [member "
"anchor_left], [member anchor_right] and [member anchor_top]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [member margin_left] and [member margin_top]. See also [member "
"rect_position]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
"considered; controls without a [member theme] assigned are skipped. If no "
"matching [Theme] is found in the tree, a custom project [Theme] (see [member "
"ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n"
"[codeblock]\n"
"func _ready():\n"
" # Get the font color defined for the current Control's class, if it "
"exists.\n"
" modulate = get_color(\"font_color\")\n"
" # Get the font color defined for the Button class.\n"
" modulate = get_color(\"font_color\", \"Button\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns combined minimum size from [member rect_min_size] and [method "
"get_minimum_size]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See "
"[enum CursorShape]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Godot calls this method to get data that can be dragged and dropped onto "
"controls that expect drop data. Returns [code]null[/code] if there is no "
"data to drag. Controls that want to receive drop data should implement "
"[method can_drop_data] and [method drop_data]. [code]position[/code] is "
"local to this control. Drag may be forced with [method force_drag].\n"
"A preview that will follow the mouse that should represent the data can be "
"set with [method set_drag_preview]. A good time to set the preview is in "
"this method.\n"
"[codeblock]\n"
"func get_drag_data(position):\n"
" var mydata = make_data()\n"
" set_drag_preview(make_preview(mydata))\n"
" return mydata\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid "Returns [member margin_right] and [member margin_bottom]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the focus neighbour identified by [code]margin[/code] constant from "
"[enum Margin] enum. A getter method for [member focus_neighbour_bottom], "
"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
"focus_neighbour_top]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the control that has the keyboard focus or [code]null[/code] if none."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the screen. See [member rect_position] and [member rect_size]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum. A getter method for [member margin_bottom], [member "
"margin_left], [member margin_right] and [member margin_top]."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the minimum size for this control. See [member rect_min_size]."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the width/height occupied in the parent control."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the parent control node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the parent Control. See [member rect_position] and [member rect_size]."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the rotation (in radians)."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
"[Theme] has a stylebox item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the tooltip, which will appear when the cursor is resting over this "
"control. See [member hint_tooltip]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates an [InputEventMouseButton] that attempts to click the control. If "
"the event is received, the control acquires focus.\n"
"[codeblock]\n"
"func _process(delta):\n"
" grab_click_focus() #when clicking another Control node, this node will "
"be clicked instead\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Steal the focus from another control and become the focused control (see "
"[member focus_mode]).\n"
"[b]Note[/b]: Using this method together with [method Object.call_deferred] "
"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a color item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_color_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a constant item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_constant_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a font item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_font_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [code]name[/code] in this [Control] node.\n"
"See [method add_icon_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
msgid ""
"Virtual method to be implemented by the user. Returns whether the given "
"[code]point[/code] is inside this control.\n"
"If not overridden, default behavior is checking if the point is within "
"control's Rect.\n"
"[b]Note:[/b] If you want to check if a point is inside the control, you can "
"use [code]get_rect().has_point(point)[/code]."
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme shader "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_shader_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a stylebox item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if there is a local override for a theme "
"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_stylebox_override]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if a drag operation is successful. Alternative to "
"[method Viewport.gui_is_drag_successful].\n"
"Best used with [constant Node.NOTIFICATION_DRAG_END]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
"automatically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Give up the focus. No other control will be able to receive keyboard input."
msgstr ""
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Removes a theme override for a [Color] with the given [code]name[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Removes a theme override for a constant with the given [code]name[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Control.xml
#, fuzzy
msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Control.xml
#, fuzzy
msgid "Removes a theme override for an icon with the given [code]name[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Control.xml
#, fuzzy
msgid "Removes a theme override for a shader with the given [code]name[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Control.xml
#, fuzzy
msgid ""
"Removes a theme override for a [StyleBox] with the given [code]name[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Control.xml
msgid ""
"Sets the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum to value [code]anchor[/code]. A setter method for [member "
"anchor_bottom], [member anchor_left], [member anchor_right] and [member "
"anchor_top].\n"
"If [code]keep_margin[/code] is [code]true[/code], margins aren't updated "
"after this operation.\n"
"If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite "
"anchor overlaps this anchor, the opposite one will have its value "
"overridden. For example, when setting left anchor to 1 and the right anchor "
"has value of 0.5, the right anchor will also get value of 1. If "
"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
"would get value 0.5."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Works the same as [method set_anchor], but instead of [code]keep_margin[/"
"code] argument and automatic update of margin, it allows to set the margin "
"offset yourself (see [method set_margin])."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
"and [method set_margins_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] "
"enum. This is the code equivalent to using the Layout menu in the 2D "
"editor.\n"
"If [code]keep_margins[/code] is [code]true[/code], control's position will "
"also be updated."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets [member margin_left] and [member margin_top] at the same time. "
"Equivalent of changing [member rect_position]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Forwards the handling of this control's drag and drop to [code]target[/code] "
"control.\n"
"Forwarding can be implemented in the target control similar to the methods "
"[method get_drag_data], [method can_drop_data], and [method drop_data] but "
"with two differences:\n"
"1. The function name must be suffixed with [b]_fw[/b]\n"
"2. The function must take an extra argument that is the control doing the "
"forwarding\n"
"[codeblock]\n"
"# ThisControl.gd\n"
"extends Control\n"
"func _ready():\n"
" set_drag_forwarding(target_control)\n"
"\n"
"# TargetControl.gd\n"
"extends Control\n"
"func can_drop_data_fw(position, data, from_control):\n"
" return true\n"
"\n"
"func drop_data_fw(position, data, from_control):\n"
" my_handle_data(data)\n"
"\n"
"func get_drag_data_fw(position, from_control):\n"
" set_drag_preview(my_preview)\n"
" return my_data()\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Shows the given control at the mouse pointer. A good time to call this "
"method is in [method get_drag_data]. The control must not be in the scene "
"tree. You should not free the control, and you should not keep a reference "
"to the control beyond the duration of the drag. It will be deleted "
"automatically after the drag has ended.\n"
"[codeblock]\n"
"export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
"\n"
"func get_drag_data(position):\n"
" # Use a control that is not in the tree\n"
" var cpb = ColorPickerButton.new()\n"
" cpb.color = color\n"
" cpb.rect_size = Vector2(50, 50)\n"
" set_drag_preview(cpb)\n"
" return color\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum to [Control] at [code]neighbor[/code] node path. A setter "
"method for [member focus_neighbour_bottom], [member focus_neighbour_left], "
"[member focus_neighbour_right] and [member focus_neighbour_top]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the [member rect_global_position] to given [code]position[/code].\n"
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the margin identified by [code]margin[/code] constant from [enum "
"Margin] enum to given [code]offset[/code]. A setter method for [member "
"margin_bottom], [member margin_left], [member margin_right] and [member "
"margin_top]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] "
"enum. This is the code equivalent to using the Layout menu in the 2D "
"editor.\n"
"Use parameter [code]resize_mode[/code] with constants from [enum Control."
"LayoutPresetMode] to better determine the resulting size of the [Control]. "
"Constant size will be ignored if used with presets that change size, e.g. "
"[code]PRESET_LEFT_WIDE[/code].\n"
"Use parameter [code]margin[/code] to determine the gap between the [Control] "
"and the edges."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the [member rect_position] to given [code]position[/code].\n"
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
#: doc/classes/Control.xml
msgid "Sets the rotation (in radians)."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the size (see [member rect_size]).\n"
"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
"updated instead of margins."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Displays a control as modal. Control must be a subwindow. Modal controls "
"capture the input signals until closed or the area outside them is accessed. "
"When a modal control loses focus, or the ESC key is pressed, they "
"automatically hide. Modal controls are used extensively for popup dialogs "
"and menus.\n"
"If [code]exclusive[/code] is [code]true[/code], other controls will not "
"receive input and clicking outside this control will not close it."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Moves the mouse cursor to [code]to_position[/code], relative to [member "
"rect_position] of this [Control]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Anchors the bottom edge of the node to the origin, the center, or the end of "
"its parent control. It changes how the bottom margin updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Anchors the left edge of the node to the origin, the center or the end of "
"its parent control. It changes how the left margin updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Anchors the right edge of the node to the origin, the center or the end of "
"its parent control. It changes how the right margin updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Anchors the top edge of the node to the origin, the center or the end of its "
"parent control. It changes how the top margin updates when the node moves or "
"changes size. You can use one of the [enum Anchor] constants for convenience."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard signals."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells Godot which node it should give keyboard focus to if the user presses "
"the down arrow on the keyboard or down on a gamepad by default. You can "
"change the key by editing the [code]ui_down[/code] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells Godot which node it should give keyboard focus to if the user presses "
"the left arrow on the keyboard or left on a gamepad by default. You can "
"change the key by editing the [code]ui_left[/code] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the left of this one."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells Godot which node it should give keyboard focus to if the user presses "
"the right arrow on the keyboard or right on a gamepad by default. You can "
"change the key by editing the [code]ui_right[/code] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells Godot which node it should give keyboard focus to if the user presses "
"the top arrow on the keyboard or top on a gamepad by default. You can change "
"the key by editing the [code]ui_top[/code] input action. The node must be a "
"[Control]. If this property is not set, Godot will give focus to the closest "
"[Control] to the bottom of this one."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells Godot which node it should give keyboard focus to if the user presses "
"Tab on a keyboard by default. You can change the key by editing the "
"[code]ui_focus_next[/code] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells Godot which node it should give keyboard focus to if the user presses "
"Shift+Tab on a keyboard by default. You can change the key by editing the "
"[code]ui_focus_prev[/code] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Controls the direction on the horizontal axis in which the control should "
"grow if its horizontal minimum size is changed to be greater than its "
"current size, as the control always has to be at least the minimum size."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Controls the direction on the vertical axis in which the control should grow "
"if its vertical minimum size is changed to be greater than its current size, "
"as the control always has to be at least the minimum size."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Changes the tooltip text. The tooltip appears when the user's mouse cursor "
"stays idle over this control for a few moments, provided that the [member "
"mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change "
"the time required for the tooltip to appear with [code]gui/timers/"
"tooltip_delay_sec[/code] option in Project Settings.\n"
"The tooltip popup will use either a default implementation, or a custom one "
"that you can provide by overriding [method _make_custom_tooltip]. The "
"default tooltip includes a [PopupPanel] and [Label] whose theme properties "
"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/"
"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n"
"[codeblock]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# We assume here that the `theme` property has been assigned a custom Theme "
"beforehand.\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Enables whether input should propagate when you close the control as modal.\n"
"If [code]false[/code], stops event handling at the viewport input event "
"handling. The viewport first hides the modal and after marks the input as "
"handled."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Distance between the node's bottom edge and its parent control, based on "
"[member anchor_bottom].\n"
"Margins are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Distance between the node's left edge and its parent control, based on "
"[member anchor_left].\n"
"Margins are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Distance between the node's right edge and its parent control, based on "
"[member anchor_right].\n"
"Margins are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Distance between the node's top edge and its parent control, based on "
"[member anchor_top].\n"
"Margins are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Margins update automatically when you move or resize the node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The default cursor shape for this control. Useful for Godot plugins and "
"applications or games that use the system's mouse cursors.\n"
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Controls whether the control will be able to receive mouse button input "
"events through [method _gui_input] and how these events should be handled. "
"Also controls whether the control can receive the [signal mouse_entered], "
"and [signal mouse_exited] signals. See the constants to learn what each does."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Enables whether rendering of [CanvasItem] based children should be clipped "
"to this control's rectangle. If [code]true[/code], parts of a child which "
"would be visibly outside of this control's rectangle will not be rendered."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The node's global position, relative to the world (usually to the top-left "
"corner of the window)."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The minimum size of the node's bounding rectangle. If you set it to a value "
"greater than (0, 0), the node's bounding rectangle will always have at least "
"this size, even if its content is smaller. If it's set to (0, 0), the node "
"sizes automatically to fit its content, be it a texture or child nodes."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
"[member rect_rotation] or [member rect_scale], it will rotate or scale "
"around this pivot. Set this property to [member rect_size] / 2 to pivot "
"around the Control's center."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The node's position, relative to its parent. It corresponds to the "
"rectangle's top-left corner. The property is not affected by [member "
"rect_pivot_offset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The node's rotation around its pivot, in degrees. See [member "
"rect_pivot_offset] to change the pivot's position."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The node's scale, relative to its [member rect_size]. Change this property "
"to scale the node around its [member rect_pivot_offset]. The Control's "
"[member hint_tooltip] will also scale according to this value.\n"
"[b]Note:[/b] This property is mainly intended to be used for animation "
"purposes. Text inside the Control will look pixelated or blurry when the "
"Control is scaled. To support multiple resolutions in your project, use an "
"appropriate viewport stretch mode as described in the [url=$DOCS_URL/"
"tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of "
"scaling Controls individually.\n"
"[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
"will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To "
"set the Control's scale when it's instanced, wait for one frame using "
"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
"rect_scale] property."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The size of the node's bounding rectangle, in pixels. [Container] nodes "
"update this property automatically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the X axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"If the node and at least one of its neighbours uses the [constant "
"SIZE_EXPAND] size flag, the parent [Container] will let it take more or less "
"space depending on this property. If this node has a stretch ratio of 2 and "
"its neighbour a ratio of 1, this node will take two thirds of the available "
"space."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Changing this property replaces the current [Theme] resource this node and "
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node loses keyboard focus."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node receives an [InputEvent]."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node's minimum size changes."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Emitted when the mouse enters the control's [code]Rect[/code] area, provided "
"its [member mouse_filter] lets the event reach it.\n"
"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters "
"a child [Control] node before entering the parent's [code]Rect[/code] area, "
"at least until the mouse is moved to reach the parent's [code]Rect[/code] "
"area."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Emitted when the mouse leaves the control's [code]Rect[/code] area, provided "
"its [member mouse_filter] lets the event reach it.\n"
"[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a "
"child [Control] node, even if the mouse cursor is still inside the parent's "
"[code]Rect[/code] area.\n"
"If you want to check whether the mouse truly left the area, ignoring any top "
"nodes, you can use code like this:\n"
"[codeblock]\n"
"func _on_mouse_exited():\n"
" if not Rect2(Vector2(), rect_size)."
"has_point(get_local_mouse_position()):\n"
" # Not hovering over area.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the control changes size."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
#: doc/classes/Control.xml
msgid "The node cannot grab focus. Use with [member focus_mode]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The node can grab focus on mouse click or using the arrows and the Tab keys "
"on the keyboard. Use with [member focus_mode]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sent when the node changes size. Use [member rect_size] to get the new size."
msgstr ""
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer enters the node."
msgstr ""
#: doc/classes/Control.xml
msgid "Sent when the mouse pointer exits the node."
msgstr ""
#: doc/classes/Control.xml
msgid "Sent when the node grabs focus."
msgstr ""
#: doc/classes/Control.xml
msgid "Sent when the node loses focus."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sent when the node's [member theme] changes, right before Godot redraws the "
"control. Happens when you call one of the [code]add_*_override[/code] "
"methods."
msgstr ""
#: doc/classes/Control.xml
msgid "Sent when an open modal dialog closes. See [method show_modal]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sent when this node is inside a [ScrollContainer] which has begun being "
"scrolled."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sent when this node is inside a [ScrollContainer] which has stopped being "
"scrolled."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's pointing hand mouse cursor when the user hovers the node."
msgstr ""
#: doc/classes/Control.xml
msgid "Show the system's cross mouse cursor when the user hovers the node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's wait mouse cursor when the user hovers the node. Often an "
"hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
"arrow with a small hourglass."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
"when the user hovers the node. It tells the user they're currently dragging "
"an item, like a node in the Scene dock."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's drop mouse cursor when the user hovers the node. It can be "
"an open hand. It tells the user they can drop an item they're currently "
"grabbing, like a node in the Scene dock."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's forbidden mouse cursor when the user hovers the node. "
"Often a crossed circle."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's vertical resize mouse cursor when the user hovers the "
"node. A double-headed vertical arrow. It tells the user they can resize the "
"window or the panel vertically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's horizontal resize mouse cursor when the user hovers the "
"node. A double-headed horizontal arrow. It tells the user they can resize "
"the window or the panel horizontally."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the bottom left to the "
"top right. It tells the user they can resize the window or the panel both "
"horizontally and vertically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the top left to the "
"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
"they can resize the window or the panel both horizontally and vertically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's move mouse cursor when the user hovers the node. It shows "
"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
"a UI element freely."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's vertical split mouse cursor when the user hovers the node. "
"On Windows, it's the same as [constant CURSOR_VSIZE]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's horizontal split mouse cursor when the user hovers the "
"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Show the system's help mouse cursor when the user hovers the node, a "
"question mark."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the left edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the top edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the right edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the bottom edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the center of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the left edge of the parent control. The left margin "
"becomes relative to the left edge and the top margin relative to the top "
"left corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the top edge of the parent control. The left margin "
"becomes relative to the top left corner, the top margin relative to the top "
"edge, and the right margin relative to the top right corner of the node's "
"parent. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the right edge of the parent control. The right margin "
"becomes relative to the right edge and the top margin relative to the top "
"right corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the bottom edge of the parent control. The left margin "
"becomes relative to the bottom left corner, the bottom margin relative to "
"the bottom edge, and the right margin relative to the bottom right corner of "
"the node's parent. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to a horizontal line that cuts the parent control in "
"half. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snap all 4 anchors to the respective corners of the parent control. Set all "
"4 margins to 0 after you applied this preset and the [Control] will fit its "
"parent control. This is equivalent to the \"Full Rect\" layout option in the "
"editor. Use with [method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid "The control will be resized to its minimum size."
msgstr ""
#: doc/classes/Control.xml
msgid "The control's width will not change."
msgstr ""
#: doc/classes/Control.xml
msgid "The control's height will not change."
msgstr ""
#: doc/classes/Control.xml
msgid "The control's size will not change."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells the parent [Container] to expand the bounds of this node to fill all "
"the available space without pushing any other node. Use with [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells the parent [Container] to let this node take all the available space "
"on the axis you flag. If multiple neighboring nodes are set to expand, "
"they'll share the space based on their stretch ratio. See [member "
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Sets the node's size flags to both fill and expand. See the 2 constants "
"above for more information."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells the parent [Container] to center the node in itself. It centers the "
"control based on its bounding box, so it doesn't work with the fill or "
"expand size flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Tells the parent [Container] to align the node with its end, either the "
"bottom or the right edge. It doesn't work with the fill or expand size "
"flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The control will receive mouse button input events through [method "
"_gui_input] if clicked on. And the control will receive the [signal "
"mouse_entered] and [signal mouse_exited] signals. These events are "
"automatically marked as handled, and they will not propagate further to "
"other controls. This also results in blocking signals in other controls."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The control will receive mouse button input events through [method "
"_gui_input] if clicked on. And the control will receive the [signal "
"mouse_entered] and [signal mouse_exited] signals. If this control does not "
"handle the event, the parent control (if any) will be considered, and so on "
"until there is no more parent control to potentially handle it. This also "
"allows signals to fire in other controls. Even if no control handled it at "
"all, the event will still be handled automatically, so unhandled input will "
"not be fired."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The control will not receive mouse button input events through [method "
"_gui_input]. The control will also not receive the [signal mouse_entered] "
"nor [signal mouse_exited] signals. This will not block other controls from "
"receiving these events or firing the signals. Ignored events will not be "
"handled automatically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The control will grow to the left or top to make up if its minimum size is "
"changed to be greater than its current size on the respective axis."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The control will grow to the right or bottom to make up if its minimum size "
"is changed to be greater than its current size on the respective axis."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The control will grow in both directions equally to make up if its minimum "
"size is changed to be greater than its current size."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/"
"code], in the bottom right. Use it with one of the [code]anchor_*[/code] "
"member variables, like [member anchor_left]. To change all 4 anchors at "
"once, use [method set_anchors_preset]."
msgstr ""
#: doc/classes/ConvexPolygonShape.xml
msgid "Convex polygon shape for 3D physics."
msgstr ""
#: doc/classes/ConvexPolygonShape.xml
msgid ""
"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
msgstr ""
#: doc/classes/ConvexPolygonShape.xml
msgid "The list of 3D points forming the convex polygon shape."
msgstr ""
#: doc/classes/ConvexPolygonShape2D.xml
msgid "Convex polygon shape for 2D physics."
msgstr ""
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
"Convex polygon shape for 2D physics. A convex polygon, whatever its shape, "
"is internally decomposed into as many convex polygons as needed to ensure "
"all collision checks against it are always done on convex polygons (which "
"are faster to check).\n"
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection."
msgstr ""
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
"Based on the set of points provided, this creates and assigns the [member "
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
"The polygon's list of vertices. Can be in either clockwise or "
"counterclockwise order. Only set this property with convex hull points, use "
"[method set_point_cloud] to generate a convex hull shape from concave shape "
"points."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"CPU-based 3D particle node used to create a variety of particle systems and "
"effects.\n"
"See also [Particles], which provides the same functionality with hardware "
"acceleration, but may not run on older devices.\n"
"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
"and doesn't need to be configured by the user."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"Sets this node's properties to match a given [Particles] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the base value of the parameter specified by [enum Parameter]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the randomness factor of the parameter specified by [enum Parameter]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Returns the enabled state of the given flag (see [enum Flags] for options)."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Restarts the particle emitter."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the base value of the parameter specified by [enum Parameter]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the randomness factor of the parameter specified by [enum Parameter]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Enables or disables the given flag (see [enum Flags] for options)."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid ""
"The number of particles emitted in one emission cycle (corresponding to the "
"[member lifetime]).\n"
"[b]Note:[/b] Changing [member amount] will reset the particle emission, "
"therefore removing all particles that were already emitted before changing "
"[member amount]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Initial rotation applied to each particle, in degrees."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's rotation will be animated along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Rotation randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Initial angular velocity applied to each particle in [i]degrees[/i] per "
"second. Sets the speed of rotation of the particle."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's angular velocity will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Angular velocity randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Particle animation offset."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's animation offset will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Animation offset randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Particle animation speed."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's animation speed will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Animation speed randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"Each particle's initial color. To have particle display color in a "
"[SpatialMaterial] make sure to set [member SpatialMaterial."
"vertex_color_use_as_albedo] to [code]true[/code]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's initial color will vary along this [GradientTexture] "
"(multiplied with [member color])."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's color will vary along this [GradientTexture] over its "
"lifetime (multiplied with [member color])."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "The rate at which particles lose velocity."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Damping will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Damping randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Unit vector specifying the particles' emission direction."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particle draw order. Uses [enum DrawOrder] values."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Sets the initial positions to spawn particles when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The axis for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The height for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The inner radius for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The radius for the ring shaped emitter when using [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "If [code]true[/code], particles are being emitted."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
msgid ""
"How rapidly particles in an emission cycle are emitted. If greater than "
"[code]0[/code], there will be a gap in emissions before the next cycle "
"begins."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The particle system's frame rate is fixed to a value. For instance, changing "
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Align Y axis of particle with the direction of its velocity."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles will not move on the z axis."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Gravity applied to every particle."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Initial hue variation applied to each particle."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's hue will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Hue variation randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Initial velocity magnitude for each particle. Direction comes from [member "
"spread] and the node's orientation."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Initial velocity randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "The amount of time each particle will exist (in seconds)."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Particle lifetime randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Linear acceleration applied to each particle in the direction of motion."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's linear acceleration will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Linear acceleration randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space. If "
"[code]false[/code], they use global coordinates."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"The [Mesh] used for each particle. If [code]null[/code], particles will be "
"spheres."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin in the local XY plane. Specified in number of full rotations around "
"origin per second.\n"
"This property is only available when [member flag_disable_z] is [code]true[/"
"code]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Orbital velocity randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
msgid "Particle system starts as if it had already run for this many seconds."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Radial acceleration applied to each particle. Makes particle accelerate away "
"from origin."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's radial acceleration will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Radial acceleration randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
msgid "Emission lifetime randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Initial scale applied to each particle."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's scale will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Scale randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles2D.xml
msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Tangential acceleration applied to each particle. Tangential acceleration is "
"perpendicular to the particle's velocity giving the particles a swirling "
"motion."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's tangential acceleration will vary along this [Curve]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Tangential acceleration randomness ratio."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particles are drawn in the order emitted."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid "Particles are drawn in order of remaining lifetime."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/Particles.xml
msgid "Particles are drawn in order of depth."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set tangential acceleration properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set damping properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angle properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set scale properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set hue variation properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set animation speed properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set animation offset properties."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum Parameter] enum."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
msgstr ""
#: doc/classes/CPUParticles.xml
msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Flags] enum."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "All particles will be emitted from a single point."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in the volume of a sphere."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in the volume of a box."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle velocity and rotation will be set based on "
"[member emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in a ring or cylinder."
msgstr ""
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
msgid "Represents the size of the [enum EmissionShape] enum."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid "CPU-based 2D particle emitter."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"CPU-based 2D particle node used to create a variety of particle systems and "
"effects.\n"
"See also [Particles2D], which provides the same functionality with hardware "
"acceleration, but may not run on older devices.\n"
"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
"fly and doesn't need to be configured by the user."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"Sets this node's properties to match a given [Particles2D] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"The sphere's radius if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
#: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml
#: doc/classes/Particles2D.xml
msgid ""
"The particle system's frame rate is fixed to a value. For instance, changing "
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid ""
"Normal map to be used for the [member texture] property.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second."
msgstr ""
#: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid "Particle texture. If [code]null[/code], particles will be squares."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid "Present for consistency with 3D particle nodes, not used in 2D."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid ""
"Particles will be emitted on the surface of a sphere flattened to two "
"dimensions."
msgstr ""
#: doc/classes/CPUParticles2D.xml
msgid "Particles will be emitted in the area of a rectangle."
msgstr ""
#: doc/classes/Crypto.xml
msgid "Access to advanced cryptographic functionalities."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"The Crypto class allows you to access some more advanced cryptographic "
"functionalities in Godot.\n"
"For now, this includes generating cryptographically secure random bytes, RSA "
"keys and self-signed X509 certificates generation, asymmetric key encryption/"
"decryption, and signing/verification.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # Generate new RSA key.\n"
" key = crypto.generate_rsa(4096)\n"
" # Generate new self-signed certificate with the given key.\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # Save key and certificate in the user folder.\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # Encryption\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
" # Decryption\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # Signing\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # Verifying\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # Checks\n"
" assert(verified)\n"
" assert(data.to_utf8() == decrypted)\n"
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Compares two [PoolByteArray]s for equality without leaking timing "
"information in order to prevent timing attacks.\n"
"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
"information."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Decrypt the given [code]ciphertext[/code] with the provided private "
"[code]key[/code].\n"
"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
"size."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Encrypt the given [code]plaintext[/code] with the provided public [code]key[/"
"code].\n"
"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
"size."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Generates a [PoolByteArray] of cryptographically secure random bytes with "
"given [code]size[/code]."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Generates an RSA [CryptoKey] that can be used for creating self-signed "
"certificates and passed to [method StreamPeerSSL.accept_stream]."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
"[code]issuer_name[/code]. The certificate validity will be defined by "
"[code]not_before[/code] and [code]not_after[/code] (first valid date and "
"last valid date). The [code]issuer_name[/code] must contain at least "
"\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
"company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country "
"the organization is based in).\n"
"A small example to generate an RSA key and a X509 self-signed certificate.\n"
"[codeblock]\n"
"var crypto = Crypto.new()\n"
"# Generate 4096 bits RSA key.\n"
"var key = crypto.generate_rsa(4096)\n"
"# Generate self-signed certificate using the given key.\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
"[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] "
"parameter is the hashing algorithm that is used for the inner and outer "
"hashes.\n"
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
"provided private [code]key[/code]."
msgstr ""
#: doc/classes/Crypto.xml
msgid ""
"Verify that a given [code]signature[/code] for [code]hash[/code] of type "
"[code]hash_type[/code] against the provided public [code]key[/code]."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid "A cryptographic key (RSA)."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid ""
"Return [code]true[/code] if this CryptoKey only has the public part, and not "
"the private one."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid ""
"Loads a key from [code]path[/code]. If [code]public_only[/code] is "
"[code]true[/code], only the public key will be loaded.\n"
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid ""
"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
"is [code]true[/code], only the public key will be loaded."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid ""
"Saves a key to the given [code]path[/code]. If [code]public_only[/code] is "
"[code]true[/code], only the public key will be saved.\n"
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
#: doc/classes/CryptoKey.xml
msgid ""
"Returns a string containing the key in PEM format. If [code]public_only[/"
"code] is [code]true[/code], only the public key will be included."
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "A CSG Box shape."
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid ""
"This node allows you to create a box for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml
#: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml
#: modules/csg/doc_classes/CSGPolygon.xml
#: modules/csg/doc_classes/CSGPrimitive.xml
#: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
#: modules/csg/doc_classes/CSGTorus.xml
msgid "Prototyping levels with CSG"
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "Depth of the box measured from the center of the box."
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "Height of the box measured from the center of the box."
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "The material used to render the box."
msgstr ""
#: modules/csg/doc_classes/CSGBox.xml
msgid "Width of the box measured from the center of the box."
msgstr ""
#: modules/csg/doc_classes/CSGCombiner.xml
msgid "A CSG node that allows you to combine other CSG modifiers."
msgstr ""
#: modules/csg/doc_classes/CSGCombiner.xml
msgid ""
"For complex arrangements of shapes, it is sometimes needed to add structure "
"to your CSG nodes. The CSGCombiner node allows you to create this structure. "
"The node encapsulates the result of the CSG operations of its children. In "
"this way, it is possible to do operations on one set of shapes that are "
"children of one CSGCombiner node, and a set of separate operations on a "
"second set of shapes that are children of a second CSGCombiner node, and "
"then do an operation that takes the two end results as its input to create "
"the final shape.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "A CSG Cylinder shape."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
"This node allows you to create a cylinder (or cone) for use with the CSG "
"system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
"If [code]true[/code] a cone is created, the [member radius] will only apply "
"to one side."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "The height of the cylinder."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "The material used to render the cylinder."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid "The radius of the cylinder."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
"The number of sides of the cylinder, the higher this number the more detail "
"there will be in the cylinder."
msgstr ""
#: modules/csg/doc_classes/CSGCylinder.xml
msgid ""
"If [code]true[/code] the normals of the cylinder are set to give a smooth "
"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
"will have a flat shaded look."
msgstr ""
#: modules/csg/doc_classes/CSGMesh.xml
msgid "A CSG Mesh shape that uses a mesh resource."
msgstr ""
#: modules/csg/doc_classes/CSGMesh.xml
msgid ""
"This CSG node allows you to use any mesh resource as a CSG shape, provided "
"it is closed, does not self-intersect, does not contain internal faces and "
"has no edges that connect to more than two faces. See also [CSGPolygon] for "
"drawing 2D extruded polygons to be used as CSG nodes.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGMesh.xml
msgid "The [Material] used in drawing the CSG shape."
msgstr ""
#: modules/csg/doc_classes/CSGMesh.xml
msgid ""
"The [Mesh] resource to use as a CSG shape.\n"
"[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals "
"unless a flat shader is required. By default, CSGMesh will ignore the mesh's "
"vertex normals and use a smooth shader calculated using the faces' normals. "
"If a flat shader is required, ensure that all faces' vertex normals are "
"parallel."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "Extrudes a 2D polygon shape to create a 3D mesh."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"An array of 2D points is extruded to quickly and easily create a variety of "
"3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"Material to use for the resulting mesh. The UV maps the top half of the "
"material to the extruded shape (U along the the length of the extrusions and "
"V around the outline of the [member polygon]), the bottom-left quarter to "
"the front end face, and the bottom-right quarter to the back end face."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member mode] used to extrude the [member polygon]."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], by default, the top half of the "
"[member material] is stretched along the entire length of the extruded "
"shape. If [code]false[/code] the top half of the material is repeated every "
"step of the extrusion."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
"path points to extrusions."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], this will determine if the "
"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
"the path are joined, by adding an extrusion between the last and first "
"points of the path."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
"[Transform] of the [CSGPolygon] is used as the starting point for the "
"extrusions, not the [Transform] of the [member path_node]."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the location of the [Path] "
"object used to extrude the [member polygon]."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
"used to rotate the [member polygon] as it is extruded."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], extrusions that are less than "
"this angle, will be merged together to reduce polygon count."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_PATH], this is the distance along the "
"path, in meters, the texture coordinates will tile. When set to 0, texture "
"coordinates will match geometry exactly with no tiling."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The point array that defines the 2D polygon that is extruded. This can be a "
"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
"will be generated.\n"
"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
"will be generated."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "If [code]true[/code], applies smooth shading to the extrusions."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
"[member polygon] is rotated when extruding."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member polygon] shape is extruded along the negative Z axis."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape is extruded by rotating it around the Y axis."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape is extruded along the [Path] specified in [member "
"path_node]."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape is not rotated.\n"
"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape is rotated along the path, but it is not rotated "
"around the path axis.\n"
"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"The [member polygon] shape follows the path and its rotations around the "
"path axis."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will determine the distance, in meters, each interval of the path will "
"extrude."
msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will subdivide the polygons along the path."
msgstr ""
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Base class for CSG primitives."
msgstr ""
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid ""
"Parent class for various CSG primitives. It contains code and functionality "
"that is common between them. It cannot be used directly. Instead use one of "
"the various classes that inherit from it.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGPrimitive.xml
msgid "Invert the faces of the mesh."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid "The CSG base class."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"This is the CSG base class that provides CSG operation support to the "
"various CSG nodes in Godot.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
#: doc/classes/SoftBody.xml
msgid "Returns an individual bit on the collision mask."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Returns an [Array] with two elements, the first is the [Transform] of this "
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Returns [code]true[/code] if this is a root shape and is thus the object "
"that is rendered."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
msgid ""
"Sets individual bits on the layer mask. Use this if you only need to change "
"one layer's value."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
msgid ""
"Sets individual bits on the collision mask. Use this if you only need to "
"change one layer's value."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Calculate tangents for the CSG shape which allows the use of normal maps. "
"This is only applied on the root shape, this setting is ignored on any child."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"The physics layers this area is in.\n"
"Collidable objects can exist in any of 32 different layers. These layers "
"work like a tagging system, and are not visual. A collidable can use these "
"layers to select with which objects it can collide, using the collision_mask "
"property.\n"
"A contact is detected if object A is in any of the layers that object B "
"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"The operation that is performed on this shape. This is ignored for the first "
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Snap makes the mesh snap to a given distance so that the faces of two meshes "
"can be perfectly aligned. A lower value results in greater precision but may "
"be harder to adjust."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Adds a collision shape to the physics engine for our CSG shape. This will "
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid "Only intersecting geometry remains, the rest is removed."
msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"The second shape is subtracted from the first, leaving a dent with its shape."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid "A CSG Sphere shape."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid ""
"This node allows you to create a sphere for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid "The material used to render the sphere."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid "Number of vertical slices for the sphere."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid "Radius of the sphere."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid "Number of horizontal slices for the sphere."
msgstr ""
#: modules/csg/doc_classes/CSGSphere.xml
msgid ""
"If [code]true[/code] the normals of the sphere are set to give a smooth "
"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
"have a flat shaded look."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid "A CSG Torus shape."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid ""
"This node allows you to create a torus for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during "
"gameplay."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid "The inner radius of the torus."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid "The material used to render the torus."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid "The outer radius of the torus."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid "The number of edges each ring of the torus is constructed of."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid "The number of slices the torus is constructed of."
msgstr ""
#: modules/csg/doc_classes/CSGTorus.xml
msgid ""
"If [code]true[/code] the normals of the torus are set to give a smooth "
"effect making the torus seem rounded. If [code]false[/code] the torus will "
"have a flat shaded look."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
msgid "Returns a new instance of the script."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture."
msgstr ""
#: doc/classes/CubeMap.xml
msgid ""
"A 6-sided 3D texture typically used for faking reflections. It can be used "
"to make an object look as if it's reflecting its surroundings. This usually "
"delivers much better performance than other reflection methods."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Returns the [CubeMap]'s height."
msgstr ""
#: doc/classes/CubeMap.xml
msgid ""
"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Returns the [CubeMap]'s width."
msgstr ""
#: doc/classes/CubeMap.xml
msgid ""
"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
"constants."
msgstr ""
#: doc/classes/CubeMap.xml
msgid ""
"The render flags for the [CubeMap]. See the [enum Flags] constants for "
"details."
msgstr ""
#: doc/classes/CubeMap.xml
msgid ""
"The lossy storage quality of the [CubeMap] if the storage mode is set to "
"[constant STORAGE_COMPRESS_LOSSY]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] without any compression."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Store the [CubeMap] with strong compression that reduces image quality."
msgstr ""
#: doc/classes/CubeMap.xml
msgid ""
"Store the [CubeMap] with moderate compression that doesn't reduce image "
"quality."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Identifier for the left face of the [CubeMap]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Identifier for the right face of the [CubeMap]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Identifier for the bottom face of the [CubeMap]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Identifier for the top face of the [CubeMap]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Identifier for the front face of the [CubeMap]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Identifier for the back face of the [CubeMap]."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Generate mipmaps, to enable smooth zooming out of the texture."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Repeat (instead of clamp to edge)."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Turn on magnifying filter, to enable smooth zooming in of the texture."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "Default flags. Generate mipmaps, repeat, and filter are enabled."
msgstr ""
#: doc/classes/CubeMesh.xml
msgid "Generate an axis-aligned cuboid [PrimitiveMesh]."
msgstr ""
#: doc/classes/CubeMesh.xml
msgid ""
"Generate an axis-aligned cuboid [PrimitiveMesh].\n"
"The cube's UV layout is arranged in a 3×2 layout that allows texturing each "
"face individually. To apply the same texture on all faces, change the "
"material's UV property to [code]Vector3(3, 2, 1)[/code].\n"
"[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you "
"may stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth], [member subdivide_height] and "
"[member subdivide_width] until you no longer notice UV jittering."
msgstr ""
#: doc/classes/CubeMesh.xml
msgid "Size of the cuboid mesh."
msgstr ""
#: doc/classes/CubeMesh.xml
msgid "Number of extra edge loops inserted along the Z axis."
msgstr ""
#: doc/classes/CubeMesh.xml
msgid "Number of extra edge loops inserted along the Y axis."
msgstr ""
#: doc/classes/CubeMesh.xml
msgid "Number of extra edge loops inserted along the X axis."
msgstr ""
#: doc/classes/CullInstance.xml
msgid "Parent of all nodes that can be culled by the Portal system."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"Provides common functionality to nodes that can be culled by the [Portal] "
"system.\n"
"[code]Static[/code] and [code]Dynamic[/code] objects are the most "
"efficiently managed objects in the system, but there are some caveats. They "
"are expected to be present initially when [Room]s are converted using the "
"[RoomManager] [code]rooms_convert[/code] function, and their lifetime should "
"be the same as the game level (i.e. present until you call "
"[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't "
"create / delete these objects during gameplay, you can manage their "
"visibility with the standard [code]hide[/code] and [code]show[/code] "
"commands.\n"
"[code]Roaming[/code] objects on the other hand, require extra processing to "
"keep track of which [Room] they are within. This enables them to be culled "
"effectively, wherever they are.\n"
"[code]Global[/code] objects are not culled by the portal system, and use "
"view frustum culling only.\n"
"Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be "
"freely created and deleted during the lifetime of the game level."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"This allows fine control over the mesh merging feature in the "
"[RoomManager].\n"
"Setting this option to [code]false[/code] can be used to prevent an instance "
"being merged."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] "
"with the highest priority.\n"
"When set to a value other than [code]0[/code], the system will attempt to "
"autoplace in a [Room] with the [code]autoplace_priority[/code], if it is "
"present.\n"
"This can be used to control autoplacement of building exteriors in an outer "
"[RoomGroup]."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"When a manual bound has not been explicitly specified for a [Room], the "
"convex hull bound will be estimated from the geometry of the objects within "
"the room. This setting determines whether the geometry of an object is "
"included in this estimate of the room bound.\n"
"[b]Note:[/b] This setting is only relevant when the object is set to "
"[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for "
"[Portal]s."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"When using [Room]s and [Portal]s, this specifies how the [CullInstance] is "
"processed in the system."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, "
"floors.\n"
"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] "
"instance while the room graph is loaded (converted), it will unload the room "
"graph and deactivate portal culling. This is because the [b]room graph[/b] "
"data has been invalidated. You will need to reconvert the rooms using the "
"[RoomManager] to activate the system again."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"Use for instances within rooms that will move but [b]not change room[/b] - e."
"g. moving platforms.\n"
"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] "
"instance while the room graph is loaded (converted), it will unload the room "
"graph and deactivate portal culling. This is because the [b]room graph[/b] "
"data has been invalidated. You will need to reconvert the rooms using the "
"[RoomManager] to activate the system again."
msgstr ""
#: doc/classes/CullInstance.xml
msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"Use for instances that will be frustum culled only - e.g. first person "
"weapon, debug."
msgstr ""
#: doc/classes/CullInstance.xml
msgid ""
"Use for instances that will not be shown at all - e.g. [b]manual room "
"bounds[/b] (specified by prefix [i]'Bound_'[/i])."
msgstr ""
#: doc/classes/Curve.xml
msgid "A mathematic curve."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
"points relative to the [code]0.5[/code] Y position.\n"
"See also [Gradient] which is designed for color interpolation. See also "
"[Curve2D] and [Curve3D]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) "
"uses the slope of the curve halfway to the adjacent point. Allows custom "
"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
"set to [constant TANGENT_FREE]."
msgstr ""
#: doc/classes/Curve.xml
msgid "Recomputes the baked cache of points for the curve."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve."
msgstr ""
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve."
msgstr ""
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Returns the number of points describing the curve."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Returns the left [enum TangentMode] for the point at [code]index[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Returns the left tangent angle (in degrees) for the point at [code]index[/"
"code]."
msgstr ""
#: doc/classes/Curve.xml
msgid "Returns the curve coordinates for the point at [code]index[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Returns the right [enum TangentMode] for the point at [code]index[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Returns the right tangent angle (in degrees) for the point at [code]index[/"
"code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Returns the Y value for the point that would exist at the X position "
"[code]offset[/code] along the curve."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Returns the Y value for the point that would exist at the X position "
"[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
"points if not already baked."
msgstr ""
#: doc/classes/Curve.xml
msgid "Removes the point at [code]index[/code] from the curve."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Sets the left [enum TangentMode] for the point at [code]index[/code] to "
"[code]mode[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Sets the left tangent angle for the point at [code]index[/code] to "
"[code]tangent[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid "Sets the offset from [code]0.5[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Sets the right [enum TangentMode] for the point at [code]index[/code] to "
"[code]mode[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Sets the right tangent angle for the point at [code]index[/code] to "
"[code]tangent[/code]."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"Assigns the vertical position [code]y[/code] to the point at [code]index[/"
"code]."
msgstr ""
#: doc/classes/Curve.xml
msgid "The number of points to include in the baked (i.e. cached) curve data."
msgstr ""
#: doc/classes/Curve.xml
msgid "The maximum value the curve can reach."
msgstr ""
#: doc/classes/Curve.xml
msgid "The minimum value the curve can reach."
msgstr ""
#: doc/classes/Curve.xml
msgid "Emitted when [member max_value] or [member min_value] is changed."
msgstr ""
#: doc/classes/Curve.xml
msgid "The tangent on this side of the point is user-defined."
msgstr ""
#: doc/classes/Curve.xml
msgid ""
"The curve calculates the tangent on this side of the point as the slope "
"halfway towards the adjacent point."
msgstr ""
#: doc/classes/Curve.xml
msgid "The total number of available tangent modes."
msgstr ""
#: doc/classes/Curve2D.xml
msgid "Describes a Bézier curve in 2D space."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"This class describes a Bézier curve in 2D space. It is mainly used to give a "
"shape to a [Path2D], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Adds a point with the specified [code]position[/code] relative to the "
"curve's own position, with control points [code]in[/code] and [code]out[/"
"code]. Appends the new point at the end of the point list.\n"
"If [code]index[/code] is given, the new point is inserted before the "
"existing point identified by index [code]index[/code]. Every existing point "
"starting from [code]index[/code] is shifted further down the list of points. "
"The index must be greater than or equal to [code]0[/code] and must not "
"exceed the number of existing points in the line. See [method "
"get_point_count]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
#: doc/classes/Curve2D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector2Array]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/Curve2D.xml
msgid ""
"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
"be used in [method interpolate_baked].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the closest baked point (in curve's local space) to [code]to_point[/"
"code].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position of the control point leading to the vertex [code]idx[/"
"code]. The returned position is relative to the vertex [code]idx[/code]. If "
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position of the control point leading out of the vertex "
"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position of the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0)"
"[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position between the vertex [code]idx[/code] and the vertex "
"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
"<=1[/code]) give strange, but predictable results.\n"
"If [code]idx[/code] is out of bounds it is truncated to the first or last "
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns a point within the curve at position [code]offset[/code], where "
"[code]offset[/code] is measured as a pixel distance along the curve.\n"
"To do that, it finds the two cached points where the [code]offset[/code] "
"lies between, then interpolates the values. This interpolation is cubic if "
"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
"[code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the position at the vertex [code]fofs[/code]. It calls [method "
"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
"code], and its fractional part as [code]t[/code]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
"console if [code]idx[/code] is out of bounds."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position of the control point leading to the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position of the control point leading out of the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position for the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns a list of points along the curve, with a curvature controlled point "
"density. That is, the curvier parts will have more points than the "
"straighter parts.\n"
"This approximation makes straight segments between each point, then "
"subdivides those segments until the resulting shape is similar enough.\n"
"[code]max_stages[/code] controls how many subdivisions a curve segment may "
"face before it is considered approximate enough. Each subdivision splits the "
"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
"curve segment. Increase with care!\n"
"[code]tolerance_degrees[/code] controls how many degrees the midpoint of a "
"segment may deviate from the real curve, before the segment has to be "
"subdivided."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"The distance in pixels between two adjacent cached points. Changing it "
"forces the cache to be recomputed the next time the [method "
"get_baked_points] or [method get_baked_length] function is called. The "
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"This class describes a Bézier curve in 3D space. It is mainly used to give a "
"shape to a [Path], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/Curve3D.xml
#, fuzzy
msgid "Returns the cache of tilts as a [PoolRealArray]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/Curve3D.xml
msgid ""
"Returns the cache of up vectors as a [PoolVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
"be used in [method interpolate_baked] or [method "
"interpolate_baked_up_vector].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position of the control point leading to the vertex [code]idx[/"
"code]. The returned position is relative to the vertex [code]idx[/code]. If "
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position of the control point leading out of the vertex "
"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position of the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the tilt angle in radians for the point [code]idx[/code]. If the "
"index is out of bounds, the function sends an error to the console, and "
"returns [code]0[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position between the vertex [code]idx[/code] and the vertex "
"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
"<=1[/code]) give strange, but predictable results.\n"
"If [code]idx[/code] is out of bounds it is truncated to the first or last "
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns a point within the curve at position [code]offset[/code], where "
"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
"To do that, it finds the two cached points where the [code]offset[/code] "
"lies between, then interpolates the values. This interpolation is cubic if "
"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
"[code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns an up vector within the curve at position [code]offset[/code], where "
"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
"To do that, it finds the two cached up vectors where the [code]offset[/code] "
"lies between, then interpolates the values. If [code]apply_tilt[/code] is "
"[code]true[/code], an interpolated tilt is applied to the interpolated up "
"vector.\n"
"If the curve has no up vectors, the function sends an error to the console, "
"and returns [code](0, 1, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Sets the tilt angle in radians for the point [code]idx[/code]. If the index "
"is out of bounds, the function sends an error to the console.\n"
"The tilt controls the rotation along the look-at axis an object traveling "
"the path would have. In the case of a curve controlling a [PathFollow], this "
"tilt is an offset over the natural tilt the [PathFollow] calculates."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"The distance in meters between two adjacent cached points. Changing it "
"forces the cache to be recomputed the next time the [method "
"get_baked_points] or [method get_baked_length] function is called. The "
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"If [code]true[/code], the curve will bake up vectors used for orientation. "
"This is used when [member PathFollow.rotation_mode] is set to [constant "
"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
msgstr ""
#: doc/classes/CurveTexture.xml
msgid "A texture that shows a curve."
msgstr ""
#: doc/classes/CurveTexture.xml
msgid ""
"Renders a given [Curve] provided to it. Simplifies the task of drawing "
"curves and/or saving them as image files."
msgstr ""
#: doc/classes/CurveTexture.xml
#, fuzzy
msgid "The [Curve] that is rendered onto the texture."
msgstr "Vrátí sinus parametru."
#: doc/classes/CurveTexture.xml
msgid ""
"The width of the texture (in pixels). Higher values make it possible to "
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid ""
"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid "Full height of the cylinder."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid ""
"Number of edge rings along the height of the cylinder. Changing [member "
"rings] does not have any visual impact unless a shader or procedural mesh "
"tool is used to alter the vertex data. Higher values result in more "
"subdivisions, which can be used to create smoother-looking effects with "
"shaders or procedural mesh tools (at the cost of performance). When not "
"altering the vertex data using a shader or procedural mesh tool, [member "
"rings] should be kept to its default value."
msgstr ""
#: doc/classes/CylinderMesh.xml
msgid ""
"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
"not be generated, resulting in a conic shape."
msgstr ""
#: doc/classes/CylinderShape.xml
msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
msgid ""
"Cylinder shape for collisions.\n"
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
"engine, there are several known bugs with cylinder collision shapes. Using "
"[CapsuleShape] or [BoxShape] instead is recommended."
msgstr ""
#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
#: doc/classes/CylinderShape.xml
msgid "The cylinder's radius."
msgstr ""
#: doc/classes/DampedSpringJoint2D.xml
msgid "Damped spring constraint for 2D physics."
msgstr ""
#: doc/classes/DampedSpringJoint2D.xml
msgid ""
"Damped spring constraint for 2D physics. This resembles a spring joint that "
"always wants to go back to a given length."
msgstr ""
#: doc/classes/DampedSpringJoint2D.xml
msgid ""
"The spring joint's damping ratio. A value between [code]0[/code] and "
"[code]1[/code]. When the two bodies move into different directions the "
"system tries to align them to the spring axis again. A high [code]damping[/"
"code] value forces the attached bodies to align faster."
msgstr ""
#: doc/classes/DampedSpringJoint2D.xml
msgid ""
"The spring joint's maximum length. The two attached bodies cannot stretch it "
"past this value."
msgstr ""
#: doc/classes/DampedSpringJoint2D.xml
msgid ""
"When the bodies attached to the spring joint move they stretch or squash it. "
"The joint always tries to resize towards this length."
msgstr ""
#: doc/classes/DampedSpringJoint2D.xml
msgid ""
"The higher the value, the less the bodies attached to the joint will deform "
"it. The joint applies an opposing force to the bodies, the product of the "
"stiffness multiplied by the size difference from its resting length."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Dictionary type."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
"unique) and values. Dictionaries will preserve the insertion order when "
"adding elements, even though this may not be reflected when printing the "
"dictionary. In other programming languages, this data structure is sometimes "
"referred to as a hash map or associative array.\n"
"You can define a dictionary by placing a comma-separated list of [code]key: "
"value[/code] pairs in curly braces [code]{}[/code].\n"
"Erasing elements while iterating over them [b]is not supported[/b] and will "
"result in undefined behavior.\n"
"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
"dictionary which can be modified independently of the original dictionary, "
"use [method duplicate].\n"
"Creating a dictionary:\n"
"[codeblock]\n"
"var my_dict = {} # Creates an empty dictionary.\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# Alternative Lua-style syntax.\n"
"# Doesn't require quotes around keys, but only string constants can be used "
"as key names.\n"
"# Additionally, key names must start with a letter or an underscore.\n"
"# Here, `some_key` is a string literal, not a variable!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/codeblock]\n"
"You can access a dictionary's values by referencing the appropriate key. In "
"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
"code]. You can also write [code]points_dict.White[/code], which is "
"equivalent. However, you'll have to use the bracket syntax if the key you're "
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblock]\n"
"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
" var points = points_dict[my_color]\n"
"[/codeblock]\n"
"In the above code, [code]points[/code] will be assigned the value that is "
"paired with the appropriate color selected in [code]my_color[/code].\n"
"Dictionaries can contain more complex data:\n"
"[codeblock]\n"
"my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String "
"key.\n"
"[/codeblock]\n"
"To add a key to an existing dictionary, access it like an existing key and "
"assign to it:\n"
"[codeblock]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/codeblock]\n"
"Finally, dictionaries can contain different types of keys and values in the "
"same dictionary:\n"
"[codeblock]\n"
"# This is a valid dictionary.\n"
"# To access the string \"Nested value\" below, use `my_dict.sub_dict."
"sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
"# Indexing styles can be mixed and matched depending on your needs.\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n"
"[codeblock]\n"
"array1 = [1, 2, 3]\n"
"array2 = [1, 2, 3]\n"
"\n"
"func compare_arrays():\n"
" print(array1 == array2) # Will print true.\n"
"\n"
"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"\n"
"func compare_dictionaries():\n"
" print(dict1 == dict2) # Will NOT print true.\n"
"[/codeblock]\n"
"You need to first calculate the dictionary's hash with [method hash] before "
"you can compare them:\n"
"[codeblock]\n"
"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"\n"
"func compare_dictionaries():\n"
" print(dict1.hash() == dict2.hash()) # Will print true.\n"
"[/codeblock]\n"
"[b]Note:[/b] When declaring a dictionary with [code]const[/code], the "
"dictionary itself can still be mutated by defining the values of individual "
"keys. Using [code]const[/code] will only prevent assigning the constant with "
"another value after it was initialized."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "GDScript basics: Dictionary"
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Creates a copy of the dictionary, and returns it. The [code]deep[/code] "
"parameter causes inner dictionaries and arrays to be copied recursively, but "
"does not apply to objects."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns [code]true[/code] if the dictionary is empty."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Erase a dictionary key/value pair by key. Returns [code]true[/code] if the "
"given key was present in the dictionary, [code]false[/code] otherwise.\n"
"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Returns the current value for the specified key in the [Dictionary]. If the "
"key does not exist, the method returns the value of the optional default "
"argument, or [code]null[/code] if it is omitted."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Returns [code]true[/code] if the dictionary has a given key.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
"follows:\n"
"[codeblock]\n"
"# Will evaluate to `true`.\n"
"if \"godot\" in {\"godot\": \"engine\"}:\n"
" pass\n"
"[/codeblock]\n"
"This method (like the [code]in[/code] operator) will evaluate to [code]true[/"
"code] as long as the key exists, even if the associated value is [code]null[/"
"code]."
msgstr ""
#: doc/classes/Dictionary.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the dictionary has all the keys in the given "
"array."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Dictionary.xml
msgid ""
"Returns a hashed 32-bit integer value representing the dictionary contents. "
"This can be used to compare dictionaries by value:\n"
"[codeblock]\n"
"var dict1 = {0: 10}\n"
"var dict2 = {0: 10}\n"
"# The line below prints `true`, whereas it would have printed `false` if "
"both variables were compared directly.\n"
"print(dict1.hash() == dict2.hash())\n"
"[/codeblock]\n"
"[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
"will have a different hash.\n"
"[b]Note:[/b] Dictionaries with equal content will always produce identical "
"hash values. However, the reverse is not true. Returning identical hash "
"values does [i]not[/i] imply the dictionaries are equal, because different "
"dictionaries can have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/Dictionary.xml
#, fuzzy
msgid "Returns the number of keys in the dictionary."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/Dictionary.xml
msgid "Returns the list of values in the [Dictionary]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "Directional light from a distance, as from the Sun."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"A directional light is a type of [Light] node that models an infinite number "
"of parallel rays covering the entire scene. It is used for lights with "
"strong intensity that are located far away from the scene to model sunlight "
"or moonlight. The worldspace location of the DirectionalLight transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Optimizes shadow rendering for detail versus movement. See [enum "
"ShadowDepthRange]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Can be used to fix special cases of self shadowing when objects are "
"perpendicular to the light."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Renders the entire scene's shadow map from an orthogonal point of view. This "
"is the fastest directional shadow mode. May result in blurrier shadows on "
"close objects."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Splits the view frustum in 2 areas, each with its own shadow map. This "
"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Splits the view frustum in 4 areas, each with its own shadow map. This is "
"the slowest directional shadow mode."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Keeps the shadow stable when the camera moves, at the cost of lower "
"effective shadow resolution."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Tries to achieve maximum shadow resolution. May result in saw effect on "
"shadow edges. This mode typically works best in games where the camera will "
"often move at high speeds, such as most racing games."
msgstr ""
#: doc/classes/Directory.xml
msgid "Type used to handle the filesystem."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Directory type. It is used to manage directories and their content (not "
"restricted to the project folder).\n"
"When creating a new [Directory], its default opened directory will be "
"[code]res://[/code]. This may change in the future, so it is advised to "
"always use [method open] to initialize your [Directory] where you want to "
"operate, with explicit error checking.\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. Use [ResourceLoader] to access imported "
"resources.\n"
"Here is an example on how to iterate through the files of a directory:\n"
"[codeblock]\n"
"func dir_contents(path):\n"
" var dir = Directory.new()\n"
" if dir.open(path) == OK:\n"
" dir.list_dir_begin()\n"
" var file_name = dir.get_next()\n"
" while file_name != \"\":\n"
" if dir.current_is_dir():\n"
" print(\"Found directory: \" + file_name)\n"
" else:\n"
" print(\"Found file: \" + file_name)\n"
" file_name = dir.get_next()\n"
" else:\n"
" print(\"An error occurred when trying to access the path.\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Changes the currently opened directory to the one passed as an argument. The "
"argument can be relative to the current directory (e.g. [code]newdir[/code] "
"or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
"code] or [code]res://somedir/newdir[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Copies the [code]from[/code] file to the [code]to[/code] destination. Both "
"arguments should be paths to files, either relative or absolute. If the "
"destination file exists and is not access-protected, it will be "
"overwritten.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns whether the current item processed with the last [method get_next] "
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns whether the target directory exists. The argument can be relative to "
"the current directory, or an absolute path."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns whether the target file exists. The argument can be relative to the "
"current directory, or an absolute path."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns the absolute path to the currently opened directory (e.g. "
"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns the currently opened directory's drive index. See [method get_drive] "
"to convert returned index to the name of the drive."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"On Windows, returns the name of the drive (partition) passed as an argument "
"(e.g. [code]C:[/code]).\n"
"On macOS, returns the path to the mounted volume passed as an argument.\n"
"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
"an argument.\n"
"On other platforms, or if the requested drive does not exist, the method "
"returns an empty String."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"On Windows, returns the number of drives (partitions) mounted on the current "
"filesystem.\n"
"On macOS, returns the number of mounted volumes.\n"
"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
"On other platforms, the method returns 0."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns the next element (file or directory) in the current directory "
"(including [code].[/code] and [code]..[/code], unless "
"[code]skip_navigational[/code] was given to [method list_dir_begin]).\n"
"The name of the file or directory is returned (and not its full path). Once "
"the stream has been fully processed, the method returns an empty String and "
"closes the stream automatically (i.e. [method list_dir_end] would not be "
"mandatory in such a case)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"On UNIX desktop systems, returns the available space on the current "
"directory's disk. On other platforms, this information is not available and "
"the method returns 0 or -1."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Initializes the stream used to list all files and directories using the "
"[method get_next] function, closing the currently opened stream if needed. "
"Once the stream has been processed, it should typically be closed with "
"[method list_dir_end].\n"
"If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and "
"[code]..[/code] are filtered out.\n"
"If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
"out."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Creates a directory. The argument can be relative to the current directory, "
"or an absolute path. The target directory should be placed in an already "
"existing directory (to create the full path recursively, see [method "
"make_dir_recursive]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Creates a target directory and all necessary intermediate directories in its "
"path, by calling [method make_dir] recursively. The argument can be relative "
"to the current directory, or an absolute path.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Opens an existing directory of the filesystem. The [code]path[/code] "
"argument can be within the project tree ([code]res://folder[/code]), the "
"user directory ([code]user://folder[/code]) or an absolute path of the user "
"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Permanently deletes the target file or an empty directory. The argument can "
"be relative to the current directory, or an absolute path. If the target "
"directory is not empty, the operation will fail.\n"
"If you don't want to delete the file/directory permanently, use [method OS."
"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Renames (move) the [code]from[/code] file or directory to the [code]to[/"
"code] destination. Both arguments should be paths to files or directories, "
"either relative or absolute. If the destination file or directory exists and "
"is not access-protected, it will be overwritten.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/DTLSServer.xml
msgid "Helper class to implement a DTLS server."
msgstr ""
#: doc/classes/DTLSServer.xml
msgid ""
"This class is used to store the state of a DTLS server. Upon [method setup] "
"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
"[method take_connection] as DTLS clients. Under the hood, this class is used "
"to store the DTLS state and cookies of the server. The reason of why the "
"state and cookies are needed is outside of the scope of this documentation.\n"
"Below a small example of how to use it:\n"
"[codeblock]\n"
"# server.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # Your private key.\n"
" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # It is normal that 50% of the connections fails due to "
"cookie exchange.\n"
" print(\"Peer connected!\")\n"
" peers.append(dtls_peer)\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"Received message from client: %s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
"[/codeblock]\n"
"[codeblock]\n"
"# client.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # Use true in production for "
"certificate validation!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # Try to contact server\n"
" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/codeblock]"
msgstr ""
#: doc/classes/DTLSServer.xml
msgid ""
"Setup the DTLS server to use the given [code]private_key[/code] and provide "
"the given [code]certificate[/code] to clients. You can pass the optional "
"[code]chain[/code] parameter to provide additional CA chain information "
"along with the certificate."
msgstr ""
#: doc/classes/DTLSServer.xml
msgid ""
"Try to initiate the DTLS handshake with the given [code]udp_peer[/code] "
"which must be already connected (see [method PacketPeerUDP."
"connect_to_host]).\n"
"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "DynamicFont renders vector font files at runtime."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"DynamicFont renders vector font files dynamically at runtime instead of "
"using a prerendered texture atlas like [BitmapFont]. This trades the faster "
"loading time of [BitmapFont]s for the ability to change font parameters like "
"size and spacing during runtime. [DynamicFontData] is used for referencing "
"the font file paths. DynamicFont also supports defining one or more fallback "
"fonts, which will be used when displaying a character not supported by the "
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
"dynamic_font.size = 64\n"
"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
"[/codeblock]\n"
"[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-"
"left typesetting, ligatures, text shaping, variable fonts and optional font "
"features yet. If you wish to \"bake\" an optional font feature into a TTF "
"font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. "
"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
"the desired features then generate the font."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Adds a fallback font."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Returns a string containing all the characters available in the main and all "
"the fallback fonts.\n"
"If a given character is included in more than one font, it appears only once "
"in the returned string."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Returns the number of fallback fonts."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Removes the fallback font at index [code]idx[/code]."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Sets the fallback font at index [code]idx[/code]."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
"[code]value[/code] in pixels (not relative to the font size)."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Extra spacing for each character in pixels.\n"
"This can be a negative number to make the distance between characters "
"smaller."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Extra spacing for the space character (in addition to [member "
"extra_spacing_char]) in pixels.\n"
"This can be a negative number to make the distance between words smaller."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "The font data."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"The font outline's color.\n"
"[b]Note:[/b] It's recommended to leave this at the default value so that you "
"can adjust it in individual controls. For example, if the outline is made "
"black here, it won't be possible to change its color using a Label's font "
"outline modulate theme item."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "The font outline's thickness in pixels (not relative to the font size)."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "The font size in pixels."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"If [code]true[/code], filtering is used. This makes the font blurry instead "
"of pixelated when scaling it if font oversampling is disabled or "
"ineffective. It's recommended to enable this when using the font in a "
"control whose size changes over time, unless a pixel art aesthetic is "
"desired."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"If [code]true[/code], mipmapping is used. This improves the font's "
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Spacing at the bottom."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Spacing for each character."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Spacing for the space character."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid "Used with [DynamicFont] to describe the location of a font file."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid ""
"Used with [DynamicFont] to describe the location of a vector font file for "
"dynamic rendering at runtime."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid ""
"If [code]true[/code], the font is rendered with anti-aliasing. This property "
"applies both to the main font and its outline (if it has one)."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid "The path to the vector font file."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid ""
"If set to a value greater than [code]0.0[/code], it will override default "
"font oversampling, ignoring [member SceneTree.use_font_oversampling] value "
"and viewport stretch mode."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid "Disables font hinting (smoother but less crisp)."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid "Use the light font hinting mode."
msgstr ""
#: doc/classes/DynamicFontData.xml
msgid "Use the default font hinting mode (crisper but less smooth)."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "A script that is executed when exporting the project."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"[EditorExportPlugin]s are automatically invoked whenever the user exports "
"the project. Their most common use is to determine what files are being "
"included in the exported project. For each plugin, [method _export_begin] is "
"called at the beginning of the export process and then [method _export_file] "
"is called for each exported file.\n"
"To use [EditorExportPlugin], register it using the [method EditorPlugin."
"add_export_plugin] method first."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Virtual method to be overridden by the user. It is called when the export "
"starts and provides all information about the export. [code]features[/code] "
"is the list of features for the export, [code]is_debug[/code] is [code]true[/"
"code] for debug builds, [code]path[/code] is the target path for the "
"exported project. [code]flags[/code] is only used when running a runnable "
"profile, e.g. when using native run on Android."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Virtual method to be overridden by the user. Called when the export is "
"finished."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Virtual method to be overridden by the user. Called for each exported file, "
"providing arguments that can be used to identify the file. [code]path[/code] "
"is the path of the file, [code]type[/code] is the [Resource] represented by "
"the file (e.g. [PackedScene]) and [code]features[/code] is the list of "
"features for the export.\n"
"Calling [method skip] inside this callback will make the file not included "
"in the export."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds a custom file to be exported. [code]path[/code] is the virtual path "
"that can be used to load the file, [code]file[/code] is the binary data of "
"the file. If [code]remap[/code] is [code]true[/code], file will not be "
"exported, but instead remapped to the given [code]path[/code]."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds an iOS bundle file from the given [code]path[/code] to the exported "
"project."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds a C++ code to the iOS export. The final code is created from the code "
"appended by each active export plugin."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's "
"Xcode project and embeds it into resulting binary.\n"
"[b]Note:[/b] For static libraries (*.a) works in same way as [method "
"add_ios_framework].\n"
"This method should not be used for System libraries as they are already "
"present on the device."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
"Linking Phase in iOS's Xcode project."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds linker flags for the iOS export."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds content for iOS Property List files."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] "
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"Adds a shared object or a directory containing only shared objects with the "
"given [code]tags[/code] and destination [code]path[/code].\n"
"[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
"[code]Frameworks[/code] directory of app bundle.\n"
"In case of a directory code-sign will error if you place non code object in "
"directory."
msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid ""
"To be called inside [method _export_file]. Skips the current file, so it's "
"not included in the export."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"An editor feature profile which can be used to disable specific features."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"An editor feature profile can be used to disable specific features of the "
"Godot editor. When disabled, the features won't appear in the editor, which "
"makes the editor less cluttered. This is useful in education settings to "
"reduce confusion or when working in a team. For example, artists and level "
"designers could use a feature profile that disables the script editor to "
"avoid accidentally making changes to files they aren't supposed to edit.\n"
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid "Returns the specified [code]feature[/code]'s human-readable name."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Returns [code]true[/code] if the class specified by [code]class_name[/code] "
"is disabled. When disabled, the class won't appear in the Create New Node "
"dialog."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Returns [code]true[/code] if editing for the class specified by "
"[code]class_name[/code] is disabled. When disabled, the class will still "
"appear in the Create New Node dialog but the inspector will be read-only "
"when selecting a node that extends the class."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Returns [code]true[/code] if [code]property[/code] is disabled in the class "
"specified by [code]class_name[/code]. When a property is disabled, it won't "
"appear in the inspector when selecting a node that extends the class "
"specified by [code]class_name[/code]."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
"feature is disabled, it will disappear from the editor entirely."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Loads an editor feature profile from a file. The file must follow the JSON "
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"If [code]disable[/code] is [code]true[/code], disables the class specified "
"by [code]class_name[/code]. When disabled, the class won't appear in the "
"Create New Node dialog."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"If [code]disable[/code] is [code]true[/code], disables editing for the class "
"specified by [code]class_name[/code]. When disabled, the class will still "
"appear in the Create New Node dialog but the inspector will be read-only "
"when selecting a node that extends the class."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"If [code]disable[/code] is [code]true[/code], disables editing for "
"[code]property[/code] in the class specified by [code]class_name[/code]. "
"When a property is disabled, it won't appear in the inspector when selecting "
"a node that extends the class specified by [code]class_name[/code]."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"If [code]disable[/code] is [code]true[/code], disables the editor feature "
"specified in [code]feature[/code]. When a feature is disabled, it will "
"disappear from the editor entirely."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The 3D editor. If this feature is disabled, the 3D editor won't display but "
"3D nodes will still display in the Create New Node dialog."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The Script tab, which contains the script editor and class reference "
"browser. If this feature is disabled, the Script tab won't display."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
"display."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The Node dock. If this feature is disabled, signals and groups won't be "
"visible and modifiable from the editor."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
"be visible."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml
msgid ""
"The Import dock. If this feature is disabled, the Import dock won't be "
"visible."
msgstr ""
#: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum Feature] enum."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "A modified version of [FileDialog] used by the editor."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"Adds a comma-delimited file extension filter option to the "
"[EditorFileDialog] with an optional semi-colon-delimited label.\n"
"For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text "
"\"Scenes (*.tscn, *.scn)\"."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Removes all filters except for \"All Files (*)\"."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"Returns the [code]VBoxContainer[/code] used to display the file system.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "The currently occupied directory."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "The currently selected file."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "The file system path in the address bar."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
"overwriting files."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"If [code]true[/code], hidden files and directories will be visible in the "
"[EditorFileDialog]."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Emitted when a directory is selected."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Emitted when a file is selected."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Emitted when multiple files are selected."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select multiple files. Accepting the window will "
"open all files."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select a file or directory. Accepting the window "
"will open it."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"save the file."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid ""
"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "The [EditorFileDialog] can view the entire local file system."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "The [EditorFileDialog] displays resources as thumbnails."
msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "The [EditorFileDialog] displays resources as a list of filenames."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Resource filesystem, as the editor sees it."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid ""
"This object holds information of all resources in the filesystem, their "
"types, etc.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid ""
"Returns the resource type of the file, given the full path. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Gets the root directory object."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Returns a view into the filesystem at [code]path[/code]."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
#, fuzzy
msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/EditorFileSystem.xml
msgid "Scan the filesystem for changes."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Check if the source of any imported resource changed."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid ""
"Update a file information. Call this if an external program (not Godot) "
"modified the file."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Scans the script files and updates the list of custom class names."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the filesystem changed."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if a resource is reimported."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid ""
"Emitted if at least one resource is reloaded when the filesystem is scanned."
msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the source of any imported file changed."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "A directory for the resource filesystem."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "A more generalized, low-level variation of the directory concept."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the index of the directory with name [code]name[/code] or [code]-1[/"
"code] if not found."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the index of the file with name [code]name[/code] or [code]-1[/code] "
"if not found."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of the file at index [code]idx[/code]."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the number of files in this directory."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns [code]true[/code] if the file at index [code]idx[/code] imported "
"properly."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the path to the file at index [code]idx[/code]."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the base class of the script class defined in the file at index "
"[code]idx[/code]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the name of the script class defined in the file at index [code]idx[/"
"code]. If the file doesn't define a script class using the [code]class_name[/"
"code] syntax, this will return an empty string."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the resource type of the file at index [code]idx[/code]. This "
"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of this directory."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
"Returns the parent directory for this directory or [code]null[/code] if "
"called on a directory at [code]res://[/code] or [code]user://[/code]."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the path to this directory."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the subdirectory at index [code]idx[/code]."
msgstr ""
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the number of subdirectories in this directory."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"[EditorImportPlugin]s provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
"alternatives to the editor's existing importers.\n"
"EditorImportPlugins work by associating with specific file extensions and a "
"resource type. See [method get_recognized_extensions] and [method "
"get_resource_type]. They may optionally specify some import presets that "
"affect the import process. EditorImportPlugins are responsible for creating "
"the resources and saving them in the [code].import[/code] directory (see "
"[member ProjectSettings.application/config/"
"use_hidden_project_data_directory]).\n"
"Below is an example EditorImportPlugin that imports a [Mesh] from a file "
"with the extension \".special\" or \".spec\":\n"
"[codeblock]\n"
"tool\n"
"extends EditorImportPlugin\n"
"\n"
"func get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func get_preset_count():\n"
" return 1\n"
"\n"
"func get_preset_name(i):\n"
" return \"Default\"\n"
"\n"
"func get_import_options(i):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func import(source_file, save_path, options, platform_variants, gen_files):\n"
" var file = File.new()\n"
" if file.open(source_file, File.READ) != OK:\n"
" return FAILED\n"
"\n"
" var mesh = Mesh.new()\n"
" # Fill the Mesh with data read in \"file\", left as an exercise to the "
"reader\n"
"\n"
" var filename = save_path + \".\" + get_save_extension()\n"
" return ResourceSaver.save(filename, mesh)\n"
"[/codeblock]\n"
"To use [EditorImportPlugin], register it using the [method EditorPlugin."
"add_import_plugin] method first."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the options and default values for the preset at this index. Returns an "
"Array of Dictionaries with the following keys: [code]name[/code], "
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the order of this importer to be run when importing resources. "
"Importers with [i]lower[/i] import orders will be called first, and higher "
"values will be called later. Use this to ensure the importer runs after the "
"dependencies are already imported. The default import order is [code]0[/"
"code] unless overridden by a specific importer. See [enum ResourceImporter."
"ImportOrder] for some predefined values."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid "Gets the unique name of the importer."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"This method can be overridden to hide specific import options if conditions "
"are met. This is mainly useful for hiding options that depend on others if "
"one of them is disabled. For example:\n"
"[codeblock]\n"
"func get_option_visibility(option, options):\n"
" # Only show the lossy quality setting if the compression mode is set to "
"\"Lossy\".\n"
" if option == \"compress/lossy_quality\" and options.has(\"compress/"
"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
"\n"
" return true\n"
"[/codeblock]\n"
"Return [code]true[/code] to make all options always visible."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the number of initial presets defined by the plugin. Use [method "
"get_import_options] to get the default options for the preset and [method "
"get_preset_name] to get the name of the preset."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid "Gets the name of the options preset at this index."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the priority of this plugin for the recognized extension. Higher "
"priority plugins will be preferred. The default priority is [code]1.0[/code]."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the list of file extensions to associate with this loader (case-"
"insensitive). e.g. [code][\"obj\"][/code]."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the extension used to save this resource in the [code].import[/code] "
"directory (see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory])."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Gets the name to display in the import window. You should choose this name "
"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
msgstr ""
#: doc/classes/EditorImportPlugin.xml
msgid ""
"Imports [code]source_file[/code] into [code]save_path[/code] with the import "
"[code]options[/code] specified. The [code]platform_variants[/code] and "
"[code]gen_files[/code] arrays will be modified by this function.\n"
"This method must be overridden to do the actual importing work. See this "
"class' description for an example of overriding this method."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid "A control used to edit properties of an object."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"This is the control that implements property editing in the editor's "
"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"[EditorInspector] will show properties in the same order as the array "
"returned by [method Object.get_property_list].\n"
"If a property's name is path-like (i.e. if it contains forward slashes), "
"[EditorInspector] will create nested sections for \"directories\" along the "
"path. For example, if a property is named [code]highlighting/gdscript/"
"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
"will group subsequent properties whose name starts with the property's hint "
"string. The group ends when a property does not start with that hint string "
"or when a new group starts. An empty group name effectively ends the current "
"group. [EditorInspector] will create a top-level section for each group. For "
"example, if a property with group usage is named [code]Collide With[/code] "
"and its hint string is [code]collide_with_[/code], a subsequent "
"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
"\"Collide With\" section.\n"
"[b]Note:[/b] Unlike sections created from path-like property names, "
"[EditorInspector] won't capitalize the name for sections created from "
"groups. So properties with group usage usually use capitalized names instead "
"of snake_cased names."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"Refreshes the inspector.\n"
"[b]Note:[/b] To save on CPU resources, calling this method will do nothing "
"if the time specified in [code]docks/property_editor/auto_refresh_interval[/"
"code] editor setting hasn't passed yet since this method was last called. "
"(By default, this interval is set to 0.3 seconds.)"
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree inspector."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is edited in the inspector."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"Emitted when a property is keyed in the inspector. Properties can be keyed "
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"Emitted when a boolean property is toggled in the inspector.\n"
"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid "Emitted when a resource is selected in the inspector."
msgstr ""
#: doc/classes/EditorInspector.xml
msgid ""
"Emitted when a property that requires a restart to be applied is edited in "
"the inspector. This is only used in the Project Settings and Editor Settings."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Plugin for adding custom property editors on inspector."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"[EditorInspectorPlugin] allows adding custom property editors to "
"[EditorInspector].\n"
"When an object is edited, the [method can_handle] function is called and "
"must return [code]true[/code] if the object type is supported.\n"
"If supported, the function [method parse_begin] will be called, allowing to "
"place custom controls at the beginning of the class.\n"
"Subsequently, the [method parse_category] and [method parse_property] are "
"called for every category and property. They offer the ability to add custom "
"controls to the inspector too.\n"
"Finally, [method parse_end] will be called.\n"
"On each of these calls, the \"add\" functions can be called.\n"
"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
"add_inspector_plugin] method first."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Inspector plugins"
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds a property editor for an individual property. The [code]editor[/code] "
"control must extend [EditorProperty]."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds an editor that allows modifying multiple properties. The [code]editor[/"
"code] control must extend [EditorProperty]."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the list."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the beginning of the category."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid "Called to allow adding controls at the end of the list."
msgstr ""
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Called to allow adding property specific editors to the inspector. Usually "
"these inherit [EditorProperty]. Returning [code]true[/code] removes the "
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Godot editor's interface."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"EditorInterface gives you control over Godot editor's window. It allows "
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
"[ScriptEditor], the editor viewport, and information about scenes.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorPlugin.get_editor_interface]."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Edits the given [Node]. The node will be also selected if it's inside the "
"scene tree."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Edits the given [Script]. The line and column on which to open the script "
"can also be specified. The script will be open with the user-configured "
"editor for the script's language which may be an external editor."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the main container of Godot editor's window. For example, you can "
"use it to retrieve the size of the container and place your controls "
"accordingly.\n"
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the current path being viewed in the [FileSystemDock]."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the edited (current) scene's root [Node]."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
"scale). This can be used to adjust position and dimensions of the UI added "
"by plugins.\n"
"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSettings] instance."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the main editor control. Use this as a parent for main screens.\n"
"[b]Note:[/b] This returns the main editor control containing the whole "
"editor, not the 2D or 3D viewports specifically.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the editor's [FileSystemDock] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the editor's [EditorInspector] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns an [Array] with the file paths of the currently opened scenes."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the name of the scene that is being played. If no scene is currently "
"being played, returns an empty string."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorFileSystem] instance."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorResourcePreview] instance."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the editor's [ScriptEditor] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the path of the directory currently selected in the "
"[FileSystemDock]. If a file is selected, its base directory will be returned "
"using [method String.get_base_dir] instead."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSelection] instance."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Shows the given property on the given [code]object[/code] in the editor's "
"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
"will not attempt to edit [code]object[/code]."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
#: doc/classes/EditorInterface.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
"The plugin name is the same as its directory name."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/EditorInterface.xml
msgid ""
"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Opens the scene at the given path."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Plays the currently active scene."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Plays the scene specified by its filepath."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Plays the main scene."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Reloads the scene at the given path."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
"code] (see [@GlobalScope] constants)."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Saves the scene as a file at [code]path[/code]."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Selects the file, with the path provided by [code]file[/code], in the "
"FileSystem dock."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Sets the editor's current main screen to the one specified in [code]name[/"
"code]. [code]name[/code] must match the text of the tab in question exactly "
"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
"code])."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Sets the enabled status of a plugin. The plugin name is the same as its "
"directory name."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Stops the scene that is currently playing."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks "
"to increase the space available for the main view."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Used by the editor to extend its functionality."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Plugins are used by the editor to extend functionality. The most common "
"types of plugins are those which edit a given node or resource type, import "
"plugins and export plugins. See also [EditorScript] to add functions to the "
"editor."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a control to the bottom panel (together with Output, Debug, Animation, "
"etc). Returns a reference to the button added. It's up to you to hide/show "
"the button when needed. When your plugin is deactivated, make sure to remove "
"your custom control with [method remove_control_from_bottom_panel] and free "
"it with [method Node.queue_free]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a custom control to a container (see [enum CustomControlContainer]). "
"There are many locations where custom controls can be added in the editor "
"UI.\n"
"Please remember that you have to manage the visibility of your custom "
"controls yourself (and likely hide it after adding it).\n"
"When your plugin is deactivated, make sure to remove your custom control "
"with [method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
"If the dock is repositioned and as long as the plugin is active, the editor "
"will save the dock position on further sessions.\n"
"When your plugin is deactivated, make sure to remove your custom control "
"with [method remove_control_from_docks] and free it with [method Node."
"queue_free]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a custom type, which will appear in the list of nodes or resources. An "
"icon can be optionally passed.\n"
"When given node or resource is selected, the base type will be instanced "
"(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded "
"and set to this object.\n"
"You can use the virtual method [method handles] to check if your custom "
"object is being edited by checking the script or using the [code]is[/code] "
"keyword.\n"
"During run-time, this will be a simple object with a script so this function "
"does not need to be called then."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
"tasks when the project is being exported.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Registers a new [EditorImportPlugin]. Import plugins are used to import "
"custom and unsupported assets as a custom [Resource] type.\n"
"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
"add_scene_import_plugin] instead.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to "
"extend [EditorInspector] and provide custom configuration tools for your "
"object's properties.\n"
"[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
"registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
"prevent leaks and an unexpected behavior.\n"
"[codeblock]\n"
"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
"script.gd\")\n"
"var inspector_plugin = MyInspectorPlugin.new()\n"
"\n"
"func _enter_tree():\n"
" add_inspector_plugin(inspector_plugin)\n"
"\n"
"func _exit_tree():\n"
" remove_inspector_plugin(inspector_plugin)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Registers a new [EditorSceneImporter]. Scene importers are used to import "
"custom 3D asset formats as scenes."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add "
"custom gizmos to the 3D preview viewport for a [Spatial].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that "
"calls [code]callback[/code] on an instance of [code]handler[/code] with a "
"parameter [code]ud[/code] when user activates it."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. "
"[code]submenu[/code] should be an object of class [PopupMenu]. This submenu "
"should be cleaned up using [code]remove_tool_menu_item(name)[/code]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This method is called when the editor is about to save the project, switch "
"to another tab, etc. It asks the plugin to apply any pending state changes "
"to ensure consistency.\n"
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This method is called when the editor is about to run the project. The "
"plugin can then perform required operations before the project runs.\n"
"This method must return a boolean. If this method returns [code]false[/"
"code], the project will not run. The run is aborted immediately, so this "
"also prevents all other plugins' [method build] methods from running."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Clear all the state and reset the object being edited to zero. This ensures "
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This function is used for plugins that edit specific object types (nodes or "
"resources). It requests the editor to edit the given object."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the 2D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblock]\n"
"func forward_canvas_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
"white)\n"
"\n"
"func forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This method is the same as [method forward_canvas_draw_over_viewport], "
"except it draws on top of everything. Useful when you need an extra layer "
"that shows over anything else.\n"
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Called when there is a root node in the current edited scene, [method "
"handles] is implemented and an [InputEvent] happens in the 2D viewport. "
"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
"other Editor classes. Example:\n"
"[codeblock]\n"
"# Prevents the InputEvent to reach other Editor classes\n"
"func forward_canvas_gui_input(event):\n"
" var forward = true\n"
" return forward\n"
"[/codeblock]\n"
"Must [code]return false[/code] in order to forward the [InputEvent] to other "
"Editor classes. Example:\n"
"[codeblock]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
"func forward_canvas_gui_input(event):\n"
" var forward = false\n"
" if event is InputEventMouseMotion:\n"
" forward = true\n"
" return forward\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the 3D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblock]\n"
"func forward_spatial_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func forward_spatial_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This method is the same as [method forward_spatial_draw_over_viewport], "
"except it draws on top of everything. Useful when you need an extra layer "
"that shows over anything else.\n"
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Called when there is a root node in the current edited scene, [method "
"handles] is implemented and an [InputEvent] happens in the 3D viewport. "
"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
"other Editor classes. Example:\n"
"[codeblock]\n"
"# Prevents the InputEvent to reach other Editor classes\n"
"func forward_spatial_gui_input(camera, event):\n"
" var forward = true\n"
" return forward\n"
"[/codeblock]\n"
"Must [code]return false[/code] in order to forward the [InputEvent] to other "
"Editor classes. Example:\n"
"[codeblock]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
"func forward_spatial_gui_input(camera, event):\n"
" var forward = false\n"
" if event is InputEventMouseMotion:\n"
" forward = true\n"
" return forward\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This is for editors that edit script-based objects. You can return a list of "
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Returns the [EditorInterface] object that gives you control over Godot "
"editor's window and its functionalities."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Override this method in your plugin to return a [Texture] in order to give "
"it an icon.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
"Ideally, the plugin icon should be white with a transparent background and "
"16x16 pixels in size.\n"
"[codeblock]\n"
"func get_plugin_icon():\n"
" # You can use a custom icon:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # Or use a built-in icon:\n"
" return get_editor_interface().get_base_control().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Override this method in your plugin to provide the name of the plugin when "
"displayed in the Godot editor.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Override this method to provide a state data you want to be saved, like view "
"position, grid settings, folding, etc. This is used when saving the scene "
"(so state is kept when opening it again) and for switching tabs (so state "
"can be restored when the tab returns). This data is automatically saved for "
"each scene in an [code]editstate[/code] file in the editor metadata folder. "
"If you want to store global (scene-independent) editor data for your plugin, "
"you can use [method get_window_layout] instead.\n"
"Use [method set_state] to restore your saved state.\n"
"[b]Note:[/b] This method should not be used to save important settings that "
"should persist with the project.\n"
"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
"stored and restored correctly.\n"
"[codeblock]\n"
"func get_state():\n"
" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
" return state\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the undo/redo object. Most actions in the editor can be undoable, so "
"use this object to make sure this happens when it's worth it."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Override this method to provide the GUI layout of the plugin or any other "
"data you want to be stored. This is used to save the project's editor layout "
"when [method queue_save_layout] is called or the editor layout was changed "
"(for example changing the position of a dock). The data is stored in the "
"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
"Use [method set_window_layout] to restore your saved layout.\n"
"[codeblock]\n"
"func get_window_layout(configuration):\n"
" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
"position)\n"
" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Implement this function if your plugin edits a specific type of object "
"(Resource or Node). If you return [code]true[/code], then you will get the "
"functions [method edit] and [method make_visible] called when the editor "
"requests them. If you have declared the methods [method "
"forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
"be called too."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
"[b]AssetLib[/b])."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Minimizes the bottom panel."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Makes a specific item in the bottom panel visible."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This function will be called when the editor is requested to become visible. "
"It is used for plugins that edit a specific object type.\n"
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Queue save the project's editor layout."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes an Autoload [code]name[/code] from the list."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the bottom panel. You have to manually [method Node."
"queue_free] the control."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the specified container. You have to manually "
"[method Node.queue_free] the control."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes the control from the dock. You have to manually [method Node."
"queue_free] the control."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes a custom type added by [method add_custom_type]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes an export plugin registered by [method add_export_plugin]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes an import plugin registered by [method add_import_plugin]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes an inspector plugin registered by [method add_import_plugin]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Removes a scene importer registered by [method add_scene_import_plugin]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"This method is called after the editor saves the project or when it's "
"closed. It asks the plugin to save edited external scenes/resources."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Enables calling of [method forward_canvas_force_draw_over_viewport] for the "
"2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D "
"editor when their viewports are updated. You need to call this method only "
"once and it will work permanently for this plugin."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Use this method if you always want to receive inputs from 3D view screen "
"inside [method forward_spatial_gui_input]. It might be especially usable if "
"your plugin will want to use raycast in the scene."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Restore the state saved by [method get_state]. This method is called when "
"the current scene tab is changed in the editor.\n"
"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
"it will not be recognized and this method will not be called.\n"
"[codeblock]\n"
"func set_state(data):\n"
" zoom = data.get(\"zoom\", 1.0)\n"
" preferred_color = data.get(\"my_color\", Color.white)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Restore the plugin GUI layout and data saved by [method get_window_layout]. "
"This method is called for every plugin on editor startup. Use the provided "
"[code]configuration[/code] file to read your saved data.\n"
"[codeblock]\n"
"func set_window_layout(configuration):\n"
" $Window.position = configuration.get_value(\"MyPlugin\", "
"\"window_position\", Vector2())\n"
" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
"Color.white)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Updates the overlays of the 2D and 3D editor viewport. Causes methods "
"[method forward_canvas_draw_over_viewport], [method "
"forward_canvas_force_draw_over_viewport], [method "
"forward_spatial_draw_over_viewport] and [method "
"forward_spatial_force_draw_over_viewport] to be called."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Emitted when the scene is changed in the editor. The argument will return "
"the root node of the scene that has just become active. If this scene is new "
"and empty, the argument will be [code]null[/code]."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid ""
"Emitted when user closes a scene. The argument is file path to a closed "
"scene."
msgstr ""
#: doc/classes/EditorPlugin.xml
msgid "Represents the size of the [enum DockSlot] enum."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Custom control to edit properties for adding into the inspector."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"This control allows property editing for one or multiple properties into "
"[EditorInspector]. It is added via [EditorInspectorPlugin]."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"If one or several properties have changed, this must be called. [code]field[/"
"code] is used in case your editor can modify fields separately (as an "
"example, Vector3.x). The [code]changing[/code] argument avoids the editor "
"requesting this property to be refreshed (leave as [code]false[/code] if "
"unsure)."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Gets the edited object."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Gets the edited property. If your editor is for a single property (added via "
"[method EditorInspectorPlugin.parse_property]), then this will return the "
"property."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Must be implemented to provide a custom tooltip to the property editor."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Puts the [code]editor[/code] control below the property label. The control "
"must be previously added using [method Node.add_child]."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "When this virtual function is called, you must update your editor."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is drawn "
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can add "
"keys for animation."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Set this property to change the label (if you want to show one)."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Emit it if you want multiple properties modified at the same time. Do not "
"use if added via [method EditorInspectorPlugin.parse_property]."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Do not emit this manually, use the [method emit_changed] method instead."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Emitted when a property was checked. Used internally."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Emit it if you want to key a property with a single value."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"Emit it if you want to mark (or unmark) the value of a property for being "
"saved regardless of being equal to the default value.\n"
"The default value is the one the property will get when the node is just "
"instantiated and can come from an ancestor scene in the inheritance/"
"instancing chain, a script or a builtin class."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid ""
"If you want a sub-resource to be edited, emit this signal with the resource."
msgstr ""
#: doc/classes/EditorProperty.xml
msgid "Emitted when selected. Used internally."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid "Godot editor's control for selecting [Resource] type properties."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of [Resource] type properties. It provides options for creating, loading, "
"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
"recreate the same behavior.\n"
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"Returns a list of all allowed types and subtypes corresponding to the "
"[member base_type]. If the [member base_type] is empty, an empty list is "
"returned."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method set_create_options]."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"This virtual method is called when updating the context menu of "
"[EditorResourcePicker]. Implement this method to override the \"New ...\" "
"items with your own options. [code]menu_node[/code] is a reference to the "
"[PopupMenu] node.\n"
"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
"items."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"The base type of allowed resource types. Can be a comma-separated list of "
"several options."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid "If [code]true[/code], the value can be selected and edited."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid "The edited resource value."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid "Emitted when the value of the edited resource was changed."
msgstr ""
#: doc/classes/EditorResourcePicker.xml
msgid ""
"Emitted when the resource value was set and user clicked to edit it. When "
"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" option."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid "Helper to generate previews of resources or files."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid ""
"This object is used to generate previews for resources of files.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid "Create an own, custom preview generator."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid ""
"Queue the [code]resource[/code] being edited for preview. Once the preview "
"is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be "
"called. The [code]receiver_func[/code] must take the following four "
"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
"returned when [code]receiver_func[/code] is called.\n"
"[b]Note:[/b] If it was not possible to create the preview the "
"[code]receiver_func[/code] will still be called, but the preview will be "
"null."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid ""
"Queue a resource file located at [code]path[/code] for preview. Once the "
"preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] "
"will be called. The [code]receiver_func[/code] must take the following four "
"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
"returned when [code]receiver_func[/code] is called.\n"
"[b]Note:[/b] If it was not possible to create the preview the "
"[code]receiver_func[/code] will still be called, but the preview will be "
"null."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid "Removes a custom preview generator."
msgstr ""
#: doc/classes/EditorResourcePreview.xml
msgid ""
"Emitted if a preview was invalidated (changed). [code]path[/code] "
"corresponds to the path of the preview."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid "Custom generator of previews."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Custom code to generate previews. Please check [code]file_dialog/"
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"If this function returns [code]true[/code], the generator will call [method "
"generate] or [method generate_from_path] for small previews as well.\n"
"By default, it returns [code]false[/code]."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Generate a preview from a given resource with the specified size. This must "
"always be implemented.\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread)."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Generate a preview directly from a path with the specified size. "
"Implementing this is optional, as default code will load and call [method "
"generate].\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread)."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"If this function returns [code]true[/code], the generator will automatically "
"generate the small previews from the normal preview texture generated by the "
"methods [method generate] or [method generate_from_path].\n"
"By default, it returns [code]false[/code]."
msgstr ""
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[code]type[/code]."
msgstr ""
#: doc/classes/EditorSceneImporter.xml
msgid "Imports scenes from third-parties' 3D files."
msgstr ""
#: doc/classes/EditorSceneImporter.xml
msgid ""
"[EditorSceneImporter] allows to define an importer script for a third-party "
"3D format.\n"
"To use [EditorSceneImporter], register it using the [method EditorPlugin."
"add_scene_import_plugin] method first."
msgstr ""
#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
msgid "FBX 3D asset importer."
msgstr ""
#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
msgid ""
"This is an FBX 3D asset importer with full support for most FBX features.\n"
"If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n"
"[codeblock]\n"
"- Smoothing Groups\n"
"- Smooth Mesh\n"
"- Triangluate (for meshes with blend shapes)\n"
"- Bake Animation\n"
"- Resample All\n"
"- Deformed Models\n"
"- Skins\n"
"- Blend Shapes\n"
"- Curve Filters\n"
"- Constant Key Reducer\n"
"- Auto Tangents Only\n"
"- *Do not check* Constraints (as it will break the file)\n"
"- Can check Embed Media (embeds textures into the exported FBX file)\n"
" - Note that when importing embedded media, the texture and mesh will be a "
"single immutable file.\n"
" - You will have to re-export then re-import the FBX if the texture has "
"changed.\n"
"- Units: Centimeters\n"
"- Up Axis: Y\n"
"- Binary format in FBX 2017\n"
"[/codeblock]"
msgstr ""
#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [EditorSceneImporterGLTF] within a script will cause an error in an "
"exported project."
msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid ""
"Imported scenes can be automatically modified right after import by setting "
"their [b]Custom Script[/b] Import property to a [code]tool[/code] script "
"that inherits from this class.\n"
"The [method post_import] callback receives the imported scene's root node "
"and returns the modified version of the scene. Usage example:\n"
"[codeblock]\n"
"tool # Needed so it runs in editor\n"
"extends EditorScenePostImport\n"
"\n"
"# This sample changes all node names\n"
"\n"
"# Called right after the scene is imported and gets the root node\n"
"func post_import(scene):\n"
" # Change all node names to \"modified_[oldnodename]\"\n"
" iterate(scene)\n"
" return scene # Remember to return the imported scene\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid "Returns the resource folder the imported scene file is located in."
msgstr ""
#: doc/classes/EditorScenePostImport.xml
msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr ""
#: doc/classes/EditorScript.xml
msgid "Base script that can be used to add extension functions to the editor."
msgstr ""
#: doc/classes/EditorScript.xml
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
"pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is "
"useful for adding custom in-editor functionality to Godot. For more complex "
"additions, consider using [EditorPlugin]s instead.\n"
"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
"[b]Example script:[/b]\n"
"[codeblock]\n"
"tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock.\n"
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
"nothing references it. This can cause errors during asynchronous operations "
"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
msgstr ""
#: doc/classes/EditorScript.xml
msgid ""
"Adds [code]node[/code] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
#: doc/classes/EditorScript.xml
msgid "Returns the [EditorInterface] singleton instance."
msgstr ""
#: doc/classes/EditorScript.xml
msgid "Returns the Editor's currently active scene."
msgstr ""
#: doc/classes/EditorScriptPicker.xml
msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
#: doc/classes/EditorScriptPicker.xml
msgid ""
"Similar to [EditorResourcePicker] this [Control] node is used in the "
"editor's Inspector dock, but only to edit the [code]script[/code] property "
"of a [Node]. Default options for creating new resources of all possible "
"subtypes are replaced with dedicated buttons that open the \"Attach Node "
"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the "
"same behavior.\n"
"[b]Note:[/b] You must set the [member script_owner] for the custom context "
"menu items to work."
msgstr ""
#: doc/classes/EditorScriptPicker.xml
msgid "The owner [Node] of the script property that holds the edited resource."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid "Manages the SceneTree selection in the editor."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid ""
"This object manages the SceneTree selection in the editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid ""
"Adds a node to the selection.\n"
"[b]Note:[/b] The newly selected node will not be automatically edited in the "
"inspector. If you want to edit a node, use [method EditorInterface."
"edit_node]."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid "Clear the selection."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid "Gets the list of selected nodes."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid ""
"Gets the list of selected nodes, optimized for transform operations (i.e. "
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid "Removes a node from the selection."
msgstr ""
#: doc/classes/EditorSelection.xml
msgid "Emitted when the selection changes."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Object that holds the project-independent editor settings."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Object that holds the project-independent editor settings. These settings "
"are generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
"Property names use slash delimiters to distinguish sections. Setting values "
"can be of any [Variant] type. It's recommended to use [code]snake_case[/"
"code] for editor settings to be consistent with the Godot editor itself.\n"
"Accessing the settings can be done using the following methods, such as:\n"
"[codeblock]\n"
"# `settings.set(\"some/property\", value)` also works as this class "
"overrides `_set()` internally.\n"
"settings.set_setting(\"some/property\",value)\n"
"\n"
"# `settings.get(\"some/property\", value)` also works as this class "
"overrides `_get()` internally.\n"
"settings.get_setting(\"some/property\")\n"
"\n"
"var list_of_settings = settings.get_property_list()\n"
"[/codeblock]\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_editor_settings]."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Adds a custom property info to a property. The dictionary must contain:\n"
"- [code]name[/code]: [String] (the name of the property)\n"
"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
"[code]hint_string[/code]: [String]\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"editor_settings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"editor_settings.add_property_info(property_info)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Erases the setting whose name is specified by [code]property[/code]."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Returns the list of favorite files and directories for this project."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns project-specific metadata for the [code]section[/code] and "
"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
"code] will be returned instead. See also [method set_project_metadata]."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the project-specific settings path. Projects all have a unique "
"subdirectory inside the settings path where project-specific settings are "
"saved."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the list of recently visited folders in the file dialog for this "
"project."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the value of the setting specified by [code]name[/code]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Gets the global settings path for the engine. Inside this path, you can find "
"some standard paths such as:\n"
"[code]settings/tmp[/code] - Used for temporary storage of files\n"
"[code]settings/templates[/code] - Where export templates are located"
msgstr ""
#: doc/classes/EditorSettings.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the setting specified by [code]name[/code] "
"exists, [code]false[/code] otherwise."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/EditorSettings.xml
msgid ""
"Returns [code]true[/code] if the setting specified by [code]name[/code] can "
"have its value reverted to the default value, [code]false[/code] otherwise. "
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the default value of the setting specified by [code]name[/code]. "
"This is the value that would be applied when clicking the Revert button in "
"the Editor Settings."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the initial value of the setting specified by [code]name[/code] to "
"[code]value[/code]. This is used to provide a value for the Revert button in "
"the Editor Settings. If [code]update_current[/code] is true, the current "
"value of the setting will be set to [code]value[/code] as well."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets project-specific metadata with the [code]section[/code], [code]key[/"
"code] and [code]data[/code] specified. This metadata is stored outside the "
"project folder and therefore won't be checked into version control. See also "
"[method get_project_metadata]."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the list of recently visited folders in the file dialog for this "
"project."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the [code]value[/code] of the setting specified by [code]name[/code]. "
"This is equivalent to using [method Object.set] on the EditorSettings "
"instance."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Emitted after any editor setting has changed. It's used by various editor "
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid "Custom gizmo for editing Spatial objects."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Custom gizmo that is used for providing custom visualization and editing "
"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
"information."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds a list of handles (points) which can be used to deform the object being "
"edited.\n"
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds a mesh to the gizmo with the specified [code]billboard[/code] state, "
"[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] "
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds an unscaled billboard for visualization. Call this function during "
"[method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Commit a handle being edited (handles must have been previously added by "
"[method add_handles]).\n"
"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
"restore the edited value to the original is provided."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets the name of an edited handle (handles must have been previously added "
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets actual value of a handle. This value can be anything and used for "
"eventually undoing the motion when calling [method commit_handle]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid "Returns the Spatial node associated with this gizmo."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
"Vrátí [code] true [/code], pokud je úchyt u indexu [code] indexu [/code] "
"zvýrazněn pohybem myši."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"This function is called when the [Spatial] this gizmo refers to changes (the "
"[method Spatial.update_gizmo] is called)."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"This function is used when the user drags a gizmo handle (previously added "
"with [method add_handles]) in screen coordinates.\n"
"The [Camera] is also provided so screen coordinates can be converted to "
"raycasts."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "Used by the editor to define Spatial gizmo types."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the "
"tutorial in the documentation for more info.\n"
"To use [EditorSpatialGizmoPlugin], register it using the [method "
"EditorPlugin.add_spatial_gizmo_plugin] method first."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Adds a new material to the internal material list for the plugin. It can "
"then be accessed with [method get_material]. Should not be overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to commit gizmo handles. Called for this plugin's "
"active gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to return a custom [EditorSpatialGizmo] for the spatial "
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method has_gizmo]."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Creates a handle material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorSpatialGizmo.add_handles]. "
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Creates an icon material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorSpatialGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Creates an unshaded material with its variants (selected and/or editable) "
"and adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to provide gizmo's handle names. Called for this "
"plugin's active gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets actual value of a handle from gizmo. Called for this plugin's active "
"gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets material from the internal list of materials. If an "
"[EditorSpatialGizmo] is provided, it will try to get the corresponding "
"variant (selected and/or editable)."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to set the gizmo's priority. Higher values correspond "
"to higher priority. If a gizmo with higher priority conflicts with another "
"gizmo, only the gizmo with higher priority will be used.\n"
"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
"overridden, this method will return [code]0[/code], which means custom "
"gizmos will automatically override built-in gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define which Spatial nodes have a gizmo from this "
"plugin. Whenever a [Spatial] node is added to a scene this method is called, "
"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets whether a handle is highlighted or not. Called for this plugin's active "
"gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define whether a Spatial with this gizmo should be "
"selectable even when the gizmo is hidden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Callback to redraw the provided gizmo. Called for this plugin's active "
"gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Update the value of a handle after it has been updated. Called for this "
"plugin's active gizmos."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
msgid "Godot editor's control for editing numeric values."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
"same behavior."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
#, fuzzy
msgid "If [code]true[/code], the slider is hidden."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
"VCS in use."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Defines the API that the editor uses to extract information from the "
"underlying VCS. The implementation of this API is included in VCS plugins, "
"which are scripts that inherit [EditorVCSInterface] and are attached (on "
"demand) to the singleton instance of [EditorVCSInterface]. Instead of "
"performing the task themselves, all the virtual functions listed below are "
"calling the internally overridden functions in the VCS plugins to provide a "
"plug-n-play experience. A custom VCS plugin is supposed to inherit from "
"[EditorVCSInterface] and override these virtual functions."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Checks out a [code]branch_name[/code] in the VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Commits the currently staged changes and applies the commit [code]msg[/code] "
"to the resulting commit."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Creates a new remote destination with name [code]remote_name[/code] and "
"points it to [code]remote_url[/code]. This can be both an HTTPS remote or an "
"SSH remote."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Discards the changes made in file present at [code]file_path[/code]."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Fetches new changes from the remote, but doesn't write changes to the "
"current working directory. Equivalent to [code]git fetch[/code]."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Gets an instance of an [Array] of [String]s containing available branch "
"names in the VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Gets the current branch name defined in the VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_diff_file], "
"[method create_diff_hunk], [method create_diff_line], [method "
"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
"each containing information about a diff. If [code]identifier[/code] is a "
"file path, returns a file diff, and if it is a commit identifier, then "
"returns a commit diff."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
"each containing a line diff between a file at [code]file_path[/code] and the "
"[code]text[/code] which is passed in."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
"each containing the status data of every modified file in the project folder."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
"containing the data for a past commit."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Returns an [Array] of [String]s, each containing the name of a remote "
"configured in the VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
#, fuzzy
msgid "Returns the name of the underlying VCS provider."
msgstr "Vrátí sinus parametru."
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Initializes the VCS plugin when called from the editor. Returns whether or "
"not the plugin was successfully initialized. A VCS project is initialized at "
"[code]project_path[/code]."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] "
"is set to true, a force push will override the change history already "
"present on the remote."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Remove a branch from the local VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Remove a remote from the local VCS."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Set user credentials in the underlying VCS. [code]username[/code] and "
"[code]password[/code] are used only during HTTPS authentication unless not "
"already mentioned in the remote URL. [code]ssh_public_key_path[/code], "
"[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only "
"used during SSH authentication."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Shuts down VCS plugin instance. Called when the user either closes the "
"editor or shuts down the VCS plugin through the editor UI."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Stages the file present at [code]file_path[/code] to the staged area."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Unstages the file present at [code]file_path[/code] from the staged area to "
"the unstaged area."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to add an array of [code]diff_hunks[/code] into a "
"[code]diff_file[/code]."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to add an array of [code]line_diffs[/code] into a "
"[code]diff_hunk[/code]."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
"the commit message of the commit. [code]author[/code] is a single human-"
"readable string containing all the author's details, e.g. the email and name "
"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
"whichever format your VCS may provide an identifier to commits. "
"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
"recorded from the system timezone where the commit was created."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing old and new "
"diff file paths."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing diff hunk "
"data. [code]old_start[/code] is the starting line number in old file. "
"[code]new_start[/code] is the starting line number in new file. "
"[code]old_lines[/code] is the number of lines in the old file. "
"[code]new_lines[/code] is the number of lines in the new file."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing a line diff. "
"[code]new_line_no[/code] is the line number in the new file (can be "
"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
"line number in the old file (can be [code]-1[/code] if the line is added). "
"[code]content[/code] is the diff text. [code]status[/code] is a single "
"character string which stores the line origin."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid ""
"Helper function to create a [code]Dictionary[/code] used by editor to read "
"the status of a file."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "Pops up an error message in the edior."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "A new file has been added."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been modified."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been renamed."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been deleted."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "An earlier added file has been typechanged."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "A file is left unmerged."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "A commit is encountered from the commit area."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "A file is encountered from the staged area."
msgstr ""
#: doc/classes/EditorVCSInterface.xml
msgid "A file is encountered from the unstaged area."
msgstr ""
#: doc/classes/EncodedObjectAsID.xml
msgid "Holds a reference to an [Object]'s instance ID."
msgstr ""
#: doc/classes/EncodedObjectAsID.xml
msgid ""
"Utility class which holds a reference to the internal identifier of an "
"[Object] instance, as given by [method Object.get_instance_id]. This ID can "
"then be used to retrieve the object instance with [method @GDScript."
"instance_from_id].\n"
"This class is used internally by the editor inspector and script debugger, "
"but can also be used in plugins to pass and display objects as their IDs."
msgstr ""
#: doc/classes/EncodedObjectAsID.xml
msgid ""
"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
"object instance can be retrieved with [method @GDScript.instance_from_id]."
msgstr ""
#: doc/classes/Engine.xml
msgid "Access to engine properties."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"The [Engine] singleton allows you to query and modify the project's run-time "
"parameters, such as frames per second, time scale, and others."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns engine author information in a Dictionary.\n"
"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
"[code]founders[/code] - Array of Strings, founder names\n"
"[code]project_managers[/code] - Array of Strings, project manager names\n"
"[code]developers[/code] - Array of Strings, developer names"
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns an Array of copyright information Dictionaries.\n"
"[code]name[/code] - String, component name\n"
"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]} describing subsections of the "
"component"
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns a Dictionary of Arrays of donor names.\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns the total number of frames drawn. On headless platforms, or if the "
"render loop is disabled with [code]--disable-render-loop[/code] via command "
"line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
"get_idle_frames]."
msgstr ""
#: doc/classes/Engine.xml
msgid "Returns the frames per second of the running game."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns the total number of frames passed since engine initialization which "
"is advanced on each [b]idle frame[/b], regardless of whether the render loop "
"is enabled. See also [method get_frames_drawn] and [method "
"get_physics_frames].\n"
"[method get_idle_frames] can be used to run expensive logic less often "
"without relying on a [Timer]:\n"
"[codeblock]\n"
"func _process(_delta):\n"
" if Engine.get_idle_frames() % 2 == 0:\n"
" pass # Run expensive logic only once every 2 idle (render) frames "
"here.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns Dictionary of licenses used by Godot and included third party "
"components."
msgstr ""
#: doc/classes/Engine.xml
msgid "Returns Godot license text."
msgstr ""
#: doc/classes/Engine.xml
msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns the total number of frames passed since engine initialization which "
"is advanced on each [b]physics frame[/b]. See also [method "
"get_idle_frames].\n"
"[method get_physics_frames] can be used to run expensive logic less often "
"without relying on a [Timer]:\n"
"[codeblock]\n"
"func _physics_process(_delta):\n"
" if Engine.get_physics_frames() % 2 == 0:\n"
" pass # Run expensive logic only once every 2 physics frames here.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns the fraction through the current physics tick we are at the time of "
"rendering the frame. This can be used to implement fixed timestep "
"interpolation."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns a global singleton with given [code]name[/code]. Often used for "
"plugins, e.g. [code]GodotPayment[/code] on Android."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns the current engine version information in a Dictionary.\n"
"[code]major[/code] - Holds the major version number as an int\n"
"[code]minor[/code] - Holds the minor version number as an int\n"
"[code]patch[/code] - Holds the patch version number as an int\n"
"[code]hex[/code] - Holds the full version number encoded as a "
"hexadecimal int with one byte (2 places) per number (see example below)\n"
"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
"\"rc2\", ... \"stable\") as a String\n"
"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
"String\n"
"[code]hash[/code] - Holds the full Git commit hash as a String\n"
"[code]year[/code] - Holds the year the version was released in as an "
"int\n"
"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
"String\n"
"The [code]hex[/code] value is encoded as follows, from left to right: one "
"byte for the major, one byte for the minor, one byte for the patch version. "
"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
"still an int internally, and printing it will give you its decimal "
"representation, which is not particularly meaningful. Use hexadecimal "
"literals for easy version comparisons from code:\n"
"[codeblock]\n"
"if Engine.get_version_info().hex >= 0x030200:\n"
" # Do things specific to version 3.2 or later\n"
"else:\n"
" # Do things specific to versions before 3.2\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
"in global scope."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Returns [code]true[/code] if the game is inside the fixed process and "
"physics phase of the game loop."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"If [code]true[/code], the script is currently running inside the editor. "
"This is useful for [code]tool[/code] scripts to conditionally draw editor "
"helpers, or prevent accidentally running \"game\" code that would affect the "
"scene state while in the editor:\n"
"[codeblock]\n"
"if Engine.editor_hint:\n"
" draw_gizmos()\n"
"else:\n"
" simulate_physics()\n"
"[/codeblock]\n"
"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
"code] will evaluate to [code]true[/code] both when the code is running in "
"the editor and when running the project from the editor, but it will "
"evaluate to [code]false[/code] when the code is run from an exported project."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. This value "
"should generally always be set to [code]60[/code] or above, as Godot doesn't "
"interpolate the physics step. As a result, values lower than [code]60[/code] "
"will look stuttery. This value can be increased to make input more reactive "
"or work around collision tunneling issues, but keep in mind doing so will "
"increase CPU usage. See also [member target_fps] and [member ProjectSettings."
"physics/common/physics_fps].\n"
"[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
"most. If more than 8 physics ticks have to be simulated per rendered frame "
"to keep up with rendering, the game will appear to slow down (even if "
"[code]delta[/code] is used consistently in physics calculations). Therefore, "
"it is recommended not to increase [member Engine.iterations_per_second] "
"above 240. Otherwise, the game will slow down when the rendering framerate "
"goes below 30 FPS."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
"deviation of the in-game clock and real clock but smooth out framerate "
"jitters. The default value of 0.5 should be fine for most; values above 2 "
"could cause the game to react to dropped frames with a noticeable delay and "
"are not recommended.\n"
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics_jitter_fix] to [code]0[/code]."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"If [code]false[/code], stops printing error and warning messages to the "
"console and editor Output log. This can be used to hide error and warning "
"messages during unit test suite runs. This property is equivalent to the "
"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
"project, important error messages may be hidden even if they are emitted "
"from other scripts. If this is set to [code]false[/code] in a [code]tool[/"
"code] script, this will also impact the editor itself. Do [i]not[/i] report "
"bugs before ensuring error messages are enabled (as they are by default).\n"
"[b]Note:[/b] This property does not impact the editor's Errors tab when "
"running a project from the editor."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"The desired frames per second. If the hardware cannot keep up, this setting "
"may not be respected. A value of 0 means no limit."
msgstr ""
#: doc/classes/Engine.xml
msgid ""
"Controls how fast or slow the in-game clock ticks versus the real life one. "
"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
"real life, whilst a value of 0.5 means the game moves at half the regular "
"speed."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define "
"multiple rendering options."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define "
"multiple environment operations (such as background [Sky] or [Color], "
"ambient light, fog, depth-of-field...). These parameters affect the final "
"render of the scene. The order of these operations is:\n"
"- Depth of Field Blur\n"
"- Glow\n"
"- Tonemap (Auto Exposure)\n"
"- Adjustments\n"
"If the target [Viewport] is set to \"2D Without Sampling\", all post-"
"processing effects will be unavailable. With \"3D Without Effects\", the "
"following options will be unavailable:\n"
"- Ssao\n"
"- Ss Reflections\n"
"This can be configured for the root Viewport with [member ProjectSettings."
"rendering/quality/intended_usage/framebuffer_allocation], or for specific "
"Viewports via the [member Viewport.usage] property.\n"
"Note that [member ProjectSettings.rendering/quality/intended_usage/"
"framebuffer_allocation] has a mobile platform override to use \"3D Without "
"Effects\" by default. It improves the performance on mobile devices, but at "
"the same time affects the screen display on mobile devices."
msgstr ""
#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
#, fuzzy
msgid "Environment and post-processing"
msgstr ""
"https://docs.godotengine.org/en/latest/tutorials/3d/"
"environment_and_post_processing.html"
#: doc/classes/Environment.xml
msgid "Light transport in game engines"
msgstr ""
#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml
#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml
msgid "3D Material Testers Demo"
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
"[code]false[/code] otherwise."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Enables or disables the glow level at index [code]idx[/code]. Each level "
"relies on the previous level. This means that enabling higher glow levels "
"will slow down the glow effect rendering, even if previous levels aren't "
"enabled."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The global brightness value of the rendered scene. Effective only if "
"[code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Applies the provided [Texture] resource to affect the global color aspect of "
"the rendered scene. Effective only if [code]adjustment_enabled[/code] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The global contrast value of the rendered scene (default value is 1). "
"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], enables the [code]adjustment_*[/code] properties "
"provided by this resource. If [code]false[/code], modifications to the "
"[code]adjustment_*[/code] properties will have no effect on the rendered "
"scene."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/Environment.xml
msgid "The ambient light's [Color]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The ambient light's energy. The higher the value, the stronger the light."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Defines the amount of light that the sky brings on the scene. A value of "
"[code]0.0[/code] means that the sky's light emission has no effect on the "
"scene illumination, thus all ambient illumination is provided by the ambient "
"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] "
"the light that affects the scene is provided by the sky, thus the ambient "
"light parameter has no effect on the scene.\n"
"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], enables the tonemapping auto exposure mode of the "
"scene renderer. If [code]true[/code], the renderer will automatically "
"determine the exposure setting to adapt to the scene's illumination and the "
"observed light."
msgstr ""
#: doc/classes/Environment.xml
msgid "The maximum luminance value for the auto exposure."
msgstr ""
#: doc/classes/Environment.xml
msgid "The minimum luminance value for the auto exposure."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The scale of the auto exposure effect. Affects the intensity of auto "
"exposure."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The speed of the auto exposure effect. Affects the time needed for the "
"camera to perform auto exposure."
msgstr ""
#: doc/classes/Environment.xml
msgid "The ID of the camera feed to show in the background."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The maximum layer ID to display. Only effective when using the [constant "
"BG_CANVAS] background mode."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The [Color] displayed for clear areas of the scene. Only effective when "
"using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)."
msgstr ""
#: doc/classes/Environment.xml
msgid "The power of the light emitted by the background."
msgstr ""
#: doc/classes/Environment.xml
msgid "The background mode. See [enum BGMode] for possible values."
msgstr ""
#: doc/classes/Environment.xml
msgid "The [Sky] resource defined as background."
msgstr ""
#: doc/classes/Environment.xml
msgid "The [Sky] resource's custom field of view."
msgstr ""
#: doc/classes/Environment.xml
msgid "The [Sky] resource's rotation expressed as a [Basis]."
msgstr ""
#: doc/classes/Environment.xml
msgid "The [Sky] resource's rotation expressed as Euler angles in radians."
msgstr ""
#: doc/classes/Environment.xml
msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
msgstr ""
#: doc/classes/Environment.xml
msgid "The amount of far blur for the depth-of-field effect."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The distance from the camera where the far blur effect affects the rendering."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], enables the depth-of-field far blur effect."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The depth-of-field far blur's quality. Higher values can mitigate the "
"visible banding effect seen at higher strengths, but are much slower."
msgstr ""
#: doc/classes/Environment.xml
msgid "The length of the transition between the no-blur area and far blur."
msgstr ""
#: doc/classes/Environment.xml
msgid "The amount of near blur for the depth-of-field effect."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Distance from the camera where the near blur effect affects the rendering."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], enables the depth-of-field near blur effect."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The depth-of-field near blur's quality. Higher values can mitigate the "
"visible banding effect seen at higher strengths, but are much slower."
msgstr ""
#: doc/classes/Environment.xml
msgid "The length of the transition between the near blur and no-blur area."
msgstr ""
#: doc/classes/Environment.xml
msgid "The fog's [Color]."
msgstr ""
#: doc/classes/Environment.xml
msgid "The fog's depth starting distance from the camera."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The fog depth's intensity curve. A number of presets are available in the "
"[b]Inspector[/b] by right-clicking the curve."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
"will appear in the distance (relative to the camera)."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The fog's depth end distance from the camera. If this value is set to 0, it "
"will be equal to the current camera's [member Camera.far] value."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], fog effects are enabled. [member fog_height_enabled] "
"and/or [member fog_depth_enabled] must be set to [code]true[/code] to "
"actually display fog."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The height fog's intensity. A number of presets are available in the "
"[b]Inspector[/b] by right-clicking the curve."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the height fog effect is enabled. When enabled, fog "
"will appear in a defined height range, regardless of the distance from the "
"camera. This can be used to simulate \"deep water\" effects with a lower "
"performance cost compared to a dedicated shader."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The Y coordinate where the height fog will be the most intense. If this "
"value is greater than [member fog_height_min], fog will be displayed from "
"bottom to top. Otherwise, it will be displayed from top to bottom."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The Y coordinate where the height fog will be the least intense. If this "
"value is greater than [member fog_height_max], fog will be displayed from "
"top to bottom. Otherwise, it will be displayed from bottom to top."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The intensity of the depth fog color transition when looking towards the "
"sun. The sun's direction is determined automatically using the "
"DirectionalLight node in the scene."
msgstr ""
#: doc/classes/Environment.xml
msgid "The depth fog's [Color] when looking towards the sun."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The intensity of the fog light transmittance effect. Amount of light that "
"the fog transmits."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Enables fog's light transmission effect. If [code]true[/code], light will be "
"more visible in the fog to simulate light scattering as in real life."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Smooths out the blockiness created by sampling higher levels, at the cost of "
"performance.\n"
"[b]Note:[/b] When using the GLES2 renderer, this is only available if the "
"GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
msgstr ""
#: doc/classes/Environment.xml
msgid "The glow blending mode."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The higher threshold of the HDR glow. Areas brighter than this threshold "
"will be clamped for the purposes of the glow effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "The bleed scale of the HDR glow."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The lower threshold of the HDR glow. When using the GLES2 renderer (which "
"doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
"visible. A value of [code]0.9[/code] works well in this case."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Takes more samples during downsample pass of glow. This ensures that single "
"pixels are captured by glow which makes the glow look smoother and more "
"stable during movement. However, it is very expensive and makes the glow "
"post process take twice as long."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The glow intensity. When using the GLES2 renderer, this should be increased "
"to 1.5 to compensate for the lack of HDR rendering."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 1st level of glow is enabled. This is the most "
"\"local\" level (least blurry)."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 2th level of glow is enabled."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 3th level of glow is enabled."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 4th level of glow is enabled."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 5th level of glow is enabled."
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the 6th level of glow is enabled."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the 7th level of glow is enabled. This is the most "
"\"global\" level (blurriest)."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The glow strength. When using the GLES2 renderer, this should be increased "
"to 1.3 to compensate for the lack of HDR rendering."
msgstr ""
#: doc/classes/Environment.xml
msgid "The depth tolerance for screen-space reflections."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], screen-space reflections are enabled. Screen-space "
"reflections are more accurate than reflections from [GIProbe]s or "
"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
"others."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The fade-in distance for screen-space reflections. Affects the area from the "
"reflected material to the screen-space reflection)."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The fade-out distance for screen-space reflections. Affects the area from "
"the screen-space reflection to the \"global\" reflection."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The maximum number of steps for screen-space reflections. Higher values are "
"slower."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], screen-space reflections will take the material "
"roughness into account."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion intensity on materials that have an AO "
"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
"visible in areas darkened by AO textures."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion bias. This should be kept high enough to "
"prevent \"smooth\" curves from being affected by ambient occlusion."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for "
"possible values."
msgstr ""
#: doc/classes/Environment.xml
msgid "The screen-space ambient occlusion color."
msgstr ""
#: doc/classes/Environment.xml
msgid "The screen-space ambient occlusion edge sharpness."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
"This darkens objects' corners and cavities to simulate ambient light not "
"reaching the entire object as in real life. This works well for small, "
"dynamic objects, but baked lighting or ambient occlusion textures will do a "
"better job at displaying ambient occlusion on large static objects. This is "
"a costly effect and should be disabled first when running into performance "
"issues."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The primary screen-space ambient occlusion intensity. See also [member "
"ssao_radius]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The secondary screen-space ambient occlusion intensity. See also [member "
"ssao_radius2]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion intensity in direct light. In real life, "
"ambient occlusion only applies to indirect light, which means its effects "
"can't be seen in direct light. Values higher than [code]0[/code] will make "
"the SSAO effect visible in direct light."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The screen-space ambient occlusion quality. Higher qualities will make "
"better use of small objects for ambient occlusion, but are slower."
msgstr ""
#: doc/classes/Environment.xml
msgid "The primary screen-space ambient occlusion radius."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The secondary screen-space ambient occlusion radius. If set to a value "
"higher than [code]0[/code], enables the secondary screen-space ambient "
"occlusion effect which can be used to improve the effect's appearance (at "
"the cost of performance)."
msgstr ""
#: doc/classes/Environment.xml
msgid "The default exposure used for tonemapping."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
"HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
"support rendering on HDR displays yet.)"
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"The white reference value for tonemapping. Only effective if the [member "
"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Keeps on screen every pixel drawn in the background. Only select this mode "
"if you really need to keep the old data. On modern GPUs it will generally "
"not be faster than clearing the background, and can be significantly slower, "
"particularly on mobile.\n"
"It can only be safely used in fully-interior scenes (no visible sky or sky "
"reflections). If enabled in a scene where the background is visible, \"ghost "
"trail\" artifacts will be visible when moving the camera."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Clears the background using the clear color defined in [member "
"ProjectSettings.rendering/environment/default_clear_color]."
msgstr ""
#: doc/classes/Environment.xml
msgid "Clears the background using a custom clear color."
msgstr ""
#: doc/classes/Environment.xml
msgid "Displays a user-defined sky in the background."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Clears the background using a custom clear color and allows defining a sky "
"for shading and reflection. This mode is slightly faster than [constant "
"BG_SKY] and should be preferred in scenes where reflections can be visible, "
"but the sky itself never is (e.g. top-down camera)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Displays a [CanvasLayer] in the background."
msgstr ""
#: doc/classes/Environment.xml
msgid "Displays a camera feed in the background."
msgstr ""
#: doc/classes/Environment.xml
msgid "Represents the size of the [enum BGMode] enum."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Replace glow blending mode. Replaces all pixels' color by the glow value. "
"This can be used to simulate a full-screen blur effect by tweaking the glow "
"parameters to match the original image's brightness."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with "
"noticeable clipping in the output colors."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
"colors by this formula: [code]color = color / (1 + color)[/code]. This "
"avoids clipping bright highlights, but the resulting image can look a bit "
"dull."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Use the legacy Godot version of the Academy Color Encoding System "
"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
"does not handle bright lighting in a physically accurate way. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
"and [constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
"of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/Environment.xml
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
"and [constant TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low depth-of-field blur quality (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Medium depth-of-field blur quality."
msgstr ""
#: doc/classes/Environment.xml
msgid "High depth-of-field blur quality (slowest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "No blur for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "1×1 blur for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "2×2 blur for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""
#: doc/classes/Environment.xml
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""
#: doc/classes/Environment.xml
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""
#: doc/classes/Expression.xml
msgid "A class that stores an expression you can execute."
msgstr ""
#: doc/classes/Expression.xml
msgid ""
"An expression can be made of any arithmetic operation, built-in math "
"function call, method call of a passed instance, or built-in type "
"construction call.\n"
"An example expression text using the built-in math functions could be "
"[code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
"In the following example we use a [LineEdit] node to write our expression "
"and show the result.\n"
"[codeblock]\n"
"onready var expression = Expression.new()\n"
"\n"
"func _ready():\n"
" $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
"\n"
"func _on_text_entered(command):\n"
" var error = expression.parse(command, [])\n"
" if error != OK:\n"
" print(expression.get_error_text())\n"
" return\n"
" var result = expression.execute([], null, true)\n"
" if not expression.has_execute_failed():\n"
" $LineEdit.text = str(result)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Expression.xml
msgid ""
"Executes the expression that was previously parsed by [method parse] and "
"returns the result. Before you use the returned object, you should check if "
"the method failed by calling [method has_execute_failed].\n"
"If you defined input variables in [method parse], you can specify their "
"values in the inputs array, in the same order."
msgstr ""
#: doc/classes/Expression.xml
msgid "Returns the error text if [method parse] has failed."
msgstr ""
#: doc/classes/Expression.xml
msgid "Returns [code]true[/code] if [method execute] has failed."
msgstr ""
#: doc/classes/Expression.xml
msgid ""
"Parses the expression and returns an [enum Error] code.\n"
"You can optionally specify names of variables that may appear in the "
"expression with [code]input_names[/code], so that you can bind them when it "
"gets executed."
msgstr ""
#: doc/classes/ExternalTexture.xml
msgid "Enable OpenGL ES external texture extension."
msgstr ""
#: doc/classes/ExternalTexture.xml
msgid ""
"Enable support for the OpenGL ES external texture extension as defined by "
"[url=https://www.khronos.org/registry/OpenGL/extensions/OES/"
"OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n"
"[b]Note:[/b] This is only supported for Android platforms."
msgstr ""
#: doc/classes/ExternalTexture.xml
#, fuzzy
msgid "Returns the external texture name."
msgstr "Vrátí tangens parametru."
#: doc/classes/ExternalTexture.xml
msgid "External texture size."
msgstr ""
#: doc/classes/File.xml
msgid "Type to handle file reading and writing operations."
msgstr ""
#: doc/classes/File.xml
msgid ""
"File type. This is used to permanently store data into the user device's "
"file system and to read from it. This can be used to store game save data or "
"player configuration files, for example.\n"
"Here's a sample on how to write and read from a file:\n"
"[codeblock]\n"
"func save(content):\n"
" var file = File.new()\n"
" file.open(\"user://save_game.dat\", File.WRITE)\n"
" file.store_string(content)\n"
" file.close()\n"
"\n"
"func load():\n"
" var file = File.new()\n"
" file.open(\"user://save_game.dat\", File.READ)\n"
" var content = file.get_as_text()\n"
" file.close()\n"
" return content\n"
"[/codeblock]\n"
"In the example above, the file will be saved in the user data folder as "
"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
"url] documentation.\n"
"[b]Note:[/b] To access project resources once exported, it is recommended to "
"use [ResourceLoader] instead of the [File] API, as some files are converted "
"to engine-specific formats and their original source files might not be "
"present in the exported PCK package.\n"
"[b]Note:[/b] Files are automatically closed only if the process exits "
"\"normally\" (such as by clicking the window manager's close button or "
"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
"[b]F8[/b] while the project is running, the file won't be closed as the game "
"process will be killed. You can work around this by calling [method flush] "
"at regular intervals."
msgstr ""
#: doc/classes/File.xml
msgid "File system"
msgstr ""
#: doc/classes/File.xml
msgid ""
"Closes the currently opened file and prevents subsequent read/write "
"operations. Use [method flush] to persist the data to disk without closing "
"the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns [code]true[/code] if the file cursor has already read past the end "
"of the file.\n"
"[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
"whether there is more data available. To loop while there is more data "
"available, use:\n"
"[codeblock]\n"
"while file.get_position() < file.get_len():\n"
" # Read data\n"
"[/codeblock]"
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns [code]true[/code] if the file exists in the given path.\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. See [method ResourceLoader.exists] for an "
"alternative approach that takes resource remapping into account."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Writes the file's buffer to disk. Flushing is automatically performed when "
"the file is closed. This means you don't need to call [method flush] "
"manually before closing a file using [method close]. Still, calling [method "
"flush] can be used to ensure the data is safe even if the project crashes "
"instead of being closed gracefully.\n"
"[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
"it will decrease performance due to constant disk writes."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next 16 bits from the file as an integer. See [method store_16] "
"for details on what values can be stored and retrieved this way."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next 32 bits from the file as an integer. See [method store_32] "
"for details on what values can be stored and retrieved this way."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next 64 bits from the file as an integer. See [method store_64] "
"for details on what values can be stored and retrieved this way."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next 8 bits from the file as an integer. See [method store_8] "
"for details on what values can be stored and retrieved this way."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
"encoded.\n"
"If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
"convention)."
msgstr ""
#: doc/classes/File.xml
msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next value of the file in CSV (Comma-Separated Values) format. "
"You can pass a different delimiter [code]delim[/code] to use other than the "
"default [code]\",\"[/code] (comma). This delimiter must be one-character "
"long, and cannot be a double quotation mark.\n"
"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
"double quotes if they include the delimiter character. Double quotes within "
"a text value can be escaped by doubling their occurrence.\n"
"For example, the following CSV lines are valid and will be properly parsed "
"as two strings each:\n"
"[codeblock]\n"
"Alice,\"Hello, Bob!\"\n"
"Bob,Alice! What a surprise!\n"
"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
"[/codeblock]\n"
"Note how the second line can omit the enclosing quotes as it does not "
"include the delimiter. However it [i]could[/i] very well use quotes, it was "
"only written without for demonstration purposes. The third line must use "
"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
"such instead of the end of a text value."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the next 64 bits from the file as a floating-point number."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the last error that happened when trying to perform operations. "
"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the next 32 bits from the file as a floating-point number."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the size of the file in bytes."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next line of the file as a [String].\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns an MD5 String representing the file at the given path or an empty "
"[String] on failure."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the last time the [code]file[/code] was modified in unix timestamp "
"format or returns a [String] \"ERROR IN [code]file[/code]\". This unix "
"timestamp can be converted to datetime by using [method OS."
"get_datetime_from_unix_time]."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns a [String] saved in Pascal format from the file.\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the path as a [String] for the current open file."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the absolute path as a [String] for the current open file."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the file cursor's position."
msgstr ""
#: doc/classes/File.xml
msgid "Returns the next bits from the file as a floating-point number."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns a SHA-256 [String] representing the file at the given path or an "
"empty [String] on failure."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Returns the next [Variant] value from the file. If [code]allow_objects[/"
"code] is [code]true[/code], decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
#: doc/classes/File.xml
msgid "Returns [code]true[/code] if the file is currently opened."
msgstr ""
#: doc/classes/File.xml
msgid "Opens the file for writing or reading, depending on the flags."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens a compressed file for reading or writing.\n"
"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
"Godot, not third-party compression formats. See [url=https://github.com/"
"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens an encrypted file in write or read mode. You need to pass a binary key "
"to encrypt/decrypt it.\n"
"[b]Note:[/b] The provided key must be 32 bytes long."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens an encrypted file in write or read mode. You need to pass a password "
"to encrypt/decrypt it."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the beginning of the file)."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the end of the file).\n"
"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
"cursor will be at the end of the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Stores an integer as 16 bits in the file.\n"
"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
"2^16 - 1][/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64] or store a signed integer "
"from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
"the signedness) and compute its sign manually when reading. For example:\n"
"[codeblock]\n"
"const MAX_15B = 1 << 15\n"
"const MAX_16B = 1 << 16\n"
"\n"
"func unsigned16_to_signed(unsigned):\n"
" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
"\n"
"func _ready():\n"
" var f = File.new()\n"
" f.open(\"user://file.dat\", File.WRITE_READ)\n"
" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
" f.store_16(121) # In bounds, will store 121.\n"
" f.seek(0) # Go back to start to read the stored value.\n"
" var read1 = f.get_16() # 65494\n"
" var read2 = f.get_16() # 121\n"
" var converted1 = unsigned16_to_signed(read1) # -42\n"
" var converted2 = unsigned16_to_signed(read2) # 121\n"
"[/codeblock]"
msgstr ""
#: doc/classes/File.xml
msgid ""
"Stores an integer as 32 bits in the file.\n"
"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
"2^32 - 1][/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64], or convert it manually "
"(see [method store_16] for an example)."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Stores an integer as 64 bits in the file.\n"
"[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, "
"2^63 - 1][/code] (i.e. be a valid [int] value)."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Stores an integer as 8 bits in the file.\n"
"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]"
"[/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64], or convert it manually "
"(see [method store_16] for an example)."
msgstr ""
#: doc/classes/File.xml
msgid "Stores the given array of bytes in the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Store the given [PoolStringArray] in the file as a line formatted in the CSV "
"(Comma-Separated Values) format. You can pass a different delimiter "
"[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). "
"This delimiter must be one-character long.\n"
"Text will be encoded as UTF-8."
msgstr ""
#: doc/classes/File.xml
msgid "Stores a floating-point number as 64 bits in the file."
msgstr ""
#: doc/classes/File.xml
msgid "Stores a floating-point number as 32 bits in the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Appends [code]line[/code] to the file followed by a line return character "
"([code]\\n[/code]), encoding the text as UTF-8."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Stores the given [String] as a line in the file in Pascal format (i.e. also "
"store the length of the string).\n"
"Text will be encoded as UTF-8."
msgstr ""
#: doc/classes/File.xml
msgid "Stores a floating-point number in the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Appends [code]string[/code] to the file without a line return, encoding the "
"text as UTF-8.\n"
"[b]Note:[/b] This method is intended to be used to write text files. The "
"string is stored as a UTF-8 encoded buffer without string length or "
"terminating zero, which means that it can't be loaded back easily. If you "
"want to store a retrievable string in a binary file, consider using [method "
"store_pascal_string] instead. For retrieving strings from a text file, you "
"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
"the length) or [method get_as_text]."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Stores any Variant value in the file. If [code]full_objects[/code] is "
"[code]true[/code], encoding objects is allowed (and can potentially include "
"code).\n"
"[b]Note:[/b] Not all properties are included. Only properties that are "
"configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
"serialized. You can add a new usage flag to a property by overriding the "
"[method Object._get_property_list] method in your class. You can also check "
"how property usage is configured by calling [method Object."
"_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
"flags."
msgstr ""
#: doc/classes/File.xml
msgid ""
"If [code]true[/code], the file is read with big-endian [url=https://en."
"wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
"file is read with little-endian endianness. If in doubt, leave this to "
"[code]false[/code] as most files are written with little-endian endianness.\n"
"[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU "
"type. The CPU endianness doesn't affect the default endianness for files "
"written.\n"
"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open "
"the file. Therefore, you must set [member endian_swap] [i]after[/i] opening "
"the file, not before."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens the file for read operations. The cursor is positioned at the "
"beginning of the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens the file for write operations. The file is created if it does not "
"exist, and truncated if it does."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens the file for read and write operations. Does not truncate the file. "
"The cursor is positioned at the beginning of the file."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Opens the file for read and write operations. The file is created if it does "
"not exist, and truncated if it does. The cursor is positioned at the "
"beginning of the file."
msgstr ""
#: doc/classes/File.xml
msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] "
"compression method."
msgstr ""
#: doc/classes/File.xml
msgid ""
"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
"method."
msgstr ""
#: doc/classes/File.xml
msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Dialog for selecting files or directories in the filesystem."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"FileDialog is a preset dialog used to choose files and directories in the "
"filesystem. It supports filter masks. The FileDialog automatically sets its "
"window title according to the [member mode]. If you want to use a custom "
"title, disable this by setting [member mode_overrides_title] to [code]false[/"
"code]."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"Adds [code]filter[/code] to the list of filters, which restricts what files "
"can be picked.\n"
"A [code]filter[/code] should be of the form [code]\"filename.extension ; "
"Description\"[/code], where filename and extension can be [code]*[/code] to "
"match any string. Filters starting with [code].[/code] (i.e. empty "
"filenames) are not allowed.\n"
"Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project."
"godot ; Godot Project\"[/code]."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Clear all the added filters in the dialog."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Clear currently selected items in the dialog."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"Returns the LineEdit for the selected file.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"Returns the vertical box container of the dialog, custom controls can be "
"added to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Invalidate and update the current dialog content list."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The file system access scope. See enum [code]Access[/code] constants.\n"
"[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or "
"sandboxed macOS apps, FileDialog cannot access the host file system. See "
"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
"proposals#1123[/url]."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The current working directory of the file dialog."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The currently selected file of the file dialog."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The currently selected file path of the file dialog."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The available file type filters. For example, this shows only [code].png[/"
"code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*."
"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
"Supported Images\"[/code] will show both PNG and JPEG files when selected."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The dialog's open or save mode, which affects the selection behavior. See "
"enum [code]Mode[/code] constants."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"If [code]true[/code], changing the [code]Mode[/code] property will set the "
"window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] "
"will change the window title to \"Open a File\")."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "If [code]true[/code], the dialog will show hidden files."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects a directory."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"Emitted when the user selects a file by double-clicking it or pressing the "
"[b]OK[/b] button."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Emitted when the user selects multiple files."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting one, and only one file."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting multiple files."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The dialog only allows selecting a directory, disallowing the selection of "
"any file."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The dialog allows selecting one file or directory."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The dialog will warn when a file exists."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The dialog only allows accessing files under the [Resource] path "
"([code]res://[/code])."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The dialog only allows accessing files under user data path ([code]user://[/"
"code])."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The dialog allows accessing files on the whole file system."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The color modulation applied to the file icon."
msgstr ""
#: doc/classes/FileDialog.xml
msgid ""
"The color tint for disabled files (when the [FileDialog] is used in open "
"folder mode)."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "The color modulation applied to the folder icon."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Custom icon for files."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Custom icon for folders."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Custom icon for the parent folder arrow."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Custom icon for the reload button."
msgstr ""
#: doc/classes/FileDialog.xml
msgid "Custom icon for the toggle hidden button."
msgstr ""
#: doc/classes/float.xml
msgid "Float built-in type."
msgstr ""
#: doc/classes/float.xml
msgid ""
"The [float] built-in type is a 64-bit double-precision floating-point "
"number, equivalent to [code]double[/code] in C++. This type has 14 reliable "
"decimal digits of precision. The [float] type can be stored in [Variant], "
"which is the generic type used by the engine. The maximum value of [float] "
"is approximately [code]1.79769e308[/code], and the minimum is approximately "
"[code]-1.79769e308[/code].\n"
"Most methods and properties in the engine use 32-bit single-precision "
"floating-point numbers instead, equivalent to [code]float[/code] in C++, "
"which have 6 reliable decimal digits of precision. For data structures such "
"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n"
"Math done using the [float] type is not guaranteed to be exact or "
"deterministic, and will often result in small errors. You should usually use "
"the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
"methods instead of [code]==[/code] to compare [float] values for equality."
msgstr ""
#: doc/classes/float.xml
msgid "Wikipedia: Double-precision floating-point format"
msgstr ""
#: doc/classes/float.xml
msgid "Wikipedia: Single-precision floating-point format"
msgstr ""
#: doc/classes/float.xml
msgid ""
"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
msgstr ""
#: doc/classes/float.xml
msgid ""
"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
"equal to 1.0."
msgstr ""
#: doc/classes/float.xml
msgid ""
"Cast a [String] value to a floating-point value. This method accepts float "
"value strings like [code]\"1.23\"[/code] and exponential notation strings "
"for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 "
"and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this "
"method with an invalid float string will return 0. This method stops parsing "
"at the first invalid character and will return the parsed result so far, so "
"calling [code]float(\"1a3\")[/code] will return 1 while calling "
"[code]float(\"1e3a2\")[/code] will return 1000.0."
msgstr ""
#: doc/classes/FlowContainer.xml
msgid "Base class for flow containers."
msgstr ""
#: doc/classes/FlowContainer.xml
msgid ""
"Arranges child [Control] nodes vertically or horizontally in a left-to-right "
"or top-to-bottom flow.\n"
"A line is filled with [Control] nodes until no more fit on the same line, "
"similar to text in an autowrapped label."
msgstr ""
#: doc/classes/FlowContainer.xml
#, fuzzy
msgid "Returns the current line count."
msgstr "Vrátí sinus parametru."
#: doc/classes/Font.xml
msgid "Internationalized font and text drawing support."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Font contains a Unicode-compatible character set, as well as the ability to "
"draw it with variable width, ascent, descent and kerning. For creating fonts "
"from TTF files (or other font formats), see the editor support for fonts.\n"
"[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a "
"string, the character in question will be replaced with codepoint "
"[code]0xfffd[/code] if it's available in the [DynamicFont]. If this "
"replacement character isn't available in the DynamicFont, the character will "
"be hidden without displaying any replacement character in the string.\n"
"[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, "
"the character in question will be hidden without displaying any replacement "
"character in the string.\n"
"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Draw [code]string[/code] into a canvas item using the font at a given "
"position, with [code]modulate[/code] color, and optionally clipping the "
"width. [code]position[/code] specifies the baseline, not the top. To draw "
"from the top, [i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_string]."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Draw character [code]char[/code] into a canvas item using the font at a "
"given position, with [code]modulate[/code] color, and optionally kerning if "
"[code]next[/code] is passed. clipping the width. [code]position[/code] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
"must be added to the Y axis. The width used by the character is returned, "
"making this function useful for drawing strings character by character.\n"
"If [code]outline[/code] is [code]true[/code], the outline of the character "
"is drawn instead of the character itself."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns the font ascent (number of pixels above the baseline)."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
"following contents:\n"
"[code]points[/code] - [PoolVector3Array], containing outline points. "
"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
"the type of the point, using the [enum ContourPointTag] values.\n"
"[code]contours[/code] - [PoolIntArray], containing indices the end "
"points of each contour.\n"
"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
"code], clockwise contours must be filled."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
#, fuzzy
msgid "Returns resource id of the cache texture containing the char."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/Font.xml
#, fuzzy
msgid "Returns size of the cache texture containing the char."
msgstr "Vrátí sinus parametru."
#: doc/classes/Font.xml
#, fuzzy
msgid "Returns char offset from the baseline."
msgstr "Vrátí kosinus parametru."
#: doc/classes/Font.xml
#, fuzzy
msgid "Returns size of the char."
msgstr "Vrátí sinus parametru."
#: doc/classes/Font.xml
msgid "Returns rectangle in the cache texture containing the char."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns the total font height (ascent plus descent) in pixels."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Returns the size of a string, taking kerning and advance into account. Note "
"that the height returned is the font height (see [method get_height]) and "
"has no relation to the string."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Returns the size that the string would have with word wrapping enabled with "
"a fixed [code]width[/code]."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns [code]true[/code] if the font has an outline."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"After editing a font (changing size, ascent, char rects, etc.). Call this "
"function to propagate changes to controls that might use it."
msgstr ""
#: doc/classes/Font.xml
msgid "Contour point is on the curve."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Contour point isn't on the curve, but serves as a control point for a conic "
"(quadratic) Bézier arc."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Contour point isn't on the curve, but serves as a control point for a cubic "
"Bézier arc."
msgstr ""
#: doc/classes/FuncRef.xml
msgid "Reference to a function in an object."
msgstr ""
#: doc/classes/FuncRef.xml
msgid ""
"In GDScript, functions are not [i]first-class objects[/i]. This means it is "
"impossible to store them directly as variables, return them from another "
"function, or pass them as arguments.\n"
"However, by creating a [FuncRef] using the [method @GDScript.funcref] "
"function, a reference to a function in a given object can be created, passed "
"around and called."
msgstr ""
#: doc/classes/FuncRef.xml
msgid ""
"Calls the referenced function previously set in [member function] or [method "
"@GDScript.funcref]."
msgstr ""
#: doc/classes/FuncRef.xml
msgid ""
"Calls the referenced function previously set in [member function] or [method "
"@GDScript.funcref]. Contrarily to [method call_func], this method does not "
"support a variable number of arguments but expects all parameters to be "
"passed via a single [Array]."
msgstr ""
#: doc/classes/FuncRef.xml
msgid "Returns whether the object still exists and has the function assigned."
msgstr ""
#: doc/classes/FuncRef.xml
msgid ""
"The object containing the referenced function. This object must be of a type "
"actually inheriting from [Object], not a built-in type such as [int], "
"[Vector2] or [Dictionary]."
msgstr ""
#: doc/classes/FuncRef.xml
msgid "The name of the referenced function."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"An external library containing functions or script classes to use in Godot."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"A GDNative library can implement [NativeScript]s, global functions to call "
"with the [GDNative] class, or low-level engine extensions through interfaces "
"such as [ARVRInterfaceGDNative]. The library must be compiled for each "
"platform and architecture that the project will run on."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"Returns paths to all dependency libraries for the current platform and "
"architecture."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"Returns the path to the dynamic library file for the current platform and "
"architecture."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] "
"files."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"If [code]true[/code], Godot loads only one copy of the library and each "
"script that references the library will share static data like static or "
"global variables.\n"
"If [code]false[/code], Godot loads a separate copy of the library into "
"memory for each script that references it."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"If [code]true[/code], the editor will temporarily unload the library "
"whenever the user switches away from the editor window, allowing the user to "
"recompile the library without restarting Godot.\n"
"[b]Note:[/b] If the library defines tool scripts that run inside the editor, "
"[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor "
"will attempt to unload the tool scripts while they're in use and crash."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"If [code]true[/code], Godot loads the library at startup rather than the "
"first time a script uses the library, calling [code]{prefix}"
"gdnative_singleton[/code] after initializing the library (where [code]"
"{prefix}[/code] is the value of [member symbol_prefix]). The library remains "
"loaded as long as Godot is running.\n"
"[b]Note:[/b] A singleton library cannot be [member reloadable]."
msgstr ""
#: modules/gdnative/doc_classes/GDNativeLibrary.xml
msgid ""
"The prefix this library's entry point functions begin with. For example, a "
"GDNativeLibrary would declare its [code]gdnative_init[/code] function as "
"[code]godot_gdnative_init[/code] by default.\n"
"On platforms that require statically linking libraries (currently only iOS), "
"each library must have a different [code]symbol_prefix[/code]."
msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "A script implemented in the GDScript programming language."
msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
"A script implemented in the GDScript programming language. The script "
"extends the functionality of all objects that instance it.\n"
"[method new] creates a new instance of the script. [method Object."
"set_script] extends an existing object, if that object's class matches one "
"of the script's base classes."
msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid "Returns byte code for the script source code."
msgstr ""
#: modules/gdscript/doc_classes/GDScript.xml
msgid ""
"Returns a new instance of the script.\n"
"For example:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid "State of a function call after yielding."
msgstr ""
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid ""
"Calling [method @GDScript.yield] within a function will cause that function "
"to yield and return its current state as an object of this type. The yielded "
"function call can then be resumed later by calling [method resume] on this "
"state object."
msgstr ""
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid ""
"Check whether the function call may be resumed. This is not the case if the "
"function state was already resumed.\n"
"If [code]extended_check[/code] is enabled, it also checks if the associated "
"script and object still exist. The extended check is done in debug mode as "
"part of [method GDScriptFunctionState.resume], but you can use this if you "
"know you may be trying to resume without knowing for sure the object and/or "
"script have survived up to that point."
msgstr ""
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml
msgid ""
"Resume execution of the yielded function call.\n"
"If handed an argument, return the argument from the [method @GDScript.yield] "
"call in the yielded function call. You can pass e.g. an [Array] to hand "
"multiple arguments.\n"
"This function returns what the resumed function call returns, possibly "
"another function state if yielded again."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The generic 6-degrees-of-freedom joint can implement a variety of joint "
"types by locking certain axes' rotation or translation."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The first 3 DOF axes are linear axes, which represent translation of Bodies, "
"and the latter 3 DOF axes represent the angular motion. Each axis can be "
"either locked, or limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational damping across the X axis.\n"
"The lower, the longer an impulse from one side takes to travel to the other "
"side."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], rotation across the X axis is limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"When rotating across the X axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational restitution across the X axis. The lower, the more "
"restitution occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational damping across the Y axis. The lower, the more "
"dampening occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], rotation across the Y axis is limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"When rotating across the Y axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational restitution across the Y axis. The lower, the more "
"restitution occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational damping across the Z axis. The lower, the more "
"dampening occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], rotation across the Z axis is limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"When rotating across the Z axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of rotational restitution across the Z axis. The lower, the more "
"restitution occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "Maximum acceleration for the motor at the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "Target speed for the motor at the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the X motion."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the X axis is limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of restitution on the X axis movement. The lower, the more "
"momentum gets lost."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the X axis. The lower, the slower "
"the movement."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Y motion."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the Y axis is limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of restitution on the Y axis movement. The lower, the more "
"momentum gets lost."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the Y axis. The lower, the slower "
"the movement."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The amount of damping that happens at the Z motion."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If [code]true[/code], the linear motion across the Z axis is limited."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The minimum difference between the pivot points' Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of restitution on the Z axis movement. The lower, the more "
"momentum gets lost."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the Z axis. The lower, the slower "
"the movement."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The maximum difference between the pivot points' Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"If [code]true[/code], then there is a linear motor on the X axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum force the linear motor can apply on the X axis while trying to "
"reach the target velocity."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the X axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"If [code]true[/code], then there is a linear motor on the Y axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum force the linear motor can apply on the Y axis while trying to "
"reach the target velocity."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the Y axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"If [code]true[/code], then there is a linear motor on the Z axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum force the linear motor can apply on the Z axis while trying to "
"reach the target velocity."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed that the linear motor will attempt to reach on the Z axis."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "The minimum difference between the pivot points' axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "The maximum difference between the pivot points' axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"A factor applied to the movement across the axes. The lower, the slower the "
"movement."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The amount of restitution on the axes' movement. The lower, the more "
"momentum gets lost."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The amount of damping that happens at the linear motion across the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The velocity the linear motor will try to reach."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"The maximum force the linear motor will apply while trying to reach the "
"velocity target."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "The speed of all rotations across the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The amount of rotational damping across the axes. The lower, the more "
"dampening occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The amount of rotational restitution across the axes. The lower, the more "
"restitution occurs."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The maximum amount of force that can occur, when rotating around the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid ""
"When rotating across the axes, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "Target speed for the motor at the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
msgid "Maximum acceleration for the motor at the axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, linear motion is possible within the given limits."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, rotational motion is possible within the given limits."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, there is a rotational motor across these axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml
msgid "If enabled, there is a linear motor across these axes."
msgstr ""
#: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
msgid "Represents the size of the [enum Flag] enum."
msgstr ""
#: doc/classes/Geometry.xml
msgid "Helper node to calculate generic geometry operations."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Geometry provides users with a set of helper functions to create geometric "
"shapes, compute intersections between shapes, and process various other "
"geometric operations."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns an array with 6 [Plane]s that describe the sides of a box centered "
"at the origin. The box size is defined by [code]extents[/code], which "
"represents one (positive) corner of the box (i.e. half its actual size)."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns an array of [Plane]s closely bounding a faceted capsule centered at "
"the origin with radius [code]radius[/code] and height [code]height[/code]. "
"The parameter [code]sides[/code] defines how many planes will be generated "
"for the side part of the capsule, whereas [code]lats[/code] gives the number "
"of latitudinal steps at the bottom and top of the capsule. The parameter "
"[code]axis[/code] describes the axis along which the capsule is oriented (0 "
"for X, 1 for Y, 2 for Z)."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
"the origin with radius [code]radius[/code] and height [code]height[/code]. "
"The parameter [code]sides[/code] defines how many planes will be generated "
"for the round part of the cylinder. The parameter [code]axis[/code] "
"describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
"for Z)."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Clips the polygon defined by the points in [code]points[/code] against the "
"[code]plane[/code] and returns the points of the clipped polygon."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an "
"array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] "
"between polygons. Returns an empty array if [code]polygon_b[/code] "
"completely overlaps [code]polygon_a[/code].\n"
"If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an "
"outer polygon (boundary) and inner polygon (hole) which could be "
"distinguished by calling [method is_polygon_clockwise]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Clips [code]polyline[/code] against [code]polygon[/code] and returns an "
"array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] "
"between the polyline and the polygon. This operation can be thought of as "
"cutting a line with a closed shape."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s, returns the convex hull as a list of points in "
"counterclockwise order. The last point is the same as the first one."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Mutually excludes common area defined by intersection of [code]polygon_a[/"
"code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and "
"returns an array of excluded polygons. This performs [constant "
"OPERATION_XOR] between polygons. In other words, returns all but common area "
"between polygons.\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) "
"that is closest to [code]point[/code]. The returned point will always be "
"inside the specified segment."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) "
"that is closest to [code]point[/code]. The returned point will always be "
"inside the specified segment."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/"
"code]) that is closest to [code]point[/code]. The returned point can be "
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/"
"code]) that is closest to [code]point[/code]. The returned point can be "
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/"
"code], [code]q2[/code]), finds those two points on the two segments that are "
"closest to each other. Returns a [PoolVector3Array] that contains this point "
"on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on "
"([code]q1[/code], [code]q2[/code])."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/"
"code], [code]q2[/code]), finds those two points on the two segments that are "
"closest to each other. Returns a [PoolVector2Array] that contains this point "
"on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on "
"([code]p2[/code], [code]q2[/code])."
msgstr ""
#: doc/classes/Geometry.xml
msgid "Used internally by the engine."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an "
"array of intersected polygons. This performs [constant "
"OPERATION_INTERSECTION] between polygons. In other words, returns common "
"area shared by polygons. Returns an empty array if no intersection occurs.\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Intersects [code]polyline[/code] with [code]polygon[/code] and returns an "
"array of intersected polylines. This performs [constant "
"OPERATION_INTERSECTION] between the polyline and the polygon. This operation "
"can be thought of as chopping a line with a closed shape."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside the circle or if "
"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/"
"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
"returns [code]false[/code]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
"clockwise order, otherwise returns [code]false[/code]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
"point of intersection as [Vector2]. If no intersection takes place, returns "
"[code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
"returned dictionary has two keys: [code]points[/code] is an array of "
"[Vector2] that specifies the positions of each tile, [code]size[/code] "
"contains the overall size of the whole atlas as [Vector2]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and "
"returns an array of merged polygons. This performs [constant "
"OPERATION_UNION] between polygons.\n"
"The operation may result in an outer polygon (boundary) and multiple inner "
"polygons (holes) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Inflates or deflates [code]polygon[/code] by [code]delta[/code] units "
"(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. "
"If [code]delta[/code] is negative, shrinks the polygon inward. Returns an "
"array of polygons because inflating/deflating may result in multiple "
"discrete polygons. Returns an empty array if [code]delta[/code] is negative "
"and the absolute value of it approximately exceeds the minimum bounding "
"rectangle dimensions of the polygon.\n"
"Each polygon's vertices will be rounded as determined by [code]join_type[/"
"code], see [enum PolyJoinType].\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise].\n"
"[b]Note:[/b] To translate the polygon's vertices specifically, use the "
"[method Transform2D.xform] method:\n"
"[codeblock]\n"
"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
"100), Vector2(0, 100)])\n"
"var offset = Vector2(50, 50)\n"
"polygon = Transform2D(0, offset).xform(polygon)\n"
"print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
"150), Vector2(50, 150)]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Inflates or deflates [code]polyline[/code] by [code]delta[/code] units "
"(pixels), producing polygons. If [code]delta[/code] is positive, makes the "
"polyline grow outward. Returns an array of polygons because inflating/"
"deflating may result in multiple discrete polygons. If [code]delta[/code] is "
"negative, returns an empty array.\n"
"Each polygon's vertices will be rounded as determined by [code]join_type[/"
"code], see [enum PolyJoinType].\n"
"Each polygon's endpoints will be rounded as determined by [code]end_type[/"
"code], see [enum PolyEndType].\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
"code], [code]b[/code] and [code]c[/code]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Tests if the 3D ray starting at [code]from[/code] with the direction of "
"[code]dir[/code] intersects the triangle specified by [code]a[/code], "
"[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection "
"as [Vector3]. If no intersection takes place, an empty [Variant] is returned."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), "
"returns the position on the segment (as a number between 0 and 1) at which "
"the segment hits the circle that is located at position "
"[code]circle_position[/code] and has radius [code]circle_radius[/code]. If "
"the segment does not intersect the circle, -1 is returned (this is also the "
"case if the line extending the segment would intersect the circle, but the "
"segment does not)."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Given a convex hull defined though the [Plane]s in the array [code]planes[/"
"code], tests if the segment ([code]from[/code], [code]to[/code]) intersects "
"with that hull. If an intersection is found, returns a [PoolVector3Array] "
"containing the point the intersection and the hull's normal. If no "
"intersecion is found, an the returned array is empty."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
"cylinder with height [code]height[/code] that is centered at the origin and "
"has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. "
"If an intersection takes place, the returned array contains the point of "
"intersection and the cylinder's normal at the point of intersection."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
"of intersection as [Vector2]. If no intersection takes place, returns "
"[code]null[/code]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
"sphere that is located at [code]sphere_position[/code] and has radius "
"[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If "
"yes, returns a [PoolVector3Array] containing the point of intersection and "
"the sphere's normal at the point of intersection."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Tests if the segment ([code]from[/code], [code]to[/code]) intersects the "
"triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the "
"point of intersection as [Vector3]. If no intersection takes place, an empty "
"[Variant] is returned."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Triangulates the area specified by discrete set of [code]points[/code] such "
"that no point is inside the circumcircle of any resulting triangle. Returns "
"a [PoolIntArray] where each triangle consists of three consecutive point "
"indices into [code]points[/code] (i.e. the returned array will have [code]n "
"* 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Triangulates the polygon specified by the points in [code]polygon[/code]. "
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Create regions where either subject or clip polygons (or both) are filled."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Create regions where subject polygons are filled except where clip polygons "
"are filled."
msgstr ""
#: doc/classes/Geometry.xml
msgid "Create regions where both subject and clip polygons are filled."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Create regions where either subject or clip polygons are filled but not "
"where both are filled."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
"code]."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"While flattened paths can never perfectly trace an arc, they are "
"approximated by a series of arc chords."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"There's a necessary limit to mitered joins since offsetting edges that join "
"at very acute angles will produce excessively long and narrow \"spikes\". "
"For any given edge join, when miter offsetting would exceed that maximum "
"distance, \"square\" joining is applied."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polygon."
msgstr ""
#: doc/classes/Geometry.xml
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polyline."
msgstr ""
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off with no extension."
msgstr ""
#: doc/classes/Geometry.xml
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
msgstr ""
#: doc/classes/Geometry.xml
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "Base node for geometry-based visual instances."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Base node for geometry-based visual instances. Shares some common "
"functionality like visibility and custom materials."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Returns the [enum GeometryInstance.Flags] that have been set for this object."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Overrides the bounding box of this node with a custom one. To remove it, set "
"an [AABB] with all fields set to zero."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance."
"Flags] for options."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
"possible values."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The extra distance added to the GeometryInstance's bounding box ([AABB]) to "
"increase its cull box."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"When disabled, the mesh will be taken into account when computing indirect "
"lighting, but the resulting lightmap will not be saved. Useful for emissive "
"only materials or shadow casters."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Scale factor for the generated baked lightmap. Useful for adding detail to "
"certain mesh instances."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The GeometryInstance's max LOD distance.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The GeometryInstance's max LOD margin.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The GeometryInstance's min LOD distance.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The GeometryInstance's min LOD margin.\n"
"[b]Note:[/b] This property currently has no effect."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The material overlay for the whole geometry.\n"
"If a material is assigned to this property, it will be rendered on top of "
"any other active material for all the surfaces."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"The material override for the whole geometry.\n"
"If a material is assigned to this property, it will be used instead of any "
"material set in any material slot of the mesh."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"If [code]true[/code], this GeometryInstance will be used when baking lights "
"using a [GIProbe] or [BakedLightmap]."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will have the original size."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will be twice as large, on each axis."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will be 4 times as large, on each axis."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "The generated lightmap texture will be 8 times as large, on each axis."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid "Will not cast any shadows."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Will cast shadows from all visible faces in the GeometryInstance.\n"
"Will take culling into account, so faces not being rendered will not be "
"taken into account when shadow casting."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Will cast shadows from all visible faces in the GeometryInstance.\n"
"Will not take culling into account, so all faces will be taken into account "
"when shadow casting."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Will only show the shadows casted from this object.\n"
"In other words, the actual mesh will not be visible, only the shadows casted "
"from the mesh will be."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Will allow the GeometryInstance to be used when baking lights using a "
"[GIProbe] or [BakedLightmap]."
msgstr ""
#: doc/classes/GeometryInstance.xml
msgid ""
"Unused in this class, exposed for consistency with [enum VisualServer."
"InstanceFlags]."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "Real-time global illumination (GI) probe."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"[GIProbe]s are used to provide high-quality real-time indirect light to "
"scenes. They precompute the effect of objects that emit light and the effect "
"of static geometry to simulate the behavior of complex light in real-time. "
"[GIProbe]s need to be baked before using, however, once baked, dynamic "
"objects will receive light from them. Further, lights can be fully dynamic "
"or baked.\n"
"Having [GIProbe]s in a scene can be expensive, the quality of the probe can "
"be turned down in exchange for better performance in the [ProjectSettings] "
"using [member ProjectSettings.rendering/quality/voxel_cone_tracing/"
"high_quality].\n"
"[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, "
"which makes it suitable for procedurally generated or user-built levels as "
"long as all the geometry is generated in advance.\n"
"[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not "
"suited to low-end hardware such as integrated graphics (consider "
"[BakedLightmap] instead). To provide a fallback for low-end hardware, "
"consider adding an option to disable [GIProbe] in your project's options "
"menus. A [GIProbe] node can be disabled by hiding it.\n"
"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light "
"leaks (avoid one-sided walls). For interior levels, enclose your level "
"geometry in a sufficiently large box and bridge the loops to close the mesh. "
"To further prevent light leaks, you can also strategically place temporary "
"[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] "
"enabled. These temporary nodes can then be hidden after baking the [GIProbe] "
"node.\n"
"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
"emit light in a [GIProbe]."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "GI probes"
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Bakes the effect from all [GeometryInstance]s marked with [member "
"GeometryInstance.use_in_baked_light] and [Light]s marked with either "
"[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If "
"[code]create_visual_debug[/code] is [code]true[/code], after baking the "
"light, this will generate a [MultiMesh] that has a cube representing each "
"solid cell with each cube colored to the cell's albedo color. This can be "
"used to visualize the [GIProbe]'s data and debug any issues that may be "
"occurring.\n"
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Offsets the lookup of the light contribution from the [GIProbe]. This can be "
"used to avoid self-shadowing, but may introduce light leaking at higher "
"values. This and [member normal_bias] should be played around with to "
"minimize self-shadowing and light leaking.\n"
"[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the "
"size of the voxels."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"[i]Deprecated.[/i] This property has been deprecated due to known bugs and "
"no longer has any effect when enabled."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "The [GIProbeData] resource that holds the data for this [GIProbe]."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"The maximum brightness that the [GIProbe] will recognize. Brightness will be "
"scaled within this range."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Energy multiplier. Makes the lighting contribution from the [GIProbe] "
"brighter."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"The size of the area covered by the [GIProbe]. If you make the extents "
"larger without increasing the subdivisions with [member subdiv], the size of "
"each cell will increase and result in lower detailed lighting."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"If [code]true[/code], ignores the sky contribution when calculating lighting."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Offsets the lookup into the [GIProbe] based on the object's normal "
"direction. Can be used to reduce some self-shadowing artifacts."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"How much light propagates through the probe internally. A higher value "
"allows light to spread further."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Number of times to subdivide the grid that the [GIProbe] operates on. A "
"higher number results in finer detail and thus higher visual quality, while "
"lower numbers result in better performance."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
"Use it if you can, but especially use it on lower-end hardware."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "Use 128 subdivisions. This is the default quality setting."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "Use 256 subdivisions."
msgstr ""
#: doc/classes/GIProbe.xml
msgid ""
"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
"On lower-end hardware, this could cause the GPU to stall."
msgstr ""
#: doc/classes/GIProbe.xml
msgid "Represents the size of the [enum Subdiv] enum."
msgstr ""
#: modules/gltf/doc_classes/GLTFAccessor.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFAccessor] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFAnimation.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFAnimation] within a script will cause an error in an exported "
"project."
msgstr ""
#: modules/gltf/doc_classes/GLTFBufferView.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFBufferView] within a script will cause an error in an exported "
"project."
msgstr ""
#: modules/gltf/doc_classes/GLTFCamera.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFCamera] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFDocument.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFDocument] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFLight] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
"to have no effect."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The inner angle of the cone in a spotlight. Must be less than or equal to "
"the outer cone angle.\n"
"Within this angle, the light is at full brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. When creating a Godot [SpotLight], the ratio between the inner "
"and outer cone angles is used to calculate the attenuation of the light."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The intensity of the light. This is expressed in candelas (lumens per "
"steradian) for point and spot lights, and lux (lumens per m²) for "
"directional lights. When creating a Godot light, this value is converted to "
"a unitless multiplier."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The outer angle of the cone in a spotlight. Must be greater than or equal to "
"the inner angle.\n"
"At this angle, the light drops off to zero brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. If this angle is a half turn, then the spotlight emits in all "
"directions. When creating a Godot [SpotLight], the outer cone angle is used "
"as the angle of the spotlight."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The range of the light, beyond which the light has no effect. GLTF lights "
"with no range defined behave like physical lights (which have infinite "
"range). When creating a Godot light, the range is clamped to 4096."
msgstr ""
#: modules/gltf/doc_classes/GLTFLight.xml
msgid ""
"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
"and [DirectionalLight] respectively."
msgstr ""
#: modules/gltf/doc_classes/GLTFMesh.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFMesh] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFNode.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFNode] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFSkeleton.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFSkeleton] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFSpecGloss.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFSpecGloss] within a script will cause an error in an exported "
"project."
msgstr ""
#: modules/gltf/doc_classes/GLTFState.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFState] within a script will cause an error in an exported project."
msgstr ""
#: modules/gltf/doc_classes/GLTFTexture.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [GLTFTexture] within a script will cause an error in an exported project."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"This class is a bridge between Godot and the Mono runtime. It exposes "
"several low-level operations and is only available in Mono-enabled Godot "
"builds.\n"
"See also [CSharpScript]."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Attaches the current thread to the Mono runtime."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid "Detaches the current thread from the Mono runtime."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"Returns the current MonoDomain ID.\n"
"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
"initialized at the time this method is called, the engine will crash."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as "
"[method get_domain_id], unless the scripts domain isn't loaded.\n"
"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
"initialized at the time this method is called, the engine will crash."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"Returns [code]true[/code] if the domain is being finalized, [code]false[/"
"code] otherwise."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
"code] otherwise."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
"code] otherwise."
msgstr ""
#: modules/mono/doc_classes/GodotSharp.xml
msgid ""
"Returns [code]true[/code] if the scripts domain is loaded, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"A color interpolator resource which can be used to generate colors between "
"user-defined color points."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
"means that if you have color 1, color 2 and color 3, the gradient will "
"interpolate from color 1 to color 2 and from color 2 to color 3. The "
"gradient will initially have 2 colors (black and white), one (black) at "
"gradient lower offset 0 and the other (white) at the gradient higher offset "
"1.\n"
"See also [Curve] which supports more complex easing methods, but does not "
"support colors."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Adds the specified color to the end of the ramp, with the specified offset."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Returns the color of the ramp color at index [code]point[/code]."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Returns the offset of the ramp color at index [code]point[/code]."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Returns the number of colors in the ramp."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Returns the interpolated color specified by [code]offset[/code]."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Removes the color at the index [code]point[/code]."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Sets the color of the ramp color at index [code]point[/code]."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Sets the offset for the ramp color at index [code]point[/code]."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Gradient's colors returned as a [PoolColorArray]."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Defines how the colors between points of the gradient are interpolated. See "
"[enum InterpolationMode] for available modes."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Gradient's offsets returned as a [PoolRealArray]."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Constant interpolation, color changes abruptly at each point and stays "
"uniform between. This might cause visible aliasing when used for a gradient "
"texture in some cases."
msgstr ""
#: doc/classes/GradientTexture.xml
msgid "Gradient-filled texture."
msgstr ""
#: doc/classes/GradientTexture.xml
msgid ""
"GradientTexture uses a [Gradient] to fill the texture data. The gradient "
"will be filled from left to right using colors obtained from the gradient. "
"This means the texture does not necessarily represent an exact copy of the "
"gradient, but instead an interpolation of samples obtained from the gradient "
"at fixed steps (see [member width]). See also [GradientTexture2D] and "
"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture.xml
msgid "The [Gradient] that will be used to fill the texture."
msgstr ""
#: doc/classes/GradientTexture.xml
msgid "The number of color samples that will be obtained from the [Gradient]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid "Gradient-filled 2D texture."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The texture uses a [Gradient] to fill the texture data in 2D space. The "
"gradient is filled according to the specified [member fill] and [member "
"repeat] types using colors obtained from the gradient. The texture does not "
"necessarily represent an exact copy of the gradient, but instead an "
"interpolation of samples obtained from the gradient at fixed steps (see "
"[member width] and [member height]). See also [GradientTexture] and "
"[CurveTexture]."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The gradient fill type, one of the [enum Fill] values. The texture is filled "
"by interpolating colors starting from [member fill_from] to [member fill_to] "
"offsets."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The initial offset used to fill the texture specified in UV coordinates."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid "The final offset used to fill the texture specified in UV coordinates."
msgstr ""
#: doc/classes/GradientTexture2D.xml
#, fuzzy
msgid "The [Gradient] used to fill the texture."
msgstr "Vrátí sinus parametru."
#: doc/classes/GradientTexture2D.xml
msgid ""
"The number of vertical color samples that will be obtained from the "
"[Gradient], which also represents the texture's height."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The gradient repeat type, one of the [enum Repeat] values. The texture is "
"filled starting from [member fill_from] to [member fill_to] offsets by "
"default, but the gradient fill can be repeated to cover the entire texture."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"If [code]true[/code], the generated texture will support high dynamic range "
"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
"code], the generated texture will use low dynamic range; overbright colors "
"will be clamped ([constant Image.FORMAT_RGBA8] format)."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The number of horizontal color samples that will be obtained from the "
"[Gradient], which also represents the texture's width."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid "The colors are linearly interpolated in a straight line."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid "The colors are linearly interpolated in a circular pattern."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The gradient fill is restricted to the range defined by [member fill_from] "
"to [member fill_to] offsets."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, repeating the same pattern in both directions."
msgstr ""
#: doc/classes/GradientTexture2D.xml
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, mirroring the pattern in both directions."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"GraphEdit is an area capable of showing various GraphNodes. It manages "
"connection events between them."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"GraphEdit manages the showing of GraphNodes it contains, as well as "
"connections and disconnections between them. Signals are sent for each of "
"these two events. Disconnection between GraphNode slots is disabled by "
"default.\n"
"It is greatly advised to enable low-processor usage mode (see [member OS."
"low_processor_usage_mode]) when using GraphEdits."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Makes possible the connection between two different slot types. The type is "
"defined with the [method GraphNode.set_slot] method."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Makes possible to disconnect nodes when dragging from the slot at the left "
"if it has the specified type."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Makes possible to disconnect nodes when dragging from the slot at the right "
"if it has the specified type."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Removes all connections between nodes."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Create a connection between the [code]from_port[/code] slot of the "
"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
"[code]to[/code] GraphNode. If the connection already exists, no connection "
"is created."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Removes the connection between the [code]from_port[/code] slot of the "
"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
"[code]to[/code] GraphNode. If the connection does not exist, no connection "
"is removed."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Returns an Array containing the list of connections. A connection consists "
"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
"the top left of the graph. You can use this method to reposition the toolbar "
"or to add your own custom controls to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Returns [code]true[/code] if the [code]from_port[/code] slot of the "
"[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of "
"the [code]to[/code] GraphNode."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Returns whether it's possible to connect slots of the specified types."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Makes it not possible to connect between two different slot types. The type "
"is defined with the [method GraphNode.set_slot] method."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Removes the possibility to disconnect nodes when dragging from the slot at "
"the left if it has the specified type."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Removes the possibility to disconnect nodes when dragging from the slot at "
"the right if it has the specified type."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Sets the coloration of the connection between [code]from[/code]'s "
"[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
"color provided in the [code]activity[/code] theme property."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Sets the specified [code]node[/code] as the one selected."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], the minimap is visible."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The opacity of the minimap rectangle."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"The size of the minimap rectangle. The map itself is based on the size of "
"the grid area and is scaled to fit this rectangle."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The scroll offset."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"If [code]true[/code], makes a label with the current zoom level visible. The "
"zoom value is displayed in percents."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The snapping distance in pixels."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "If [code]true[/code], enables snapping."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The current zoom value."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The upper zoom limit."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The lower zoom limit."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The step of each zoom level."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Emitted at the beginning of a GraphNode movement."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Emitted at the end of a GraphNode movement."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when user dragging connection from input port into empty space of "
"the graph."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted to the GraphEdit when the connection between the [code]from_slot[/"
"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
"slot of the [code]to[/code] GraphNode is attempted to be created."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when user dragging connection from output port into empty space of "
"the graph."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Emitted when the user presses [code]Ctrl + C[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
"Provides a list of node names to be removed (all selected nodes, excluding "
"nodes without closing button)."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted to the GraphEdit when the connection between [code]from_slot[/code] "
"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
"[code]to[/code] GraphNode is attempted to be removed."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Emitted when a GraphNode is selected."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Emitted when the user presses [code]Ctrl + V[/code]."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when a popup is requested. Happens on right-clicking in the "
"GraphEdit. [code]position[/code] is the position of the mouse pointer when "
"the signal is sent."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"Emitted when the scroll offset is changed by the user. It will not be "
"emitted when changed in code."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Color of major grid lines."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "Color of minor grid lines."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The fill color of the selection rectangle."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The outline color of the selection rectangle."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid ""
"The horizontal range within which a port can be grabbed (on both sides)."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The vertical range within which a port can be grabbed (on both sides)."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom out button."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom in button."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The icon for the zoom reset button."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The icon for the snap toggle button."
msgstr ""
#: doc/classes/GraphEdit.xml
msgid "The background drawn under the grid."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"A GraphNode is a container with potentially several input and output slots "
"allowing connections between GraphNodes. Slots can have different, "
"incompatible types."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"A GraphNode is a container. Each GraphNode can have several input and output "
"slots, sometimes referred to as ports, allowing connections between "
"GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node "
"to it.\n"
"After adding at least one child to GraphNode new sections will be "
"automatically created in the Inspector called 'Slot'. When 'Slot' is "
"expanded you will see list with index number for each slot. You can click on "
"each of them to expand further.\n"
"In the Inspector you can enable (show) or disable (hide) slots. By default, "
"all slots are disabled so you may not see any slots on your GraphNode "
"initially. You can assign a type to each slot. Only slots of the same type "
"will be able to connect to each other. You can also assign colors to slots. "
"A tuple of input and output slots is defined for each GUI element included "
"in the GraphNode. Input connections are on the left and output connections "
"are on the right side of GraphNode. Only enabled slots are counted as "
"connections."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Disables all input and output slots of the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Disables input and output slot whose index is [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
#, fuzzy
msgid "Returns the [Color] of the input connection [code]idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled input slots (connections) to the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the position of the input connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the type of the input connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
#, fuzzy
msgid "Returns the [Color] of the output connection [code]idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled output slots (connections) of the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the position of the output connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the type of the output connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
#, fuzzy
msgid "Returns the left (input) type of the slot [code]idx[/code]."
msgstr "Vrátí tangens parametru."
#: doc/classes/GraphNode.xml
msgid "Returns the right (output) type of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
"is enabled."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/GraphNode.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
"code] is enabled."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/GraphNode.xml
msgid ""
"Sets properties of the slot with ID [code]idx[/code].\n"
"If [code]enable_left[/code]/[code]right[/code], a port will appear and the "
"slot will be able to be connected from this side.\n"
"[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. "
"Only ports with the same type values can be connected.\n"
"[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on "
"this side.\n"
"[code]custom_left[/code]/[code]right[/code] is a custom texture for this "
"side's port.\n"
"[b]Note:[/b] This method only sets properties of the slot. To create the "
"slot, add a [Control]-derived child to the GraphNode.\n"
"Individual properties can be set using one of the [code]set_slot_*[/code] "
"methods. You must enable at least one side of the slot to do so."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
"[code]color_left[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
"[code]color_right[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Toggles the left (input) side of the slot [code]idx[/code]. If "
"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
"left side and the slot will be able to be connected from this side."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Toggles the right (output) side of the slot [code]idx[/code]. If "
"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
"right side and the slot will be able to be connected from this side."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
"code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the right (output) type of the slot [code]idx[/code] to "
"[code]type_right[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is a comment node."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The offset of the GraphNode, relative to the scroll offset of the "
"[GraphEdit].\n"
"[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
"[Container]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"If [code]true[/code], the user can resize the GraphNode.\n"
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphNode needs to be resized manually."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"If [code]true[/code], the close button will be visible.\n"
"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
"the GraphNode needs to be removed manually."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The text displayed in the GraphNode's title bar."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be closed. Happens on clicking "
"the close button (see [member show_close])."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Emitted when the GraphNode is dragged."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Emitted when the GraphNode is moved."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be displayed over other ones. "
"Happens on focusing (clicking into) the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be resized. Happens on dragging "
"the resizer handle (see [member resizable])."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Emitted when any GraphNode's slot is updated."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "No overlay is shown."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Show overlay set in the [code]breakpoint[/code] theme property."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Show overlay set in the [code]position[/code] theme property."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the close button icon."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the resizer icon."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Color of the title text."
msgstr ""
#: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml
msgid "The vertical offset of the close button."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Horizontal offset for the ports."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The vertical distance between ports."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Vertical offset of the title text."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Font used for the title text."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The icon for the close button, visible when [member show_close] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The icon used for representing ports."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The icon used for resizer, visible when [member resizable] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_BREAKPOINT]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The [StyleBox] used when [member comment] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
"focused."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The default background for [GraphNode]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_POSITION]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The background used when the [GraphNode] is selected."
msgstr ""
#: doc/classes/GridContainer.xml
msgid ""
"Grid container used to arrange Control-derived children in a grid like "
"layout."
msgstr ""
#: doc/classes/GridContainer.xml
msgid ""
"GridContainer will arrange its Control-derived children in a grid like "
"structure, the grid columns are specified using the [member columns] "
"property and the number of rows will be equal to the number of children in "
"the container divided by the number of columns. For example, if the "
"container has 5 children, and 2 columns, there will be 3 rows in the "
"container.\n"
"Notice that grid layout will preserve the columns and rows for every size of "
"the container, and that empty columns will be expanded automatically.\n"
"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
"Control. It won't rearrange child nodes inheriting from Node2D."
msgstr ""
#: doc/classes/GridContainer.xml
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
msgid "The horizontal separation of children nodes."
msgstr ""
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
msgid "The vertical separation of children nodes."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Node for 3D tile-based maps."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"GridMap lets you place meshes on a grid interactively. It works both from "
"the editor and from scripts, which can help you create in-game level "
"editors.\n"
"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
"mesh with materials plus optional collision and navigation shapes.\n"
"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
"Internally, a GridMap is split into a sparse collection of octants for "
"efficient rendering and physics processing. Every octant has the same "
"dimensions and can contain several cells.\n"
"[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be "
"hidden or cull masked based on [member VisualInstance.layers]. If you make a "
"light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [ArrayMesh]es and [Transform] references of all bake "
"meshes that exist within the current GridMap."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The [MeshLibrary] item index located at the grid-based X, Y and Z "
"coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be "
"returned."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
"returned if the cell is empty."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Returns an individual bit on the [member collision_layer]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Returns an individual bit on the [member collision_mask]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [Transform] and [Mesh] references corresponding to the "
"non-empty cells in the grid. The transforms are specified in world space."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the "
"grid map."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns the position of a grid cell in the GridMap's local coordinate space."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Sets the mesh index for the cell referenced by its grid-based X, Y and Z "
"coordinates.\n"
"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
"cell.\n"
"Optionally, the item's orientation can be passed. For valid orientation "
"values, see [method Basis.get_orthogonal_index]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Sets an individual bit on the [member collision_layer]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Sets an individual bit on the [member collision_mask]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns the coordinates of the grid cell containing the given point.\n"
"[code]pos[/code] should be in the GridMap's local coordinate space."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
#, fuzzy
msgid ""
"If [code]true[/code], this GridMap uses cell navmesh resources to create "
"navigation regions."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the Y axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the Z axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The size of each octant measured in number of cells. This applies to all "
"three axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The scale of the cell items.\n"
"This does not affect the size of the grid cells themselves, only the items "
"in them. This can be used to make cell items overlap their neighbors."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The dimensions of the grid's cells.\n"
"This does not affect the size of the meshes. See [member cell_scale]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The physics layers this GridMap is in.\n"
"GridMaps act as static bodies, meaning they aren't affected by gravity or "
"other forces. They only affect other physics bodies that collide with them."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "The navigation layers the GridMap generates its navigation regions in."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Controls whether this GridMap will be baked in a [BakedLightmap] or not."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Emitted when [member cell_size] changes."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Invalid cell item that can be used in [method set_cell_item] to clear cells "
"(or represent an empty cell in [method get_cell_item])."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid "Groove constraint for 2D physics."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid ""
"Groove constraint for 2D physics. This is useful for making a body \"slide\" "
"through a segment placed in another."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid ""
"The body B's initial anchor position defined by the joint's origin and a "
"local offset [member initial_offset] along the joint's Y axis (along the "
"groove)."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid ""
"The groove's length. The groove is from the joint's origin towards [member "
"length] along the joint's local Y axis."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr ""
#: doc/classes/HashingContext.xml
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
"hashes of big files (so you don't have to load them all in memory), network "
"streams, and data streams in general (so you don't have to hold buffers).\n"
"The [enum HashType] enum shows the supported hashing algorithms.\n"
"[codeblock]\n"
"const CHUNK_SIZE = 1024\n"
"\n"
"func hash_file(path):\n"
" var ctx = HashingContext.new()\n"
" var file = File.new()\n"
" # Start a SHA-256 context.\n"
" ctx.start(HashingContext.HASH_SHA256)\n"
" # Check that file exists.\n"
" if not file.file_exists(path):\n"
" return\n"
" # Open the file to hash.\n"
" file.open(path, File.READ)\n"
" # Update the context after reading each chunk.\n"
" while not file.eof_reached():\n"
" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
" # Get the computed hash.\n"
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
msgstr ""
#: doc/classes/HashingContext.xml
msgid ""
"Starts a new hash computation of the given [code]type[/code] (e.g. [constant "
"HASH_SHA256] to start computation of a SHA-256)."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Updates the computation with the given [code]chunk[/code] of data."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: MD5."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: SHA-1."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: SHA-256."
msgstr ""
#: doc/classes/HBoxContainer.xml
msgid "Horizontal box container."
msgstr ""
#: doc/classes/HBoxContainer.xml
msgid "Horizontal box container. See [BoxContainer]."
msgstr ""
#: doc/classes/HBoxContainer.xml
msgid "The horizontal space between the [HBoxContainer]'s elements."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid "Height map shape for 3D physics."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Height map data, pool array must be of [member map_width] * [member "
"map_depth] size."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Number of vertices in the depth of the height map. Changing this will resize "
"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Number of vertices in the width of the height map. Changing this will resize "
"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
msgid "Horizontal flow container."
msgstr ""
#: doc/classes/HFlowContainer.xml
msgid "Horizontal version of [FlowContainer]."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid "A hinge between two 3D PhysicsBodies."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"A HingeJoint normally uses the Z axis of body A as the hinge axis, another "
"axis can be specified when adding it manually though. See also "
"[Generic6DOFJoint]."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/PinJoint.xml
msgid "Returns the value of the specified parameter."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid "If [code]true[/code], enables the specified flag."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml
msgid "Sets the value of the specified parameter."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The speed with which the rotation across the axis perpendicular to the hinge "
"gets corrected."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "The lower this value, the more the rotation gets slowed down."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid "When activated, a motor turns the hinge."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "Maximum acceleration for the motor."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "Target speed for the motor."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The speed with which the two bodies get pulled together when they move in "
"different directions."
msgstr ""
#: doc/classes/HMACContext.xml
msgid "Used to create an HMAC for a message using a key."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"The HMACContext class is useful for advanced HMAC use cases, such as "
"streaming the message as it supports creating the message over time rather "
"than providing it all at once.\n"
"[codeblock]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8()\n"
" var msg2 = \"super duper secret\".to_utf8()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"[/codeblock]\n"
"And in C# we can use the following.\n"
"[codeblock]\n"
"using Godot;\n"
"using System;\n"
"using System.Diagnostics;\n"
"\n"
"public class CryptoNode : Node\n"
"{\n"
" private HMACContext ctx = new HMACContext();\n"
" public override void _Ready()\n"
" {\n"
" PoolByteArray key = String(\"supersecret\").to_utf8();\n"
" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
" GD.Assert(err == OK);\n"
" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
" err = ctx.Update(msg1);\n"
" GD.Assert(err == OK);\n"
" err = ctx.Update(msg2);\n"
" GD.Assert(err == OK);\n"
" PoolByteArray hmac = ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
"returned."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"Initializes the HMACContext. This method cannot be called again on the same "
"HMACContext until [method finish] has been called."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"Updates the message to be HMACed. This can be called multiple times before "
"[method finish] is called to append [code]data[/code] to the message, but "
"cannot be called until [method start] has been called."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid "Horizontal scroll bar."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid ""
"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the decrement button."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the decrement button is being pressed."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the increment button."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the increment button is being pressed."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid ""
"Used as texture for the grabber, the draggable element representing current "
"scroll."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used when the mouse hovers over the grabber."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used when the grabber is being dragged."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used as background of this [ScrollBar]."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used as background when the [ScrollBar] has the GUI focus."
msgstr ""
#: doc/classes/HSeparator.xml
msgid "Horizontal separator."
msgstr ""
#: doc/classes/HSeparator.xml
msgid ""
"Horizontal separator. See [Separator]. Even though it looks horizontal, it "
"is used to separate objects vertically."
msgstr ""
#: doc/classes/HSeparator.xml
msgid ""
"The height of the area covered by the separator. Effectively works like a "
"minimum height."
msgstr ""
#: doc/classes/HSeparator.xml
msgid "The style for the separator line. Works best with [StyleBoxLine]."
msgstr ""
#: doc/classes/HSlider.xml
msgid "Horizontal slider."
msgstr ""
#: doc/classes/HSlider.xml
msgid ""
"Horizontal slider. See [Slider]. This one goes from left (min) to right "
"(max).\n"
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid "The texture for the grabber (the draggable element)."
msgstr ""
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid "The texture for the grabber when it's disabled."
msgstr ""
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid "The texture for the grabber when it's focused."
msgstr ""
#: doc/classes/HSlider.xml doc/classes/VSlider.xml
msgid ""
"The texture for the ticks, visible when [member Slider.tick_count] is "
"greater than 0."
msgstr ""
#: doc/classes/HSlider.xml
msgid "The background of the area to the left of the grabber."
msgstr ""
#: doc/classes/HSlider.xml
msgid ""
"The background for the whole slider. Determines the height of the "
"[code]grabber_area[/code]."
msgstr ""
#: doc/classes/HSplitContainer.xml
msgid "Horizontal split container."
msgstr ""
#: doc/classes/HSplitContainer.xml
msgid ""
"Horizontal split container. See [SplitContainer]. This goes from left to "
"right."
msgstr ""
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid ""
"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
"visible."
msgstr ""
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid "The space between sides of the container."
msgstr ""
#: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
msgid "The icon used for the grabber drawn in the middle area."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Low-level hyper-text transfer protocol client."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data "
"or to communicate with various services, among other use cases.\n"
"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
"as the client is already connected to a host. See [method request] for a "
"full example and to get started.\n"
"A [HTTPClient] should be reused between multiple requests or to connect to "
"different hosts instead of creating one client per request. Supports SSL and "
"SSL server certificate verification. HTTP status codes in the 2xx range "
"indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx "
"something was wrong with the request, and 5xx something went wrong on the "
"server's side.\n"
"For more information on HTTP, see https://developer.mozilla.org/en-US/docs/"
"Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools."
"ietf.org/html/rfc2616).\n"
"[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, "
"keep in mind the remote server may not allow requests from foreign origins "
"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
"url]. If you host the server in question, you should modify its backend to "
"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
"Origin: *[/code] HTTP header.\n"
"[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and "
"TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an "
"error.\n"
"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Connects to a host. This needs to be done before any requests are sent.\n"
"The host should not have http:// prepended but will strip the protocol "
"identifier if provided.\n"
"If no [code]port[/code] is specified (or [code]-1[/code] is used), it is "
"automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] "
"is enabled).\n"
"[code]verify_host[/code] will check the SSL identity of the host if set to "
"[code]true[/code]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Returns the response's body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Returns the response's HTTP status code."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Returns the response headers."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
"\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
"values is kept like the server delivers it. A value is a simple String, this "
"string can have more than one value where \"; \" is used as separator.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response available."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"This needs to be called in order to have any request processed. Check "
"results with [method get_status]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Generates a GET/POST application/x-www-form-urlencoded style query string "
"from a provided dictionary, e.g.:\n"
"[codeblock]\n"
"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"username=user&password=pass\"\n"
"[/codeblock]\n"
"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
"added, without equal sign and value. If the value is an array, for each "
"value in it a pair with the same key is added.\n"
"[codeblock]\n"
"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
"44]}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Reads one chunk from the response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Sends a request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"To create a POST request with query strings to push to the server, do:\n"
"[codeblock]\n"
"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
"\"Content-Length: \" + str(query_string.length())]\n"
"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
"headers, query_string)\n"
"[/codeblock]\n"
"[b]Note:[/b] The [code]request_data[/code] parameter is ignored if "
"[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET "
"methods can't contain request data. As a workaround, you can pass request "
"data as a query string in the URL. See [method String.http_escape] for an "
"example."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
"is -1."
msgstr ""
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
msgid ""
"Sets the proxy server for HTTPS requests.\n"
"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
"is -1."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"If [code]true[/code], execution will block until all data is read from the "
"response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "The connection to use for this client."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP GET method. The GET method requests a representation of the specified "
"resource. Requests using GET should only retrieve data."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
"GET request, but without the response body. This is useful to request "
"metadata like HTTP headers or to check if a resource exists."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP POST method. The POST method is used to submit an entity to the "
"specified resource, often causing a change in state or side effects on the "
"server. This is often used for forms and submitting data or uploading files."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP PUT method. The PUT method asks to replace all current representations "
"of the target resource with the request payload. (You can think of POST as "
"\"create or update\" and PUT as \"update\", although many services tend to "
"not make a clear distinction or change their meaning)."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP DELETE method. The DELETE method requests to delete the specified "
"resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
"communication options for the target resource. Rarely used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP TRACE method. The TRACE method performs a message loop-back test along "
"the path to the target resource. Returns the entire HTTP request received in "
"the response body. Rarely used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
"identified by the target resource. Rarely used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP PATCH method. The PATCH method is used to apply partial modifications "
"to a resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Represents the size of the [enum Method] enum."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Disconnected from the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Currently resolving the hostname for the given URL into an IP."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Currently connecting to server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Can't connect to the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Connection established."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Currently sending request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: HTTP body received."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Error in HTTP connection."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Error in SSL handshake."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
"everything so far is OK and that the client should continue with the request "
"(or ignore this status if already finished)."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
"[code]Upgrade[/code] request header by the client. Indicates the protocol "
"the server is switching to."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
"server has received and is processing the request, but no response is "
"available yet."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
"response for successful requests. Meaning varies depending on the request. "
"GET: The resource has been fetched and is transmitted in the message body. "
"HEAD: The entity headers are in the message body. POST: The resource "
"describing the result of the action is transmitted in the message body. "
"TRACE: The message body contains the request message as received by the "
"server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
"new resource has been created as a result of it. This is typically the "
"response sent after a PUT request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]202 Accepted[/code]. The request has been received "
"but not yet acted upon. It is non-committal, meaning that there is no way in "
"HTTP to later send an asynchronous response indicating the outcome of "
"processing the request. It is intended for cases where another process or "
"server handles the request, or for batch processing."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
"response code means returned meta-information set is not exact set as "
"available from the origin server, but collected from a local or a third "
"party copy. Except this condition, 200 OK response should be preferred "
"instead of this response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]204 No Content[/code]. There is no content to send "
"for this request, but the headers may be useful. The user-agent may update "
"its cached headers for this resource with the new ones."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
"the request and desires that the client resets the \"document view\" that "
"caused the request to be sent to its original state as received from the "
"origin server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]206 Partial Content[/code]. This response code is "
"used because of a range header sent by the client to separate download into "
"multiple streams."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
"response conveys information about multiple resources in situations where "
"multiple status codes might be appropriate."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
"DAV: propstat response element to avoid enumerating the internal members of "
"multiple bindings to the same collection repeatedly."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
"a GET request for the resource, and the response is a representation of the "
"result of one or more instance-manipulations applied to the current instance."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
"one possible responses and there is no standardized way to choose one of the "
"responses. User-agent or user should choose one of them."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
"response code means the URI of requested resource has been changed. The new "
"URI is usually included in the response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]302 Found[/code]. Temporary redirection. This "
"response code means the URI of requested resource has been changed "
"temporarily. New changes in the URI might be made in the future. Therefore, "
"this same URI should be used by the client in future requests."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
"user agent to a different resource, as indicated by a URI in the Location "
"header field, which is intended to provide an indirect response to the "
"original request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
"request has been received and would have resulted in a 200 OK response if it "
"were not for the fact that the condition evaluated to [code]false[/code]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
"i]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
"resides temporarily under a different URI and the user agent MUST NOT change "
"the request method if it performs an automatic redirection to that URI."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
"has been assigned a new permanent URI and any future references to this "
"resource ought to use one of the enclosed URIs."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
"server cannot or will not process the request due to something that is "
"perceived to be a client error (e.g., malformed request syntax, invalid "
"request message framing, invalid request contents, or deceptive request "
"routing)."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
"request has not been applied because it lacks valid authentication "
"credentials for the target resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]402 Payment Required[/code]. This response code is "
"reserved for future use. Initial aim for creating this code was using it for "
"digital payment systems, however this is not currently used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
"rights to the content, i.e. they are unauthorized, so server is rejecting to "
"give proper response. Unlike [code]401[/code], the client's identity is "
"known to the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]404 Not Found[/code]. The server can not find "
"requested resource. Either the URL is not recognized or the endpoint is "
"valid but the resource itself does not exist. May also be sent instead of "
"403 to hide existence of a resource if the client is not authorized."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
"method is known by the server but has been disabled and cannot be used. For "
"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
"GET and HEAD, must never be disabled and should not return this error code."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
"not have a current representation that would be acceptable to the user "
"agent, according to the proactive negotiation header fields received in the "
"request. Used when negotiation content."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
"401 Unauthorized, but it indicates that the client needs to authenticate "
"itself in order to use a proxy."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]408 Request Timeout[/code]. The server did not "
"receive a complete request message within the time that it was prepared to "
"wait."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]409 Conflict[/code]. The request could not be "
"completed due to a conflict with the current state of the target resource. "
"This code is used in situations where the user might be able to resolve the "
"conflict and resubmit the request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
"available at the origin server and this condition is likely permanent."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]411 Length Required[/code]. The server refuses to "
"accept the request without a defined Content-Length header."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]412 Precondition Failed[/code]. One or more "
"conditions given in the request header fields evaluated to [code]false[/"
"code] when tested on the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
"to process a request because the request payload is larger than the server "
"is willing or able to process."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
"refusing to service the request because the request-target is longer than "
"the server is willing to interpret."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
"is refusing to service the request because the payload is in a format not "
"supported by this method on the target resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
"the ranges in the request's Range header field overlap the current extent of "
"the selected resource or the set of ranges requested has been rejected due "
"to invalid ranges or an excessive request of small or overlapping ranges."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
"in the request's Expect header field could not be met by at least one of the "
"inbound servers."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
"with a teapot should result in the error code \"418 I'm a teapot\". The "
"resulting entity body MAY be short and stout."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]421 Misdirected Request[/code]. The request was "
"directed at a server that is not able to produce a response. This can be "
"sent by a server that is not configured to produce responses for the "
"combination of scheme and authority that are included in the request URI."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
"understands the content type of the request entity (hence a 415 Unsupported "
"Media Type status code is inappropriate), and the syntax of the request "
"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
"was unable to process the contained instructions."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
"resource of a method is locked."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
"could not be performed on the resource because the requested action depended "
"on another action and that action failed."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
"perform the request using the current protocol but might be willing to do so "
"after the client upgrades to a different protocol."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]428 Precondition Required[/code]. The origin server "
"requires the request to be conditional."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
"many requests in a given amount of time (see \"rate limiting\"). Back off "
"and increase time between requests or try again later."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
"server is unwilling to process the request because its header fields are too "
"large. The request MAY be resubmitted after reducing the size of the request "
"header fields."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
"The server is denying access to the resource as a consequence of a legal "
"demand."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]500 Internal Server Error[/code]. The server "
"encountered an unexpected condition that prevented it from fulfilling the "
"request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]501 Not Implemented[/code]. The server does not "
"support the functionality required to fulfill the request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
"gateway or proxy, received an invalid response from an inbound server it "
"accessed while attempting to fulfill the request. Usually returned by load "
"balancers or proxies."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]503 Service Unavailable[/code]. The server is "
"currently unable to handle the request due to a temporary overload or "
"scheduled maintenance, which will likely be alleviated after some delay. Try "
"again later."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
"as a gateway or proxy, did not receive a timely response from an upstream "
"server it needed to access in order to complete the request. Usually "
"returned by load balancers or proxies."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
"does not support, or refuses to support, the major version of HTTP that was "
"used in the request message."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
"internal configuration error: the chosen variant resource is configured to "
"engage in transparent content negotiation itself, and is therefore not a "
"proper end point in the negotiation process."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
"be performed on the resource because the server is unable to store the "
"representation needed to successfully complete the request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
"operation because it encountered an infinite loop while processing a request "
"with \"Depth: infinity\". This status indicates that the entire operation "
"failed."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
"resource has not been met in the request. The server should send back all "
"the information necessary for the client to issue an extended request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]511 Network Authentication Required[/code]. The "
"client needs to authenticate to gain network access."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "A node with the ability to send HTTP(S) requests."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
"Can be used to make HTTP requests, i.e. download or upload files or web "
"content via HTTP.\n"
"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
"especially regarding SSL security.\n"
"[b]Example of contacting a REST API and printing one of its returned fields:"
"[/b]\n"
"[codeblock]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
"\"_http_request_completed\")\n"
"\n"
" # Perform a GET request. The URL below returns JSON as of writing.\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
" # Perform a POST request. The URL below returns JSON as of writing.\n"
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var response = parse_json(body.get_string_from_utf8())\n"
"\n"
" # Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
" print(response.headers[\"User-Agent\"])\n"
"[/codeblock]\n"
"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
"[codeblock]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
"\"_http_request_completed\")\n"
"\n"
" # Perform the HTTP request. The URL below returns a PNG image as of "
"writing.\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var image = Image.new()\n"
" var error = image.load_png_from_buffer(body)\n"
" if error != OK:\n"
" push_error(\"Couldn't load the image.\")\n"
"\n"
" var texture = ImageTexture.new()\n"
" texture.create_from_image(image)\n"
"\n"
" # Display the image in a TextureRect node.\n"
" var texture_rect = TextureRect.new()\n"
" add_child(texture_rect)\n"
" texture_rect.texture = texture\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Cancels the current request."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Returns the response body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Returns the amount of bytes this HTTPRequest downloaded."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Returns the current status of the underlying [HTTPClient]. See [enum "
"HTTPClient.Status]."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Creates request on the underlying [HTTPClient]. If there is no configuration "
"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
"passes parameters onto [method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host.\n"
"[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], "
"the payload sent via [code]request_data[/code] might be ignored by the "
"server or even cause the server to reject the request (check [url=https://"
"datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/"
"url] for more details). As a workaround, you can send data as a query string "
"in the URL. See [method String.http_escape] for an example."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Creates request on the underlying [HTTPClient] using a raw array of bytes "
"for the request body. If there is no configuration errors, it tries to "
"connect using [method HTTPClient.connect_to_host] and passes parameters onto "
"[method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
"When only small files are expected, this can be used to prevent disallow "
"receiving files that are too large, preventing potential denial of service "
"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[member HTTPClient.read_chunk_size].\n"
"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
"to decrease memory usage at the cost of download speeds."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"The file to download into. If set to a non-empty string, the request output "
"will be written to the file located at the path. If a file already exists at "
"the specified location, it will be overwritten as soon as body data begins "
"to be received.\n"
"[b]Note:[/b] Folders are not automatically created when the file is created. "
"If [member download_file] points to a subfolder, it's recommended to create "
"the necessary folders beforehand using [method Directory.make_dir_recursive] "
"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Maximum number of allowed redirects. This is used to prevent endless "
"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Emitted when a request is completed."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request successful."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed while connecting."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed while resolving."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed due to connection (read/write) error."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed on SSL handshake."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request does not have a response (yet)."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed (currently unused)."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't open the download file."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't write to the download file."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr ""
#: doc/classes/Image.xml
msgid "Image datatype."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Native image datatype. Contains image data which can be converted to an "
"[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
"The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
"[constant MAX_HEIGHT].\n"
"An [Image] cannot be assigned to a [code]texture[/code] property of an "
"object directly (such as [Sprite]), and has to be converted manually to an "
"[ImageTexture] first.\n"
"[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
"hardware limitations. Larger images may fail to import."
msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
"This image and [code]src[/code] image [b]must[/b] have the same format. "
"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
"accordingly to both image bounds. Alpha channels are required for both "
"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
"have the same size (width and height) but they can have different formats. "
"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
"image and [code]src[/code] image [b]must[/b] have the same format. "
"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
"at the coordinates given by [code]dst[/code], clipped accordingly to both "
"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
"height) but they can have different formats. [code]src_rect[/code] with not "
"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-"
"pixel, while a normalmap provides a normal direction per pixel."
msgstr ""
#: doc/classes/Image.xml
msgid "Removes the image's mipmaps."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available. See [enum CompressMode] and [enum CompressSource] "
"constants."
msgstr ""
#: doc/classes/Image.xml
msgid "Converts the image's format. See [enum Format] constants."
msgstr ""
#: doc/classes/Image.xml
msgid "Copies [code]src[/code] image to this image."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Creates an empty image of given size and format. See [enum Format] "
"constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate "
"mipmaps for this image. See the [method generate_mipmaps]."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Creates a new image of given size and format. See [enum Format] constants. "
"Fills the image with the given raw data. If [code]use_mipmaps[/code] is "
"[code]true[/code] then loads mipmaps for this image from [code]data[/code]. "
"See [method generate_mipmaps]."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Crops the image to the given [code]width[/code] and [code]height[/code]. If "
"the specified size is larger than the current size, the extra area is filled "
"with black pixels."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Decompresses the image if it is compressed. Returns an error if decompress "
"function is not available."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
msgstr ""
#: doc/classes/Image.xml
msgid "Fills the image with [code]color[/code]."
msgstr ""
#: doc/classes/Image.xml
#, fuzzy
msgid "Fills [code]rect[/code] with [code]color[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Image.xml
msgid "Blends low-alpha pixels with nearby pixels."
msgstr ""
#: doc/classes/Image.xml
msgid "Flips the image horizontally."
msgstr ""
#: doc/classes/Image.xml
msgid "Flips the image vertically."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
"copies of the image that are automatically used if the image needs to be "
"scaled down when rendered. They help improve image quality and performance "
"when rendering. This method returns an error if the image is compressed, in "
"a custom format, or if the image's width/height is [code]0[/code].\n"
"[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is "
"[i]always[/i] done on the main thread. This means generating mipmaps will "
"result in noticeable stuttering during gameplay, even if [method "
"generate_mipmaps] is called from a [Thread]."
msgstr ""
#: doc/classes/Image.xml
#, fuzzy
msgid "Returns a copy of the image's raw data."
msgstr "Vrátí kosinus parametru."
#: doc/classes/Image.xml
msgid "Returns the image's format. See [enum Format] constants."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns the image's height."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns the offset where the image's mipmap with index [code]mipmap[/code] "
"is stored in the [code]data[/code] dictionary."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns the color of the pixel at [code](x, y)[/code] if the image is "
"locked. If the image is unlocked, it always returns a [Color] with the value "
"[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but "
"two integer arguments instead of a Vector2 argument."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns the color of the pixel at [code]src[/code] if the image is locked. "
"If the image is unlocked, it always returns a [Color] with the value [code]"
"(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a "
"Vector2 argument instead of two integer arguments."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns a new image that is a copy of the image's area specified with "
"[code]rect[/code]."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns the image's size (width and height)."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns a [Rect2] enclosing the visible portion of the image, considering "
"each pixel with a non-zero alpha channel as visible."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns the image's width."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has generated mipmaps."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image is compressed."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns [code]true[/code] if the image has no data."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns [code]true[/code] if all the image's pixels have an alpha value of "
"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/"
"assets_pipeline/importing_images.html#supported-image-formats]Supported "
"image formats[/url] for a list of supported image formats and limitations.\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external images at run-time, such as images located at "
"the [code]user://[/code] directory, and may not work in exported projects.\n"
"See also [ImageTexture] description for usage examples."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Loads an image from the binary contents of a BMP file.\n"
"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. "
"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported."
msgstr ""
#: doc/classes/Image.xml
msgid "Loads an image from the binary contents of a JPEG file."
msgstr ""
#: doc/classes/Image.xml
msgid "Loads an image from the binary contents of a PNG file."
msgstr ""
#: doc/classes/Image.xml
msgid "Loads an image from the binary contents of a TGA file."
msgstr ""
#: doc/classes/Image.xml
msgid "Loads an image from the binary contents of a WebP file."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Locks the data for reading and writing access. Sends an error to the console "
"if the image is not locked when reading or writing a pixel."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Converts the image's data to represent coordinates on a 3D plane. This is "
"used when the image represents a normalmap. A normalmap can add lots of "
"detail to a 3D surface without increasing the polygon count."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Multiplies color values with alpha values. Resulting color values for a "
"pixel are [code](color * alpha)/256[/code]."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Resizes the image to the given [code]width[/code] and [code]height[/code]. "
"New pixels are calculated using the [code]interpolation[/code] mode defined "
"via [enum Interpolation] constants."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Resizes the image to the nearest power of 2 for the width and height. If "
"[code]square[/code] is [code]true[/code] then set width and height to be the "
"same. New pixels are calculated using the [code]interpolation[/code] mode "
"defined via [enum Interpolation] constants."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/"
"code] is [code]true[/code] and the image has only one channel, it will be "
"saved explicitly as monochrome rather than one red channel. This function "
"will return [constant ERR_UNAVAILABLE] if Godot was compiled without the "
"TinyEXR module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which "
"means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is "
"called from an exported project."
msgstr ""
#: doc/classes/Image.xml
msgid "Saves the image as a PNG file to [code]path[/code]."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. "
"Example:\n"
"[codeblock]\n"
"var img = Image.new()\n"
"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"img.lock()\n"
"img.set_pixel(x, y, color) # Works\n"
"img.unlock()\n"
"img.set_pixel(x, y, color) # Does not have an effect\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is "
"locked. Note that the [code]dst[/code] values must be integers. Example:\n"
"[codeblock]\n"
"var img = Image.new()\n"
"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"img.lock()\n"
"img.set_pixelv(Vector2(x, y), color) # Works\n"
"img.unlock()\n"
"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
msgstr ""
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
msgstr ""
#: doc/classes/Image.xml
msgid "Unlocks the data and prevents changes."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Holds all the image's color data in a given format. See [enum Format] "
"constants."
msgstr ""
#: doc/classes/Image.xml
msgid "The maximal width allowed for [Image] resources."
msgstr ""
#: doc/classes/Image.xml
msgid "The maximal height allowed for [Image] resources."
msgstr ""
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format with two values, luminance and alpha each stored with "
"8 bits."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]RED[/code] with a single component and a "
"bitdepth of 8.\n"
"[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel "
"instead of the red channel for storage."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
"8 for each."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]RGB[/code] with three components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 4."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each "
"component of RGB and one bit for alpha."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
"bit floating-point value."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 32-bit floating-point values."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
"bit \"half-precision\" floating-point value."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 16-bit \"half-precision\" floating-point value."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"A special OpenGL texture format where the three color components have 9 bits "
"of precision and all three share a single 5-bit exponent."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 1, and is the smallest variation "
"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
"with alpha.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 2, and color data is interpreted "
"as not having been premultiplied by alpha. Well suited for images with sharp "
"alpha transitions between translucent and opaque areas.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format also known as Block Compression 3 or BC3 that contains 64 "
"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. "
"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally "
"produces superior results for transparent gradients compared to DXT3.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red channel data using the same compression algorithm that "
"DXT5 uses for the alpha channel."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red and green channel data using the same compression "
"algorithm that DXT5 uses for the alpha channel."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized "
"RGBA components.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
"RGB components."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
"RGB components."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Texture format used on PowerVR-supported mobile platforms, uses 2-bit color "
"depth with no alpha. More information can be found [url=https://en.wikipedia."
"org/wiki/PVRTC]here[/url].\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
"alpha component."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-"
"bit color depth and no alpha."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
"alpha component."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/"
"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics "
"standard. This format cannot store an alpha channel."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
"unsigned data."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one "
"channel of signed data."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels "
"of unsigned data."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two "
"channels of signed data."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
"compresses RGB888 data.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data "
"with full alpha support.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which "
"compresses RGBA data to make alpha either fully transparent or fully "
"opaque.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
#: doc/classes/Image.xml
msgid "Represents the size of the [enum Format] enum."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Performs bilinear interpolation. If the image is resized, it will be blurry. "
"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
"lower quality."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Performs cubic interpolation. If the image is resized, it will be blurry. "
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Performs bilinear separately on the two most-suited mipmap levels, then "
"linearly interpolates between them.\n"
"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-"
"quality results with far fewer aliasing artifacts.\n"
"If the image does not have mipmaps, they will be generated and used "
"internally, but no mipmaps will be generated on the resulting image.\n"
"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
"wasting processing power in generating them again and again.\n"
"On the other hand, if the image already has mipmaps, they will be used, and "
"a new set will be generated for the resulting image."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
#: doc/classes/Image.xml
msgid "Image does not have alpha."
msgstr ""
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
msgstr ""
#: doc/classes/Image.xml
msgid "Image uses alpha."
msgstr ""
#: doc/classes/Image.xml
msgid "Use S3TC compression."
msgstr ""
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
msgstr ""
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
msgstr ""
#: doc/classes/Image.xml
msgid "Use ETC compression."
msgstr ""
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
msgstr ""
#: doc/classes/Image.xml
msgid "Source texture (before compression) is in sRGB space."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
msgstr ""
#: doc/classes/Image.xml
msgid "Source texture (before compression) is a [TextureLayered]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "A [Texture] based on an [Image]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"A [Texture] based on an [Image]. For an image to be displayed, an "
"[ImageTexture] has to be created from it using the [method "
"create_from_image] method:\n"
"[codeblock]\n"
"var texture = ImageTexture.new()\n"
"var image = Image.new()\n"
"image.load(\"res://icon.png\")\n"
"texture.create_from_image(image)\n"
"$Sprite.texture = texture\n"
"[/codeblock]\n"
"This way, textures can be created at run-time by loading images both from "
"within the editor and externally.\n"
"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript."
"load] over loading them from within the filesystem dynamically with [method "
"Image.load], as it may not work in exported projects:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.png\")\n"
"$Sprite.texture = texture\n"
"[/codeblock]\n"
"This is because images have to be imported as [StreamTexture] first to be "
"loaded with [method @GDScript.load]. If you'd still like to load an image "
"file just like any other [Resource], import it as an [Image] resource "
"instead, and then load it normally using the [method @GDScript.load] "
"method.\n"
"But do note that the image data can still be retrieved from an imported "
"texture as well using the [method Texture.get_data] method, which returns a "
"copy of the data:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.png\")\n"
"var image : Image = texture.get_data()\n"
"[/codeblock]\n"
"An [ImageTexture] is not meant to be operated from within the editor "
"interface directly, and is mostly useful for rendering images on screen "
"dynamically via code. If you need to generate images procedurally from "
"within the editor, consider saving and importing images as custom texture "
"resources implementing a new [EditorImportPlugin].\n"
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"Create a new [ImageTexture] with [code]width[/code] and [code]height[/"
"code].\n"
"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
"is any combination of [enum Texture.Flags]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"Initializes the texture by allocating and setting the data from an [Image] "
"with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color "
"space conversion can take place, according to [enum Image.Format]."
msgstr ""
#: doc/classes/ImageTexture.xml
#, fuzzy
msgid "Returns the format of the texture, one of [enum Image.Format]."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/ImageTexture.xml
msgid ""
"Loads an image from a file path and creates a texture from it.\n"
"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use "
"[method Image.load] and [method create_from_image] instead."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"Replaces the texture's data with a new [Image].\n"
"[b]Note:[/b] The texture has to be initialized first with the [method "
"create_from_image] method before it can be updated. The new image "
"dimensions, format, and mipmaps configuration should match the existing "
"texture's image configuration, otherwise it has to be re-created with the "
"[method create_from_image] method.\n"
"Use this method over [method create_from_image] if you need to update the "
"texture frequently, which is faster than allocating additional memory for a "
"new texture each time."
msgstr ""
#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml
msgid "Resizes the texture to the specified dimensions."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "The storage type (raw, lossy, or compressed)."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "[Image] data is stored raw and unaltered."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"[Image] data is compressed with a lossy algorithm. You can set the storage "
"quality with [member lossy_quality]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "[Image] data is compressed with a lossless algorithm."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Draws simple geometry from code."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n"
"See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh "
"data that change every frame. It will be slow when handling large amounts of "
"mesh data. If mesh data doesn't change often, use [ArrayMesh], "
"[MeshDataTool] or [SurfaceTool] instead.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes.\n"
"[b]Note:[/b] In case of missing points when handling large amounts of mesh "
"data, try increasing its buffer size limit under [member ProjectSettings."
"rendering/limits/buffers/immediate_buffer_size_kb]."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Adds a vertex in local coordinate space with the currently set color/uv/etc."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Begin drawing (and optionally pass a texture override). When done call "
"[method end]. For more information on how this works, search for "
"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's normal."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's tangent (and binormal facing)."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's UV."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's second layer UV."
msgstr ""
#: doc/classes/Input.xml
msgid "A singleton that deals with inputs."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"A singleton that deals with inputs. This includes key presses, mouse buttons "
"and movement, joypads, and input actions. Actions and their events can be "
"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
"with the [InputMap] class."
msgstr ""
#: doc/classes/Input.xml
msgid "Inputs tutorial index"
msgstr ""
#: doc/classes/Input.xml
msgid ""
"This will simulate pressing the specified action.\n"
"The strength can be used for non-boolean actions, it's ranged between 0 and "
"1 representing the intensity of the given action.\n"
"[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
"is intended to be used with [method is_action_pressed] and [method "
"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
"[method parse_input_event] instead."
msgstr ""
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Adds a new mapping entry (in SDL2 format) to the mapping database. "
"Optionally update already connected devices."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
"want precise control over the timing of event handling."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the acceleration of the device's accelerometer sensor, if the device "
"has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor "
"even when your device has an accelerometer. You must export your project to "
"a supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on iOS, Android, and UWP. On other "
"platforms, it always returns [constant Vector3.ZERO]. On Android the unit of "
"measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
"the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns a value between 0 and 1 representing the intensity of the given "
"action. In a joypad, for example, the further away the axis (analog sticks "
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Get axis input by specifying two actions, one negative and one positive.\n"
"This is a shorthand for writing [code]Input."
"get_action_strength(\"positive_action\") - Input."
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns an [Array] containing the device IDs of all currently connected "
"joypads."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the gravity of the device's accelerometer sensor, if the device has "
"one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]. On Android the unit of "
"measurement for each axis is m/s² while on iOS it's a multiple of the "
"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Receives a [enum JoystickList] axis and returns its equivalent name as a "
"string."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the index of the provided button name."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the duration of the current vibration effect in seconds."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the strength of the joypad vibration: x is the strength of the weak "
"motor, and y is the strength of the strong motor."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the mouse speed for the last time the cursor was moved, and this "
"until the next frame where the mouse moves. This means that even if the "
"mouse is not moving, this function will still return the value of the last "
"motion."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
"platforms, it always returns [constant Vector3.ZERO]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
"This method is useful when getting vector input, such as from a joystick, "
"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
"has a circular deadzone, which is useful for using vector input as "
"movement.\n"
"By default, the deadzone is automatically calculated from the average of the "
"action deadzones. However, you can override the deadzone to be whatever you "
"want (on the range of 0 to 1)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] when the user starts pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user pressed down "
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the action event. Note that if "
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if the system knows the specified device. This "
"means that it sets all button and axis indices exactly as defined in [enum "
"JoystickList]. Unknown joypads are not expected to match these constants, "
"but you can still retrieve events from them."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the key in the current "
"keyboard layout. You can pass a [enum KeyList] constant.\n"
"[method is_key_pressed] is only recommended over [method "
"is_physical_key_pressed] in non-game applications. This ensures that "
"shortcut keys behave as expected depending on the user's keyboard layout, as "
"keyboard shortcuts are generally dependent on the keyboard layout in non-"
"game applications. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the mouse button specified "
"with [enum ButtonList]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the key in the physical "
"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
"KeyList] constant.\n"
"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
"for in-game actions, as it will make W/A/S/D layouts work regardless of the "
"user's keyboard layout. [method is_physical_key_pressed] will also ensure "
"that the top row number keys work on any keyboard layout. If in doubt, use "
"[method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Notifies the [Input] singleton that a connection has changed, to update the "
"state for the [code]device[/code] index.\n"
"This is used internally and should not have to be called from user scripts. "
"See [signal joy_connection_changed] for the signal emitted when this is "
"triggered internally."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
"events from code. Also generates [method Node._input] calls.\n"
"Example:\n"
"[codeblock]\n"
"var a = InputEventAction.new()\n"
"a.action = \"ui_cancel\"\n"
"a.pressed = true\n"
"Input.parse_input_event(a)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Removes all mappings from the internal database that match the given GUID."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the acceleration value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets a custom mouse cursor image, which is only visible inside the game "
"window. The hotspot can also be specified. Passing [code]null[/code] to the "
"image parameter resets to the system cursor. See [enum CursorShape] for the "
"list of shapes.\n"
"[code]image[/code]'s size must be lower than 256×256.\n"
"[code]hotspot[/code] must be within [code]image[/code]'s size.\n"
"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
"compression mode can't be used for custom cursors.\n"
"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
"128×128. Cursor images larger than 32×32 will also only be displayed if the "
"mouse cursor image is entirely located within the page for [url=https://"
"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the default cursor shape to be used in the viewport instead of "
"[constant CURSOR_ARROW].\n"
"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the gravity value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
"for debugging on devices without a hardware sensor, for example in an editor "
"on a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
"weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the "
"strength of the strong motor (between 0 and 1). [code]duration[/code] is the "
"duration of the effect in seconds (a duration of 0 will try to play the "
"vibration indefinitely).\n"
"[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
"is recommended to restart an effect if it has to be played for more than a "
"few seconds."
msgstr ""
#: doc/classes/Input.xml
msgid "Stops the vibration of the joypad."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vibrate handheld devices.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
"later.\n"
"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
"support this method."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the mouse position to the specified vector, provided in pixels and "
"relative to an origin at the upper left corner of the game window.\n"
"Mouse position is clipped to the limits of the screen resolution, or to the "
"limits of the game window if [enum MouseMode] is set to [constant "
"MOUSE_MODE_CONFINED]."
msgstr ""
#: doc/classes/Input.xml
msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"If [code]true[/code], similar input events sent by the operating system are "
"accumulated. When input accumulation is enabled, all input events generated "
"during a frame will be merged and emitted when the frame is done rendering. "
"Therefore, this limits the number of input method calls per second to the "
"rendering FPS.\n"
"Input accumulation can be disabled to get slightly more precise/reactive "
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor visible if it is hidden."
msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor hidden if it is visible."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Captures the mouse. The mouse will be hidden and its position locked at the "
"center of the screen.\n"
"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
"need to use [member InputEventMouseMotion.relative]."
msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor visible but confines it to the game window."
msgstr ""
#: doc/classes/Input.xml
msgid "Arrow cursor. Standard, default pointing cursor."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"I-beam cursor. Usually used to show where the text cursor will appear when "
"the mouse is clicked."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
"other interactable item."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Cross cursor. Typically appears over regions in which a drawing operation "
"can be performed or for selections."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application is still usable during the "
"operation."
msgstr ""
#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Can drop cursor. Usually displayed when dragging something to indicate that "
"it can be dropped at the current position."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Forbidden cursor. Indicates that the current action is forbidden (for "
"example, when dragging something) or that the control at a position is "
"disabled."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
"user they can resize the window or the panel vertically."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
"the user they can resize the window or the panel horizontally."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the bottom left to the top right. It tells the user they can resize the "
"window or the panel both horizontally and vertically."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the top left to the bottom right, the opposite of [constant "
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
#: doc/classes/Input.xml
msgid "Move cursor. Indicates that something can be moved."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
msgstr ""
#: doc/classes/Input.xml
msgid "Help cursor. Usually a question mark."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "Generic input event."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "Base class of all sort of input event. See [method Node._input]."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "InputEvent"
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the given input event and this input event can "
"be added together (only for events of type [InputEventMouseMotion]).\n"
"The given input event's position, global position and speed will be copied. "
"The resulting [code]relative[/code] is a sum of both events. Both events' "
"modifiers have to be identical."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "Returns a [String] representation of the event."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not "
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event's type is one that can be "
"assigned to an input action."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey])."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the specified [code]event[/code] matches this "
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns a copy of the given input event which has been offset by "
"[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for "
"events of type [InputEventMouseButton], [InputEventMouseMotion], "
"[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
"and [InputEventPanGesture]."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"The event's device ID.\n"
"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
"mouse input from a touchscreen. This can be used to distinguish emulated "
"mouse input from physical mouse input."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid "Input event type for actions."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid ""
"Contains a generic action which can be targeted from several types of "
"inputs. Actions can be created from the [b]Input Map[/b] tab in the "
"[b]Project > Project Settings[/b] menu. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid "InputEvent: Actions"
msgstr ""
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid ""
"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
"the action's state is released."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid ""
"The action's strength between 0 and 1. This value is considered as equal to "
"0 if pressed is [code]false[/code]. The event strength allows faking analog "
"joypad motion events, by specifying how strongly the joypad axis is bent or "
"pressed."
msgstr ""
#: doc/classes/InputEventGesture.xml
msgid "Base class for touch control gestures."
msgstr ""
#: doc/classes/InputEventGesture.xml
msgid ""
"The local gesture position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] that "
"received this gesture."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid "Input event for gamepad buttons."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"Input event type for gamepad buttons. For gamepad analog sticks and "
"joysticks, see [InputEventJoypadMotion]."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid "Button identifier. One of the [enum JoystickList] button constants."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
"the button's state is released."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"Represents the pressure the user puts on the button with their finger, if "
"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid ""
"Input event type for gamepad joysticks and other motions. For buttons, see "
"[code]InputEventJoypadButton[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid ""
"Current position of the joystick on the given axis. The value ranges from "
"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
"axis is in its resting position."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid "Input event type for keyboard events."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Stores key presses on the keyboard. Supports key presses, key releases and "
"[member echo] events."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Returns the physical scancode combined with modifier keys such as "
"[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with "
"modifiers, use [code]OS.get_scancode_string(event."
"get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
"the [InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Returns the scancode combined with modifier keys such as [code]Shift[/code] "
"or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with "
"modifiers, use [code]OS.get_scancode_string(event."
"get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
"[InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"If [code]true[/code], the key was already pressed before this event. It "
"means the user is holding the key down."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Key physical scancode, which corresponds to one of the [enum KeyList] "
"constants. Represent the physical location of a key on the 101/102-key US "
"QWERTY keyboard.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] "
"is the [InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
"key's state is released."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"The key scancode, which corresponds to one of the [enum KeyList] constants. "
"Represent key in the current keyboard layout.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_scancode_string(event.scancode)[/code] where [code]event[/code] is the "
"[InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"The key Unicode identifier (when relevant). Unicode identifiers for the "
"composite characters and complex scripts may not be available unless IME "
"input mode is active. See [method OS.set_ime_active] for more information."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "Input event for MIDI inputs."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"InputEventMIDI allows receiving input events from MIDI devices such as a "
"piano. MIDI stands for Musical Instrument Digital Interface.\n"
"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
"device supports both be sure to check the settings in the device to see "
"which output it's using.\n"
"To receive input events from MIDI devices, you need to call [method OS."
"open_midi_inputs]. You can check which devices are detected using [method OS."
"get_connected_midi_inputs].\n"
"Note that Godot does not currently support MIDI output, so there is no way "
"to emit MIDI signals from Godot. Only MIDI input works."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "MIDI Message Status Byte List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "Wikipedia General MIDI Instrument List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "Wikipedia Piano Key Frequencies List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The MIDI channel of this input event. There are 16 channels, so this value "
"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
"instruments, the rest of the channels are for non-percussion instruments."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
"the controller number, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
"the controller value, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The instrument of this input event. This value ranges from 0 to 127. Refer "
"to the instrument list on the General MIDI wikipedia article to see a list "
"of instruments, except that this value is 0-index, so subtract one from "
"every number on that chart. A standard piano will have an instrument number "
"of 0."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"Returns a value indicating the type of message for this MIDI signal. This is "
"a member of the [enum @GlobalScope.MidiMessageList] enum.\n"
"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
"returned as this value, as the other part is the channel (ex: 0x94 becomes "
"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they "
"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, "
"therefore your code should treat the input as stopped if some period of time "
"has passed.\n"
"For more information, see the MIDI message status byte list chart linked "
"above."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
"piano, this corresponds to how quickly the key was pressed, and is rarely "
"above about 110 in practice."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid "Base input event type for mouse events."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid "Stores general mouse events information."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"The mouse button mask identifier, one of or a bitwise combination of the "
"[enum ButtonList] button masks."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the root [Viewport] using the coordinate "
"system of the root [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position "
"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
"the [CanvasLayer]."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the [Viewport] this [Node] is in using the "
"coordinate system of this [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position "
"in the [Control] using the local coordinate system of the [Control]."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid "Input event type for mouse button events."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid "Contains mouse click information. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid ""
"The mouse button identifier, one of the [enum ButtonList] button or button "
"wheel constants."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid "If [code]true[/code], the mouse button's state is a double-click."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid ""
"The amount (or delta) of the event. When used for high-precision scroll "
"events, this indicates the scroll amount (vertical or horizontal). This is "
"only supported on some platforms; the reported sensitivity varies depending "
"on the platform. May be [code]0[/code] if not supported."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Input event type for mouse motion events."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"The mouse position relative to the previous position (position at the last "
"frame).\n"
"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
"code] when the user stops moving the mouse."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "The mouse speed in pixels per second."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the angles of tilt of the pen. Positive X-coordinate value "
"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
"axes."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid ""
"Input event type for screen drag events. Only available on mobile devices."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "Contains screen drag information. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag event index in the case of a multi-drag event."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag position."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid ""
"The drag position relative to the previous position (position at the last "
"frame)."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag speed."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"Input event type for screen touch events.\n"
"(only available on mobile devices)"
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"Stores multi-touch press/release information. Supports touch press, touch "
"release and [member index] for multi-touch count and order."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid "The touch position."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
"the touch's state is released."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "Base class for keys events with modifiers."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid ""
"Contains keys events information with modifiers support like [code]Shift[/"
"code] or [code]Alt[/code]. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Alt[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Command[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Ctrl[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Meta[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Shift[/code] modifier."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Singleton that manages [InputEventAction]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Manages all [InputEventAction] which can be created/modified from the "
"project settings menu [b]Project > Project Settings > Input Map[/b] or in "
"code with [method add_action] and [method action_add_event]. See [method "
"Node._input]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Removes all events from an action."
msgstr ""
#: doc/classes/InputMap.xml
#, fuzzy
msgid "Returns a deadzone value for the action."
msgstr "Vrátí absolutní hodnotu parametru."
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an empty action to the [InputMap] with a configurable [code]deadzone[/"
"code].\n"
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Removes an action from the [InputMap]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the given event is part of an existing action. "
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns an array of [InputEvent]s associated with a given action.\n"
"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
"this method will return events for the editor action. If you want to access "
"your project's input binds from the editor, read the [code]input/*[/code] "
"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Turning on the option [b]Load As Placeholder[/b] for an instanced scene in "
"the editor causes it to be replaced by an InstancePlaceholder when running "
"the game. This makes it possible to delay actually loading the scene until "
"calling [method replace_by_instance]. This is useful to avoid loading large "
"scenes all at once by loading parts of it selectively.\n"
"The InstancePlaceholder does not have a transform. This causes any child "
"nodes to be positioned relatively to the Viewport from point (0,0), rather "
"than their parent as displayed in the editor. Replacing the placeholder with "
"a scene with a transform will transform children relatively to their parent "
"again."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Call this method to actually load in the node. The created node will be "
"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
"tree. The [Node]'s reference is also returned for convenience.\n"
"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
"call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Gets the path to the [PackedScene] resource file that is loaded by default "
"when calling [method replace_by_instance]. Not thread-safe. Use [method "
"Object.call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Returns the list of properties that will be applied to the node when [method "
"create_instance] is called.\n"
"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
"code] (note the leading period) is added to the dictionary. This [code]."
"order[/code] key is an [Array] of [String] property names specifying the "
"order in which properties will be applied (with index 0 being the first)."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
"beforehand, delays caused by this function can be avoided."
msgstr ""
#: doc/classes/int.xml
msgid "Integer built-in type."
msgstr ""
#: doc/classes/int.xml
msgid ""
"Signed 64-bit integer type.\n"
"It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. "
"[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
"bounds will wrap around.\n"
"[int] is a [Variant] type, and will thus be used when assigning an integer "
"value to a [Variant]. It can also be enforced with the [code]: int[/code] "
"type hint.\n"
"[codeblock]\n"
"var my_variant = 0 # int, value 0.\n"
"my_variant += 4.2 # float, value 4.2.\n"
"var my_int: int = 1 # int, value 1.\n"
"my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n"
"my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with "
"int.\n"
"\n"
"var max_int = 9223372036854775807\n"
"print(max_int) # 9223372036854775807, OK.\n"
"max_int += 1\n"
"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/int.xml
msgid ""
"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
"equals to 1 and [code]int(false)[/code] will be equals to 0."
msgstr ""
#: doc/classes/int.xml
msgid ""
"Cast a float value to an integer value, this method simply removes the "
"number fractions (i.e. rounds [code]from[/code] towards zero), so for "
"example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] "
"will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This "
"operation is also called truncation."
msgstr ""
#: doc/classes/int.xml
msgid ""
"Cast a [String] value to an integer value, this method is an integer parser "
"from a string, so calling this method with an invalid integer string will "
"return 0, a valid string will be something like [code]'1.7'[/code]. This "
"method will ignore all non-number characters, so calling [code]int('1e3')[/"
"code] will return 13."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "[i]Deprecated.[/i] Camera which moves toward another node."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a "
"[Camera] which smoothly moves to match a target node's position and "
"rotation.\n"
"If it is not [member enabled] or does not have a valid target set, "
"InterpolatedCamera acts like a normal Camera."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "Sets the node to move toward and orient with."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"If [code]true[/code], and a target is set, the camera will move "
"automatically."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid ""
"How quickly the camera moves toward its target. Higher values will result in "
"tighter camera motion."
msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "The target's [NodePath]."
msgstr ""
#: doc/classes/IntervalTweener.xml
msgid "Creates an idle interval in a [SceneTreeTween] animation."
msgstr ""
#: doc/classes/IntervalTweener.xml
msgid ""
"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
"SceneTreeTween.tween_interval] for more usage information.\n"
"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
"to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
"function correctly."
msgstr ""
#: doc/classes/IP.xml
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"IP contains support functions for the Internet Protocol (IP). TCP/IP support "
"is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides "
"DNS hostname resolution support, both blocking and threaded."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Removes all of a [code]hostname[/code]'s cached references. If no "
"[code]hostname[/code] is given, all cached IP addresses are removed."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Removes a given item [code]id[/code] from the queue. This should be used to "
"free a queue after it has completed to enable more queries to happen."
msgstr ""
#: doc/classes/IP.xml
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Returns all network adapters as an array.\n"
"Each adapter is a dictionary of the form:\n"
"[codeblock]\n"
"{\n"
" \"index\": \"1\", # Interface index.\n"
" \"name\": \"eth0\", # Interface name.\n"
" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses "
"associated to this interface.\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Returns a queued hostname's IP address, given its queue [code]id[/code]. "
"Returns an empty string on error or if resolution hasn't happened yet (see "
"[method get_resolve_item_status])."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Return resolved addresses, or an empty array if an error happened or "
"resolution didn't happen yet (see [method get_resolve_item_status])."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Returns a queued hostname's status as a [enum ResolverStatus] constant, "
"given its queue [code]id[/code]."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
"method). The address type returned depends on the [enum Type] constant given "
"as [code]ip_type[/code]."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Resolves a given hostname in a blocking way. Addresses are returned as an "
"[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
"depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
"the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
msgstr ""
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: No status."
msgstr ""
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: Waiting."
msgstr ""
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: Done."
msgstr ""
#: doc/classes/IP.xml
msgid "DNS hostname resolver status: Error."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
#: doc/classes/IP.xml
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr ""
#: doc/classes/IP.xml
msgid "Address type: None."
msgstr ""
#: doc/classes/IP.xml
msgid "Address type: Internet protocol version 4 (IPv4)."
msgstr ""
#: doc/classes/IP.xml
msgid "Address type: Internet protocol version 6 (IPv6)."
msgstr ""
#: doc/classes/IP.xml
msgid "Address type: Any."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Control that provides a list of selectable items (and/or icons) in a single "
"column, or optionally in multiple columns."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"This control provides a selectable list of items that may be in a single (or "
"multiple columns) with option of text, icons, or both text and icon. "
"Tooltips are supported and may be different for every item in the list.\n"
"Selectable items in the list may be selected or deselected and multiple "
"selection may be enabled. Selection with right mouse button may also be "
"enabled to allow use of popup context menus. Items may also be \"activated\" "
"by double-clicking them or by pressing Enter.\n"
"Item text only supports single-line strings, newline characters (e.g. "
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
"fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Adds an item to the item list with no text, only an icon."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Adds an item to the item list with specified text. Specify an [code]icon[/"
"code], or use [code]null[/code] as the [code]icon[/code] for a list item "
"with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Removes all items from the list."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Ensure current selection is visible, adjusting the scroll position as "
"necessary."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns the item index at the given [code]position[/code].\n"
"When there is no item at that point, -1 will be returned if [code]exact[/"
"code] is [code]true[/code], and the closest item index will be returned "
"otherwise."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the number of items currently in the list."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom background color of the item specified by [code]idx[/"
"code] index."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom foreground color of the item specified by [code]idx[/"
"code] index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the metadata value of the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the text associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns the tooltip hint associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns an array with the indexes of the selected items."
msgstr ""
#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
msgid ""
"Returns the vertical scrollbar.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Returns [code]true[/code] if one or more items are selected."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the item at the specified index is disabled."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. "
"the X and Y axes are swapped."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the item at the specified index is selectable."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the tooltip is enabled for specified item index."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Returns [code]true[/code] if the item at the specified index is currently "
"selected."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Removes the item specified by [code]idx[/code] index from the list."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Select the item at the specified index.\n"
"[b]Note:[/b] This method does not trigger the item selection signal."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Disables (or enables) the item at the specified index.\n"
"Disabled items cannot be selected and do not trigger activation signals "
"(when double-clicking or pressing Enter)."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Sets the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Sets whether the item icon will be drawn transposed."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Sets a value (of any type) to be stored with the item associated with the "
"specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Allows or disallows selection of the item associated with the specified "
"index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Sets text of the item associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Sets the tooltip hint for the item associated with the specified index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Sets whether the tooltip hint is enabled for specified item index."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Sorts items in the list by their text."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Ensures the item associated with the specified index is not selected."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Ensures there are no items selected."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"If [code]true[/code], the currently selected item can be selected again."
msgstr ""
#: doc/classes/ItemList.xml
msgid "If [code]true[/code], right mouse button click can select items."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"If [code]true[/code], the control will automatically resize the height to "
"fit its content."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"The width all columns will be adjusted to.\n"
"A value of zero disables the adjustment, each item will have a width equal "
"to the width of its content and the columns will have an uneven width."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"The size all icons will be adjusted to.\n"
"If either X or Y component is not greater than zero, icon size won't be "
"affected."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Maximum columns the list will have.\n"
"If greater than zero, the content will be split among the specified "
"columns.\n"
"A value of zero means unlimited columns, i.e. all items will be put in the "
"same row."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Maximum lines of text allowed in each item. Space will be reserved even when "
"there is not enough lines of text to display.\n"
"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
"should be greater than zero."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Whether all columns will have the same width.\n"
"If [code]true[/code], the width is equal to the largest column width of all "
"columns."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Allows single or multiple item selection. See the [enum SelectMode] "
"constants."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing Enter."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Triggered when specified list item has been selected via right mouse "
"clicking.\n"
"The click position is also provided to allow appropriate popup of context "
"menus at the correct location.\n"
"[member allow_rmb_select] must be enabled."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Triggered when specified item has been selected.\n"
"[member allow_reselect] must be enabled to reselect an item."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Triggered when a multiple selection is altered on a list allowing multiple "
"selection."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Triggered when a left mouse click is issued within the rect of the list but "
"on empty space."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Triggered when a right mouse click is issued within the rect of the list but "
"on empty space.\n"
"[member allow_rmb_select] must be enabled."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Icon is drawn to the left of the text."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Only allow selecting a single item."
msgstr ""
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
msgstr ""
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
msgstr ""
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"[Color] of the guideline. The guideline is a line drawn between each row of "
"items."
msgstr ""
#: doc/classes/ItemList.xml
msgid "The horizontal spacing between items."
msgstr ""
#: doc/classes/ItemList.xml
msgid "The spacing between item's icon and text."
msgstr ""
#: doc/classes/ItemList.xml
msgid "The vertical spacing between each line of text."
msgstr ""
#: doc/classes/ItemList.xml
msgid "The vertical spacing between items."
msgstr ""
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "[Font] of the item's text."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"Default [StyleBox] for the [ItemList], i.e. used when the control is not "
"being focused."
msgstr ""
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
msgstr ""
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
msgstr ""
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Singleton that connects the engine with the browser's JavaScript context in "
"HTML5 export."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"The JavaScript singleton is implemented only in the HTML5 export. It's used "
"to access the browser's JavaScript context. This allows interaction with "
"embedding pages or calling third-party JavaScript APIs.\n"
"[b]Note:[/b] This singleton can be disabled at build-time to improve "
"security. By default, the JavaScript singleton is enabled. Official export "
"templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/"
"development/compiling/compiling_for_web.html]Compiling for the Web[/url] in "
"the documentation for more information."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Creates a reference to a script function that can be used as a callback by "
"JavaScript. The reference must be kept until the callback happens, or it "
"won't be called at all. See [JavaScriptObject] for usage."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Creates a new JavaScript object using the [code]new[/code] constructor. The "
"[code]object[/code] must a valid property of the JavaScript [code]window[/"
"code]. See [JavaScriptObject] for usage."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Prompts the user to download a file containing the specified [code]buffer[/"
"code]. The file will have the given [code]name[/code] and [code]mime[/code] "
"type.\n"
"[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
"Media_type]MIME type[/url] provided based on the file [code]name[/code]'s "
"extension.\n"
"[b]Note:[/b] Browsers might block the download if [method download_buffer] "
"is not being called from a user interaction (e.g. button click).\n"
"[b]Note:[/b] Browsers might ask the user for permission or block the "
"download if multiple download requests are made in a quick succession."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Execute the string [code]code[/code] as JavaScript code within the browser "
"window. This is a call to the actual global JavaScript function [code]eval()"
"[/code].\n"
"If [code]use_global_execution_context[/code] is [code]true[/code], the code "
"will be evaluated in the global execution context. Otherwise, it is "
"evaluated in the execution context of a function within the engine's runtime "
"environment."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Returns an interface to a JavaScript object that can be used by scripts. The "
"[code]interface[/code] must be a valid property of the JavaScript "
"[code]window[/code]. The callback must accept a single [Array] argument, "
"which will contain the JavaScript [code]arguments[/code]. See "
"[JavaScriptObject] for usage."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Returns [code]true[/code] if a new version of the progressive web app is "
"waiting to be activated.\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Performs the live update of the progressive web app. Forcing the new version "
"to be installed and the page to be reloaded.\n"
"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
"[method pwa_needs_update] returns [code]true[/code]."
msgstr ""
#: doc/classes/JavaScript.xml
msgid ""
"Emitted when an update for this progressive web app has been detected but is "
"waiting to be activated because a previous version is active. See [method "
"pwa_update] to force the update to take place immediately."
msgstr ""
#: doc/classes/JavaScriptObject.xml
msgid "A wrapper class for native JavaScript objects."
msgstr ""
#: doc/classes/JavaScriptObject.xml
msgid ""
"JavaScriptObject is used to interact with JavaScript objects retrieved or "
"created via [method JavaScript.get_interface], [method JavaScript."
"create_object], or [method JavaScript.create_callback].\n"
"Example:\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
"This reference must be kept\n"
"var console = JavaScript.get_interface(\"console\")\n"
"\n"
"func _init():\n"
" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new "
"ArrayBuffer(10)\n"
" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new "
"Uint8Array(buf)\n"
" uint8arr[1] = 255\n"
" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
"\n"
" # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
" JavaScript.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
" # Will be called with the parameters passed to the \"forEach\" callback\n"
" # [0, 0, [JavaScriptObject:1173]]\n"
" # [255, 1, [JavaScriptObject:1173]]\n"
" # ...\n"
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
"[b]Note:[/b] Only available in the HTML5 platform."
msgstr ""
#: doc/classes/JNISingleton.xml
msgid ""
"Singleton that connects the engine with Android plugins to interface with "
"native Android code."
msgstr ""
#: doc/classes/JNISingleton.xml
msgid ""
"The JNISingleton is implemented only in the Android export. It's used to "
"call methods and connect signals from an Android plugin written in Java or "
"Kotlin. Methods and signals can be called and connected to the JNISingleton "
"as if it is a Node. See [url=https://en.wikipedia.org/wiki/"
"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more "
"information."
msgstr ""
#: doc/classes/JNISingleton.xml
msgid "Creating Android plugins"
msgstr ""
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
msgstr ""
#: doc/classes/Joint.xml
msgid ""
"Joints are used to bind together two physics bodies. They have a solver "
"priority and can define if the bodies of the two attached nodes should be "
"able to collide with each other."
msgstr ""
#: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml
#: doc/classes/VehicleWheel.xml
msgid "3D Truck Town Demo"
msgstr ""
#: doc/classes/Joint.xml
msgid ""
"If [code]true[/code], the two bodies of the nodes are not able to collide "
"with each other."
msgstr ""
#: doc/classes/Joint.xml
msgid "The node attached to the first side (A) of the joint."
msgstr ""
#: doc/classes/Joint.xml
msgid "The node attached to the second side (B) of the joint."
msgstr ""
#: doc/classes/Joint.xml
msgid ""
"The priority used to define which solver is executed first for multiple "
"joints. The lower the value, the higher the priority."
msgstr ""
#: doc/classes/Joint2D.xml
msgid "Base node for all joint constraints in 2D physics."
msgstr ""
#: doc/classes/Joint2D.xml
msgid ""
"Base node for all joint constraints in 2D physics. Joints take 2 bodies and "
"apply a custom constraint."
msgstr ""
#: doc/classes/Joint2D.xml
msgid ""
"When [member node_a] and [member node_b] move in different directions the "
"[code]bias[/code] controls how fast the joint pulls them back to their "
"original position. The lower the [code]bias[/code] the more the two bodies "
"can pull on the joint."
msgstr ""
#: doc/classes/Joint2D.xml
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
msgstr ""
#: doc/classes/Joint2D.xml
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr ""
#: doc/classes/Joint2D.xml
msgid ""
"The second body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr ""
#: doc/classes/JSON.xml
msgid "Helper class for parsing JSON data."
msgstr ""
#: doc/classes/JSON.xml
msgid ""
"Helper class for parsing JSON data. For usage example and other important "
"hints, see [JSONParseResult]."
msgstr ""
#: doc/classes/JSON.xml
msgid ""
"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
"result."
msgstr ""
#: doc/classes/JSON.xml
msgid ""
"Converts a [Variant] var to JSON text and returns the result. Useful for "
"serializing data to store or send over the network.\n"
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
"will convert all numerical values to [float] types.\n"
"The [code]indent[/code] parameter controls if and how something is indented, "
"the string used for this parameter will be used where there should be an "
"indent in the output, even spaces like [code]\" \"[/code] will work. "
"[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or "
"to make a newline for each indent respectively.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"## JSON.print(my_dictionary)\n"
"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
"\"value_1\"}]}\n"
"\n"
"## JSON.print(my_dictionary, \"\\t\")\n"
"{\n"
" \"name\": \"my_dictionary\",\n"
" \"version\": \"1.0.0\",\n"
" \"entities\": [\n"
" {\n"
" \"name\": \"entity_0\",\n"
" \"value\": \"value_0\"\n"
" },\n"
" {\n"
" \"name\": \"entity_1\",\n"
" \"value\": \"value_1\"\n"
" }\n"
" ]\n"
"}\n"
"\n"
"## JSON.print(my_dictionary, \"...\")\n"
"{\n"
"...\"name\": \"my_dictionary\",\n"
"...\"version\": \"1.0.0\",\n"
"...\"entities\": [\n"
"......{\n"
".........\"name\": \"entity_0\",\n"
".........\"value\": \"value_0\"\n"
"......},\n"
"......{\n"
".........\"name\": \"entity_1\",\n"
".........\"value\": \"value_1\"\n"
"......}\n"
"...]\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/JSONParseResult.xml
msgid "Data class wrapper for decoded JSON."
msgstr ""
#: doc/classes/JSONParseResult.xml
msgid ""
"Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON "
"or error information if the JSON source wasn't successfully parsed. You can "
"check if the JSON source was successfully parsed with [code]if json_result."
"error == OK[/code]."
msgstr ""
#: doc/classes/JSONParseResult.xml
msgid ""
"The error type if the JSON source was not successfully parsed. See the [enum "
"Error] constants."
msgstr ""
#: doc/classes/JSONParseResult.xml
msgid ""
"The line number where the error occurred if the JSON source was not "
"successfully parsed."
msgstr ""
#: doc/classes/JSONParseResult.xml
msgid ""
"The error message if the JSON source was not successfully parsed. See the "
"[enum Error] constants."
msgstr ""
#: doc/classes/JSONParseResult.xml
msgid ""
"A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
"[code]is[/code] keyword to check if it is what you expect. For example, if "
"the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] "
"will be returned. If the JSON source starts with brackets ([code][][/code]), "
"an [Array] will be returned.\n"
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
"all numerical values to [float] types.\n"
"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
"thus, you should not rely on keys being in a certain order if a dictionary "
"is constructed from JSON. In contrast, JSON arrays retain the order of their "
"elements:\n"
"[codeblock]\n"
"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
"if typeof(p.result) == TYPE_ARRAY:\n"
" print(p.result[0]) # Prints \"hello\"\n"
"else:\n"
" push_error(\"Unexpected results.\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/JSONRPC.xml
msgid "A helper to handle dictionaries which look like JSONRPC documents."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
"method call in a [JSON] object. The object has a particular structure and "
"identifies which method is called, the parameters to that function, and "
"carries an ID to keep track of responses. This class implements that "
"standard on top of [Dictionary]; you will have to convert between a "
"[Dictionary] and [JSON] with other functions."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"Returns a dictionary in the form of a JSON-RPC notification. Notifications "
"are one-shot messages which do not expect a response.\n"
"- [code]method[/code]: Name of the method being called.\n"
"- [code]params[/code]: An array or dictionary of parameters being passed to "
"the method."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
"a server with the expectation of a response. The ID field is used for the "
"server to specify which exact request it is responding to.\n"
"- [code]method[/code]: Name of the method being called.\n"
"- [code]params[/code]: An array or dictionary of parameters being passed to "
"the method.\n"
"- [code]id[/code]: Uniquely identifies this request. The server is expected "
"to send a response with the same ID."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"When a server has received and processed a request, it is expected to send a "
"response. If you did not want a response then you need to have sent a "
"Notification instead.\n"
"- [code]result[/code]: The return value of the function which was called.\n"
"- [code]id[/code]: The ID of the request this response is targeted to."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"Creates a response which indicates a previous reply has failed in some way.\n"
"- [code]code[/code]: The error code corresponding to what kind of error this "
"is. See the [enum ErrorCode] constants.\n"
"- [code]message[/code]: A custom message about this error.\n"
"- [code]id[/code]: The request this error is a response to."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
"request and run it. Methods are resolved by looking at the field called "
"\"method\" and looking for an equivalently named function in the JSONRPC "
"object. If one is found that method is called.\n"
"To add new supported methods extend the JSONRPC class and call [method "
"process_action] on your subclass.\n"
"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
"JSON-RPC request or notification."
msgstr ""
#: doc/classes/JSONRPC.xml
msgid ""
"A method call was requested but no function of that name existed in the "
"JSONRPC subclass."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Kinematic body 3D node."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Kinematic bodies are special types of bodies that are meant to be user-"
"controlled. They are not affected by physics at all; to other types of "
"bodies, such as a character or a rigid body, these are the same as a static "
"body. However, they have two main uses:\n"
"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
"code or from an [AnimationPlayer] (with [member AnimationPlayer."
"playback_process_mode] set to \"physics\"), the physics will automatically "
"compute an estimate of their linear and angular velocity. This makes them "
"very useful for moving platforms or other AnimationPlayer-controlled objects "
"(like a door, a bridge that opens, etc).\n"
"[b]Kinematic characters:[/b] KinematicBody also has an API for moving "
"objects (the [method move_and_collide] and [method move_and_slide] methods) "
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Kinematic character (2D)"
msgstr ""
#: doc/classes/KinematicBody.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/KinematicBody.xml
msgid ""
"Returns the floor's collision angle at the last collision point according to "
"[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This "
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns the surface normal of the floor at the last collision point. Only "
"valid after calling [method move_and_slide] or [method "
"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
"code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns the linear velocity of the floor at the last collision point. Only "
"valid after calling [method move_and_slide] or [method "
"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
"code]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Returns a [KinematicCollision], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Returns a [KinematicCollision], which contains information about a collision "
"that occurred during the last call to [method move_and_slide] or [method "
"move_and_slide_with_snap]. Since the body can collide several times in a "
"single call to [method move_and_slide], you must specify the index of the "
"collision in the range 0 to ([method get_slide_count] - 1)."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns the number of times the body collided and changed direction during "
"the last call to [method move_and_slide] or [method "
"move_and_slide_with_snap]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns [code]true[/code] if the body collided with the ceiling on the last "
"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
"Otherwise, returns [code]false[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns [code]true[/code] if the body collided with the floor on the last "
"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
"Otherwise, returns [code]false[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns [code]true[/code] if the body collided with a wall on the last call "
"of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, "
"returns [code]false[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
"it collides. Returns a [KinematicCollision], which contains information "
"about the collision when stopped, or when touching another body along the "
"motion.\n"
"If [code]test_only[/code] is [code]true[/code], the body does not move but "
"the would-be collision information is given."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Moves the body along a vector. If the body collides with another, it will "
"slide along the other body rather than stop immediately. If the other body "
"is a [KinematicBody] or [RigidBody], it will also be affected by the motion "
"of the other body. You can use this to make moving and rotating platforms, "
"or to make nodes push other nodes.\n"
"This method should be used in [method Node._physics_process] (or in a method "
"called by [method Node._physics_process]), as it uses the physics step's "
"[code]delta[/code] value automatically in calculations. Otherwise, the "
"simulation will run at an incorrect speed.\n"
"[code]linear_velocity[/code] is the velocity vector (typically meters per "
"second). Unlike in [method move_and_collide], you should [i]not[/i] multiply "
"it by [code]delta[/code] — the physics engine handles applying the "
"velocity.\n"
"[code]up_direction[/code] is the up direction, used to determine what is a "
"wall and what is a floor or a ceiling. If set to the default value of "
"[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n"
"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
"slopes when you include gravity in [code]linear_velocity[/code] and the body "
"is standing still.\n"
"If the body collides, it will change direction a maximum of "
"[code]max_slides[/code] times before it stops.\n"
"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
"is still considered a floor (or a ceiling), rather than a wall. The default "
"value equals 45 degrees.\n"
"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
"push [RigidBody] nodes, but it won't also detect any collisions with them. "
"If [code]false[/code], it will interact with [RigidBody] nodes like with "
"[StaticBody].\n"
"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
"slide collision occurred. To get detailed information about collisions that "
"occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Moves the body while keeping it attached to slopes. Similar to [method "
"move_and_slide].\n"
"As long as the [code]snap[/code] vector is in contact with the ground, the "
"body will remain attached to the surface. This means you must disable snap "
"in order to jump, for example. You can do this by setting [code]snap[/code] "
"to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Locks or unlocks the specified [code]axis[/code] depending on the value of "
"[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
"[member move_lock_z]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Checks for collisions without moving the body. Virtually sets the node's "
"position, scale and rotation to that of the given [Transform], then tries to "
"move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
"code] if a collision would stop the body from moving along the whole path.\n"
"Use [method move_and_collide] instead for detecting collision with touching "
"bodies."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's X axis movement."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's Y axis movement."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's Z axis movement."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Extra margin used for collision recovery in motion functions (see [method "
"move_and_collide], [method move_and_slide], [method "
"move_and_slide_with_snap]).\n"
"If the body is at least this close to another body, it will consider them to "
"be colliding and will be pushed away before performing the actual motion.\n"
"A higher value means it's more flexible for detecting collision, which helps "
"with consistently detecting walls and floors.\n"
"A lower value forces the collision algorithm to use more exact detection, so "
"it can be used in cases that specifically require precision, e.g at very low "
"scale to avoid visible jittering, or for stability with a stack of kinematic "
"bodies."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the "
"physics frame. This is useful when animating movement via [AnimationPlayer], "
"for example on moving platforms. Do [b]not[/b] use together with [method "
"move_and_slide] or [method move_and_collide] functions."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's X axis movement. Deprecated alias for [member "
"axis_lock_motion_x]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Y axis movement. Deprecated alias for [member "
"axis_lock_motion_y]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Z axis movement. Deprecated alias for [member "
"axis_lock_motion_z]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Sets the behavior to apply when you leave a moving platform. By default, to "
"be physically accurate, when you leave the last platform velocity is "
"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
"available behavior."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Add the last platform velocity when you leave a moving platform."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Add the last platform velocity when you leave a moving platform, but any "
"downward motion is ignored. It's useful to keep full jump height even when "
"the platform is moving down."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Do nothing when leaving a platform."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid "Kinematic body 2D node."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Kinematic bodies are special types of bodies that are meant to be user-"
"controlled. They are not affected by physics at all; to other types of "
"bodies, such as a character or a rigid body, these are the same as a static "
"body. However, they have two main uses:\n"
"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
"code or from an [AnimationPlayer] (with [member AnimationPlayer."
"playback_process_mode] set to \"physics\"), the physics will automatically "
"compute an estimate of their linear and angular velocity. This makes them "
"very useful for moving platforms or other AnimationPlayer-controlled objects "
"(like a door, a bridge that opens, etc).\n"
"[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving "
"objects (the [method move_and_collide] and [method move_and_slide] methods) "
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid "Using KinematicBody2D"
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Returns the floor's collision angle at the last collision point according to "
"[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This "
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Returns a [KinematicCollision2D], which contains information about the "
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Returns a [KinematicCollision2D], which contains information about a "
"collision that occurred during the last call to [method move_and_slide] or "
"[method move_and_slide_with_snap]. Since the body can collide several times "
"in a single call to [method move_and_slide], you must specify the index of "
"the collision in the range 0 to ([method get_slide_count] - 1).\n"
"[b]Example usage:[/b]\n"
"[codeblock]\n"
"for i in get_slide_count():\n"
" var collision = get_slide_collision(i)\n"
" print(\"Collided with: \", collision.collider.name)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
"it collides. Returns a [KinematicCollision2D], which contains information "
"about the collision when stopped, or when touching another body along the "
"motion.\n"
"If [code]test_only[/code] is [code]true[/code], the body does not move but "
"the would-be collision information is given."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Moves the body along a vector. If the body collides with another, it will "
"slide along the other body rather than stop immediately. If the other body "
"is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"This method should be used in [method Node._physics_process] (or in a method "
"called by [method Node._physics_process]), as it uses the physics step's "
"[code]delta[/code] value automatically in calculations. Otherwise, the "
"simulation will run at an incorrect speed.\n"
"[code]linear_velocity[/code] is the velocity vector in pixels per second. "
"Unlike in [method move_and_collide], you should [i]not[/i] multiply it by "
"[code]delta[/code] — the physics engine handles applying the velocity.\n"
"[code]up_direction[/code] is the up direction, used to determine what is a "
"wall and what is a floor or a ceiling. If set to the default value of "
"[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful "
"for topdown games.\n"
"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
"slopes when you include gravity in [code]linear_velocity[/code] and the body "
"is standing still.\n"
"If the body collides, it will change direction a maximum of "
"[code]max_slides[/code] times before it stops.\n"
"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
"is still considered a floor (or a ceiling), rather than a wall. The default "
"value equals 45 degrees.\n"
"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
"push [RigidBody2D] nodes, but it won't also detect any collisions with them. "
"If [code]false[/code], it will interact with [RigidBody2D] nodes like with "
"[StaticBody2D].\n"
"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
"slide collision occurred. To get detailed information about collisions that "
"occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Moves the body while keeping it attached to slopes. Similar to [method "
"move_and_slide].\n"
"As long as the [code]snap[/code] vector is in contact with the ground, the "
"body will remain attached to the surface. This means you must disable snap "
"in order to jump, for example. You can do this by setting [code]snap[/code] "
"to [code](0, 0)[/code] or by using [method move_and_slide] instead."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Checks for collisions without moving the body. Virtually sets the node's "
"position, scale and rotation to that of the given [Transform2D], then tries "
"to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
"code] if a collision would stop the body from moving along the whole path.\n"
"Use [method move_and_collide] instead for detecting collision with touching "
"bodies."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid "Collision data for [KinematicBody] collisions."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid ""
"Contains collision data for [KinematicBody] collisions. When a "
"[KinematicBody] is moved using [method KinematicBody.move_and_collide], it "
"stops if it detects a collision with another body. If a collision is "
"detected, a KinematicCollision object is returned.\n"
"This object contains information about the collision, including the "
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector3.UP[/code] by default. This value is always positive."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid ""
"The colliding body's unique instance ID. See [method Object.get_instance_id]."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's metadata. See [Object]."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid "The colliding body's [RID] used by the [PhysicsServer]."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid "The colliding shape's index. See [CollisionObject]."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding object's velocity."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The moving object's colliding shape."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape's normal at the point of collision."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The point of collision, in global coordinates."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The moving object's remaining movement vector."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The distance the moving object traveled before collision."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid "Collision data for [KinematicBody2D] collisions."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid ""
"Contains collision data for [KinematicBody2D] collisions. When a "
"[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], "
"it stops if it detects a collision with another body. If a collision is "
"detected, a KinematicCollision2D object is returned.\n"
"This object contains information about the collision, including the "
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector2.UP[/code] by default. This value is always positive."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding body's [RID] used by the [Physics2DServer]."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding shape's index. See [CollisionObject2D]."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Label displays plain text on the screen. It gives you control over the "
"horizontal and vertical alignment and can wrap the text inside the node's "
"bounding rectangle. It doesn't support bold, italics, or other formatting. "
"For that, use [RichTextLabel] instead.\n"
"[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control."
"mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it "
"doesn't react to mouse input events). This implies that a label won't "
"display any configured [member Control.hint_tooltip], unless you change its "
"mouse filter.\n"
"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
msgstr ""
#: doc/classes/Label.xml
msgid "Returns the font size in pixels."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Returns the total number of printable characters in the text (excluding "
"spaces and newlines)."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Returns the number of lines shown. Useful if the [Label]'s height cannot "
"currently display all lines."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Controls the text's horizontal align. Supports left, center, right, and "
"fill, or justify. Set it to one of the [enum Align] constants."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"If [code]true[/code], wraps the text inside the node's bounding rectangle. "
"If you resize the node, it will change its height automatically to show all "
"the text."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"The node ignores the first [code]lines_skipped[/code] lines before it starts "
"to display text."
msgstr ""
#: doc/classes/Label.xml
msgid "Limits the lines of text the node shows on screen."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Limits the amount of visible characters. If you set [code]percent_visible[/"
"code] to 0.5, only up to half of the text's characters will display on "
"screen. Useful to animate the text in a dialog box."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "The text to display on screen."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Controls the text's vertical align. Supports top, center, bottom, and fill. "
"Set it to one of the [enum VAlign] constants."
msgstr ""
#: doc/classes/Label.xml
msgid "Restricts the number of characters to display. Set to -1 to disable."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the left (default)."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows centered."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
msgid "Align rows to the right."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Expand row whitespaces to fit the width."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the top."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the center."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text to the bottom."
msgstr ""
#: doc/classes/Label.xml doc/classes/Label3D.xml
msgid "Align the whole text by spreading the rows."
msgstr ""
#: doc/classes/Label.xml
msgid "Default text [Color] of the [Label]."
msgstr ""
#: doc/classes/Label.xml
msgid "[Color] of the text's shadow effect."
msgstr ""
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
msgstr ""
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed "
"around the whole text as an outline."
msgstr ""
#: doc/classes/Label.xml
msgid "The horizontal offset of the text's shadow."
msgstr ""
#: doc/classes/Label.xml
msgid "The vertical offset of the text's shadow."
msgstr ""
#: doc/classes/Label.xml
msgid "[Font] used for the [Label]'s text."
msgstr ""
#: doc/classes/Label.xml
msgid "Background [StyleBox] for the [Label]."
msgstr ""
#: doc/classes/Label3D.xml
msgid "Displays plain text in a 3D world."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Label3D displays plain text in a 3D world. It gives you control over the "
"horizontal and vertical alignment."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Returns a [TriangleMesh] with the label's vertices following its current "
"configuration (such as its [member pixel_size])."
msgstr ""
#: doc/classes/Label3D.xml
#, fuzzy
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Label3D.xml
msgid ""
"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
"possible values."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
msgid "Threshold at which the alpha scissor will discard values."
msgstr ""
#: doc/classes/Label3D.xml
#, fuzzy
msgid "If [code]true[/code], wraps the text to the [member width]."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Label3D.xml
msgid ""
"The billboard mode to use for the label. See [enum SpatialMaterial."
"BillboardMode] for possible values."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"If [code]true[/code], text can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
#, fuzzy
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Label3D.xml
msgid "[Font] used for the [Label3D]'s text."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Controls the text's horizontal alignment. Supports left, center, right. Set "
"it to one of the [enum Align] constants."
msgstr ""
#: doc/classes/Label3D.xml
msgid "Vertical space between lines in multiline [Label3D]."
msgstr ""
#: doc/classes/Label3D.xml
msgid "Text [Color] of the [Label3D]."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], depth testing is disabled and the object will be drawn "
"in render order."
msgstr ""
#: doc/classes/Label3D.xml
msgid "The text drawing offset (in pixels)."
msgstr ""
#: doc/classes/Label3D.xml
msgid "The tint of [Font]'s outline."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
#: doc/classes/Label3D.xml
msgid "The size of one pixel's width on the label to scale it in 3D."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
#: doc/classes/Label3D.xml
#, fuzzy
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"label."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Label3D.xml
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
"to one of the [enum VAlign] constants."
msgstr ""
#: doc/classes/Label3D.xml
msgid "Text width (in pixels), used for autowrap and fill alignment."
msgstr ""
#: doc/classes/Label3D.xml
msgid "If set, lights in the environment affect the label."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
msgid ""
"Disables the depth test, so this object is drawn on top of all others. "
"However, objects drawn after it in the draw order may cover it."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Label is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
msgid "Represents the size of the [enum DrawFlags] enum."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"This mode performs standard alpha blending. It can display translucent "
"areas, but transparency sorting issues may be visible when multiple "
"transparent materials are overlapping."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"This mode only allows fully transparent or fully opaque pixels. This mode is "
"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower "
"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
"allows displaying translucent areas and smooth edges while using proper "
"sorting.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
"offsets."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of "
"storing many smaller textures with offsets.\n"
"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
"different offsets."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
"[code]ofs[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Clears the [LargeTexture]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Returns the number of pieces currently in this [LargeTexture]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Returns the offset of the piece with the index [code]idx[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
"code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"Sets the [Texture] of the piece with index [code]idx[/code] to "
"[code]texture[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Sets the size of this [LargeTexture]."
msgstr ""
#: doc/classes/Light.xml
msgid "Provides a base class for different kinds of light nodes."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Light is the [i]abstract[/i] base class for light nodes. As it can't be "
"instanced, it shouldn't be used directly. Other types of light nodes inherit "
"from it. Light contains the common variables and parameters used for "
"lighting."
msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
msgstr ""
#: doc/classes/Light.xml
#, fuzzy
msgid "Returns the value of the specified [enum Light.Param] parameter."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Light.xml
msgid "Sets the value of the specified [enum Light.Param] parameter."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], the light only appears in the editor and will not be "
"visible at runtime."
msgstr ""
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a "
"result equivalent to increasing the light's [member light_energy]."
msgstr ""
#: doc/classes/Light.xml
msgid "The light will affect objects in the selected layers."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight] and [SpotLight], changing this value will only change the light "
"color's intensity, not the light's radius."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Secondary multiplier used with indirect light (light bounces). This works on "
"both [BakedLightmap] and [GIProbe]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], the light's effect is reversed, darkening areas and "
"casting bright shadows."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
"simulate area lights to an extent.\n"
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The intensity of the specular blob in objects affected by the light. At "
"[code]0[/code], the light becomes a pure diffuse light. When not baking "
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Used to adjust shadow appearance. Too small a value results in self-"
"shadowing (\"shadow acne\"), while too large a value causes shadows to "
"separate from casters (\"peter-panning\"). Adjust as needed."
msgstr ""
#: doc/classes/Light.xml
msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
msgid "If [code]true[/code], the light will cast shadows."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_energy]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_indirect_energy]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_size]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member light_specular]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
"spot_range]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member OmniLight.omni_attenuation] or [member "
"SpotLight.spot_attenuation]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member SpotLight.spot_angle]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member shadow_contact]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_max_distance]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_normal_bias]."
msgstr ""
#: doc/classes/Light.xml
msgid "Constant for accessing [member shadow_bias]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Constant for accessing [member DirectionalLight."
"directional_shadow_bias_split_scale]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Light is ignored when baking.\n"
"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
msgstr ""
#: doc/classes/Light.xml
msgid "Only indirect lighting will be baked (default)."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Both direct and indirect light will be baked.\n"
"[b]Note:[/b] You should hide the light if you don't want it to appear twice "
"(dynamic and baked)."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Casts light in a 2D environment."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Casts light in a 2D environment. Light is defined by a (usually grayscale) "
"texture, a color, an energy value, a mode (see constants), and various other "
"parameters (range and shadows-related).\n"
"[b]Note:[/b] Light2D can also be used as a mask."
msgstr ""
#: doc/classes/Light2D.xml
msgid "The Light2D's [Color]."
msgstr ""
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], Light2D will only appear when editing the scene."
msgstr ""
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], Light2D will emit light."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"The Light2D's energy value. The larger the value, the stronger the light."
msgstr ""
#: doc/classes/Light2D.xml
msgid "The Light2D's mode. See [enum Mode] constants for values."
msgstr ""
#: doc/classes/Light2D.xml
msgid "The offset of the Light2D's [code]texture[/code]."
msgstr ""
#: doc/classes/Light2D.xml
msgid "The height of the Light2D. Used with 2D normal mapping."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"The layer mask. Only objects with a matching mask will be affected by the "
"Light2D."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Maximum layer value of objects that are affected by the Light2D."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Minimum layer value of objects that are affected by the Light2D."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Shadow buffer size."
msgstr ""
#: doc/classes/Light2D.xml
msgid "[Color] of shadows cast by the Light2D."
msgstr ""
#: doc/classes/Light2D.xml
msgid "If [code]true[/code], the Light2D will cast shadows."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Smoothing value for shadows."
msgstr ""
#: doc/classes/Light2D.xml
msgid "Smooth shadow gradient length."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
"with a matching light mask will cast shadows."
msgstr ""
#: doc/classes/Light2D.xml
msgid "[Texture] used for the Light2D's appearance."
msgstr ""
#: doc/classes/Light2D.xml
msgid "The [code]texture[/code]'s scale factor."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Adds the value of pixels corresponding to the Light2D to the values of "
"pixels under it. This is the common behavior of a light."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Subtracts the value of pixels corresponding to the Light2D to the values of "
"pixels under it, resulting in inversed light effect."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Mix the value of pixels corresponding to the Light2D to the values of pixels "
"under it by linear interpolation."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"The light texture of the Light2D is used as a mask, hiding or revealing "
"parts of the screen underneath depending on the value of each pixel of the "
"light (mask) texture."
msgstr ""
#: doc/classes/Light2D.xml
msgid "No filter applies to the shadow map. See [member shadow_filter]."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (3 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (5 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (7 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (9 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
#: doc/classes/Light2D.xml
msgid ""
"Percentage closer filtering (13 samples) applies to the shadow map. See "
"[member shadow_filter]."
msgstr ""
#: doc/classes/LightOccluder2D.xml
msgid "Occludes light cast by a Light2D, casting shadows."
msgstr ""
#: doc/classes/LightOccluder2D.xml
msgid ""
"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
"be provided with an [OccluderPolygon2D] in order for the shadow to be "
"computed."
msgstr ""
#: doc/classes/LightOccluder2D.xml
msgid ""
"The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
"from Light2D(s) that have the same light mask(s)."
msgstr ""
#: doc/classes/LightOccluder2D.xml
msgid "The [OccluderPolygon2D] used to compute the shadow."
msgstr ""
#: doc/classes/Line2D.xml
msgid "A 2D line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"A line through several points in 2D space. Supports varying width and color "
"over the line's length, texturing, and several cap/joint types.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
"[member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Adds a point with the specified [code]position[/code] relative to the line's "
"own position. Appends the new point at the end of the point list.\n"
"If [code]index[/code] is given, the new point is inserted before the "
"existing point identified by index [code]index[/code]. Every existing point "
"starting from [code]index[/code] is shifted further down the list of points. "
"The index must be greater than or equal to [code]0[/code] and must not "
"exceed the number of existing points in the line. See [method "
"get_point_count]."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
#, fuzzy
msgid "Returns the amount of points in the line."
msgstr "Vrátí sinus parametru."
#: doc/classes/Line2D.xml
#, fuzzy
msgid "Returns the position of the point at index [code]index[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Line2D.xml
#, fuzzy
msgid "Removes the point at index [code]index[/code] from the line."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Line2D.xml
#, fuzzy
msgid ""
"Overwrites the position of the point at index [code]index[/code] with the "
"supplied [code]position[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Line2D.xml
msgid ""
"If [code]true[/code], the line's border will attempt to perform antialiasing "
"by drawing thin OpenGL smooth lines on the line's edges.\n"
"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
"is [code]true[/code].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent lines and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
"perform antialiasing. 2D batching is also still supported with those "
"antialiased lines."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Controls the style of the line's first point. Use [enum LineCapMode] "
"constants."
msgstr ""
#: doc/classes/Line2D.xml
msgid "The line's color. Will not be used if a gradient is set."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Controls the style of the line's last point. Use [enum LineCapMode] "
"constants."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The gradient is drawn through the whole line from start to finish. The "
"default color will not be used if a gradient is set."
msgstr ""
#: doc/classes/Line2D.xml
msgid "The style for the points between the start and the end."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The points that form the lines. The line is drawn between every point set in "
"this array. Points are interpreted as local vectors."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. Higher values result in "
"smoother corners, but are more demanding to render and update. This is only "
"used if a cap or joint is set as round.\n"
"[b]Note:[/b] The default value is tuned for lines with the default [member "
"width]. For thin lines, this value should be reduced to a number between "
"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The direction difference in radians between vector points. This value is "
"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
"drawing style."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The style to render the [code]texture[/code] on the line. Use [enum "
"LineTextureMode] constants."
msgstr ""
#: doc/classes/Line2D.xml
msgid "The line's width."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The line's width varies with the curve. The original width is simply "
"multiply by the value of the Curve."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
"than the rotation of a joint, it becomes a bevel joint instead."
msgstr ""
#: doc/classes/Line2D.xml
msgid "The line's joints will be bevelled/chamfered."
msgstr ""
#: doc/classes/Line2D.xml
msgid "The line's joints will be rounded."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Don't draw a line cap."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Draws the line cap as a box."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Draws the line cap as a circle."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Takes the left pixels of the texture and renders it over the whole line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Tiles the texture over the line. The texture must be imported with "
"[b]Repeat[/b] enabled for it to work properly."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
"disabled for best results."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Control that provides single-line string editing."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"LineEdit provides a single-line string editor, used for text fields.\n"
"It features many built-in shortcuts which will always be available "
"([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n"
"- Ctrl + C: Copy\n"
"- Ctrl + X: Cut\n"
"- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n"
"- Ctrl + Z: Undo\n"
"- Ctrl + Shift + Z: Redo\n"
"- Ctrl + U: Delete text from the cursor position to the beginning of the "
"line\n"
"- Ctrl + K: Delete text from the cursor position to the end of the line\n"
"- Ctrl + A: Select all text\n"
"- Up/Down arrow: Move the cursor to the beginning/end of the line\n"
"On macOS, some extra keyboard shortcuts are available:\n"
"- Ctrl + F: Like the right arrow key, move the cursor one character right\n"
"- Ctrl + B: Like the left arrow key, move the cursor one character left\n"
"- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n"
"- Ctrl + N: Like the down arrow key, move the cursor to the next line\n"
"- Ctrl + D: Like the Delete key, delete the character on the right side of "
"cursor\n"
"- Ctrl + H: Like the Backspace key, delete the character on the left side of "
"the cursor\n"
"- Command + Left arrow: Like the Home key, move the cursor to the beginning "
"of the line\n"
"- Command + Right arrow: Like the End key, move the cursor to the end of the "
"line"
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Adds [code]text[/code] after the cursor. If the resulting value is longer "
"than [member max_length], nothing happens."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Erases the [LineEdit]'s [member text]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Deletes one character at the cursor's current position (equivalent to "
"pressing the [code]Delete[/code] key)."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Deletes a section of the [member text] going from position "
"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
"be within the text's length."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
msgid "Clears the current selection."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
"displayed when right-clicking on the [LineEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Returns the scroll offset due to [member caret_position], as a number of "
"characters."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection begin column."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Returns the selection end column."
msgstr ""
#: doc/classes/LineEdit.xml
#, fuzzy
msgid "Returns [code]true[/code] if the user has selected text."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/LineEdit.xml
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/"
"code]. By default, [code]from[/code] is at the beginning and [code]to[/code] "
"at the end.\n"
"[codeblock]\n"
"text = \"Welcome\"\n"
"select() # Will select \"Welcome\".\n"
"select(4) # Will select \"ome\".\n"
"select(2, 5) # Will select \"lco\".\n"
"[/codeblock]"
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Selects the whole [String]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Text alignment as defined in the [enum Align] enum."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "If [code]true[/code], the caret (visual cursor) blinks."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Duration (in seconds) of a caret's blinking cycle."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"The cursor's position inside the [LineEdit]. When set, the text may scroll "
"to accommodate it."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
"code] is not empty, which can be used to clear the text quickly."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
#: doc/classes/TextEdit.xml
#, fuzzy
msgid ""
"If [code]true[/code], the selected text will be deselected when focus is "
"lost."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
"be added."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
"the [member text]. It will [b]not[/b] compress if the [member text] is "
"shortened."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Maximum amount of characters that can be entered inside the [LineEdit]. If "
"[code]0[/code], there is no limit.\n"
"When a limit is defined, characters that would exceed [member max_length] "
"are truncated. This happens both for existing [member text] contents when "
"setting the max length, or for new text inserted in the [LineEdit], "
"including pasting. If any input text is truncated, the [signal "
"text_change_rejected] signal is emitted with the truncated substring as "
"parameter.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
"# `text` becomes \"Hello\".\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
"# `text` becomes \"Hello good\".\n"
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid ""
"If [code]false[/code], using middle mouse button to paste clipboard will be "
"disabled.\n"
"[b]Note:[/b] This method is only implemented on Linux."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
"code]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
"default value (see [member text])."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Sets the icon that will appear in the right end of the [LineEdit] if there's "
"no [member text], or always, if [member clear_button_enabled] is set to "
"[code]false[/code]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"If [code]true[/code], every character is replaced with the secret character "
"(see [member secret_character])."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"The character to use to mask secret input (defaults to \"*\"). Only a single "
"character can be used as the secret character."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "If [code]false[/code], using shortcuts will be disabled."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"String value of the [LineEdit].\n"
"[b]Note:[/b] Changing text using this property won't emit the [signal "
"text_changed] signal."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Emitted when appending text that overflows the [member max_length]. The "
"appended text is truncated to fit [member max_length], and the part that "
"couldn't fit is passed as the [code]rejected_substring[/code] argument."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Emitted when the text changes."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the left-hand side of the [LineEdit]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Centers the text in the middle of the [LineEdit]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Aligns the text on the right-hand side of the [LineEdit]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Stretches whitespaces to fit the [LineEdit]'s width."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Cuts (copies and clears) the selected text."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Copies the selected text."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Pastes the clipboard text over the selected text (or at the cursor's "
"position).\n"
"Non-printable escape characters are automatically stripped from the OS "
"clipboard via [method String.strip_escapes]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Erases the whole [LineEdit] text."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Selects the whole [LineEdit] text."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Undoes the previous action."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Reverse the last undo action."
msgstr ""
#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
msgid "Represents the size of the [enum MenuItems] enum."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Color used as default tint for the clear button."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Color used for the clear button when it's pressed."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Color of the [LineEdit]'s visual cursor (caret)."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Default font color."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Font color for selected text (inside the selection rectangle)."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Font color when editing is disabled."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Color of the selection rectangle."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Minimum horizontal space for the text (not counting the clear button and "
"content margins). This value is measured in count of space characters (i.e. "
"this amount of space characters can be displayed without scrolling)."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Font used for the text."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Texture for the clear button. See [member clear_button_enabled]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Background used when [LineEdit] has GUI focus."
msgstr ""
#: doc/classes/LineEdit.xml
msgid "Default background for the [LineEdit]."
msgstr ""
#: doc/classes/LineEdit.xml
msgid ""
"Background used when [LineEdit] is in read-only mode ([member editable] is "
"set to [code]false[/code])."
msgstr ""
#: doc/classes/LineShape2D.xml
msgid "Line shape for 2D collisions."
msgstr ""
#: doc/classes/LineShape2D.xml
msgid ""
"Line shape for 2D collisions. It works like a 2D plane and will not allow "
"any physics body to go to the negative side. Not recommended for rigid "
"bodies, and usually not recommended for static bodies either because it "
"forces checks against it on every frame."
msgstr ""
#: doc/classes/LineShape2D.xml
msgid "The line's distance from the origin."
msgstr ""
#: doc/classes/LineShape2D.xml
msgid "The line's normal."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "Simple button used to represent a link to some resource."
msgstr ""
#: doc/classes/LinkButton.xml
msgid ""
"This kind of button is primarily used when the interaction with the button "
"causes a context change (like linking to a web page).\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/LinkButton.xml
msgid ""
"Determines when to show the underline. See [enum UnderlineMode] for options."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "The LinkButton will always show an underline at the bottom of its text."
msgstr ""
#: doc/classes/LinkButton.xml
msgid ""
"The LinkButton will show an underline at the bottom of its text when the "
"mouse cursor is over it."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "The LinkButton will never show an underline at the bottom of its text."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "Default text [Color] of the [LinkButton]."
msgstr ""
#: doc/classes/LinkButton.xml
msgid ""
"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "Text [Color] used when the [LinkButton] is being hovered."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "Text [Color] used when the [LinkButton] is being pressed."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "The vertical space between the baseline of text and the underline."
msgstr ""
#: doc/classes/LinkButton.xml
msgid "[Font] of the [LinkButton]'s text."
msgstr ""
#: doc/classes/LinkButton.xml
msgid ""
"[StyleBox] used when the [LinkButton] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/Listener.xml doc/classes/Listener2D.xml
msgid "Overrides the location sounds are heard from."
msgstr ""
#: doc/classes/Listener.xml
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. This can be used to "
"listen from a location different from the [Camera]."
msgstr ""
#: doc/classes/Listener.xml
msgid "Disables the listener to use the current camera's listener instead."
msgstr ""
#: doc/classes/Listener.xml
msgid "Returns the listener's global orthonormalized [Transform]."
msgstr ""
#: doc/classes/Listener.xml
msgid ""
"Returns [code]true[/code] if the listener was made current using [method "
"make_current], [code]false[/code] otherwise.\n"
"[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
"the scene tree, but only the one that was made current last will be used."
msgstr ""
#: doc/classes/Listener.xml
msgid "Enables the listener. This will override the current camera's listener."
msgstr ""
#: doc/classes/Listener2D.xml
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. Only one [Listener2D] "
"can be current. Using [method make_current] will disable the previous "
"[Listener2D].\n"
"If there is no active [Listener2D] in the current [Viewport], center of the "
"screen will be used as a hearing point for the audio. [Listener2D] needs to "
"be inside [SceneTree] to function."
msgstr ""
#: doc/classes/Listener2D.xml
msgid ""
"Disables the [Listener2D]. If it's not set as current, this method will have "
"no effect."
msgstr ""
#: doc/classes/Listener2D.xml
#, fuzzy
msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Listener2D.xml
msgid ""
"Makes the [Listener2D] active, setting it as the hearing point for the "
"sounds. If there is already another active [Listener2D], it will be "
"disabled.\n"
"This method will have no effect if the [Listener2D] is not added to "
"[SceneTree]."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Abstract base class for the game's main loop."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
"inherited by [SceneTree], which is the default game loop implementation used "
"in Godot projects, though it is also possible to write and use one's own "
"[MainLoop] subclass instead of the scene tree.\n"
"Upon the application start, a [MainLoop] implementation must be provided to "
"the OS; otherwise, the application will exit. This happens automatically "
"(and a [SceneTree] is created) unless a main [Script] is provided from the "
"command line (with e.g. [code]godot -s my_loop.gd[/code], which should then "
"be a [MainLoop] implementation.\n"
"Here is an example script implementing a simple [MainLoop]:\n"
"[codeblock]\n"
"extends MainLoop\n"
"\n"
"var time_elapsed = 0\n"
"var keys_typed = []\n"
"var quit = false\n"
"\n"
"func _initialize():\n"
" print(\"Initialized:\")\n"
" print(\" Starting time: %s\" % str(time_elapsed))\n"
"\n"
"func _idle(delta):\n"
" time_elapsed += delta\n"
" # Return true to end the main loop.\n"
" return quit\n"
"\n"
"func _input_event(event):\n"
" # Record keys.\n"
" if event is InputEventKey and event.pressed and !event.echo:\n"
" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
" # Quit on Escape press.\n"
" if event.scancode == KEY_ESCAPE:\n"
" quit = true\n"
" # Quit on any mouse click.\n"
" if event is InputEventMouseButton:\n"
" quit = true\n"
"\n"
"func _finalize():\n"
" print(\"Finalized:\")\n"
" print(\" End time: %s\" % str(time_elapsed))\n"
" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Called when files are dragged from the OS file manager and dropped in the "
"game window. The arguments are a list of file paths and the identifier of "
"the screen where the drag originated."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Called before the program exits."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Called when the user performs an action in the system global menu (e.g. the "
"Mac OS menu bar)."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Called each idle frame with the time since the last idle frame as argument "
"(in seconds). Equivalent to [method Node._process].\n"
"If implemented, the method must return a boolean value. [code]true[/code] "
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Called once during initialization."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Called whenever an [InputEvent] is received by the main loop."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Deprecated callback, does not do anything. Use [method _input_event] to "
"parse text input. Will be removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Called each physics frame with the time since the last physics frame as "
"argument ([code]delta[/code], in seconds). Equivalent to [method Node."
"_physics_process].\n"
"If implemented, the method must return a boolean value. [code]true[/code] "
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _finalize] instead. Will be "
"removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _idle] instead. Will be "
"removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _initialize] instead. Will "
"be removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_event] instead. Will "
"be removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _input_text] instead. Will "
"be removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Should not be called manually, override [method _iteration] instead. Will be "
"removed in Godot 4.0."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Emitted when a user responds to a permission request."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the mouse enters the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the mouse leaves the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the game window is focused.\n"
"Implemented on all platforms."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the game window is unfocused.\n"
"Implemented on all platforms."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when a quit request is sent (e.g. closing "
"the window with a \"Close\" button or Alt+F4).\n"
"Implemented on desktop platforms."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when a go back request is sent (e.g. "
"pressing the \"Back\" button on Android).\n"
"Specific to the Android platform."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when an unfocus request is sent (e.g. "
"another OS window wants to take the focus).\n"
"No supported platforms currently send this notification."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the application is exceeding its "
"allocated memory.\n"
"Specific to the iOS platform."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received when translations may have changed. Can be triggered "
"by the user changing the locale. Can be used to respond to language changes, "
"for example to change the UI strings on the fly. Useful when working with "
"the built-in translation support, like [method Object.tr]."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when a request for \"About\" information "
"is sent.\n"
"Specific to the macOS platform."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from Godot's crash handler when the engine is about to "
"crash.\n"
"Implemented on desktop platforms if the crash handler is enabled."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when an update of the Input Method Engine "
"occurs (e.g. change of IME cursor position or composition string).\n"
"Specific to the macOS platform."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the app is resumed.\n"
"Specific to the Android platform."
msgstr ""
#: doc/classes/MainLoop.xml doc/classes/Node.xml
msgid ""
"Notification received from the OS when the app is paused.\n"
"Specific to the Android platform."
msgstr ""
#: doc/classes/MarginContainer.xml
msgid "Simple margin container."
msgstr ""
#: doc/classes/MarginContainer.xml
msgid ""
"Adds a top, left, bottom, and right margin to all [Control] nodes that are "
"direct children of the container. To control the [MarginContainer]'s margin, "
"use the [code]margin_*[/code] theme properties listed below.\n"
"[b]Note:[/b] Be careful, [Control] margin values are different than the "
"constant margin values. If you want to change the custom margin values of "
"the [MarginContainer] by code, you should use the following examples:\n"
"[codeblock]\n"
"# This code sample assumes the current script is extending MarginContainer.\n"
"var margin_value = 100\n"
"add_constant_override(\"margin_top\", margin_value)\n"
"add_constant_override(\"margin_left\", margin_value)\n"
"add_constant_override(\"margin_bottom\", margin_value)\n"
"add_constant_override(\"margin_right\", margin_value)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a bottom margin of "
"[code]margin_bottom[/code] pixels."
msgstr ""
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a left margin of "
"[code]margin_left[/code] pixels."
msgstr ""
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a right margin of "
"[code]margin_right[/code] pixels."
msgstr ""
#: doc/classes/MarginContainer.xml
msgid ""
"All direct children of [MarginContainer] will have a top margin of "
"[code]margin_top[/code] pixels."
msgstr ""
#: doc/classes/Marshalls.xml
msgid "Data transformation (marshalling) and encoding helpers."
msgstr ""
#: doc/classes/Marshalls.xml
msgid "Provides data transformation and encoding utility functions."
msgstr ""
#: doc/classes/Marshalls.xml
msgid ""
"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
"[code]base64_str[/code]."
msgstr ""
#: doc/classes/Marshalls.xml
msgid ""
"Returns a decoded string corresponding to the Base64-encoded string "
"[code]base64_str[/code]."
msgstr ""
#: doc/classes/Marshalls.xml
msgid ""
"Returns a decoded [Variant] corresponding to the Base64-encoded string "
"[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], "
"decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
#: doc/classes/Marshalls.xml
msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
msgstr ""
#: doc/classes/Marshalls.xml
msgid ""
"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
msgstr ""
#: doc/classes/Marshalls.xml
msgid ""
"Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If "
"[code]full_objects[/code] is [code]true[/code], encoding objects is allowed "
"(and can potentially include code)."
msgstr ""
#: doc/classes/Material.xml
msgid "Abstract base [Resource] for coloring and shading geometry."
msgstr ""
#: doc/classes/Material.xml
msgid ""
"Material is a base [Resource] used for coloring and shading geometry. All "
"materials inherit from it and almost all [VisualInstance] derived nodes "
"carry a Material. A few flags and parameters are shared between all material "
"types and are configured here."
msgstr ""
#: doc/classes/Material.xml
msgid ""
"Sets the [Material] to be used for the next pass. This renders the object "
"again using a different material.\n"
"[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
"with type \"Spatial\"."
msgstr ""
#: doc/classes/Material.xml
msgid ""
"Sets the render priority for transparent objects in 3D scenes. Higher "
"priority objects will be sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
#: doc/classes/Material.xml
msgid "Maximum value for the [member render_priority] parameter."
msgstr ""
#: doc/classes/Material.xml
msgid "Minimum value for the [member render_priority] parameter."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Special button that brings up a [PopupMenu] when clicked."
msgstr ""
#: doc/classes/MenuButton.xml
msgid ""
"Special button that brings up a [PopupMenu] when clicked.\n"
"New items can be created inside this [PopupMenu] using [code]get_popup()."
"add_item(\"My Item Name\")[/code]. You can also create them directly from "
"the editor. To do so, select the [MenuButton] node, then in the toolbar at "
"the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the "
"popup. You will be able to give each item new properties.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/MenuButton.xml doc/classes/OptionButton.xml
msgid ""
"Returns the [PopupMenu] contained in this button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/MenuButton.xml
msgid ""
"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
"the button."
msgstr ""
#: doc/classes/MenuButton.xml
msgid ""
"If [code]true[/code], when the cursor hovers above another [MenuButton] "
"within the same parent which also has [code]switch_on_hover[/code] enabled, "
"it will close the current [MenuButton] and open the other one."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Default text [Color] of the [MenuButton]."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is disabled."
msgstr ""
#: doc/classes/MenuButton.xml
msgid ""
"Text [Color] used when the [MenuButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being hovered."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Text [Color] used when the [MenuButton] is being pressed."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "The horizontal space between [MenuButton]'s icon and text."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "[Font] of the [MenuButton]'s text."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is disabled."
msgstr ""
#: doc/classes/MenuButton.xml
msgid ""
"[StyleBox] used when the [MenuButton] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being hovered."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "Default [StyleBox] for the [MenuButton]."
msgstr ""
#: doc/classes/MenuButton.xml
msgid "[StyleBox] used when the [MenuButton] is being pressed."
msgstr ""
#: doc/classes/Mesh.xml
msgid "A [Resource] that contains vertex array-based geometry."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Mesh is a type of [Resource] that contains vertex array-based geometry, "
"divided in [i]surfaces[/i]. Each surface contains a completely separate "
"array and a material used to draw it. Design wise, a mesh with multiple "
"surfaces is preferred to a single surface, because objects created in 3D "
"editing software commonly contain multiple materials."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Calculate a [ConvexPolygonShape] from the mesh.\n"
"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
"simplified to reduce the amount of vertices. Disabled by default."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Calculate an outline mesh at a defined offset (margin) from the original "
"mesh.\n"
"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
"g. clockwise to counterclockwise)."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Calculate a [ConcavePolygonShape] from the mesh."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Generate a [TriangleMesh] from the mesh."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
"by [code]custom_aabb[/code]. See also [method VisualInstance."
"get_transformed_aabb].\n"
"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Returns all the vertices that make up the faces of the mesh. Each three "
"vertices represent one triangle."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Returns the amount of surfaces that the [Mesh] holds."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Returns the blend shape arrays for the requested surface."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
"[member BakedLightmap.default_texels_per_unit]."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as points (one vertex equals one point)."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as lines (every two vertices a line is created)."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as line strip."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as line loop (like line strip, but closed)."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as triangles (every three vertices a triangle is created)."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as triangle strips."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Render array as triangle fans."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are normalized."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Blend shapes are relative to base weight."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains normals."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains tangents."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains colors."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains UVs."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains second UV."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains bones."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array contains bone weights."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Mesh array uses indices."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
"values. Do not use."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) vertex array."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) normal array."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) tangent array."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Flag used to mark a compressed (half float) color array.\n"
"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
"1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) UV coordinates array."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
"Flag used to mark a compressed (half float) UV coordinates array for the "
"second UV coordinates."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed bone array."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) weight array."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed index array."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array contains 2D vertices."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
msgstr ""
#: doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid ""
"Flag used to mark that the array uses an octahedral representation of normal "
"and tangent vectors rather than cartesian."
msgstr ""
#: doc/classes/Mesh.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
"colors will be stored as 8-bit unsigned integers. This will clamp overbright "
"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of vertices."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of normals."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of tangents as an array of floats, 4 floats per tangent."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of colors."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of UV coordinates."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of second set of UV coordinates."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of bone data."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of weights."
msgstr ""
#: doc/classes/Mesh.xml
msgid "Array of indices."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Helper tool to access and edit [Mesh] data."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid ""
"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
"users to read and edit vertex data of meshes. It also creates an array of "
"faces and edges.\n"
"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
"are finished editing the data commit the data to a mesh with [method "
"commit_to_surface].\n"
"Below is an example of how MeshDataTool may be used.\n"
"[codeblock]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
"get_mesh_arrays())\n"
"var mdt = MeshDataTool.new()\n"
"mdt.create_from_surface(mesh, 0)\n"
"for i in range(mdt.get_vertex_count()):\n"
" var vertex = mdt.get_vertex(i)\n"
" # In this example we extend the mesh by one unit, which results in "
"separated faces as it is flat shaded.\n"
" vertex += mdt.get_vertex_normal(i)\n"
" # Save your change.\n"
" mdt.set_vertex(i, vertex)\n"
"mesh.surface_remove(0)\n"
"mdt.commit_to_surface(mesh)\n"
"var mi = MeshInstance.new()\n"
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/codeblock]\n"
"See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Clears all data currently in MeshDataTool."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Adds a new surface to specified [Mesh] with edited data."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of edges in this [Mesh]."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns array of faces that touch given edge."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns meta information assigned to given edge."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid ""
"Returns index of specified vertex connected to given edge.\n"
"Vertex argument can only be 0 or 1 because edges are comprised of two "
"vertices."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the number of faces in this [Mesh]."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid ""
"Returns specified edge associated with given face.\n"
"Edge argument must be either 0, 1, or 2 because a face only has three edges."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given face."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Calculates and returns the face normal of the given face."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid ""
"Returns the specified vertex of the given face.\n"
"Vertex argument must be either 0, 1, or 2 because faces contain three "
"vertices."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid ""
"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
"flags combined together. For example, a mesh containing both vertices and "
"normals would return a format of [code]3[/code] because [constant ArrayMesh."
"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh."
"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the material assigned to the [Mesh]."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the vertex at given index."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the bones of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the color of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the total number of vertices in [Mesh]."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of edges that share the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns an array of faces that share the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the metadata associated with the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the normal of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the tangent of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns the UV2 of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Returns bone weights of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata of the given edge."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata of the given face."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the material to be used by newly-constructed [Mesh]."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the position of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the bones of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the color of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the metadata associated with the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the normal of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the tangent of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the UV2 of the given vertex."
msgstr ""
#: doc/classes/MeshDataTool.xml
msgid "Sets the bone weights of the given vertex."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Node that instances meshes into a scenario."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
"in many places. This allows reusing geometry, which can save on resources. "
"When a [Mesh] has to be instanced more than thousands of times at close "
"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [StaticBody] child node with a [ConvexPolygonShape] "
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing.\n"
"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
"simplified to reduce the amount of vertices. Disabled by default."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [MeshInstance] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [StaticBody] child node with multiple "
"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
"convex decomposition. It's mainly used for testing."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [StaticBody] child node with a [ConcavePolygonShape] "
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"Returns the [Material] that will be used by the [Mesh] when drawing. This "
"can return the [member GeometryInstance.material_override], the surface "
"override [Material] defined in this [MeshInstance], or the surface "
"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
"material_override] is used, all surfaces will return the override material."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"Returns the override [Material] for a surface of the [Mesh] resource.\n"
"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
"with this [MeshInstance]. Consider using [method get_active_material] or "
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
#, fuzzy
msgid "Returns the number of surface override materials."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/MeshInstance.xml
msgid ""
"Returns [code]true[/code] if this [MeshInstance] can be merged with the "
"specified [code]other_mesh_instance[/code], using the [method MeshInstance."
"merge_meshes] function.\n"
"In order to be mergeable, properties of the [MeshInstance] must match, and "
"each surface must match, in terms of material, attributes and vertex format."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This function can merge together the data from several source "
"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
"the function is called from). This is primarily useful for improving "
"performance by reducing the number of drawcalls and [Node]s.\n"
"Merging should only be attempted for simple meshes that do not contain "
"animation.\n"
"The final vertices can either be returned in global space, or in local space "
"relative to the destination [MeshInstance] global transform (the destination "
"Node must be inside the [SceneTree] for local space to work).\n"
"The function will make a final check for compatibility between the "
"[MeshInstance]s by default, this should always be used unless you have "
"previously checked for compatibility using [method MeshInstance."
"is_mergeable_with]. If the compatibility check is omitted and the meshes are "
"merged, you may see rendering errors.\n"
"[b]Note:[/b] The requirements for similarity between meshes are quite "
"stringent. They can be checked using the [method MeshInstance."
"is_mergeable_with] function prior to calling [method MeshInstance."
"merge_meshes].\n"
"Also note that any initial data in the destination [MeshInstance] data will "
"be discarded."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"Sets the override [Material] for the specified surface of the [Mesh] "
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "[NodePath] to the [Skeleton] associated with the instance."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid "Sets the skin to be used by this instance."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"If [code]true[/code], normals are transformed when software skinning is "
"used. Set to [code]false[/code] when normals are not needed for better "
"performance.\n"
"See [member ProjectSettings.rendering/quality/skinning/"
"software_skinning_fallback] for details about how software skinning is "
"enabled."
msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "Node used for displaying a [Mesh] in 2D."
msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid ""
"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
"automatically created from an existing [Sprite] via a tool in the editor "
"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
#: doc/classes/MeshInstance2D.xml
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
msgstr ""
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
"The normal map that will be used if using the default [CanvasItemMaterial].\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid ""
"The [Texture] that will be used if using the default [CanvasItemMaterial]. "
"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
msgstr ""
#: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
msgid "Emitted when the [member texture] is changed."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Library of meshes."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"A library of meshes. Contains a list of [Mesh] resources, each with a name "
"and ID. Each item can also include collision and navigation shapes. This "
"resource is used in [GridMap]."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Clears the library."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"Creates a new item in the library with the given ID.\n"
"You can get an unused ID from [method get_last_unused_item_id]."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the first item with the given name."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the list of item IDs in use."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
#, fuzzy
msgid "Returns the transform applied to the item's mesh."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's name."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's navigation mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's navigation mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"When running in the editor, returns a generated item preview (a 3D rendering "
"in isometric perspective). When used in a running project, returns the "
"manually-defined item preview which can be set using [method "
"set_item_preview]. Returns an empty [Texture] if no preview was manually set "
"in a running project."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"Returns an item's collision shapes.\n"
"The array consists of each [Shape] followed by its [Transform]."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Gets an unused ID for a new item."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Removes the item."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets the item's mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"Sets the item's name.\n"
"This name is shown in the editor. It can also be used to look up the item "
"later using [method find_item_by_name]."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets the item's navigation mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets the transform to apply to the item's navigation mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Sets a texture to use as the item's preview icon in the editor."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"Sets an item's collision shapes.\n"
"The array should consist of [Shape] objects, each followed by a [Transform] "
"that will be applied to it. For shapes that should not have a transform, use "
"[constant Transform.IDENTITY]."
msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Simple texture that uses a mesh to draw itself."
msgstr ""
#: doc/classes/MeshTexture.xml
msgid ""
"Simple texture that uses a mesh to draw itself. It's limited because flags "
"can't be changed and region drawing is not supported."
msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Sets the base texture that the Mesh will use to draw."
msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Sets the size of the image, needed for reference."
msgstr ""
#: doc/classes/MeshTexture.xml
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr ""
#: doc/classes/MethodTweener.xml
msgid ""
"Interpolates an abstract value and supplies it to a method called over time."
msgstr ""
#: doc/classes/MethodTweener.xml
msgid ""
"[MethodTweener] is similar to a combination of [CallbackTweener] and "
"[PropertyTweener]. It calls a method providing an interpolated value as a "
"parameter. See [method SceneTreeTween.tween_method] for more usage "
"information.\n"
"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
"create [MethodTweener]. Any [MethodTweener] created manually will not "
"function correctly."
msgstr ""
#: doc/classes/MethodTweener.xml
msgid ""
"Sets the time in seconds after which the [MethodTweener] will start "
"interpolating. By default there's no delay."
msgstr ""
#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [SceneTreeTween] that contains this Tweener."
msgstr ""
#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
msgid ""
"Sets the type of used transition from [enum Tween.TransitionType]. If not "
"set, the default transition is used from the [SceneTreeTween] that contains "
"this Tweener."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "Generic mobile VR implementation."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"This is a generic mobile VR implementation where you need to provide details "
"about the phone and HMD used. It does not rely on any existing framework. "
"This is the most basic interface we have. For the best effect, you need a "
"mobile phone with a gyroscope and accelerometer.\n"
"Note that even though there is no positional tracking, the camera will "
"assume the headset is at a height of 1.85 meters. You can change this by "
"setting [member eye_height].\n"
"You can initialise this interface as follows:\n"
"[codeblock]\n"
"var interface = ARVRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().arvr = true\n"
"[/codeblock]"
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The width of the display in centimeters."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The height at which the camera is placed in relation to the ground (i.e. "
"[ARVROrigin] node)."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The interocular distance, also known as the interpupillary distance. The "
"distance between the pupils of the left and right eye."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid "The k2 lens factor, see k1."
msgstr ""
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml
msgid ""
"The oversample setting. Because of the lens distortion we have to render our "
"buffers at a higher resolution then the screen can natively handle. A value "
"between 1.5 and 2.0 often provides good results but at the cost of "
"performance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Provides high-performance mesh instancing."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"MultiMesh provides low-level mesh instancing. Drawing thousands of "
"[MeshInstance] nodes can be slow, since each object is submitted to the GPU "
"then drawn individually.\n"
"MultiMesh is much faster as it can draw thousands of instances with a single "
"draw call, resulting in less API overhead.\n"
"As a drawback, if the instances are too far away from each other, "
"performance may be reduced as every single instance will always render (they "
"are spatially indexed as one, for the whole object).\n"
"Since instances may have any behavior, the AABB used for visibility must be "
"provided by the user."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Returns the visibility axis-aligned bounding box in local space. See also "
"[method VisualInstance.get_transformed_aabb]."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Gets a specific instance's color."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Returns the custom data that has been set for a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"All data is packed in one large float array. An array may look like this: "
"Transform for instance 1, color data for instance 1, custom data for "
"instance 1, transform for instance 2, color data for instance 2, etc...\n"
"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors.\n"
"For the color to take effect, ensure that [member color_format] is non-"
"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
"color doesn't look as expected, make sure the material's albedo color is set "
"to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets custom data for a specific instance. Although [Color] is used, it is "
"just a container for 4 floating point numbers. The format of the number can "
"change depending on the [enum CustomDataFormat] used."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Sets the [Transform] for a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Sets the [Transform2D] for a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of colors in color array that gets passed to shader."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of custom data in custom data array that gets passed to shader."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Number of instances that will get drawn. This clears and (re)sizes the "
"buffers. By default, all instances are drawn but you can limit this with "
"[member visible_instance_count]."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use this when using 2D transforms."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use this when using 3D transforms."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance [Color]s."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Compress [Color] data into 8 bits when passing to shader. This uses less "
"memory and can be faster, but the [Color] loses precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"The [Color] passed into [method set_instance_color] will use 4 floats. Use "
"this for highest precision [Color]."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance custom data."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Compress custom_data into 8 bits when passing to shader. This uses less "
"memory and can be faster, but loses precision and range. Floats packed into "
"8 bits can only represent values between 0 and 1, numbers outside that range "
"will be clamped."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid ""
"[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s "
"based on a [MultiMesh] resource.\n"
"This is useful to optimize the rendering of a high amount of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance]."
msgstr ""
#: doc/classes/MultiMeshInstance2D.xml
msgid "Node that instances a [MultiMesh] in 2D."
msgstr ""
#: doc/classes/MultiMeshInstance2D.xml
msgid ""
"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance]."
msgstr ""
#: doc/classes/MultiMeshInstance2D.xml
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid "High-level multiplayer API."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"This class implements most of the logic behind the high-level multiplayer "
"API. See also [NetworkedMultiplayerPeer].\n"
"By default, [SceneTree] has a reference to this class that is used to "
"provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n"
"It is possible to override the MultiplayerAPI instance used by specific "
"Nodes by setting the [member Node.custom_multiplayer] property, effectively "
"allowing to run both client and server in the same scene.\n"
"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
"detail and isn't meant to be used by non-Godot servers. It may change "
"without notice."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Clears the current MultiplayerAPI network state (you shouldn't call this "
"unless you know what you are doing)."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
"network_peer]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if there is a [member network_peer] set."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
"in server mode (listening for connections)."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Method used for polling the MultiplayerAPI. You only need to worry about "
"this if you are using [member Node.custom_multiplayer] override or you set "
"[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, "
"[SceneTree] will poll its MultiplayerAPI for you.\n"
"[b]Note:[/b] This method results in RPCs and RSETs being called, so they "
"will be executed in the same context of this function (e.g. [code]_process[/"
"code], [code]physics[/code], [Thread])."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Sends the given raw [code]bytes[/code] to a specific peer identified by "
"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
"Default ID is [code]0[/code], i.e. broadcast to all peers."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
#, fuzzy
msgid ""
"If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
"allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
"allow encoding and decoding of object during RPCs/RSETs.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
"Dekóduje pole bitů zpátky na hodnotu. Pokud [code]allow_objects[/code] je "
"[code]true[/code] dekódování objektů je povoleno.\n"
"[b]WARNING:[/b] Deserializované objekty mohou obsahovat kód, který se "
"provede. Nepoužívejte tuto možnost, pokud serialozovaný objekt nepochází z "
"důveryhodného zdroje. Tím se vyhnete potencionálním bezpečnostním hrozbám "
"(vzdálené spuštění kódu)."
#: doc/classes/MultiplayerAPI.xml
msgid ""
"The peer object to handle the RPC system (effectively enabling networking "
"when set). Depending on the peer itself, the MultiplayerAPI will become a "
"network server (check with [method is_network_server]) and will set root "
"node's network mode to master, or it will become a regular peer with root "
"node set to puppet. All child nodes are set to inherit the network mode by "
"default. Handling of networking-related events (connection, disconnection, "
"new clients) is done by connecting to MultiplayerAPI's signals."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
"incoming connections."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"The root node to use for RPCs. Instead of an absolute path, a relative path "
"will be used to find the node upon which the RPC should be executed.\n"
"This effectively allows to have different branches of the scene tree to be "
"managed by different MultiplayerAPI, allowing for example to run both client "
"and server in the same scene."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
"a connection to a server. Only emitted on clients."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] connects with a new "
"peer. ID is the peer ID of the new peer. Clients get notified when other "
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] disconnects from a "
"peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] receive a "
"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
"peer ID of the peer that sent the packet."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
"server. Only emitted on clients."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to disable a "
"method or property for all RPC calls, making it unavailable. Default for all "
"methods."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
"method to be called or a property to be changed only on the remote end, not "
"locally. Analogous to the [code]remote[/code] keyword. Calls and property "
"changes are accepted from all remote peers, no matter if they are node's "
"master or puppets."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
"method to be called or a property to be changed only on the network master "
"for this node. Analogous to the [code]master[/code] keyword. Only accepts "
"calls or property changes from the node's network puppets, see [method Node."
"set_network_master]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
"method to be called or a property to be changed only on puppets for this "
"node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or "
"property changes from the node's network master, see [method Node."
"set_network_master]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
"[code]slave[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
"change locally. Analogous to the [code]remotesync[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
"the [code]sync[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
"change locally. Analogous to the [code]mastersync[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
"change locally. Analogous to the [code]puppetsync[/code] keyword."
msgstr ""
#: doc/classes/Mutex.xml
msgid "A synchronization mutex (mutual exclusion)."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"A synchronization mutex (mutual exclusion). This is used to synchronize "
"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
"that only one thread can ever acquire the lock at a time. A mutex can be "
"used to protect a critical section; however, be careful to avoid deadlocks."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
"[b]Note:[/b] This function returns without blocking if the thread already "
"has ownership of the mutex."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"Tries locking this [Mutex], but does not block. Returns [constant OK] on "
"success, [constant ERR_BUSY] otherwise.\n"
"[b]Note:[/b] This function returns [constant OK] if the thread already has "
"ownership of the mutex."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"Unlocks this [Mutex], leaving it to other threads.\n"
"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
"times while already having ownership of the mutex, it must also call [method "
"unlock] the same number of times in order to unlock it correctly."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_class_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_method_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_property_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_signal_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Constructs a new object of the base type with a script of this type already "
"attached.\n"
"[b]Note:[/b] Any arguments passed to this function will be ignored and not "
"passed to the native constructor function. This will change with in a future "
"API extension."
msgstr ""
#: doc/classes/Navigation.xml
msgid "Mesh-based navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
#: doc/classes/NavigationServer.xml
msgid "3D Navmesh Demo"
msgstr ""
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
"Returns the navigation point closest to the point given. Points are in local "
"coordinate space."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the surface normal at the navigation point closest to the point "
"given. Useful for rotating a navigation agent according to the navigation "
"mesh it moves on."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the owner of the [NavigationMesh] which contains the navigation "
"point closest to the point given. This is usually a [NavigationMeshInstance]."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the navigation point closest to the given line segment. When "
"enabling [code]use_collision[/code], only considers intersection points "
"between segment and navigation meshes. If multiple intersection points are "
"found, the one closest to the segment start point is returned."
msgstr ""
#: doc/classes/Navigation.xml
#, fuzzy
msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
#: doc/classes/Navigation.xml
msgid "The cell height to use for fields."
msgstr ""
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
msgid "The XZ plane cell size to use for fields."
msgstr ""
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
"This value is used to detect the near edges to connect compatible regions."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"A bitfield determining all navigation map layers the navigation can use on a "
"[method Navigation.get_simple_path] path query."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
"which is the world's \"up\" direction."
msgstr ""
#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationServer.xml
msgid ""
"Emitted when a navigation map is updated, when a region moves or is modified."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid "2D navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Navigation2D provides navigation and pathfinding within a 2D area, specified "
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
#: doc/classes/NavigationPolygon.xml
msgid "2D Navigation Demo"
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"Returns the owner of the [NavigationPolygon] which contains the navigation "
"point closest to the point given. This is usually a "
"[NavigationPolygonInstance]."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"Navigation2DServer.map_get_path] instead.\n"
"Returns the path between two given points. Points are in local coordinate "
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid "The XY plane cell size to use for fields."
msgstr ""
#: doc/classes/Navigation2D.xml
msgid ""
"A bitfield determining all navigation map layers the navigation can use on a "
"[method Navigation2D.get_simple_path] path query."
msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid "Server interface for low-level 2D navigation access."
msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than navigation map [code]edge_connection_margin[/"
"code] to the respective other edge's vertex.\n"
"You may assign navigation layers to regions with [method Navigation2DServer."
"region_set_navigation_layers], which then can be checked upon when "
"requesting a path with [method Navigation2DServer.map_get_path]. This allows "
"allowing or forbidding some areas to 2D objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Creates the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation map [RID] the requested [code]agent[/code] is "
"currently assigned to."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Callback called at the end of the RVO process. If a callback is created "
"manually and the agent is placed on a navigation map it will calculate "
"avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
"code] to the [code]receiver[/code] object with a signal to the chosen "
"[code]method[/code] name.\n"
"[b]Note:[/b] Created callbacks are always processed independently of the "
"SceneTree state as long as the agent is on a navigation map and not freed. "
"To disable the dispatch of a callback from an agent use [method "
"agent_set_callback] again with a [code]null[/code] object as the "
"[code]receiver[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Puts the agent in the map."
msgstr "Vrátí tangens parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Sets the maximum number of other agents the agent takes into account in the "
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the maximum speed of the agent. Must be positive."
msgstr "Vrátí sinus parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Sets the maximum distance to other agents this agent takes into account in "
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the position of the agent in world space."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the radius of the agent."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the new target velocity."
msgstr "Vrátí sinus parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"The minimal amount of time for which the agent's velocities that are "
"computed by the simulation are safe with respect to other agents. The larger "
"this number, the sooner this agent will respond to the presence of other "
"agents, but the less freedom this agent has in choosing its velocities. Must "
"be positive."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the current velocity of the agent."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Destroys the given RID."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
"the end of each physics frame. This function can be used to immediately "
"(re)calculate all the navigation meshes and region connections of the "
"navigation map. This makes it possible to query a navigation path for a "
"changed map immediately and in the same frame (multiple times if needed).\n"
"Due to technical restrictions the current NavigationServer command queue "
"will be flushed. This means all already queued update commands for this "
"physics frame will be executed, even those intended for other maps, regions "
"and agents not part of the specified map. The expensive computation of the "
"navigation meshes and region connections of a map will only be done for the "
"specified map. Other maps will receive the normal synchronization at the end "
"of the physics frame. Should the specified map receive changes after the "
"forced update it will update again as well when the other maps receive their "
"update.\n"
"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
"is untouched by this function and continues to happen for all maps and "
"agents at the end of the physics frame.\n"
"[b]Note:[/b] With great power comes great responsibility. This function "
"should only be used by users that really know what they are doing and have a "
"good reason for it. Forcing an immediate update of a navigation map requires "
"locking the NavigationServer and flushing the entire NavigationServer "
"command queue. Not only can this severely impact the performance of a game "
"but it can also introduce bugs if used inappropriately without much "
"foresight."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell size."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the point closest to the provided [code]to_point[/code] on the "
"navigation mesh surface."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid ""
"Returns the edge connection margin of the map. The edge connection margin is "
"a distance used to connect two regions."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation path to reach the destination from the origin. "
"[code]navigation_layers[/code] is a bitmask of all region layers that are "
"allowed to be in the path."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns all navigation regions [RID]s that are currently assigned to the "
"requested navigation [code]map[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if the map is active."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map active."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/Navigation2DServer.xml
msgid ""
"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
"b] Currently not implemented."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Creates a new region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the ending point of a connection door. [code]connection[/code] is an "
"index between 0 and the return value of [method "
"region_get_connections_count]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the starting point of a connection door. [code]connection[/code] is "
"an index between 0 and the return value of [method "
"region_get_connections_count]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns how many connections this [code]region[/code] has with other regions "
"in the map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns the navigation map [RID] the requested [code]region[/code] is "
"currently assigned to."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the region's navigation layers."
msgstr "Vrátí sinus parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Returns [code]true[/code] if the provided [code]point[/code] in world space "
"is currently owned by the provided navigation [code]region[/code]. Owned in "
"this context means that one of the region's navigation mesh polygon faces "
"has a possible position at the closest distance to this point compared to "
"all other navigation meshes from other navigation regions that are also "
"registered on the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the "
"navigation region whose polygons are processed first wins the ownership. "
"Polygons are processed in the same order that navigation regions were "
"registered on the NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map for the region."
msgstr "Vrátí sinus parametru."
#: doc/classes/Navigation2DServer.xml
msgid ""
"Set the region's navigation layers. This allows selecting regions from a "
"path request (when using [method Navigation2DServer.map_get_path])."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the navigation mesh for the region."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the global transformation for the region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/NavigationAgent.xml
msgid "3D agent used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"3D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
"navigation data to work correctly. By default this node will register to the "
"default [World] navigation map. If this node is a child of a [Navigation] "
"node it will register to the navigation map of the navigation node or the "
"function [method set_navigation] can be used to set the navigation node "
"directly. [NavigationAgent] is physics safe.\n"
"[b]Note:[/b] After [method set_target_location] is used it is required to "
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
"the agent's parent Node.\n"
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
"in a thread. In HTML5 exports without thread support, they will be done on "
"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the distance to the target location, using the agent's global "
"position. The user must set the target location with [method "
"set_target_location] in order for this to be accurate."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the reachable final location in global coordinates. This can change "
"if the navigation path is altered in any way. Because of this, it would be "
"best to check this each frame."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns this agent's current path from start to finish in global "
"coordinates. The path only updates when the target location is changed or "
"the agent requires a repath. The path array is not intended to be used in "
"direct path movement as the agent has its own internal path logic that would "
"get corrupted by changing the path array manually. Use the intended [method "
"get_next_location] once every physics frame to receive the next path point "
"for the agents movement as this function also updates the internal path "
"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
#, fuzzy
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector3Array]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/NavigationAgent.xml
msgid ""
"Returns the [Navigation] node that the agent is using for its navigation "
"system."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the [RID] of the navigation map for this NavigationAgent node. This "
"function returns always the map set on the NavigationAgent node and not the "
"map of the abstract agent on the NavigationServer. If the agent map is "
"changed directly with the NavigationServer API the NavigationAgent node will "
"not be aware of the map change. Use [method set_navigation_map] to change "
"the navigation map for the NavigationAgent and also update the agent on the "
"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the next location in global coordinates that can be moved to, making "
"sure that there are no static objects in the way. If the agent does not have "
"a navigation path, it will return the position of the agent's parent. The "
"use of this function once every physics frame is required to update the "
"internal path logic of the NavigationAgent."
msgstr ""
#: doc/classes/NavigationAgent.xml
#, fuzzy
msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the user-defined target location (set with [method "
"set_target_location])."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the navigation path's final location has been "
"reached."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the target location is reachable. The target "
"location is set using [method set_target_location]."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns [code]true[/code] if the target location is reached. The target "
"location is set using [method set_target_location]. It may not always be "
"possible to reach the target location. It should always be possible to reach "
"the final location though. See [method get_final_location]."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"Sets the [Navigation] node used by the agent. Useful when you don't want to "
"make the agent a child of a [Navigation] node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the [RID] of the navigation map this NavigationAgent node should use "
"and also updates the [code]agent[/code] on the NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sends the passed in velocity to the collision avoidance algorithm. It will "
"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
"is complete, it will emit the [signal velocity_computed] signal."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"The NavigationAgent height offset is subtracted from the y-axis value of any "
"vector path position for this NavigationAgent. The NavigationAgent height "
"offset does not change or influence the navigation mesh or pathfinding query "
"result. Additional navigation maps that use regions with navigation meshes "
"that the developer baked with appropriate agent radius or height values are "
"required to support different-sized agents."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback "
"on the [NavigationServer]. When [method set_velocity] is used and the "
"processing is completed a [code]safe_velocity[/code] Vector3 is received "
"with a signal connection to [signal velocity_computed]. Avoidance processing "
"with many registered agents has a significant performance cost and should "
"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
"horizontal plane."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum number of neighbors for the agent to consider."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum speed that an agent can move."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationAgent] "
"belongs to. On path requests the agent will ignore navmeshes without at "
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
"other agents. The larger the number, the sooner the agent will respond to "
"other agents, but the less freedom in choosing its velocities. Must be "
"positive."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "Notifies when the final location is reached."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the navigation path changes. This can be triggered by the "
"navigation system or by the user changing the path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the player-defined target, set with [method "
"set_target_location], is reached."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Notifies when the collision avoidance velocity is calculated after a call to "
"[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid "2D agent used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"2D agent that is used in navigation to reach a location while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
"navigation data to work correctly. By default this node will register to the "
"default [World2D] navigation map. If this node is a child of a "
"[Navigation2D] node it will register to the navigation map of the navigation "
"node or the function [method set_navigation] can be used to set the "
"navigation node directly. [NavigationAgent2D] is physics safe.\n"
"[b]Note:[/b] After [method set_target_location] is used it is required to "
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
"the agent's parent Node.\n"
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
"in a thread. In HTML5 exports without thread support, they will be done on "
"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector2Array]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the [Navigation2D] node that the agent is using for its navigation "
"system."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
#, fuzzy
msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
"to make the agent a child of a [Navigation2D] node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback "
"on the [Navigation2DServer]. When [method set_velocity] is used and the "
"processing is completed a [code]safe_velocity[/code] Vector2 is received "
"with a signal connection to [signal velocity_computed]. Avoidance processing "
"with many registered agents has a significant performance cost and should "
"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationAgent2D] "
"belongs to. On path requests the agent will ignore navmeshes without at "
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"A navigation mesh is a collection of polygons that define which areas of an "
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Adds a polygon using the indices of the vertices you get when calling "
"[method get_vertices]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Clears the array of polygons, but it doesn't clear the array of vertices."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Initializes the navigation mesh by setting the vertices and indices "
"according to a [Mesh]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid ""
"Returns whether the specified [code]bit[/code] of the [member "
"geometry_collision_mask] is set."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolIntArray] containing the indices of the vertices of a created "
"polygon."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "Returns the number of polygons in the navigation mesh."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationMesh.xml
msgid ""
"Returns a [PoolVector3Array] containing all the vertices being used to "
"create the polygons."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The maximum slope that is considered walkable, in degrees."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The Y axis cell size to use for fields."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum distance the detail mesh surface should deviate from "
"heightfield, in cell unit."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum distance a simplfied contour's border edges should deviate the "
"original raw contour."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks walkable spans as not walkable if the clearance "
"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum number of vertices allowed for polygons generated during the "
"contour to polygon conversion process."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Any regions with a size smaller than this will be merged with larger regions "
"if possible.\n"
"[b]Note:[/b] This value will be squared to calculate the number of cells. "
"For example, a value of 20 will set the number of cells to 400."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum size of a region for it to be created.\n"
"[b]Note:[/b] This value will be squared to calculate the minimum number of "
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Watershed partitioning. Generally the best choice if you precompute the "
"navigation mesh, use this if you have large open areas."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Monotone partitioning. Use this if you want fast navigation mesh generation."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Represents the size of the [enum SamplePartitionType] enum."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
"and [GridMap] nodes."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgstr ""
#: doc/classes/NavigationMesh.xml
#, fuzzy
msgid "Represents the size of the [enum ParsedGeometryType] enum."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes "
"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
"[NavigationMeshGenerator] has very limited to no use for 2D as the "
"navigation mesh baking process expects 3D node types and 3D source geometry "
"to parse.\n"
"The entire navigation mesh baking is best done in a separate thread as the "
"voxelization, collision tests and mesh optimization steps involved are very "
"performance and time hungry operations.\n"
"Navigation mesh baking happens in multiple steps and the result depends on "
"3D source geometry and properties of the [NavigationMesh] resource. In the "
"first step, starting from a root node and depending on [NavigationMesh] "
"properties all valid 3D source geometry nodes are collected from the "
"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
"geometry data and a combined 3D mesh is build. Due to the many different "
"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
"various [CollisionObject]s, some operations to collect geometry data can "
"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
"synchronization can have a negative effect on baking time or framerate as it "
"often involves [Mutex] locking for thread security. Many parsable objects "
"and the continuous synchronization with other threaded Servers can increase "
"the baking time significantly. On the other hand only a few but very large "
"and complex objects will take some time to prepare for the Servers which can "
"noticeably stall the next frame render. As a general rule the total amount "
"of parsable objects and their individual size and complexity should be "
"balanced to avoid framerate issues or very long baking times. The combined "
"mesh is then passed to the Recast Navigation Object to test the source "
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
"nodes under the provided [code]root_node[/code] or a specific group of nodes "
"for potential source geometry. The parse behavior can be controlled with the "
"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
"NavigationMesh.geometry_source_geometry_mode] properties on the "
"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
#, fuzzy
msgid ""
"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
"resource."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/NavigationMeshInstance.xml
msgid "An instance of a [NavigationMesh]."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
"be navigated and what cannot, based on the [NavigationMesh] resource.\n"
"By default this node will register to the default [World] navigation map. If "
"this node is a child of a [Navigation] node it will register to the "
"navigation map of the navigation node.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
"two regions. They must share a similar edge.\n"
"The cost of entering this region from another region can be controlled with "
"the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start "
"position is already inside this region.\n"
"The cost of traveling distances inside this region can be controlled with "
"the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
"code] (default), the baking is done on a separate thread. Baking on separate "
"thread is useful because navigation baking is not a cheap operation. When it "
"is completed, it automatically sets the new [NavigationMesh]. Please note "
"that baking on separate thread may be very slow if geometry is parsed from "
"meshes as async access to each mesh involves heavy synchronization. Also, "
"please note that baking on a separate thread is automatically disabled on "
"operating systems that cannot use threads (such as HTML5 with threads "
"disabled)."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"Returns the [RID] of this region on the [NavigationServer]. Combined with "
"[method NavigationServer.map_get_closest_point_owner] can be used to "
"identify the [NavigationMeshInstance] closest to a point on the merged "
"navigation map."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"When pathfinding enters this region's navmesh from another regions navmesh "
"the [code]enter_cost[/code] value is added to the path distance for "
"determining the shortest path."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationMesh] "
"belongs to. On path requests with [method NavigationServer.map_get_path] "
"navmeshes without matching layers will be ignored and the navigation map "
"will only proximity merge different navmeshes with matching layers."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "The [NavigationMesh] resource to use."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"When pathfinding moves inside this region's navmesh the traveled distances "
"are multiplied with [code]travel_cost[/code] for determining the shortest "
"path."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr ""
#: doc/classes/NavigationMeshInstance.xml
msgid "Notifies when the [NavigationMesh] has changed."
msgstr ""
#: doc/classes/NavigationObstacle.xml
msgid "3D obstacle used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationObstacle.xml
msgid ""
"3D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation] node, or using [method set_navigation]. "
"[NavigationObstacle] is physics safe.\n"
"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle.xml
msgid ""
"Returns the [Navigation] node that the obstacle is using for its navigation "
"system."
msgstr ""
#: doc/classes/NavigationObstacle.xml
#, fuzzy
msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationObstacle.xml
msgid ""
"Sets the [Navigation] node used by the obstacle. Useful when you don't want "
"to make the obstacle a child of a [Navigation] node."
msgstr ""
#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
msgid ""
"Enables radius estimation algorithm which uses parent's collision shapes to "
"determine the obstacle radius."
msgstr ""
#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
msgid ""
"The radius of the agent. Used only if [member estimate_radius] is set to "
"[code]false[/code]."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
msgid "2D obstacle used in navigation for collision avoidance."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"2D obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. This can be done by having the obstacle "
"as a child of a [Navigation2D] node, or using [method set_navigation]. "
"[NavigationObstacle2D] is physics safe.\n"
"[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
"moving objects that cannot be (re)baked to a navigation mesh efficiently."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Returns the [Navigation2D] node that the obstacle is using for its "
"navigation system."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
#, fuzzy
msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"A node that has methods to draw outlines or use indices of vertices to "
"create navigation polygons."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"There are two ways to create polygons. Either by using the [method "
"add_outline] method, or using the [method add_polygon] method.\n"
"Using [method add_outline]:\n"
"[codeblock]\n"
"var polygon = NavigationPolygon.new()\n"
"var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
"50), Vector2(50, 0)])\n"
"polygon.add_outline(outline)\n"
"polygon.make_polygons_from_outlines()\n"
"$NavigationPolygonInstance.navpoly = polygon\n"
"[/codeblock]\n"
"Using [method add_polygon] and indices of the vertices array.\n"
"[codeblock]\n"
"var polygon = NavigationPolygon.new()\n"
"var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
"50), Vector2(50, 0)])\n"
"polygon.set_vertices(vertices)\n"
"var indices = PoolIntArray([0, 1, 2, 3])\n"
"polygon.add_polygon(indices)\n"
"$NavigationPolygonInstance.navpoly = polygon\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Appends a [PoolVector2Array] that contains the vertices of an outline to the "
"internal array that contains all the outlines. You have to call [method "
"make_polygons_from_outlines] in order for this array to be converted to "
"polygons that the engine will use."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Adds a [PoolVector2Array] that contains the vertices of an outline to the "
"internal array that contains all the outlines at a fixed position. You have "
"to call [method make_polygons_from_outlines] in order for this array to be "
"converted to polygons that the engine will use."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Clears the array of the outlines, but it doesn't clear the vertices and the "
"polygons that were created by them."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Clears the array of polygons, but it doesn't clear the array of outlines and "
"vertices."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns the [NavigationMesh] resulting from this navigation polygon. This "
"navmesh can be used to update the navmesh of a region with the [method "
"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
"behind the scene)."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns the number of outlines that were created in the editor or by script."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid "Returns the count of all polygons."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolVector2Array] containing all the vertices being used to "
"create the polygons."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid "Creates polygons from the outlines added in the editor or by script."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid "A region of the 2D navigation map."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"A region of the navigation map. It tells the [Navigation2DServer] what can "
"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
"By default this node will register to the default [World2D] navigation map. "
"If this node is a child of a [Navigation2D] node it will register to the "
"navigation map of the navigation node.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
"two regions. They must share a similar edge.\n"
"The pathfinding cost of entering this region from another region can be "
"controlled with the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start "
"position is already inside this region.\n"
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
"identify the [NavigationPolygonInstance] closest to a point on the merged "
"navigation map."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationPolygon] "
"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
"navmeshes without matching layers will be ignored and the navigation map "
"will only proximity merge different navmeshes with matching layers."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid "The [NavigationPolygon] resource to use."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Server interface for low-level 3D navigation access."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
"in a thread. In HTML5 exports without thread support, they will be done on "
"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map cell height."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Returns the map's up direction."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/NavigationServer.xml
msgid "Set the map cell height used to weld the navigation mesh polygons."
msgstr ""
#: doc/classes/NavigationServer.xml
#, fuzzy
msgid "Sets the map up direction."
msgstr "Vrátí sinus parametru."
#: doc/classes/NavigationServer.xml
msgid ""
"Process the collision avoidance agents.\n"
"The result of this process is needed by the physics server, so this must be "
"called in the main thread.\n"
"[b]Note:[/b] This function is not thread safe."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Bakes the navigation mesh."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
"Set the region's navigation layers. This allows selecting regions from a "
"path request (when using [method NavigationServer.map_get_path])."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Control activation of this server."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
"script."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
"MultiplayerAPI.network_peer] and controlled from a script.\n"
"Its purpose is to allow adding a new backend for the high-Level multiplayer "
"API without needing to use GDNative."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Deliver a packet to the local [MultiplayerAPI].\n"
"When your script receives a packet from other peers over the network "
"(originating from the [signal packet_generated] signal on the sending peer), "
"passing it to this method will deliver it locally."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
"and 2147483647).\n"
"Can only be called if the connection status is [constant "
"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
"set_connection_status]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
"ConnectionStatus].\n"
"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
"[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
"NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
"status and if the peer has the unique network id of [code]1[/code].\n"
"You can only change to [constant NetworkedMultiplayerPeer."
"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
"CONNECTION_CONNECTING]."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid "Set the max packet size that this peer can handle."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Emitted when the local [MultiplayerAPI] generates a packet.\n"
"Your script should take this packet and send it to the requested peer over "
"the network (which should call [method deliver_packet] with the data when "
"it's received)."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"PacketPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"A PacketPeer implementation that should be passed to [member SceneTree."
"network_peer] after being initialized as either a client or server. Events "
"can then be handled by connecting to [SceneTree] signals.\n"
"ENet's purpose is to provide a relatively thin, simple and robust network "
"communication layer on top of UDP (User Datagram Protocol).\n"
"[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
"make your server accessible on the public Internet, you only need to forward "
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Closes the connection. Ignored if no connection is currently established. If "
"this is a server it tries to notify all clients before forcibly "
"disconnecting them. If this is a client it simply closes the connection to "
"the server."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Create client that connects to a server at [code]address[/code] using "
"specified [code]port[/code]. The given address needs to be either a fully "
"qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP "
"address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The "
"[code]port[/code] is the port the server is listening on. The "
"[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be "
"used to limit the incoming and outgoing bandwidth to the given number of "
"bytes per second. The default of 0 means unlimited bandwidth. Note that ENet "
"will strategically drop packets on specific sides of a connection between "
"peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth "
"parameters also determine the window size of a connection which limits the "
"amount of reliable packets that may be in transit at any given time. Returns "
"[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this "
"NetworkedMultiplayerENet instance already has an open connection (in which "
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/"
"code] is specified, the client will also listen to the given port; this is "
"useful for some NAT traversal techniques."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Create server that listens to connections via [code]port[/code]. The port "
"needs to be an available, unused port between 0 and 65535. Note that ports "
"below 1024 are privileged and may require elevated permissions depending on "
"the platform. To change the interface the server listens on, use [method "
"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
"listens on all available interfaces. [code]max_clients[/code] is the maximum "
"number of clients that are allowed at once, any number up to 4095 may be "
"used, although the achievable number of simultaneous clients may be far "
"lower and depends on the application. For additional details on the "
"bandwidth parameters, see [method create_client]. Returns [constant OK] if a "
"server was created, [constant ERR_ALREADY_IN_USE] if this "
"NetworkedMultiplayerENet instance already has an open connection (in which "
"case you need to call [method close_connection] first) or [constant "
"ERR_CANT_CREATE] if the server could not be created."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
"connection will be closed immediately without flushing queued messages."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Returns the channel of the last packet fetched via [method PacketPeer."
"get_packet]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Returns the channel of the next packet that will be retrieved via [method "
"PacketPeer.get_packet]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the IP address of the given peer."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns the remote port of the given peer."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
"code] by default, which binds to all available interfaces. The given IP "
"needs to be in IPv4 or IPv6 address format, for example: "
"[code]\"192.168.1.1\"[/code]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/"
"code]. For servers, you must also setup the [CryptoKey] via [method "
"set_dtls_key]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/"
"code]. Remember to also call [method set_dtls_certificate] to setup your "
"[X509Certificate]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Sets the timeout parameters for a peer.The timeout parameters control how "
"and when a peer will timeout from a failure to acknowledge reliable traffic. "
"Timeout values are expressed in milliseconds.\n"
"The [code]timeout_limit[/code] is a factor that, multiplied by a value based "
"on the average round trip time, will determine the timeout limit for a "
"reliable packet. When that limit is reached, the timeout will be doubled, "
"and the peer will be disconnected if that limit has reached "
"[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the "
"other hand, defines a fixed timeout for which any packet must be "
"acknowledged or the peer will be dropped."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Enforce ordered packets when using [constant NetworkedMultiplayerPeer."
"TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant "
"NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the "
"only way to use ordering with the RPC system."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"The number of channels to be used by ENet. Channels are used to separate "
"different kinds of data. In reliable or ordered mode, for example, the "
"packet delivery order is ensured on a per-channel basis. This is done to "
"combat latency and reduces ordering restrictions on packets. The delivery "
"status of a packet in one channel won't stall the delivery of other packets "
"in another channel."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"The compression method used for network packets. These have different "
"tradeoffs of compression speed versus bandwidth, you may need to test which "
"one works best for your use case if you use compression at all.\n"
"[b]Note:[/b] Most games' network design involve sending many small packets "
"frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
"the default compression algorithm as it works best on these small packets.\n"
"[b]Note:[/b] [member compression_mode] must be set to the same value on both "
"the server and all its clients. Clients will fail to connect if the [member "
"compression_mode] set on the client differs from the one set on the server. "
"Prior to Godot 3.4, the default [member compression_mode] was [constant "
"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
"server is not recommended and not officially supported."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"The hostname used for DTLS verification, to be compared against the \"CN\" "
"value in the certificate provided by the server.\n"
"When set to an empty string, the [code]address[/code] parameter passed to "
"[method create_client] is used instead."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Enable or disable certificate verification when [member use_dtls] is "
"[code]true[/code]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Enable or disable the server feature that notifies clients of other peers' "
"connection/disconnection, and relays messages between them. When this option "
"is [code]false[/code], clients won't be automatically notified of other "
"peers and won't be able to send them packets through the server."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"Set the default channel to be used to transfer data. By default, this value "
"is [code]-1[/code] which means that ENet will only use 2 channels: one for "
"reliable packets, and one for unreliable packets. The channel [code]0[/code] "
"is reserved and cannot be used. Setting this member to any value between "
"[code]0[/code] and [member channel_count] (excluded) will force ENet to use "
"that channel for sending data. See [member channel_count] for more "
"information about ENet channels."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"When enabled, the client or server created by this peer, will use "
"[PacketPeerDTLS] instead of raw UDP sockets for communicating with the "
"remote peer. This will make the communication encrypted with DTLS at the "
"cost of higher resource usage and potentially larger packet size.\n"
"[b]Note:[/b] When creating a DTLS server, make sure you setup the key/"
"certificate pair via [method set_dtls_key] and [method "
"set_dtls_certificate]. For DTLS clients, have a look at the [member "
"dtls_verify] option, and configure the certificate accordingly via [method "
"set_dtls_certificate]."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"No compression. This uses the most bandwidth, but has the upside of "
"requiring the fewest CPU resources. This option may also be used to make "
"network debugging using tools like Wireshark easier."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"ENet's built-in range encoding. Works well on small packets, but is not the "
"most efficient algorithm on packets larger than 4 KB."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
"bandwidth."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid ""
"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
"more CPU resources. Note that this algorithm is not very efficient on "
"packets smaller than 4 KB. Therefore, it's recommended to use other "
"compression algorithms in most cases."
msgstr ""
#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A high-level network interface to simplify multiplayer interactions."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Manages the connection to network peers. Assigns unique IDs to each client "
"connected to the server. See also [MultiplayerAPI].\n"
"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
"detail and isn't meant to be used by non-Godot servers. It may change "
"without notice."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "High-level multiplayer"
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "WebRTC Signaling Demo"
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Returns the current state of the connection. See [enum ConnectionStatus]."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent "
"packet."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Returns the ID of this [NetworkedMultiplayerPeer]."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Waits up to 1 second to receive a new network event."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Sets the peer to which packets will be sent.\n"
"The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send "
"to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer "
"acting as server, a valid peer ID to send to that specific peer, a negative "
"peer ID to send to all peers except that one. By default, the target peer is "
"[constant TARGET_PEER_BROADCAST]."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
"connections."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"The manner in which to send packets to the [code]target_peer[/code]. See "
"[enum TransferMode]."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted when a connection attempt fails."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted when a connection attempt succeeds."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by the server when a client connects."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by the server when a client disconnects."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Emitted by clients when the server disconnects."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets may arrive in any order. Potentially faster than [constant "
"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
"consider whether the order matters."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets are received in the order they were sent in. Potentially faster than "
"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
"would be outdated if received late due to resend attempt(s) anyway, for "
"example movement and positional data."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid ""
"Packets must be received and resend attempts should be made until the "
"packets are acknowledged. Packets must be received in the order they were "
"sent in. Most reliable transfer mode, but potentially the slowest due to the "
"overhead. Use for critical data that must be transmitted and arrive in "
"order, for example an ability being triggered or a chat message. Consider "
"carefully if the information really is critical, and use sparingly."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "The ongoing connection disconnected."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "A connection attempt is ongoing."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "The connection attempt succeeded."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Packets are sent to the server and then redistributed to other peers."
msgstr ""
#: doc/classes/NetworkedMultiplayerPeer.xml
msgid "Packets are sent to the server alone."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Scalable texture-based frame that tiles the texture's centers and sides, but "
"keeps the corners' original size. Perfect for panels and dialog boxes."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Also known as 9-slice panels, NinePatchRect produces clean panels of any "
"size, based on a small texture. To do so, it splits the texture in a 3×3 "
"grid. When you scale the node, it tiles the texture's sides horizontally or "
"vertically, the center on both axes but it doesn't scale or tile the corners."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Returns the size of the margin identified by the given [enum Margin] "
"constant."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Sets the size of the margin identified by the given [enum Margin] constant "
"to [code]value[/code] in pixels."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"The stretch mode to use for horizontal stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"The stretch mode to use for vertical stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
"borders."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
"left corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
"right corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
"corners and side will have a height of 16 pixels. You can set all 4 margin "
"values individually to create panels with non-uniform borders."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Rectangular region of the texture to sample from. If you're working with an "
"atlas, use this property to define the area the 9-slice should use. All "
"other properties are relative to this one. If the rect is empty, "
"NinePatchRect will use the whole texture."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid "The node's texture resource."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid "Emitted when the node's texture changes."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Stretches the center texture across the NinePatchRect. This may cause the "
"texture to be distorted."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Repeats the center texture across the NinePatchRect. This won't cause any "
"visible distortion. The texture must be seamless for this to work without "
"displaying artifacts between edges.\n"
"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
msgstr ""
#: doc/classes/NinePatchRect.xml
msgid ""
"Repeats the center texture across the NinePatchRect, but will also stretch "
"the texture to make sure each tile is visible in full. This may cause the "
"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
"The texture must be seamless for this to work without displaying artifacts "
"between edges.\n"
"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
msgstr ""
#: doc/classes/Node.xml
msgid "Base class for all [i]scene[/i] objects."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Nodes are Godot's building blocks. They can be assigned as the child of "
"another node, resulting in a tree arrangement. A given node can contain any "
"number of nodes as children with the requirement that all siblings (direct "
"children of a node) should have unique names.\n"
"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk "
"and then instanced into other scenes. This allows for very high flexibility "
"in the architecture and data model of Godot projects.\n"
"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
"node is added to the scene tree, it receives the [constant "
"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
"e. the [method _enter_tree] callback of a parent node will be triggered "
"before its child's.\n"
"Once all nodes have been added in the scene tree, they receive the [constant "
"NOTIFICATION_READY] notification and their respective [method _ready] "
"callbacks are triggered. For groups of nodes, the [method _ready] callback "
"is called in reverse order, starting with the children and moving up to the "
"parent nodes.\n"
"This means that when adding a node to the scene tree, the following order "
"will be used for the callbacks: [method _enter_tree] of the parent, [method "
"_enter_tree] of the children, [method _ready] of the children and finally "
"[method _ready] of the parent (recursively for the entire scene tree).\n"
"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
"receive a callback on each frame requesting them to process (do something). "
"Normal processing (callback [method _process], toggled with [method "
"set_process]) happens as fast as possible and is dependent on the frame "
"rate, so the processing time [i]delta[/i] (in seconds) is passed as an "
"argument. Physics processing (callback [method _physics_process], toggled "
"with [method set_physics_process]) happens a fixed number of times per "
"second (60 by default) and is useful for code related to the physics "
"engine.\n"
"Nodes can also process input events. When present, the [method _input] "
"function will be called for each input that the program receives. In many "
"cases, this can be overkill (unless used for simple projects), and the "
"[method _unhandled_input] function might be preferred; it is called when the "
"input event was not handled by anyone else (typically, GUI [Control] nodes), "
"ensuring that the node only receives the events that were meant for it.\n"
"To keep track of the scene hierarchy (especially when instancing scenes into "
"other scenes), an \"owner\" can be set for the node with the [member owner] "
"property. This keeps track of who instanced what. This is mostly useful when "
"writing editors and tools, though.\n"
"Finally, when a node is freed with [method Object.free] or [method "
"queue_free], it will also free all its children.\n"
"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy "
"to manage, you could create groups like \"enemies\" or \"collectables\" for "
"example, depending on your game. See [method add_to_group], [method "
"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
"in these groups, iterate them and even call methods on groups via the "
"methods on [SceneTree].\n"
"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
"see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC "
"(remote procedure call) system to communicate over the network. By calling "
"[method rpc] with a method name, it will be called locally and in all "
"connected peers (peers = clients and the server that accepts connections). "
"To identify which node receives the RPC call, Godot will use its [NodePath] "
"(make sure node names are the same on all peers). Also, take a look at the "
"high-level networking tutorial and corresponding demos."
msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr "Uzly a scény"
#: doc/classes/Node.xml
msgid "All Demos"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
"changing, or after calling [method add_child] in a script). If the node has "
"children, its [method _enter_tree] callback will be called first, and then "
"that of the children.\n"
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
"[method Object._notification]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
"scene changing, or after calling [method remove_child] in a script). If the "
"node has children, its [method _exit_tree] callback will be called last, "
"after all its children have left the tree.\n"
"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
"Object._notification] and signal [signal tree_exiting]. To get notified when "
"the node has already left the active tree, connect to the [signal "
"tree_exited]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The string returned from this method is displayed as a warning in the Scene "
"Dock if the script that overrides it is a [code]tool[/code] script.\n"
"Returning an empty string produces no warning.\n"
"Call [method update_configuration_warning] when the warning needs to be "
"updated for this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when there is an input event. The input event propagates up through "
"the node tree until a node consumes it.\n"
"It is only called if input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method SceneTree.set_input_as_handled] can be called.\n"
"For gameplay input, [method _unhandled_input] and [method "
"_unhandled_key_input] are usually a better fit as they allow the GUI to "
"intercept the events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called during the physics processing step of the main loop. Physics "
"processing means that the frame rate is synced to the physics, i.e. the "
"[code]delta[/code] variable should be constant. [code]delta[/code] is in "
"seconds.\n"
"It is only called if physics processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_physics_process].\n"
"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
"[method Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called during the processing step of the main loop. Processing happens at "
"every frame and as fast as possible, so the [code]delta[/code] time since "
"the previous frame is not constant. [code]delta[/code] is in seconds.\n"
"It is only called if processing is enabled, which is done automatically if "
"this method is overridden, and can be toggled with [method set_process].\n"
"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
"Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when the node is \"ready\", i.e. when both the node and its children "
"have entered the scene tree. If the node has children, their [method _ready] "
"callbacks get triggered first, and the parent node will receive the ready "
"notification afterwards.\n"
"Corresponds to the [constant NOTIFICATION_READY] notification in [method "
"Object._notification]. See also the [code]onready[/code] keyword for "
"variables.\n"
"Usually used for initialization. For even earlier initialization, [method "
"Object._init] may be used. See also [method _enter_tree].\n"
"[b]Note:[/b] [method _ready] may be called only once for each node. After "
"removing a node from the scene tree and adding it again, [code]_ready[/code] "
"will not be called a second time. This can be bypassed by requesting another "
"call with [method request_ready], which may be called anywhere before adding "
"the node again."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
"GUI [Control] item. The input event propagates up through the node tree "
"until a node consumes it.\n"
"It is only called if unhandled input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_unhandled_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method SceneTree.set_input_as_handled] can be called.\n"
"For gameplay input, this and [method _unhandled_key_input] are usually a "
"better fit than [method _input] as they allow the GUI to intercept the "
"events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
"any GUI [Control] item. The input event propagates up through the node tree "
"until a node consumes it.\n"
"It is only called if unhandled key input processing is enabled, which is "
"done automatically if this method is overridden, and can be toggled with "
"[method set_process_unhandled_key_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method SceneTree.set_input_as_handled] can be called.\n"
"For gameplay input, this and [method _unhandled_input] are usually a better "
"fit than [method _input] as they allow the GUI to intercept the events "
"first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Adds a child node. Nodes can have any number of children, but every child "
"must have a unique name. Child nodes are automatically deleted when the "
"parent node is deleted, so an entire scene can be removed by deleting its "
"topmost node.\n"
"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
"will have a human-readable name based on the name of the node being "
"instanced instead of its type.\n"
"[b]Note:[/b] If the child node already has a parent, the function will fail. "
"Use [method remove_child] first to remove the node from its current parent. "
"For example:\n"
"[codeblock]\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/codeblock]\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
"will not be visible in the scene tree, though it will be visible in the "
"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Adds [code]child_node[/code] as a child. The child is placed below the given "
"[code]node[/code] in the list of children.\n"
"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
"will have a human-readable name based on the name of the node being "
"instanced instead of its type."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Adds the node to a group. Groups are helpers to name and organize a subset "
"of nodes, for example \"enemies\" or \"collectables\". A node can be in any "
"number of groups. Nodes can be assigned a group at any time, but will not be "
"added until they are inside the scene tree (see [method is_inside_tree]). "
"See notes in the description, and the group methods in [SceneTree].\n"
"The [code]persistent[/code] option is used when packing node to "
"[PackedScene] and saving to file. Non-persistent groups aren't stored.\n"
"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
"guaranteed. The order of node groups should not be relied upon as it can "
"vary across project runs."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node can process while the scene tree is "
"paused (see [member pause_mode]). Always returns [code]true[/code] if the "
"scene tree is not paused, and [code]false[/code] if the node is not in the "
"tree."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
"of doing:\n"
"[codeblock]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
"DuplicateFlags]).\n"
"[b]Note:[/b] It will not work properly if the node contains a script with "
"constructor arguments (i.e. needs to supply arguments to [method Object."
"_init] method). In that case, the node will be duplicated without a script."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Finds a descendant of this node whose name matches [code]mask[/code] as in "
"[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches "
"zero or more characters and [code]\"?\"[/code] matches any single character "
"except [code]\".\"[/code]). Returns [code]null[/code] if no matching [Node] "
"is found.\n"
"[b]Note:[/b] It does not match against the full path, just against "
"individual node names.\n"
"If [code]owned[/code] is [code]true[/code], this method only finds nodes "
"whose owner is this node. This is especially important for scenes "
"instantiated through a script, because those scenes don't have an owner.\n"
"[b]Note:[/b] As this method walks through all the descendants of the node, "
"it is the slowest way to get a reference to another node. Whenever possible, "
"consider using [method get_node] instead. To avoid using [method find_node] "
"too often, consider caching the node reference into a variable."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Finds the first parent of the current node whose name matches [code]mask[/"
"code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/"
"code] matches zero or more characters and [code]\"?\"[/code] matches any "
"single character except [code]\".\"[/code]).\n"
"[b]Note:[/b] It does not match against the full path, just against "
"individual node names.\n"
"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
"in large, deeply nested scene trees. Whenever possible, consider using "
"[method get_node] instead. To avoid using [method find_parent] too often, "
"consider caching the node reference into a variable."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns a child node by its index (see [method get_child_count]). This "
"method is often used for iterating all children of a node.\n"
"To access a child node via its name, use [method get_node]."
msgstr ""
#: doc/classes/Node.xml
msgid "Returns the number of child nodes."
msgstr ""
#: doc/classes/Node.xml
msgid "Returns an array of references to node's children."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns an array listing the groups that the node is a member of.\n"
"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
"guaranteed. The order of node groups should not be relied upon as it can "
"vary across project runs.\n"
"[b]Note:[/b] The engine uses some group names internally (all starting with "
"an underscore). To avoid conflicts with internal groups, do not add custom "
"groups whose name starts with an underscore. To exclude internal groups "
"while looping over [method get_groups], use the following snippet:\n"
"[codeblock]\n"
"# Stores the node's non-internal groups only (as an array of Strings).\n"
"var non_internal_groups = []\n"
"for group in get_groups():\n"
" if not group.begins_with(\"_\"):\n"
" non_internal_groups.push_back(group)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the node's index, i.e. its position among the siblings of its parent."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the peer ID of the network master for this node. See [method "
"set_network_master]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Fetches a node. The [NodePath] can be either a relative path (from the "
"current node) or an absolute path (in the scene tree) to a node. If the path "
"does not exist, [code]null[/code] is returned and an error is logged. "
"Attempts to access methods on the return value will result in an \"Attempt "
"to call <method> on a null instance.\" error.\n"
"[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
"scene tree (see [method is_inside_tree]).\n"
"[b]Example:[/b] Assume your current node is Character and the following "
"tree:\n"
"[codeblock]\n"
"/root\n"
"/root/Character\n"
"/root/Character/Sword\n"
"/root/Character/Backpack/Dagger\n"
"/root/MyGame\n"
"/root/Swamp/Alligator\n"
"/root/Swamp/Mosquito\n"
"/root/Swamp/Goblin\n"
"[/codeblock]\n"
"Possible paths are:\n"
"[codeblock]\n"
"get_node(\"Sword\")\n"
"get_node(\"Backpack/Dagger\")\n"
"get_node(\"../Swamp/Alligator\")\n"
"get_node(\"/root/MyGame\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Fetches a node and one of its resources as specified by the [NodePath]'s "
"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
"resources are specified in the [NodePath], the last one will be fetched.\n"
"The return value is an array of size 3: the first index points to the [Node] "
"(or [code]null[/code] if not found), the second index points to the "
"[Resource] (or [code]null[/code] if not found), and the third index is the "
"remaining [NodePath], if any.\n"
"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
"node and that its [code]shape[/code] property has been assigned a "
"[RectangleShape2D] resource, one could have this kind of output:\n"
"[codeblock]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
"[[CollisionShape2D:1161], Null, ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Similar to [method get_node], but does not log an error if [code]path[/code] "
"does not point to a valid [Node]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the parent node of the current node, or [code]null[/code] if the "
"node lacks a parent."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the absolute path of the current node. This only works if the "
"current node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the relative [NodePath] from this node to the specified [code]node[/"
"code]. Both nodes must be in the same scene or the function will fail."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the time elapsed (in seconds) since the last physics-bound frame "
"(see [method _physics_process]). This is always a constant value in physics "
"processing unless the frames per second is changed via [member Engine."
"iterations_per_second]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the node's order in the scene tree branch. For example, if called on "
"the first child node the position is [code]0[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
#: doc/classes/Node.xml
msgid "Returns the [SceneTree] that contains this node."
msgstr ""
#: doc/classes/Node.xml
msgid "Returns the node's [Viewport]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:"
"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
"math types) are not considered resources."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [member physics_interpolation_mode]).\n"
"[b]Note:[/b] Interpolation will only be active if both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [member "
"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method "
"set_process])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing unhandled input (see "
"[method set_process_unhandled_input])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the node is processing unhandled key input (see "
"[method set_process_unhandled_key_input])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Moves a child node to a different position (order) among the other children. "
"Since calls, signals, etc are performed by tree order, changing the order of "
"children nodes may be useful."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
"Works only in debug builds."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Prints the tree to stdout. Used mainly for debugging purposes. This version "
"displays the path relative to the current node, and is good for copy/pasting "
"into the [method get_node] function.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Similar to [method print_tree], this prints the tree to stdout. This version "
"displays a more graphical representation similar to what is displayed in the "
"scene inspector. It is useful for inspecting larger trees.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Calls the given method (if present) with the arguments given in [code]args[/"
"code] on this node and recursively on all its children. If the "
"[code]parent_first[/code] argument is [code]true[/code], the method will be "
"called on the current node first, then on all its children. If "
"[code]parent_first[/code] is [code]false[/code], the children will be called "
"first."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notifies the current node and all its children recursively by calling "
"[method Object.notification] on all of them."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Queues a node for deletion at the end of the current frame. When deleted, "
"all of its child nodes will be deleted as well. This method ensures it's "
"safe to delete the node, contrary to [method Object.free]. Use [method "
"Object.is_queued_for_deletion] to check whether a node will be deleted at "
"the end of the frame.\n"
"[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/"
"i] be assigned to [code]null[/code] once the node is freed. Instead, it will "
"point to a [i]previously freed instance[/i] and you should validate it with "
"[method @GDScript.is_instance_valid] before attempting to call its methods "
"or access its properties."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Moves this node to the bottom of parent node's children hierarchy. This is "
"often useful in GUIs ([Control] nodes), because their order of drawing "
"depends on their order in the tree. The top Node is drawn first, then any "
"siblings below the top Node in the hierarchy are successively drawn on top "
"of it. After using [code]raise[/code], a Control will be drawn on top of its "
"siblings."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Removes a node and sets all its children as children of the parent node (if "
"it exists). All event subscriptions that pass by the removed node will be "
"unsubscribed."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
"[b]Note:[/b] This function may set the [member owner] of the removed Node "
"(or its descendants) to be [code]null[/code], if that [member owner] is no "
"longer a parent or ancestor."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Removes a node from a group. See notes in the description, and the group "
"methods in [SceneTree]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Replaces a node in a scene by the given one. Subscriptions that pass through "
"this node will be lost.\n"
"[b]Note:[/b] The given node will become the new parent of any child nodes "
"that the replaced node had.\n"
"[b]Note:[/b] The replaced node is not automatically freed, so you either "
"need to keep it in a variable for later use or free it using [method Object."
"free]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Requests that [code]_ready[/code] be called again. Note that the method "
"won't be called immediately, but is scheduled for when the node is added to "
"the scene tree again (see [method _ready]). [code]_ready[/code] is called "
"only for the node which requested it, which means that you need to request "
"ready for each child if you want them to call [code]_ready[/code] too (in "
"which case, [code]_ready[/code] will be called in the same order as it would "
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
"peers on the network (and locally), optionally sending all additional "
"arguments as arguments to the method called by the RPC. The call request "
"will only be received by nodes with the same [NodePath], including the exact "
"same node name. Behaviour depends on the RPC configuration for the given "
"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
"See also [method rset] and [method rset_config] for properties. Returns "
"[code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
"to keep track of the connection state, either by the [SceneTree] signals "
"like [code]server_disconnected[/code] or by checking [code]SceneTree."
"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Changes the RPC mode for the given [code]method[/code] to the given "
"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
"annotating methods and properties with the corresponding keywords "
"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
"By default, methods are not exposed to networking (and RPCs). See also "
"[method rset] and [method rset_config] for properties."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
"code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
"set_target_peer]). Returns [code]null[/code]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Remotely changes a property's value on other peers (and locally). Behaviour "
"depends on the RPC configuration for the given property, see [method "
"rset_config]. See also [method rpc] for RPCs for methods, most information "
"applies to this method as well."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Changes the RPC mode for the given [code]property[/code] to the given "
"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
"annotating methods and properties with the corresponding keywords "
"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
"By default, properties are not exposed to networking (and RPCs). See also "
"[method rpc] and [method rpc_config] for methods."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Remotely changes the property's value on a specific peer identified by "
"[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Remotely changes the property's value on other peers (and locally) using an "
"unreliable protocol."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Remotely changes property's value on a specific peer identified by "
"[code]peer_id[/code] using an unreliable protocol (see [method "
"NetworkedMultiplayerPeer.set_target_peer])."
msgstr ""
#: doc/classes/Node.xml
msgid "Sets the folded state of the node in the Scene dock."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sets the node's network master to the peer with the given peer ID. The "
"network master is the peer that has authority over the node on the network. "
"Useful in conjunction with the [code]master[/code] and [code]puppet[/code] "
"keywords. Inherited from the parent node by default, which ultimately "
"defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
"is being processed, it will receive a [constant "
"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
"iterations_per_second] to change) interval (and the [method "
"_physics_process] callback will be called if exists). Enabled automatically "
"if [method _physics_process] is overridden. Any calls to this before [method "
"_ready] will be ignored."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables internal physics for this node. Internal physics "
"processing happens in isolation from the normal [method _physics_process] "
"calls and is used by some nodes internally to guarantee proper functioning "
"even if the node is paused or physics processing is disabled for scripting "
"([method set_physics_process]). Only useful for advanced uses to manipulate "
"built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected "
"behavior. Script access to this internal logic is provided for specific "
"advanced uses, but is unsafe and not supported."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables processing. When a node is being processed, it will "
"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
"[method _process] callback will be called if exists). Enabled automatically "
"if [method _process] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables input processing. This is not required for GUI controls! "
"Enabled automatically if [method _input] is overridden. Any calls to this "
"before [method _ready] will be ignored."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disabled internal processing for this node. Internal processing "
"happens in isolation from the normal [method _process] calls and is used by "
"some nodes internally to guarantee proper functioning even if the node is "
"paused or processing is disabled for scripting ([method set_process]). Only "
"useful for advanced uses to manipulate built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected "
"behavior. Script access to this internal logic is provided for specific "
"advanced uses, but is unsafe and not supported."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables unhandled input processing. This is not required for GUI controls! "
"It enables the node to receive all input that was not previously handled "
"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
"is overridden. Any calls to this before [method _ready] will be ignored."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables unhandled key input processing. Enabled automatically if [method "
"_unhandled_key_input] is overridden. Any calls to this before [method "
"_ready] will be ignored."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Updates the warning displayed for this node in the Scene Dock.\n"
"Use [method _get_configuration_warning] to setup the warning message to "
"display."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
"use the default [SceneTree] one."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"If a scene is instantiated from a file, its topmost node contains the "
"absolute file path from which it was loaded in [member filename] (e.g. "
"[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an "
"empty string."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The [MultiplayerAPI] instance associated with this node. Either the [member "
"custom_multiplayer], or the default SceneTree one (if inside tree)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The name of the node. This name is unique among the siblings (other child "
"nodes from the same parent). When set to an existing name, the node will be "
"automatically renamed.\n"
"[b]Note:[/b] Auto-generated names might include the [code]@[/code] "
"character, which is reserved for unique names when using [method add_child]. "
"When setting the name manually, any [code]@[/code] will be removed."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The node owner. A node can have any other node as owner (as long as it is a "
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
"subinstancing.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
"will not be visible in the scene tree, though it will be visible in the "
"2D/3D view."
msgstr ""
#: doc/classes/Node.xml
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Allows enabling or disabling physics interpolation per node, offering a "
"finer grain of control than turning physics interpolation on and off "
"globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sets this node's name as a unique name in its [member owner]. This allows "
"the node to be accessed as [code]%Name[/code] instead of the full path, from "
"any node within that scene.\n"
"If another node with the same owner already had that name declared as "
"unique, that other node's name will no longer be set as having a unique name."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [code]node[/code] is still in the "
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted when the node is renamed."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is ready. See [method _ready]."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is paused."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is unpaused."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node is instanced."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when a drag operation begins. All nodes receive this "
"notification, not only the dragged one.\n"
"Can be triggered either by dragging a [Control] that provides drag data (see "
"[method Control.get_drag_data]) or using [method Control.force_drag].\n"
"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when a drag operation ends.\n"
"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
#: doc/classes/Node.xml
msgid "Notification received when the node's [NodePath] changed."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when the node is ready, just before [constant "
"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
"equivalent to [constant PAUSE_MODE_STOP]. Default."
msgstr ""
#: doc/classes/Node.xml
msgid "Stops processing when the [SceneTree] is paused."
msgstr ""
#: doc/classes/Node.xml
msgid "Continue to process regardless of the [SceneTree] pause state."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits physics interpolation mode from the node's parent. For the root "
"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Turn off physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Turn on physics interpolation in this node and children set to [constant "
"PHYSICS_INTERPOLATION_MODE_INHERIT]."
msgstr ""
#: doc/classes/Node.xml
msgid "Duplicate the node's signals."
msgstr ""
#: doc/classes/Node.xml
msgid "Duplicate the node's groups."
msgstr ""
#: doc/classes/Node.xml
msgid "Duplicate the node's scripts."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Duplicate using instancing.\n"
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"A 2D game object, with a transform (position, rotation, and scale). All 2D "
"nodes, including physics objects and sprites, inherit from Node2D. Use "
"Node2D as a parent node to move, scale and rotate children in a 2D project. "
"Also gives control of the node's render order."
msgstr ""
#: doc/classes/Node2D.xml doc/classes/Vector2.xml
msgid "All 2D Demos"
msgstr ""
#: doc/classes/Node2D.xml
msgid "Multiplies the current scale by the [code]ratio[/code] vector."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Returns the angle between the node and the [code]point[/code] in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
#: doc/classes/Node2D.xml
msgid "Returns the [Transform2D] relative to this node's parent."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Adds the [code]offset[/code] vector to the node's global position."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Rotates the node so it points towards the [code]point[/code], which is "
"expected to use global coordinates."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Applies a local translation on the node's X axis based on the [method Node."
"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
"code], normalizes the movement."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Applies a local translation on the node's Y axis based on the [method Node."
"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
"code], normalizes the movement."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Applies a rotation to the node, in radians, starting from its current "
"rotation."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Transforms the provided local position into a position in global coordinate "
"space. The input is expected to be local relative to the [Node2D] it is "
"called on. e.g. Applying this method to the positions of child nodes will "
"correctly transform their positions into the global coordinate space, but "
"applying it to a node's own position will give an incorrect result, as it "
"will incorporate the node's own transformation into its global position."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Transforms the provided global position into a position in local coordinate "
"space. The output will be local relative to the [Node2D] it is called on. e."
"g. It is appropriate for determining the positions of child nodes, but it is "
"not appropriate for determining its own position relative to its parent."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Translates the node by the given [code]offset[/code] in local coordinates."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Global position."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Global rotation in radians."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Global rotation in degrees."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Global scale."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Global [Transform2D]."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Position, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Rotation in radians, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Rotation in degrees, relative to the node's parent."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, negative scales on the X axis will be "
"changed to negative scales on the Y axis and a rotation of 180 degrees when "
"decomposed."
msgstr ""
#: doc/classes/Node2D.xml
msgid "Local [Transform2D]."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"If [code]true[/code], the node's Z index is relative to its parent's Z "
"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
"then this node's effective Z index will be 2 + 3 = 5."
msgstr ""
#: doc/classes/Node2D.xml
msgid ""
"Z index. Controls the order in which the nodes render. A node with a higher "
"Z index will display in front of others. Must be between [constant "
"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
"CANVAS_ITEM_Z_MAX] (inclusive)."
msgstr ""
#: doc/classes/NodePath.xml
msgid "Pre-parsed scene tree path."
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"A pre-parsed relative or absolute path in a scene tree, for use with [method "
"Node.get_node] and similar functions. It can reference a node, a resource "
"within a node, or a property of a node or resource. For instance, "
"[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the "
"[code]size[/code] property of the [code]texture[/code] resource on the node "
"named [code]\"Sprite\"[/code] which is a child of the other named nodes in "
"the path.\n"
"You will usually just pass a string to [method Node.get_node] and it will be "
"automatically converted, but you may occasionally want to parse a path ahead "
"of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. "
"Exporting a [NodePath] variable will give you a node selection widget in the "
"properties panel of the editor, which can often be useful.\n"
"A [NodePath] is composed of a list of slash-separated node names (like a "
"filesystem path) and an optional colon-separated list of \"subnames\" which "
"can be resources or properties.\n"
"Some examples of NodePaths include the following:\n"
"[codeblock]\n"
"# No leading slash means it is relative to the current node.\n"
"@\"A\" # Immediate child A\n"
"@\"A/B\" # A's child B\n"
"@\".\" # The current node.\n"
"@\"..\" # The parent node.\n"
"@\"../C\" # A sibling node C.\n"
"# A leading slash means it is absolute from the SceneTree.\n"
"@\"/root\" # Equivalent to get_tree().get_root().\n"
"@\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
"@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
"[/codeblock]\n"
"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
"when moving, renaming or deleting a node in the scene tree, but they are "
"never updated at runtime."
msgstr ""
#: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
#: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Role Playing Game Demo"
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:"
"texture:size\"[/code]. A path is absolute if it starts with a slash. "
"Absolute paths are only valid in the global scene tree, not within "
"individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/"
"code] indicate the current node and its parent.\n"
"The \"subnames\" optionally included after the path to the target node can "
"point to resources or properties, and can also be nested.\n"
"Examples of valid NodePaths (assuming that those nodes exist and have the "
"referenced resources or properties):\n"
"[codeblock]\n"
"# Points to the Sprite node\n"
"\"Path2D/PathFollow2D/Sprite\"\n"
"# Points to the Sprite node and its \"texture\" resource.\n"
"# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n"
"# would retrieve both the Sprite node and the \"texture\" resource.\n"
"\"Path2D/PathFollow2D/Sprite:texture\"\n"
"# Points to the Sprite node and its \"position\" property.\n"
"\"Path2D/PathFollow2D/Sprite:position\"\n"
"# Points to the Sprite node and the \"x\" component of its \"position\" "
"property.\n"
"\"Path2D/PathFollow2D/Sprite:position:x\"\n"
"# Absolute path (from \"root\")\n"
"\"/root/Level/Path2D\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Returns a node path with a colon character ([code]:[/code]) prepended, "
"transforming it to a pure property path with no node name (defaults to "
"resolving from the current node).\n"
"[codeblock]\n"
"# This will be parsed as a node path to the \"x\" property in the "
"\"position\" node\n"
"var node_path = NodePath(\"position:x\")\n"
"# This will be parsed as a node path to the \"x\" component of the "
"\"position\" property in the current node\n"
"var property_path = node_path.get_as_property_path()\n"
"print(property_path) # :position:x\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Returns all subnames concatenated with a colon character ([code]:[/code]) as "
"separator, i.e. the right side of the first colon in a node path.\n"
"[codeblock]\n"
"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
"print(node_path.get_name(1)) # PathFollow2D\n"
"print(node_path.get_name(2)) # Sprite\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the number of node names which make up the path. Subnames (see [method "
"get_subname_count]) are not included.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names."
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the resource or property name indicated by [code]idx[/code] (0 to "
"[method get_subname_count]).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
"print(node_path.get_subname(0)) # texture\n"
"print(node_path.get_subname(1)) # load_path\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the number of resource or property names (\"subnames\") in the path. "
"Each subname is listed after a colon character ([code]:[/code]) in the node "
"path.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] "
"has 2 subnames."
msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Returns [code]true[/code] if the node path is absolute (as opposed to "
"relative), which means that it starts with a slash character ([code]/[/"
"code]). Absolute node paths can be used to access the root node ([code]\"/"
"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
"autoload was registered)."
msgstr ""
#: doc/classes/NodePath.xml
msgid "Returns [code]true[/code] if the node path is empty."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "[OpenSimplexNoise] filled texture."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
"Uses an [OpenSimplexNoise] to fill the texture data. You can specify the "
"texture size but keep in mind that larger textures will take longer to "
"generate and seamless noise only works with square sized textures.\n"
"NoiseTexture can also generate normalmap textures.\n"
"The class uses [Thread]s to generate the texture data internally, so [method "
"Texture.get_data] may return [code]null[/code] if the generation process has "
"not completed yet. In that case, you need to wait for the texture to be "
"generated before accessing the data:\n"
"[codeblock]\n"
"var texture = preload(\"res://noise.tres\")\n"
"yield(texture, \"changed\")\n"
"var image = texture.get_data()\n"
"[/codeblock]"
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
"Strength of the bump maps used in this texture. A higher value will make the "
"bump maps appear larger while a lower value will make them appear softer."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "Height of the generated texture."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "The [OpenSimplexNoise] instance used to generate the noise."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
"An offset used to specify the noise space coordinate of the top left corner "
"of the generated noise. This value is ignored if [member seamless] is "
"enabled."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid ""
"Whether the texture can be tiled without visible seams or not. Seamless "
"textures take longer to generate.\n"
"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
"noise. This is due to the way noise uses higher dimensions for generating "
"seamless noise."
msgstr ""
#: modules/opensimplex/doc_classes/NoiseTexture.xml
msgid "Width of the generated texture."
msgstr ""
#: doc/classes/Object.xml
msgid "Base class for all non-built-in types."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Every class which is not a built-in type inherits from this class.\n"
"You can construct Objects from scripting languages, using [code]Object.new()"
"[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct "
"Object\" node in VisualScript.\n"
"Objects do not manage memory. If a class inherits from Object, you will have "
"to delete instances of it manually. To do so, call the [method free] method "
"from your script or delete the instance from C++.\n"
"Some classes that extend Object add memory management. This is the case of "
"[Reference], which counts references and deletes itself automatically when "
"no longer referenced. [Node], another fundamental type, deletes all its "
"children when freed from memory.\n"
"Objects export properties, which are mainly useful for storage and editing, "
"but not really so much in programming. Properties are exported in [method "
"_get_property_list] and handled in [method _get] and [method _set]. However, "
"scripting languages and C++ have simpler means to export them.\n"
"Property membership can be tested directly in GDScript using [code]in[/"
"code]:\n"
"[codeblock]\n"
"var n = Node2D.new()\n"
"print(\"position\" in n) # Prints \"True\".\n"
"print(\"other_property\" in n) # Prints \"False\".\n"
"[/codeblock]\n"
"The [code]in[/code] operator will evaluate to [code]true[/code] as long as "
"the key exists, even if the value is [code]null[/code].\n"
"Objects also receive notifications. Notifications are a simple way to notify "
"the object about different events, so they can all be handled together. See "
"[method _notification].\n"
"[b]Note:[/b] Unlike references to a [Reference], references to an Object "
"stored in a variable can become invalid without warning. Therefore, it's "
"recommended to use [Reference] for data classes instead of [Object].\n"
"[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using "
"[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/"
"code]. This bug only applies to Object itself, not any of its descendents "
"like [Reference]."
msgstr ""
#: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
msgid "When and how to avoid using nodes for everything"
msgstr ""
#: doc/classes/Object.xml
msgid "Advanced exports using _get_property_list()"
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Virtual method which can be overridden to customize the return value of "
"[method get].\n"
"Returns the given property. Returns [code]null[/code] if the [code]property[/"
"code] does not exist."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Virtual method which can be overridden to customize the return value of "
"[method get_property_list].\n"
"Returns the object's property list as an [Array] of dictionaries.\n"
"Each property's [Dictionary] must contain at least [code]name: String[/code] "
"and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it "
"can also include [code]hint: int[/code] (see [enum PropertyHint]), "
"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
"PropertyUsageFlags])."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Called when the object is initialized in memory. Can be defined to take in "
"parameters, that are passed in when constructing.\n"
"[b]Note:[/b] If [method _init] is defined with required parameters, then "
"explicit construction is the only valid means of creating an Object of the "
"class. If any other means (such as [method PackedScene.instance]) is used, "
"then initialization will fail."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Called whenever the object receives a notification, which is identified in "
"[code]what[/code] by a constant. The base [Object] has two constants "
"[constant NOTIFICATION_POSTINITIALIZE] and [constant "
"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
"notifications which are also received by this method."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Virtual method which can be overridden to customize the return value of "
"[method set].\n"
"Sets a property. Returns [code]true[/code] if the [code]property[/code] "
"exists."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Virtual method which can be overridden to customize the return value of "
"[method to_string], and thus the object's representation where it is "
"converted to a string, e.g. with [code]print(obj)[/code].\n"
"Returns a [String] representing the object. If not overridden, defaults to "
"[code]\"[ClassName:RID]\"[/code]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Adds a user-defined [code]signal[/code]. Arguments are optional, but can be "
"added as an [Array] of dictionaries, each containing [code]name: String[/"
"code] and [code]type: int[/code] (see [enum Variant.Type]) entries."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Calls the [code]method[/code] on the object and returns the result. This "
"method supports a variable number of arguments, so parameters are passed as "
"a comma separated list. Example:\n"
"[codeblock]\n"
"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
"[/codeblock]\n"
"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
"defined by a built-in Godot node. This doesn't apply to user-defined methods "
"where you should use the same convention as in the C# source (typically "
"PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Calls the [code]method[/code] on the object during idle time. This method "
"supports a variable number of arguments, so parameters are passed as a comma "
"separated list. Example:\n"
"[codeblock]\n"
"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
"[/codeblock]\n"
"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
"defined by a built-in Godot node. This doesn't apply to user-defined methods "
"where you should use the same convention as in the C# source (typically "
"PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Calls the [code]method[/code] on the object and returns the result. "
"Contrarily to [method call], this method does not support a variable number "
"of arguments but expects all parameters to be via a single [Array].\n"
"[codeblock]\n"
"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the object can translate strings. See [method "
"set_message_translation] and [method tr]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/"
"code] object. Pass optional [code]binds[/code] to the call as an [Array] of "
"parameters. These parameters will be passed to the method after any "
"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
"It will print an error if already connected, unless the signal was connected "
"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
"is_connected] to check for existing connections.\n"
"If the [code]target[/code] is destroyed in the game's lifecycle, the "
"connection will be lost.\n"
"Examples:\n"
"[codeblock]\n"
"connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n"
"connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit "
"signal\n"
"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-"
"defined signal\n"
"[/codeblock]\n"
"An example of the relationship between [code]binds[/code] passed to [method "
"connect] and parameters used when calling [method emit_signal]:\n"
"[codeblock]\n"
"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # "
"weapon_type and damage are passed last\n"
"emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed "
"first\n"
"func _on_Player_hit(hit_by, level, weapon_type, damage):\n"
" print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, "
"level, weapon_type, damage])\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
"[code]target[/code].\n"
"If you try to disconnect a connection that does not exist, the method will "
"print an error. Use [method is_connected] to ensure that the connection "
"exists."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Emits the given [code]signal[/code]. The signal must exist, so it should be "
"a built-in signal of this class or one of its parent classes, or a user-"
"defined signal. This method supports a variable number of arguments, so "
"parameters are passed as a comma separated list. Example:\n"
"[codeblock]\n"
"emit_signal(\"hit\", weapon_type, damage)\n"
"emit_signal(\"game_over\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Deletes the object from memory immediately. For [Node]s, you may want to use "
"[method Node.queue_free] to queue the node for safe deletion at the end of "
"the current frame.\n"
"[b]Important:[/b] If you have a variable pointing to an object, it will "
"[i]not[/i] be assigned to [code]null[/code] once the object is freed. "
"Instead, it will point to a [i]previously freed instance[/i] and you should "
"validate it with [method @GDScript.is_instance_valid] before attempting to "
"call its methods or access its properties."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns the [Variant] value of the given [code]property[/code]. If the "
"[code]property[/code] doesn't exist, this will return [code]null[/code].\n"
"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
"is defined by a built-in Godot node. This doesn't apply to user-defined "
"properties where you should use the same convention as in the C# source "
"(typically PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns the object's class as a [String]. See also [method is_class].\n"
"[b]Note:[/b] [method get_class] does not take [code]class_name[/code] "
"declarations into account. If the object has a [code]class_name[/code] "
"defined, the base class name will be returned instead."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns an [Array] of dictionaries with information about signals that are "
"connected to the object.\n"
"Each [Dictionary] contains three String entries:\n"
"- [code]source[/code] is a reference to the signal emitter.\n"
"- [code]signal_name[/code] is the name of the connected signal.\n"
"- [code]method_name[/code] is the name of the method to which the signal is "
"connected."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Gets the object's property indexed by the given [NodePath]. The node path "
"should be relative to the current object and can use the colon character "
"([code]:[/code]) to access nested properties. Examples: [code]\"position:"
"x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
"[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't "
"support actual paths to [Node]s in the scene tree, only colon-separated sub-"
"property paths. For the purpose of nodes, use [method Node."
"get_node_and_resource] instead."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns the object's unique instance ID.\n"
"This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
"object instance with [method @GDScript.instance_from_id]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns the object's metadata entry for the given [code]name[/code].\n"
"Throws error if the entry does not exist, unless [code]default[/code] is not "
"[code]null[/code] (in which case the default value will be returned)."
msgstr ""
#: doc/classes/Object.xml
msgid "Returns the object's metadata as a [PoolStringArray]."
msgstr ""
#: doc/classes/Object.xml
msgid "Returns the object's methods and their signatures as an [Array]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns the object's property list as an [Array] of dictionaries.\n"
"Each property's [Dictionary] contain at least [code]name: String[/code] and "
"[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can "
"also include [code]hint: int[/code] (see [enum PropertyHint]), "
"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
"PropertyUsageFlags])."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns the object's [Script] instance, or [code]null[/code] if none is "
"assigned."
msgstr ""
#: doc/classes/Object.xml
msgid "Returns an [Array] of connections for the given [code]signal[/code]."
msgstr ""
#: doc/classes/Object.xml
msgid "Returns the list of signals as an [Array] of dictionaries."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if a metadata entry is found with the given "
"[code]name[/code]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the object contains the given [code]method[/"
"code]."
msgstr ""
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the given user-defined [code]signal[/code] "
"exists. Only signals added using [method add_user_signal] are taken into "
"account."
msgstr ""
#: doc/classes/Object.xml
msgid "Returns [code]true[/code] if signal emission blocking is enabled."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the object inherits from the given [code]class[/"
"code]. See also [method get_class].\n"
"[b]Note:[/b] [method is_class] does not take [code]class_name[/code] "
"declarations into account. If the object has a [code]class_name[/code] "
"defined, [method is_class] will return [code]false[/code] for that name."
msgstr ""
#: doc/classes/Object.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
"code], [code]target[/code], and [code]method[/code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Send a given notification to the object, which will also trigger a call to "
"the [method _notification] method of all classes that the object inherits "
"from.\n"
"If [code]reversed[/code] is [code]true[/code], [method _notification] is "
"called first on the object's own class, and then up to its successive parent "
"classes. If [code]reversed[/code] is [code]false[/code], [method "
"_notification] is called first on the highest ancestor ([Object] itself), "
"and then down to its successive inheriting classes."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Notify the editor that the property list has changed, so that editor plugins "
"can take the new values into account. Does nothing on export builds."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Removes a given entry from the object's metadata. See also [method set_meta]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the given property. If the [code]property[/code] does "
"not exist or the given value's type doesn't match, nothing will happen.\n"
"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
"is defined by a built-in Godot node. This doesn't apply to user-defined "
"properties where you should use the same convention as in the C# source "
"(typically PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid "If set to [code]true[/code], signal emission is blocked."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the given property, after the current frame's physics "
"step. This is equivalent to calling [method set] via [method call_deferred], "
"i.e. [code]call_deferred(\"set\", property, value)[/code].\n"
"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
"is defined by a built-in Godot node. This doesn't apply to user-defined "
"properties where you should use the same convention as in the C# source "
"(typically PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the property identified by the [NodePath]. The node "
"path should be relative to the current object and can use the colon "
"character ([code]:[/code]) to access nested properties. Example:\n"
"[codeblock]\n"
"set_indexed(\"position\", Vector2(42, 0))\n"
"set_indexed(\"position:y\", -10)\n"
"print(position) # (42, -10)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Defines whether the object can translate strings (with calls to [method "
"tr]). Enabled by default."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Adds, changes or removes a given entry in the object's metadata. Metadata "
"are serialized and can take any [Variant] value.\n"
"To remove a given entry from the object's metadata, use [method "
"remove_meta]. Metadata is also removed if its value is set to [code]null[/"
"code]. This means you can also use [code]set_meta(\"name\", null)[/code] to "
"remove metadata for [code]\"name\"[/code]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a script to the object. Each object can have a single script "
"assigned to it, which are used to extend its functionality.\n"
"If the object already had a script, the previous script instance will be "
"freed and its variables and state will be lost. The new script's [method "
"_init] method will be called."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns a [String] representing the object. If not overridden, defaults to "
"[code]\"[ClassName:RID]\"[/code].\n"
"Override the method [method _to_string] to customize the [String] "
"representation."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Translates a message using translation catalogs configured in the Project "
"Settings.\n"
"Only works if message translation is enabled (which it is by default), "
"otherwise it returns the [code]message[/code] unchanged. See [method "
"set_message_translation]."
msgstr ""
#: doc/classes/Object.xml
msgid "Emitted whenever the object's script is changed."
msgstr ""
#: doc/classes/Object.xml
msgid "Called right when the object is initialized. Not available in script."
msgstr ""
#: doc/classes/Object.xml
msgid "Called before the object is about to be deleted."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Connects a signal in deferred mode. This way, signal emissions are stored in "
"a queue, then set on idle time."
msgstr ""
#: doc/classes/Object.xml
msgid "Persisting connections are saved when the object is serialized to file."
msgstr ""
#: doc/classes/Object.xml
msgid "One-shot connections disconnect themselves after emission."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Connect a signal as reference-counted. This means that a given signal can be "
"connected several times to the same target, and will only be fully "
"disconnected once no references are left."
msgstr ""
#: doc/classes/Occluder.xml
msgid "Allows [OccluderShape]s to be used for occlusion culling."
msgstr ""
#: doc/classes/Occluder.xml
msgid ""
"[Occluder]s that are placed within your scene will automatically cull "
"objects that are hidden from view by the occluder. This can increase "
"performance by decreasing the amount of objects drawn.\n"
"[Occluder]s are totally dynamic, you can move them as you wish. This means "
"you can for example, place occluders on a moving spaceship, and have it "
"occlude objects as it flies past.\n"
"You can place a large number of [Occluder]s within a scene. As it would be "
"counterproductive to cull against hundreds of occluders, the system will "
"automatically choose a selection of these for active use during any given "
"frame, based a screen space metric. Larger occluders are favored, as well as "
"those close to the camera. Note that a small occluder close to the camera "
"may be a better occluder in terms of screen space than a large occluder far "
"in the distance.\n"
"The type of occlusion primitive is determined by the [OccluderShape] that "
"you add to the [Occluder]. Some [OccluderShape]s may allow more than one "
"primitive in a single, node, for greater efficiency.\n"
"Although [Occluder]s work in general use, they also become even more "
"powerful when used in conjunction with the portal system. Occluders are "
"placed in rooms (based on their origin), and can block portals (and thus "
"entire rooms) as well as objects from rendering."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "Defines a 2D polygon for LightOccluder2D."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Editor facility that helps you draw a 2D polygon used as resource for "
"[LightOccluder2D]."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D "
"occludes the light coming from any direction. An opened OccluderPolygon2D "
"occludes the light only at its outline's direction."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "The culling mode to use."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"A [Vector2] array with the index for polygon's vertices positions.\n"
"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
"than a reference."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid "Culling is disabled. See [member cull_mode]."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Culling is performed in the clockwise direction. See [member cull_mode]."
msgstr ""
#: doc/classes/OccluderPolygon2D.xml
msgid ""
"Culling is performed in the counterclockwise direction. See [member "
"cull_mode]."
msgstr ""
#: doc/classes/OccluderShape.xml
msgid ""
"Base class for shapes used for occlusion culling by the [Occluder] node."
msgstr ""
#: doc/classes/OccluderShape.xml
msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid "Polygon occlusion primitive for use with the [Occluder] node."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
"occlusion culling.\n"
"The polygon must be a convex polygon. The polygon points can be created and "
"deleted either in the Editor inspector or by calling "
"[code]set_polygon_points[/code]. The points of the edges can be set by "
"dragging the handles in the Editor viewport.\n"
"Additionally each polygon occluder can optionally support a single hole. If "
"you add at least three points in the Editor inspector to the hole, you can "
"drag the edge points of the hole in the Editor viewport.\n"
"In general, the lower the number of edges in polygons and holes, the faster "
"the system will operate at runtime, so in most cases you will want to use 4 "
"points for each."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid "Sets an individual hole point position."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid "Sets an individual polygon point position."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid "Allows changing the hole geometry from code."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid "Allows changing the polygon geometry from code."
msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
msgid "Spherical occlusion primitive for use with the [Occluder] node."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
msgid ""
"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
"occlusion culling.\n"
"This shape can include multiple spheres. These can be created and deleted "
"either in the Editor inspector or by calling [code]set_spheres[/code]. The "
"sphere positions can be set by dragging the handle in the Editor viewport. "
"The radius can be set with the smaller handle."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
msgid "Sets an individual sphere's position."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
msgid "Sets an individual sphere's radius."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
msgid ""
"The sphere data can be accessed as an array of [Plane]s. The position of "
"each sphere is stored in the [code]normal[/code], and the radius is stored "
"in the [code]d[/code] value of the plane."
msgstr ""
#: doc/classes/OmniLight.xml
msgid "Omnidirectional light, such as a light bulb or a candle."
msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"An Omnidirectional light is a type of [Light] that emits light in all "
"directions. The light is attenuated by distance and this attenuation can be "
"configured by changing its energy, radius, and attenuation parameters.\n"
"[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh "
"[i]resource[/i] at once. Consider splitting your level into several meshes "
"to decrease the likelihood that more than 32 lights will affect the same "
"mesh resource. Splitting the level mesh will also improve frustum culling "
"effectiveness, leading to greater performance. If you need to use more "
"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
"rendering/max_lights_per_object] at the cost of shader compilation times."
msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"The light's attenuation (drop-off) curve. A number of presets are available "
"in the [b]Inspector[/b] by right-clicking the curve."
msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
"outside this radius.\n"
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
msgid "See [enum ShadowDetail]."
msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"The shadow rendering mode to use for this [OmniLight]. See [enum "
"ShadowMode].\n"
"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
"series don't support cubemap shadows and will fall back to dual paraboloid "
"shadows as a result."
msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
"SHADOW_CUBE], but lower-quality."
msgstr ""
#: doc/classes/OmniLight.xml
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
"feature support for depth cubemaps."
msgstr ""
#: doc/classes/OmniLight.xml
msgid "Use more detail vertically when computing the shadow."
msgstr ""
#: doc/classes/OmniLight.xml
msgid "Use more detail horizontally when computing the shadow."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Noise generator based on Open Simplex."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"This resource allows you to configure and sample a fractal noise space. Here "
"is a brief usage example that configures an OpenSimplexNoise and gets "
"samples at various positions and dimensions:\n"
"[codeblock]\n"
"var noise = OpenSimplexNoise.new()\n"
"\n"
"# Configure\n"
"noise.seed = randi()\n"
"noise.octaves = 4\n"
"noise.period = 20.0\n"
"noise.persistence = 0.8\n"
"\n"
"# Sample\n"
"print(\"Values:\")\n"
"print(noise.get_noise_2d(1.0, 1.0))\n"
"print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
"print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
"[/codeblock]"
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Generate a noise image in [constant Image.FORMAT_L8] format with the "
"requested [code]width[/code] and [code]height[/code], based on the current "
"noise parameters. If [code]noise_offset[/code] is specified, then the offset "
"value is used as the coordinates of the top-left corner of the generated "
"noise."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n"
"[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
"code] with fixed y-coordinate value 0.0."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Generate a tileable noise image in [constant Image.FORMAT_L8] format, based "
"on the current noise parameters. Generated seamless images are always square "
"([code]size[/code] × [code]size[/code]).\n"
"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
"noise. This is due to the way noise uses higher dimensions for generating "
"seamless noise."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid "Difference in period between [member octaves]."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Number of OpenSimplex noise layers that are sampled to get the fractal "
"noise. Higher values result in more detailed noise but take more time to "
"generate.\n"
"[b]Note:[/b] The maximum allowed value is 9."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Period of the base octave. A lower period results in a higher-frequency "
"noise (more value changes across the same distance)."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Contribution factor of the different octaves. A [code]persistence[/code] "
"value of 1 means all the octaves have the same contribution, a value of 0.5 "
"means each octave contributes half as much as the previous one."
msgstr ""
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
msgid ""
"Seed used to generate random values, different seeds will generate different "
"noise maps."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Button control that provides selectable options when pressed."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"OptionButton is a type button that provides a selectable list of items when "
"pressed. The item selected becomes the \"current\" item and is displayed as "
"the button text.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and "
"(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item "
"index will be used as the item's ID. New items are appended at the end."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. "
"If no [code]id[/code] is passed, the item index will be used as the item's "
"ID. New items are appended at the end."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Adds a separator to the list of items. Separators help to group items. "
"Separator also takes up an index and is appended at the end."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Clears all the items in the [OptionButton]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Returns the amount of items in the OptionButton, including separators."
msgstr ""
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Returns the icon of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Returns the ID of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Returns the index of the item with the given [code]id[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Retrieves the metadata of an item. Metadata may be any type and can be used "
"to store extra information about an item, such as an external string ID."
msgstr ""
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Returns the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
#, fuzzy
msgid "Returns the tooltip of the item at index [code]idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/OptionButton.xml
msgid ""
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Gets the metadata of the selected item. Metadata for items can be set using "
"[method set_item_metadata]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Removes the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Selects an item by index and makes it the current item. This will work even "
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Sets whether the item at index [code]idx[/code] is disabled.\n"
"Disabled items are drawn differently in the dropdown and are not selectable "
"by the user. If the current selected item is set as disabled, it will remain "
"selected."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Sets the icon of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Sets the ID of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Sets the metadata of an item. Metadata may be of any type and can be used to "
"store extra information about an item, such as an external string ID."
msgstr ""
#: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
msgid "Sets the text of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
#, fuzzy
msgid "Sets the tooltip of the item at index [code]idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Emitted when the user navigates to an item using the [code]ui_up[/code] or "
"[code]ui_down[/code] actions. The index of the item selected is passed as "
"argument."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Emitted when the current item has been changed by the user. The index of the "
"item selected is passed as argument."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Default text [Color] of the [OptionButton]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is disabled."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Text [Color] used when the [OptionButton] is focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being hovered."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being pressed."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"The horizontal space between the arrow icon and the right edge of the button."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "The horizontal space between [OptionButton]'s icon and text."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[Font] of the [OptionButton]'s text."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "The arrow icon to be drawn on the right end of the button."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is disabled."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"[StyleBox] used when the [OptionButton] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being hovered."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Default [StyleBox] for the [OptionButton]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being pressed."
msgstr ""
#: doc/classes/OS.xml
msgid "Operating System functions."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Operating System functions. OS wraps the most common functionality to "
"communicate with the host operating system, such as the clipboard, video "
"driver, date and time, timers, environment variables, execution of binaries, "
"command line, etc."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Displays a modal dialog box using the host OS' facilities. Execution is "
"blocked until the dialog is closed."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns [code]true[/code] if the host OS allows drawing."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the current host platform is using multiple "
"threads."
msgstr ""
#: doc/classes/OS.xml
msgid "Centers the window on the screen if in windowed mode."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Crashes the engine (or the editor if called within a [code]tool[/code] "
"script). This should [i]only[/i] be used for testing the system's crash "
"handler, not for any other purpose. For general error reporting, use (in "
"order of preference) [method @GDScript.assert], [method @GDScript."
"push_error] or [method alert]. See also [method kill]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Delays execution of the current thread by [code]msec[/code] milliseconds. "
"[code]msec[/code] must be greater than or equal to [code]0[/code]. "
"Otherwise, [method delay_msec] will do nothing and will print an error "
"message.\n"
"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]yield[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_msec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Delays execution of the current thread by [code]usec[/code] microseconds. "
"[code]usec[/code] must be greater than or equal to [code]0[/code]. "
"Otherwise, [method delay_usec] will do nothing and will print an error "
"message.\n"
"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]yield[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_usec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Dumps the memory allocation ringlist to a file (only works in debug).\n"
"Entry format per line: \"Address - Size - Description\"."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Dumps all used resources to file (only works in debug).\n"
"Entry format per line: \"Resource Type : Resource Location\".\n"
"At the end of the file is a statistic of all used Resource Types."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Execute the file at the given path with the arguments passed as an array of "
"strings. Platform path resolution will take place. The resolved file must "
"exist and be executable.\n"
"The arguments are used in the given order and separated by a space, so "
"[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
"code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's "
"shell.\n"
"This method has slightly different behavior based on whether the "
"[code]blocking[/code] mode is enabled.\n"
"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause "
"its execution while waiting for the process to terminate. The shell output "
"of the process will be written to the [code]output[/code] array as a single "
"string. When the process terminates, the Godot thread will resume "
"execution.\n"
"If [code]blocking[/code] is [code]false[/code], the Godot thread will "
"continue while the new process runs. It is not possible to retrieve the "
"shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
"On Windows, if [code]open_console[/code] is [code]true[/code] and process is "
"console app, new terminal window will be opened, it's ignored on other "
"platforms.\n"
"The return value also depends on the blocking mode. When blocking, the "
"method will return an exit code of the process. When non-blocking, the "
"method returns a process ID, which you can use to monitor the process (and "
"potentially terminate it with [method kill]). If the process forking (non-"
"blocking) or opening (blocking) fails, the method will return [code]-1[/"
"code] or another exit code.\n"
"Example of blocking mode and retrieving the shell output:\n"
"[codeblock]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
"[/codeblock]\n"
"Example of non-blocking mode, running another instance of the project and "
"storing its process ID:\n"
"[codeblock]\n"
"var pid = OS.execute(OS.get_executable_path(), [], false)\n"
"[/codeblock]\n"
"If you wish to access a shell built-in or perform a composite command, a "
"platform-specific shell can be invoked. For example:\n"
"[codeblock]\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
"specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the "
"first argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a PowerShell built-in command, specify "
"[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as "
"the first argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
"executable name in [code]path[/code], [code]-c[/code] as the first argument, "
"and the desired command as the second argument."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the scancode of the given string (e.g. \"Escape\")."
msgstr "Vrátí tangens parametru."
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the total number of available audio drivers."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the audio driver name for the given index."
msgstr "Vrátí tangens parametru."
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
"system's standards. On Linux, this path can be overridden by setting the "
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
"projects[/url] in the documentation for more information. See also [method "
"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--"
"key value[/code] and [code]--key=value[/code] forms so they can be properly "
"parsed, as long as custom command-line arguments do not conflict with engine "
"arguments.\n"
"You can also incorporate environment variables using the [method "
"get_environment] method.\n"
"You can set [member ProjectSettings.editor/main_run_args] to define command-"
"line arguments to be passed by the editor when running the project.\n"
"Here's a minimal example on how to parse command-line arguments into a "
"dictionary using the [code]--key=value[/code] form for arguments:\n"
"[codeblock]\n"
"var arguments = {}\n"
"for argument in OS.get_cmdline_args():\n"
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
"operating system's standards. On Linux, this path can be overridden by "
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
"paths in Godot projects[/url] in the documentation for more information. See "
"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns an array of MIDI device names.\n"
"The returned array will be empty if the system MIDI driver has not "
"previously been initialised with [method open_midi_inputs].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the currently used video driver, using one of the values from [enum "
"VideoDriver]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
"system's standards. On Linux, this path can be overridden by setting the "
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
"projects[/url] in the documentation for more information. See also [method "
"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_date_dict_from_system] instead.\n"
"Returns current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
"(Daylight Savings Time)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n"
"Returns current datetime as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
"(Daylight Savings Time), [code]hour[/code], [code]minute[/code], "
"[code]second[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n"
"Gets a dictionary of time values corresponding to the given UNIX epoch time "
"(in seconds).\n"
"The returned Dictionary's values will be the same as [method get_datetime], "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
"display cutout or notch. These are non-functional areas on edge-to-edge "
"screens used by cameras and sensors. Returns an empty array if the device "
"does not have cutouts. See also [method get_window_safe_area].\n"
"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
"return an empty array even if they do have display cutouts or notches."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the value of an environment variable. Returns an empty string if the "
"environment variable doesn't exist.\n"
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the path to the current engine executable."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"With this function, you can get the list of dangerous permissions that have "
"been granted to the Android application.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the IME cursor position (the currently-edited portion of the string) "
"relative to the characters in the composition string.\n"
"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
"notify it of changes to the IME cursor position.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the IME intermediate composition string.\n"
"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
"notify it of changes to the IME composition string.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current latin keyboard variant as a String.\n"
"Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/"
"code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/"
"code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns "
"[code]\"QWERTY\"[/code] on unsupported platforms."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the host OS locale as a string of the form "
"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
"language code and not the fully specified locale from the OS, you can use "
"[method get_locale_language].\n"
"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
"[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
"ISO_15924]script code[/url], in title case.\n"
"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]country code[/url], in upper case.\n"
"[code]VARIANT[/code] - optional, language variant, region and sort order. "
"Variant can have any number of underscored keywords.\n"
"[code]extra[/code] - optional, semicolon separated list of additional key "
"words. Currency, calendar, sort order and numbering system information."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
"consistent on all platforms. This is equivalent to extracting the "
"[code]language[/code] part of the [method get_locale] string.\n"
"This can be used to narrow down fully specified locale strings to only the "
"\"common\" language code, when you don't need the additional information "
"about country code or variants. For example, for a French Canadian user with "
"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the model name of the current device.\n"
"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the name of the host OS. Possible values are: [code]\"Android\"[/"
"code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
"[code]\"X11\"[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns internal structure pointers for use in GDNative plugins.\n"
"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
"soon be supported)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the amount of battery left in the device as a percentage. Returns "
"[code]-1[/code] if power state is unknown.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns an estimate of the time left in seconds before the device runs out "
"of battery. Returns [code]-1[/code] if power state is unknown.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current state of the device regarding battery and power. See "
"[enum PowerState] constants.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the project's process ID.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the window size including decorations like window borders."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the given scancode as a string (e.g. Return values: "
"[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
"See also [member InputEventKey.scancode] and [method InputEventKey."
"get_scancode_with_modifiers]."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of displays attached to the host machine."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the dots per inch density of the specified screen. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
"scaling mode is used.\n"
"[b]Note:[/b] On Android devices, the actual screen densities are grouped "
"into six generalized densities:\n"
"[codeblock]\n"
" ldpi - 120 dpi\n"
" mdpi - 160 dpi\n"
" hdpi - 240 dpi\n"
" xhdpi - 320 dpi\n"
" xxhdpi - 480 dpi\n"
"xxxhdpi - 640 dpi\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows. Returns [code]72[/code] on unsupported platforms."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Return the greatest scale factor of all screens.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at "
"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all "
"other cases.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the position of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current refresh rate of the specified screen. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
"will always return [code]-1.0[/code] as there is no way to retrieve the "
"refresh rate on that platform.\n"
"To fallback to a default refresh rate if the method fails, try:\n"
"[codeblock]\n"
"var refresh_rate = OS.get_screen_refresh_rate()\n"
"if refresh_rate < 0:\n"
" refresh_rate = 60.0\n"
"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
"screen, and [code]1.0[/code] for all other cases.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the dimensions in pixels of the specified screen. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the amount of time in milliseconds it took for the boot logo to "
"appear."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the actual path to commonly used folders across different platforms. "
"Available locations are specified in [enum SystemDir].\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] Shared storage is implemented on Android and allows to "
"differentiate between app specific and shared directories. Shared "
"directories have additional restrictions on Android."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the epoch time of the operating system in milliseconds."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the epoch time of the operating system in seconds."
msgstr "Vrátí hyperbolický sinus parametru."
#: doc/classes/OS.xml
msgid ""
"Returns the total number of available tablet drivers.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the tablet driver name for the given index.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the ID of the current thread. This can be used in logs to ease "
"debugging of multi-threaded applications.\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_ticks_msec] instead.\n"
"Returns the amount of time passed in milliseconds since the engine started."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_ticks_usec] instead.\n"
"Returns the amount of time passed in microseconds since the engine started."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_time_dict_from_system] instead.\n"
"Returns current time as a dictionary of keys: hour, minute, second."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current time zone as a dictionary with the keys: bias and name."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns a string that is unique to the device.\n"
"[b]Note:[/b] This string may change without notice if the user reinstalls/"
"upgrades their operating system or changes their hardware. This means it "
"should generally not be used to encrypt persistent data as the data saved "
"before an unexpected ID change would become inaccessible. The returned "
"string may also be falsified using external programs, so do not rely on the "
"string returned by [method get_unique_id] for security purposes.\n"
"[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
"implemented on those platforms yet."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current UNIX epoch timestamp in seconds.\n"
"[b]Important:[/b] This is the system clock that the user can manually set. "
"[b]Never use[/b] this method for precise time calculation since its results "
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
"decrease).\n"
"[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
"use [method Time.get_unix_time_from_system]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Gets an epoch time value from a dictionary of time values.\n"
"[code]datetime[/code] must be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], [code]second[/code].\n"
"If the dictionary is empty [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the UNIX epoch timestamp "
"0 (1970-01-01 at 00:00:00 UTC).\n"
"You can pass the output from [method get_datetime_from_unix_time] directly "
"into this function. Daylight Savings Time ([code]dst[/code]), if present, is "
"ignored."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the absolute directory path where user data is written ([code]user://"
"[/code]).\n"
"On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/"
"code], or [code]~/.local/share/[custom_name][/code] if "
"[code]use_custom_user_dir[/code] is set.\n"
"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
"code] if [code]use_custom_user_dir[/code] is set.\n"
"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
"code], or [code]%APPDATA%\\[custom_name][/code] if "
"[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to "
"[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
"If the project name is empty, [code]user://[/code] falls back to [code]res://"
"[/code].\n"
"Not to be confused with [method get_data_dir], which returns the [i]global[/"
"i] (non-project-specific) user data directory."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns the number of video drivers supported on the current platform."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/OS.xml
msgid ""
"Returns the name of the video driver matching the given [code]driver[/code] "
"index. This index is a value from [enum VideoDriver], and you can use "
"[method get_current_video_driver] to get the current backend's index."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
"keyboard or if it is currently hidden."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns unobscured area of the window where interactive controls should be "
"rendered."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add "
"item to the macOS dock icon menu.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Add a separator between items. Separators also occupy an index.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Clear the global menu, in effect removing all items.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Removes the item at index \"idx\" from the global menu. Note that the "
"indexes of items after the removed item are going to be shifted by one.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "Returns [code]true[/code] if there is content on the clipboard."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the environment variable with the name "
"[code]variable[/code] exists.\n"
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the feature for the given feature tag is "
"supported in the currently running instance, depending on the platform, "
"build etc. Can be used to check whether you're currently running a debug "
"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more "
"details.\n"
"[b]Note:[/b] Tag names are case-sensitive."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the device has a touchscreen or emulates one."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the platform has a virtual keyboard, "
"[code]false[/code] otherwise."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the Godot binary used to run the project is a "
"[i]debug[/i] export template, or when running in the editor.\n"
"Returns [code]false[/code] if the Godot binary used to run the project is a "
"[i]release[/i] export template.\n"
"To check whether the Godot binary used to run the project is an export "
"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
"instead."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
"and [b]Cancel[/b] on the right."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
"still running or [code]false[/code] if it has terminated.\n"
"Must be a valid ID generated from [method execute].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
"(verbose stdout)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
"that its state is the same after a player quits and starts the game again. "
"Relevant to the HTML5 platform, where this persistence may be unavailable."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the window should always be on top of other "
"windows."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the window is currently focused.\n"
"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
"will always return [code]true[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns active keyboard layout index.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the number of keyboard layouts.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
"[code]index[/code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the localized name of the keyboard layout at position [code]index[/"
"code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
"keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Kill (terminate) the process identified by the given process ID ([code]pid[/"
"code]), e.g. the one returned by [method execute] in non-blocking mode. See "
"also [method crash].\n"
"[b]Note:[/b] This method can also be used to kill processes that were not "
"spawned by the game.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Moves the file or directory to the system's recycle bin. See also [method "
"Directory.remove].\n"
"The method takes only global paths, so you may need to use [method "
"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
"code] as it will not work in exported project.\n"
"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
"file will be permanently deleted instead.\n"
"[codeblock]\n"
"var file_to_remove = \"user://slot1.sav\"\n"
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if native video is playing.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Pauses native video playback.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Plays native video from the specified path, at the given volume and with "
"audio and subtitle tracks.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Stops native video playback.\n"
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Resumes native video playback.\n"
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Initialises the singleton for the system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Shows all resources in the game. Optionally, the list can be written to a "
"file by specifying a file path in [code]tofile[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid "Shows the list of loaded textures sorted by size in memory."
msgstr ""
#: doc/classes/OS.xml
msgid "Shows the number of resources loaded by the game of the given types."
msgstr ""
#: doc/classes/OS.xml
msgid "Shows all resources currently used by the game."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Request the user attention to the window. It'll flash the taskbar button on "
"Windows or bounce the dock icon on OSX.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
"to request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"With this function, you can request dangerous permissions since normal "
"permissions are automatically granted at install time in Android "
"applications.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the value of the environment variable [code]variable[/code] to "
"[code]value[/code]. The environment variable will be set for the Godot "
"process and any process executed with [method execute] after running [method "
"set_environment]. The environment variable will [i]not[/i] persist to "
"processes run after the Godot process was terminated.\n"
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the game's icon using an [Image] resource.\n"
"The same image is used for window caption, taskbar/dock and window selection "
"dialog. Image is scaled as needed.\n"
"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets whether IME input mode should be enabled.\n"
"If active IME handles key events before the application and creates an "
"composition string and suggestion list.\n"
"Application can retrieve the composition status by using [method "
"get_ime_selection] and [method get_ime_text] functions.\n"
"Completed composition string is committed when input is finished.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets position of IME suggestion list popup (in window coordinates).\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the game's icon using a multi-size platform-specific icon file ([code]*."
"ico[/code] on Windows and [code]*.icns[/code] on macOS).\n"
"Appropriate size sub-icons are used for window caption, taskbar/dock and "
"window selection dialog.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid "Sets the name of the current thread."
msgstr ""
#: doc/classes/OS.xml
msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets whether the window should always be on top.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblock]\n"
"# Set region, using Path2D node.\n"
"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
"# Set region, using Polygon2D node.\n"
"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# Reset region to default.\n"
"OS.set_window_mouse_passthrough([])\n"
"[/codeblock]\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
"region is not drawn, while on Linux and macOS it is.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the window title to the specified string.\n"
"[b]Note:[/b] This should be used sporadically. Don't set this every frame, "
"as that will negatively affect performance on some window managers.\n"
"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
"opens the file explorer at the user's Downloads folder.\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
"and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Shows the virtual keyboard if the platform has one.\n"
"The [code]existing_text[/code] parameter is useful for implementing your own "
"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
"already been typed (the virtual keyboard uses it for auto-correct and "
"predictions).\n"
"The [code]multiline[/code] parameter needs to be set to [code]true[/code] to "
"be able to enter multiple lines of text, as in [TextEdit].\n"
"[b]Note:[/b] This method is implemented on Android, iOS and UWP."
msgstr ""
#: doc/classes/OS.xml
msgid "The clipboard from the host OS. Might be unavailable on some platforms."
msgstr ""
#: doc/classes/OS.xml
msgid "The current screen index (starting from 0)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the engine filters the time delta measured between "
"each frame, and attempts to compensate for random variation. This will only "
"operate on systems where V-Sync is active."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The exit code passed to the OS when the main loop exits. By convention, an "
"exit code of [code]0[/code] indicates success whereas a non-zero exit code "
"indicates an error. For portability reasons, the exit code should be set "
"between 0 and 125 (inclusive).\n"
"[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] "
"with an [code]exit_code[/code] argument passed."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the engine tries to keep the screen on while the game "
"is running. Useful on mobile."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the engine optimizes for low processor usage by only "
"refreshing the screen if needed. Can improve battery consumption on mobile."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The maximum size of the window (without counting window manager "
"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
"reset to the system default value."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The minimum size of the window in pixels (without counting window manager "
"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
"reset to the system's default value.\n"
"[b]Note:[/b] By default, the project window has a minimum size of "
"[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the "
"window is resized to a near-zero size."
msgstr ""
#: doc/classes/OS.xml
msgid "The current screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "The current tablet driver in use."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating "
"system's window compositor will be used for vsync when the compositor is "
"enabled and the game is in windowed mode.\n"
"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
"experienced by some users. However, some users have experienced a Vsync "
"framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
"[b]Note:[/b] This property is only implemented on Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], removes the window frame.\n"
"[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
"disables per-pixel transparency."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is fullscreen."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is maximized."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is minimized."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the window background is transparent and the window "
"frame is removed.\n"
"Use [code]get_tree().get_root().set_transparent_background(true)[/code] to "
"disable main viewport background rendering.\n"
"[b]Note:[/b] This property has no effect if [member ProjectSettings.display/"
"window/per_pixel_transparency/allowed] setting is disabled.\n"
"[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, "
"and Android. It can't be changed at runtime for Android. Use [member "
"ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at "
"startup instead."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The window position relative to the screen, the origin is the top left "
"corner, +Y axis goes to the bottom and +X axis goes to the right."
msgstr ""
#: doc/classes/OS.xml
#, fuzzy
msgid "If [code]true[/code], the window is resizable by the user."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/OS.xml
msgid "The size of the window (without counting window manager decorations)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
"2.1 on desktop platforms and WebGL 1.0 on the web."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
"3.3 on desktop platforms and WebGL 2.0 on the web."
msgstr ""
#: doc/classes/OS.xml
msgid "Sunday."
msgstr ""
#: doc/classes/OS.xml
msgid "Monday."
msgstr ""
#: doc/classes/OS.xml
msgid "Tuesday."
msgstr ""
#: doc/classes/OS.xml
msgid "Wednesday."
msgstr ""
#: doc/classes/OS.xml
msgid "Thursday."
msgstr ""
#: doc/classes/OS.xml
msgid "Friday."
msgstr ""
#: doc/classes/OS.xml
msgid "Saturday."
msgstr ""
#: doc/classes/OS.xml
msgid "January."
msgstr ""
#: doc/classes/OS.xml
msgid "February."
msgstr ""
#: doc/classes/OS.xml
msgid "March."
msgstr ""
#: doc/classes/OS.xml
msgid "April."
msgstr ""
#: doc/classes/OS.xml
msgid "May."
msgstr ""
#: doc/classes/OS.xml
msgid "June."
msgstr ""
#: doc/classes/OS.xml
msgid "July."
msgstr ""
#: doc/classes/OS.xml
msgid "August."
msgstr ""
#: doc/classes/OS.xml
msgid "September."
msgstr ""
#: doc/classes/OS.xml
msgid "October."
msgstr ""
#: doc/classes/OS.xml
msgid "November."
msgstr ""
#: doc/classes/OS.xml
msgid "December."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Application handle:\n"
"- Windows: [code]HINSTANCE[/code] of the application\n"
"- MacOS: [code]NSApplication*[/code] of the application (not yet "
"implemented)\n"
"- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Display handle:\n"
"- Linux: [code]X11::Display*[/code] for the display"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Window handle:\n"
"- Windows: [code]HWND[/code] of the main window\n"
"- Linux: [code]X11::Window*[/code] of the main window\n"
"- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n"
"- Android: [code]jObject[/code] the main android activity (not yet "
"implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Window view:\n"
"- Windows: [code]HDC[/code] of the main window drawing context\n"
"- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"OpenGL Context:\n"
"- Windows: [code]HGLRC[/code]\n"
"- Linux: [code]X11::GLXContext[/code]\n"
"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid "Landscape screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Portrait screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Reverse landscape screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Reverse portrait screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Uses landscape or reverse landscape based on the hardware sensor."
msgstr ""
#: doc/classes/OS.xml
msgid "Uses portrait or reverse portrait based on the hardware sensor."
msgstr ""
#: doc/classes/OS.xml
msgid "Uses most suitable orientation based on the hardware sensor."
msgstr ""
#: doc/classes/OS.xml
msgid "Desktop directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "DCIM (Digital Camera Images) directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Documents directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Downloads directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Movies directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Music directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Pictures directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Ringtones directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Unknown powerstate."
msgstr ""
#: doc/classes/OS.xml
msgid "Unplugged, running on battery."
msgstr ""
#: doc/classes/OS.xml
msgid "Plugged in, no battery available."
msgstr ""
#: doc/classes/OS.xml
msgid "Plugged in, battery charging."
msgstr ""
#: doc/classes/OS.xml
msgid "Plugged in, battery fully charged."
msgstr ""
#: doc/classes/PackedDataContainerRef.xml
msgid "Reference version of [PackedDataContainer]."
msgstr ""
#: doc/classes/PackedScene.xml
msgid "An abstraction of a serialized scene."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"A simplified interface to a scene file. Provides access to operations and "
"checks that can be performed on the scene resource itself.\n"
"Can be used to save a node to a file. When saving, the node as well as all "
"the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n"
"[b]Note:[/b] The node doesn't need to own itself.\n"
"[b]Example of loading a saved scene:[/b]\n"
"[codeblock]\n"
"# Use `load()` instead of `preload()` if the path isn't known at compile-"
"time.\n"
"var scene = preload(\"res://scene.tscn\").instance()\n"
"# Add the node as a child of the node the script is attached to.\n"
"add_child(scene)\n"
"[/codeblock]\n"
"[b]Example of saving a node with different owners:[/b] The following example "
"creates 3 objects: [code]Node2D[/code] ([code]node[/code]), "
"[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/"
"code] ([code]collision[/code]). [code]collision[/code] is a child of "
"[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/"
"code] is owned by [code]node[/code] and [code]pack[/code] will therefore "
"only save those two nodes, but not [code]collision[/code].\n"
"[codeblock]\n"
"# Create the objects.\n"
"var node = Node2D.new()\n"
"var rigid = RigidBody2D.new()\n"
"var collision = CollisionShape2D.new()\n"
"\n"
"# Create the object hierarchy.\n"
"rigid.add_child(collision)\n"
"node.add_child(rigid)\n"
"\n"
"# Change owner of `rigid`, but not of `collision`.\n"
"rigid.owner = node\n"
"\n"
"var scene = PackedScene.new()\n"
"# Only `node` and `rigid` are now packed.\n"
"var result = scene.pack(node)\n"
"if result == OK:\n"
" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or "
"\"user://...\"\n"
" if error != OK:\n"
" push_error(\"An error occurred while saving the scene to disk.\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PackedScene.xml
msgid "Returns [code]true[/code] if the scene file has nodes."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"Returns the [code]SceneState[/code] representing the scene file contents."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"Instantiates the scene's node hierarchy. Triggers child scene "
"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
"notification on the root node."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"Pack will ignore any sub-nodes not owned by given node. See [member Node."
"owner]."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"A dictionary representation of the scene contents.\n"
"Available keys include \"rnames\" and \"variants\" for resources, "
"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
"connections, and \"version\" for the format style of the PackedScene."
msgstr ""
#: doc/classes/PackedScene.xml
msgid "If passed to [method instance], blocks edits to the scene state."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"If passed to [method instance], provides local scene resources to the local "
"scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"If passed to [method instance], provides local scene resources to the local "
"scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
"scene is being instantiated to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: modules/gltf/doc_classes/PackedSceneGLTF.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [PackedSceneGLTF] within a script will cause an error in an exported "
"project."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"PacketPeer is an abstraction and base class for packet-based protocols (such "
"as UDP). It provides an API for sending and receiving packets both as raw "
"data or variables. This makes it easy to transfer data over a protocol, "
"without having to encode data as low-level bytes or having to worry about "
"network ordering."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Returns the number of packets currently available in the ring-buffer."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Gets a raw packet."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
#: doc/classes/PacketPeer.xml
#, fuzzy
msgid ""
"Gets a Variant. If [code]allow_objects[/code] (or [member "
"allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
"Dekóduje pole bitů zpátky na hodnotu. Pokud [code]allow_objects[/code] je "
"[code]true[/code] dekódování objektů je povoleno.\n"
"[b]WARNING:[/b] Deserializované objekty mohou obsahovat kód, který se "
"provede. Nepoužívejte tuto možnost, pokud serialozovaný objekt nepochází z "
"důveryhodného zdroje. Tím se vyhnete potencionálním bezpečnostním hrozbám "
"(vzdálené spuštění kódu)."
#: doc/classes/PacketPeer.xml
msgid "Sends a raw packet."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
"(and can potentially include code)."
msgstr ""
#: doc/classes/PacketPeer.xml
#, fuzzy
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
"If [code]true[/code], the PacketPeer will allow encoding and decoding of "
"object via [method get_var] and [method put_var].\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
"Dekóduje pole bitů zpátky na hodnotu. Pokud [code]allow_objects[/code] je "
"[code]true[/code] dekódování objektů je povoleno.\n"
"[b]WARNING:[/b] Deserializované objekty mohou obsahovat kód, který se "
"provede. Nepoužívejte tuto možnost, pokud serialozovaný objekt nepochází z "
"důveryhodného zdroje. Tím se vyhnete potencionálním bezpečnostním hrozbám "
"(vzdálené spuštění kódu)."
#: doc/classes/PacketPeer.xml
msgid ""
"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
"support heavier memory allocations.\n"
"The [method put_var] method allocates memory on the stack, and the buffer "
"used will grow automatically to the closest power of two to match the size "
"of the [Variant]. If the [Variant] is bigger than "
"[code]encode_buffer_max_size[/code], the method will error out with "
"[constant ERR_OUT_OF_MEMORY]."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "DTLS packet peer."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"This class represents a DTLS peer connection. It can be used to connect to a "
"DTLS server, and is returned by [method DTLSServer.take_connection].\n"
"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"Connects a [code]peer[/code] beginning the DTLS handshake using the "
"underlying [PacketPeerUDP] which must be connected (see [method "
"PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is "
"[code]true[/code], [PacketPeerDTLS] will validate that the certificate "
"presented by the remote peer and match it with the [code]for_hostname[/code] "
"argument. You can specify a custom [X509Certificate] to use for validation "
"via the [code]valid_certificate[/code] argument."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "Disconnects this peer, terminating the DTLS session."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
msgid "Returns the status of the connection. See [enum Status] for values."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"Poll the connection to check for incoming packets. Call this frequently to "
"update the status and keep the connection working."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid "Wrapper to use a PacketPeer over a StreamPeer."
msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid ""
"PacketStreamPeer provides a wrapper for working using packets over a stream. "
"This allows for using packet based code with StreamPeers. PacketPeerStream "
"implements a custom protocol over the StreamPeer, so the user should not "
"read or write to the wrapped StreamPeer directly."
msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid "The wrapped [StreamPeer] object."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "UDP packet peer."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Calling this method connects this UDP peer to the given [code]host[/code]/"
"[code]port[/code] pair. UDP is in reality connectionless, so this option "
"only means that incoming packets from different addresses are automatically "
"discarded, and that outgoing packets are always sent to the connected "
"address (future calls to [method set_dest_address] are not allowed). This "
"method does not send any data to the remote peer, to do that, use [method "
"PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also "
"[UDPServer].\n"
"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
"malicious attacks like IP spoofing, etc. Think about using an encryption "
"technique like SSL or DTLS if you feel like your application is transferring "
"sensitive information."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the IP of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected "
"to a remote address. See [method connect_to_host]."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "Returns whether this [PacketPeerUDP] is listening."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Joins the multicast group specified by [code]multicast_address[/code] using "
"the interface identified by [code]interface_name[/code].\n"
"You can join the same multicast group with multiple interfaces. Use [method "
"IP.get_local_interfaces] to know which are available.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Removes the interface identified by [code]interface_name[/code] from the "
"multicast group specified by [code]multicast_address[/code]."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to "
"[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n"
"If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the "
"peer will listen on all available addresses (both IPv4 and IPv6).\n"
"If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) "
"or [code]\"::\"[/code] (for IPv6), the peer will listen on all available "
"addresses matching that IP type.\n"
"If [code]bind_address[/code] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Enable or disable sending of broadcast packets (e.g. "
"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
"disabled by default.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
"enabled to receive broadcast packets too."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Sets the destination address and port for sending packets and variables. A "
"hostname will be resolved using DNS if needed.\n"
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Waits for a packet to arrive on the listening port. See [method listen].\n"
"[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
"This can be worked around by allowing the other party to send a specific "
"\"death pill\" packet like this:\n"
"[codeblock]\n"
"# Server\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii())\n"
"\n"
"# Client\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
" return\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Panel.xml
msgid "Provides an opaque background for [Control] children."
msgstr ""
#: doc/classes/Panel.xml
msgid ""
"Panel is a [Control] that displays an opaque background. It's commonly used "
"as a parent and container for other types of [Control] nodes."
msgstr ""
#: doc/classes/Panel.xml
msgid "2D Finite State Machine Demo"
msgstr ""
#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
msgid "3D Inverse Kinematics Demo"
msgstr ""
#: doc/classes/Panel.xml
msgid "The style of this [Panel]."
msgstr ""
#: doc/classes/PanelContainer.xml
msgid "Panel container type."
msgstr ""
#: doc/classes/PanelContainer.xml
msgid ""
"Panel container type. This container fits controls inside of the delimited "
"area of a stylebox. It's useful for giving controls an outline."
msgstr ""
#: doc/classes/PanelContainer.xml
msgid "The style of [PanelContainer]'s background."
msgstr ""
#: doc/classes/PanoramaSky.xml
msgid "A type of [Sky] used to draw a background texture."
msgstr ""
#: doc/classes/PanoramaSky.xml
msgid ""
"A resource referenced in an [Environment] that is used to draw a background. "
"The Panorama sky functions similar to skyboxes in other engines, except it "
"uses an equirectangular sky map instead of a cube map.\n"
"Using an HDR panorama is strongly recommended for accurate, high-quality "
"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
"([code].exr[/code]) image formats for this purpose.\n"
"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]this tool[/url] to convert a cube map to an "
"equirectangular sky map."
msgstr ""
#: doc/classes/PanoramaSky.xml
msgid "[Texture] to be applied to the PanoramaSky."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "A node used to create a parallax scrolling background."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
"a parallax effect. Each [ParallaxLayer] can move at a different speed using "
"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
"2D game. If not used with a [Camera2D], you must manually calculate the "
"[member scroll_offset]."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "The base position offset for all [ParallaxLayer] children."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "The base motion scale for all [ParallaxLayer] children."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
"the zoom level of the camera."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"Top-left limits for scrolling to begin. If the camera is outside of this "
"limit, the background will stop scrolling. Must be lower than [member "
"scroll_limit_end] to work."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"Bottom-right limits for scrolling to end. If the camera is outside of this "
"limit, the background will stop scrolling. Must be higher than [member "
"scroll_limit_begin] to work."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"The ParallaxBackground's scroll value. Calculated automatically when using a "
"[Camera2D], but can be used to manually manage scrolling when no camera is "
"present."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
"ParallaxLayer can be set to move at different speeds relative to the camera "
"movement or the [member ParallaxBackground.scroll_offset] value.\n"
"This node's children will be affected by its scroll offset.\n"
"[b]Note:[/b] Any changes to this node's position and scale made after it "
"enters the scene will be ignored."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite "
"scrolling background. If an axis is set to [code]0[/code], the [Texture] "
"will not be mirrored."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
"[member ParallaxBackground.scroll_offset]."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
"it will not scroll."
msgstr ""
#: doc/classes/Particles.xml
msgid "GPU-based 3D particle emitter."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"3D particle node used to create a variety of particle systems and effects. "
"[Particles] features an emitter that generates some number of particles at a "
"given rate.\n"
"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
"to configure particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles.\n"
"[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using "
"the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] "
"to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
"at the top of the 3D editor viewport then choosing [b]Convert to "
"CPUParticles[/b].\n"
"[b]Note:[/b] On macOS, [Particles] rendering is much slower than "
"[CPUParticles] due to transform feedback being implemented on the CPU "
"instead of the GPU. Consider using [CPUParticles] instead when targeting "
"macOS.\n"
"[b]Note:[/b] After working on a Particles node, remember to update its "
"[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
"at the top of the 3D editor viewport then choose [b]Generate Visibility "
"AABB[/b]. Otherwise, particles may suddenly disappear depending on the "
"camera position and angle."
msgstr ""
#: doc/classes/Particles.xml
msgid "Controlling thousands of fish with Particles"
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Returns the axis-aligned bounding box that contains all the particles that "
"are active in the current frame."
msgstr ""
#: doc/classes/Particles.xml
msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
msgstr ""
#: doc/classes/Particles.xml
msgid "Restarts the particle emission, clearing existing particles."
msgstr ""
#: doc/classes/Particles.xml
msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the first draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the second draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the third draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the fourth draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "The number of draw passes when rendering particles."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Amount of time to preprocess the particles before animation starts. Lets you "
"start the animation some time after particles have started emitting."
msgstr ""
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid ""
"[Material] for processing particles. Can be a [ParticlesMaterial] or a "
"[ShaderMaterial]."
msgstr ""
#: doc/classes/Particles.xml
msgid "Emission randomness ratio."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"The [AABB] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the box if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [AABB] can be grown via code or with the [b]Particles "
"→ Generate AABB[/b] editor tool.\n"
"[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast "
"shadows, you may want to enlarge this AABB to ensure the shadow is updated "
"when particles are off-screen."
msgstr ""
#: doc/classes/Particles.xml
msgid "Maximum number of draw passes supported."
msgstr ""
#: doc/classes/Particles2D.xml
msgid "GPU-based 2D particle emitter."
msgstr ""
#: doc/classes/Particles2D.xml
msgid ""
"2D particle node used to create a variety of particle systems and effects. "
"[Particles2D] features an emitter that generates some number of particles at "
"a given rate.\n"
"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
"to configure particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles.\n"
"[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using "
"the GLES2 renderer, use [CPUParticles2D] instead. You can convert "
"[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
"[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
"[b]Convert to CPUParticles2D[/b].\n"
"[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than "
"[CPUParticles2D] due to transform feedback being implemented on the CPU "
"instead of the GPU. Consider using [CPUParticles2D] instead when targeting "
"macOS.\n"
"[b]Note:[/b] After working on a Particles node, remember to update its "
"[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
"at the top of the 2D editor viewport then choose [b]Generate Visibility "
"Rect[/b]. Otherwise, particles may suddenly disappear depending on the "
"camera position and angle.\n"
"[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
"texture region defined in [AtlasTexture]s."
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
msgid "2D Particles Demo"
msgstr ""
#: doc/classes/Particles2D.xml
msgid ""
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
"player)"
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Restarts all the existing particles."
msgstr ""
#: doc/classes/Particles2D.xml
msgid ""
"The [Rect2] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the rect if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
"→ Generate Visibility Rect[/b] editor tool."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Particle properties for [Particles] and [Particles2D] nodes."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"ParticlesMaterial defines particle properties and behavior. It is used in "
"the [code]process_material[/code] of [Particles] and [Particles2D] emitter "
"nodes.\n"
"Some of this material's properties are applied to each particle when "
"emitted, while others can have a [CurveTexture] applied to vary values over "
"the lifetime of the particle.\n"
"When a randomness ratio is applied to a property it is used to scale that "
"property by a random amount. The random ratio is used to interpolate between "
"[code]1.0[/code] and a random number less than one, the result is multiplied "
"by the property to obtain the randomized property. For example a random "
"ratio of [code]0.4[/code] would scale the original property between "
"[code]0.4-1.0[/code] of its original value."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns [code]true[/code] if the specified flag is enabled."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the randomness ratio associated with the specified parameter."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
#, fuzzy
msgid "Returns the [Texture] used by the specified parameter."
msgstr "Vrátí sinus parametru."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"If [code]true[/code], enables the specified flag. See [enum Flags] for "
"options."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the specified [enum Parameter]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the randomness ratio for the specified [enum Parameter]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
#, fuzzy
msgid "Sets the [Texture] for the specified [enum Parameter]."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Initial rotation applied to each particle, in degrees.\n"
"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Initial angular velocity applied to each particle in [i]degrees[/i] per "
"second. Sets the speed of rotation of the particle.\n"
"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's angular velocity will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation offset will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation speed will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's initial color. If the [Particles2D]'s [code]texture[/code] "
"is defined, it will be multiplied by this color. To have particle display "
"color in a [SpatialMaterial] make sure to set [member SpatialMaterial."
"vertex_color_use_as_albedo] to [code]true[/code]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Damping will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The box's extents if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particle color will be modulated by color determined by sampling this "
"texture at the same point as the [member emission_point_texture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particle velocity and rotation will be set by sampling this texture at the "
"same point as the [member emission_point_texture]. Used only in [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The number of emission points if [code]emission_shape[/code] is set to "
"[constant EMISSION_SHAPE_POINTS] or [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted at positions determined by sampling this texture "
"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
"the \"Particles\" tool in the toolbar."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The inner radius of the ring when using the emitter [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted inside this region. Use [enum EmissionShape] "
"constants for values."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The sphere's radius if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Amount of [member spread] along the Y axis."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's hue will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's linear acceleration will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second.\n"
"[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/"
"code]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's scale will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' color will vary along this [GradientTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
"particles. The remaining particles will be used as trail(s)."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' size will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set initial velocity properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set angular velocity properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set orbital velocity properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set linear acceleration properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set radial acceleration properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set tangential acceleration properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set damping properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set angle properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set scale properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set hue variation properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set animation speed properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set animation offset properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_align_y]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_rotate_y]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_disable_z]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted at a position determined by sampling a random "
"point on the [member emission_point_texture]. Particle color will be "
"modulated by [member emission_color_texture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted at a position determined by sampling a random "
"point on the [member emission_point_texture]. Particle velocity and rotation "
"will be set based on [member emission_normal_texture]. Particle color will "
"be modulated by [member emission_color_texture]."
msgstr ""
#: doc/classes/Path.xml
msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
msgstr ""
#: doc/classes/Path.xml
msgid ""
"Can have [PathFollow] child nodes moving along the [Curve3D]. See "
"[PathFollow] for more information on the usage.\n"
"Note that the path is considered as relative to the moved nodes (children of "
"[PathFollow]). As such, the curve should usually start with a zero vector "
"[code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Path.xml
msgid "A [Curve3D] describing the path."
msgstr ""
#: doc/classes/Path.xml
msgid "Emitted when the [member curve] changes."
msgstr ""
#: doc/classes/Path2D.xml
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
msgstr ""
#: doc/classes/Path2D.xml
msgid ""
"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
"[PathFollow2D] for more information on usage.\n"
"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
#: doc/classes/Path2D.xml
msgid "A [Curve2D] describing the path."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Point sampler for a [Path]."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"This node takes its parent [Path], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting an offset in this "
"node."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve3D] of the [Path] are precomputed before use, for "
"faster calculations. The point at the requested offset is then calculated "
"interpolating between two adjacent cached points. This may present a problem "
"if the curve makes sharp turns, as the cached points may not follow the "
"curve closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset along the curve."
msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid ""
"If [code]true[/code], any offset outside the path's length will wrap around, "
"instead of stopping at the ends. Use it for cyclic paths."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"The distance from the first vertex, measured in 3D units along the path. "
"This sets this node's position to a point within the path."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"Allows or forbids rotation on one or more axes, depending on the [enum "
"RotationMode] constants being used."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"The distance from the first vertex, considering 0.0 as the first vertex and "
"1.0 as the last. This is just another way of expressing the offset within "
"the path, as the offset supplied is multiplied internally by the path's "
"length."
msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset perpendicular to the curve."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Forbids the PathFollow to rotate."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Allows the PathFollow to rotate in the Y axis only."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Allows the PathFollow to rotate in both the X, and Y axes."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Allows the PathFollow to rotate in any axis."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"Uses the up vector information in a [Curve3D] to enforce orientation. This "
"rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] "
"property to be set to [code]true[/code]."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "Point sampler for a [Path2D]."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"This node takes its parent [Path2D], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting an offset in this "
"node."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then "
"calculated interpolating between two adjacent cached points. This may "
"present a problem if the curve makes sharp turns, as the cached points may "
"not follow the curve closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"How far to look ahead of the curve to calculate the tangent if the node is "
"rotating. E.g. shorter lookaheads will lead to faster rotations."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "The distance along the path in pixels."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"If [code]true[/code], this node rotates to follow the path, making its "
"descendants rotate."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"The distance along the path as a number in the range 0.0 (for the first "
"vertex) to 1.0 (for the last). This is just another way of expressing the "
"offset within the path, as the offset supplied is multiplied internally by "
"the path's length."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid "Creates packages that can be loaded into a running project."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"The [PCKPacker] is used to create packages that can be loaded into a running "
"project using [method ProjectSettings.load_resource_pack].\n"
"[codeblock]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/codeblock]\n"
"The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
"file named [code]text.txt[/code] at the root of the package."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"Adds the [code]source_path[/code] file to the current PCK package at the "
"[code]pck_path[/code] internal path (should start with [code]res://[/code])."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"Writes the files specified using all [method add_file] calls since the last "
"flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
"will be printed to the console for easier debugging."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/"
"code] file extension isn't added automatically, so it should be part of "
"[code]pck_name[/code] (even though it's not required)."
msgstr ""
#: doc/classes/Performance.xml
msgid "Exposes performance-related data."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"This class provides access to a number of different monitors related to "
"performance, such as memory usage, draw calls, and FPS. These are the same "
"as the values displayed in the [b]Monitor[/b] tab in the editor's "
"[b]Debugger[/b] panel. By using the [method get_monitor] method of this "
"class, you can access this data from your code.\n"
"[b]Note:[/b] A few of these monitors are only available in debug mode and "
"will always return 0 when used in a release build.\n"
"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
"may be a short delay between changes."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Returns the value of one of the available monitors. You should provide one "
"of the [enum Monitor] constants as the argument, like this:\n"
"[codeblock]\n"
"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
"console\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of frames per second."
msgstr ""
#: doc/classes/Performance.xml
msgid "Time it took to complete one frame, in seconds."
msgstr ""
#: doc/classes/Performance.xml
msgid "Time it took to complete one physics frame, in seconds."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Static memory currently used, in bytes. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Dynamic memory currently used, in bytes. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid "Available static memory. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid "Available dynamic memory. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Largest amount of memory the message queue buffer has used, in bytes. The "
"message queue is used for deferred functions calls and notifications."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of objects currently instanced (including nodes)."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of resources currently used."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Number of nodes currently instanced in the scene tree. This also includes "
"the root node."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
"scene tree."
msgstr ""
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
msgstr ""
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Material changes per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Shader changes per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Render surface changes per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Draw calls per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Items or joined items drawn per frame."
msgstr ""
#: doc/classes/Performance.xml
msgid "Draw calls per frame."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid ""
"The amount of video memory used, i.e. texture and vertex memory combined."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid "The amount of texture memory used."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid "The amount of vertex memory used."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid ""
"Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody2D] nodes in the game."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 2D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of islands in the 2D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 3D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of islands in the 3D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Output latency of the [AudioServer]."
msgstr ""
#: doc/classes/Performance.xml
msgid "Represents the size of the [enum Monitor] enum."
msgstr ""
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
msgstr ""
#: doc/classes/PHashTranslation.xml
msgid ""
"Optimized translation. Uses real-time compressed translations, which results "
"in very small dictionaries."
msgstr ""
#: doc/classes/PHashTranslation.xml
msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid "Direct access object to a physics body in the [Physics2DServer]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Provides direct access to a physics body in the [Physics2DServer], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of rigid/character bodies, and is intended for changing the "
"direct state of that body. See [method RigidBody2D._integrate_forces]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
msgid "Ray-casting"
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid ""
"Adds a positioned force to the body. Both the force and the offset from the "
"body origin are in global coordinates."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant rotational force."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Applies a directional impulse without affecting rotation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Applies a positioned impulse to the body. An impulse is time-independent! "
"Applying an impulse every frame would result in a framerate-dependent force. "
"For this reason, it should only be used when simulating one-time impacts "
"(use the \"_force\" functions otherwise). The offset uses the rotation of "
"the global coordinate system, but is centered at the object's origin."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Applies a rotational impulse to the body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's [RID]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's object id."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's shape index."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collided shape's metadata. This metadata is different from "
"[method Object.get_meta], and is set with [method Physics2DServer."
"shape_set_data]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local normal at the contact point."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local position of the contact point."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local shape index of the collision."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the current state of the space, useful for queries."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Returns the body's velocity at the given relative position, including both "
"translation and rotation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Calls the built-in force integration code."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "The body's rotational velocity in [i]radians[/i] per second."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the inertia of the body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the mass of the body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid "The body's linear velocity in pixels per second."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "If [code]true[/code], this body is currently sleeping (not active)."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The timestep (delta) used for the simulation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"The rate at which the body stops rotating, if there are not any other forces "
"moving it."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The total gravity vector being currently applied to this body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"The rate at which the body stops moving, if there are not any other forces "
"moving it."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The body's transformation matrix."
msgstr "Transformační matrix tělesa."
#: doc/classes/Physics2DDirectSpaceState.xml
msgid "Direct access object to a space in the [Physics2DServer]."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Direct access object to a space in the [Physics2DServer]. It's used mainly "
"to do queries against objects and areas residing in a given space."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks how far a [Shape2D] can move without colliding. All the parameters "
"for the query, including the shape and the motion, are supplied through a "
"[Physics2DShapeQueryParameters] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape2D]s that the shape is already colliding with."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space. The resulting "
"array contains a list of points where the shape intersects another. Like "
"with [method intersect_shape], the number of returned results can be limited "
"to save processing time."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space. If it collides "
"with more than one shape, the nearest one is selected. If the shape did not "
"intersect anything, then an empty dictionary is returned instead.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object. The returned object is a dictionary containing the "
"following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks whether a point is inside any solid shape. The shapes the point is "
"inside of are returned in an array containing dictionaries with the "
"following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively.\n"
"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks whether a point is inside any solid shape, in a specific canvas layer "
"given by [code]canvas_instance_id[/code]. The shapes the point is inside of "
"are returned in an array containing dictionaries with the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively.\n"
"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Intersects a ray in a given space. The returned object is a dictionary with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]position[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Server interface for low-level 2D physics access."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Physics2DServer is the server responsible for all 2D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Adds a shape to the area, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Assigns the area to a descendant of [Object], so it can exist in the node "
"tree."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Removes all shapes from an area. It does not delete the shapes, so they can "
"be reassigned later."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates an [Area2D]. After creating an [Area2D] with this method, assign it "
"to a space using [method area_set_space] to use the created [Area2D] in the "
"physics world."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Gets the instance ID of the object the area is assigned to."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns an area parameter value. See [enum AreaParameter] for a list of "
"available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix of a shape within an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the space assigned to the area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the space override mode for the area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix for an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Removes a shape from an area. It does not delete the shape, so it can be "
"reassigned later."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns the area to one or many physics layers."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets which physics layers the area will monitor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the function to call when any body/area enters or exits the area. This "
"callback will be called for any object interacting with the area, and takes "
"five parameters:\n"
"1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
"whether the object entered or exited the area.\n"
"2: [RID] of the object that entered/exited the area.\n"
"3: Instance ID of the object that entered/exited the area.\n"
"4: The shape index of the object that entered/exited the area.\n"
"5: The shape index of the area where the object entered/exited."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the value for an area parameter. See [enum AreaParameter] for a list of "
"available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Substitutes a given area shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Disables a given shape in an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area shape."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the area."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
"for a list of available modes."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Adds a body to the list of bodies exempt from collisions."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Adds a positioned force to the applied force and torque. As with [method "
"body_apply_impulse], both the force and the offset from the body origin are "
"in global coordinates. A force differs from an impulse in that, while the "
"two are forces, the impulse clears itself after being applied."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Adds a shape to the body, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Adds a positioned impulse to the applied force and torque. Both the force "
"and the offset from the body origin are in global coordinates."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Removes all shapes from a body."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Creates a physics body."
msgstr "Vytvoří fyzické tělěso."
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body belongs to."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body can collide with."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the continuous collision detection mode."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
"code] if the body is destroyed or removed from the physics space."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the body mode."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns the value of a body parameter. See [enum BodyParameter] for a list "
"of available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the metadata of a shape of a body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix of a body shape."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the space assigned to a body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns a body state."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Removes a body from the list of bodies exempt from collisions."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Removes a shape from a body. The shape is not deleted, so it can be reused "
"afterwards."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
#: doc/classes/RigidBody.xml
msgid ""
"Sets an axis velocity. The velocity in the given vector axis will be set as "
"the given vector length. This is useful for jumping behavior."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the physics layer or layers a body belongs to."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the physics layer or layers a body can collide with."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the continuous collision detection mode using one of the [enum CCDMode] "
"constants.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the function used to calculate physics for an object, if that object "
"allows it (see [method body_set_omit_force_integration])."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
"with other bodies, this is enabled by setting the maximum amount of contacts "
"reported to a number greater than 0."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Sets the body mode using one of the [enum BodyMode] constants."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body parameter. See [enum BodyParameter] for a list of available "
"parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables one way collision on body if [code]enable[/code] is [code]true[/"
"code]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets metadata of a shape within a body. This metadata is different from "
"[method Object.set_meta], and can be retrieved on shape queries."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for a body shape."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the body (see [method space_create])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body state using one of the [enum BodyState] constants.\n"
"Note that the method doesn't take effect immediately. The state will change "
"on the next physics frame."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns [code]true[/code] if a collision would result from moving in the "
"given direction from a given point in space. Margin increases the size of "
"the shapes involved in the collision detection. [Physics2DTestMotionResult] "
"can be passed to return additional information in."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates a damped spring joint between two bodies. If not specified, the "
"second body is assumed to be the joint itself."
msgstr ""
#: doc/classes/Physics2DServer.xml
#, fuzzy
msgid "Returns the value of a damped spring joint parameter."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
"list of available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Destroys any of the objects created by Physics2DServer. If the [RID] passed "
"is not one of the objects that can be created by Physics2DServer, an error "
"will be sent to the console."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns information about the current state of the 2D physics engine. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates a groove joint between two bodies. If not specified, the bodies are "
"assumed to be the joint itself."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the value of a joint parameter."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns a joint's type (see [enum JointType])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates a pin joint between two bodies. If not specified, the second body is "
"assumed to be the joint itself."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Activates or deactivates the 2D physics engine."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the amount of iterations for calculating velocities of colliding "
"bodies. The greater the amount of iterations, the more accurate the "
"collisions will be. However, a greater amount of iterations requires more "
"CPU power, which can decrease performance. The default value is [code]8[/"
"code]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the shape data."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns a shape's type (see [enum ShapeType])."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the shape data that defines its shape and size. The data to be passed "
"depends on the kind of shape created [method shape_get_type]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Creates a space. A space is a collection of parameters for the physics "
"engine that can be assigned to an area or a body. It can be assigned to an "
"area with [method area_set_space], or to a body with [method body_set_space]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns the state of a space, a [Physics2DDirectSpaceState]. This object can "
"be used to make collision/intersection queries."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the value of a space parameter."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns whether the space is active."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Marks a space as active. It will not have an effect, unless it is assigned "
"to an area or body."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
"of available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body "
"marked as potentially inactive for both linear and angular velocity will be "
"put to sleep after the time given."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the default solver bias for all physics constraints. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating line shapes. A line shape is an infinite "
"line with an origin point, and a normal. Thus, it can be used for front/"
"behind checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating segment shapes. A segment shape is a line "
"from a point A to a point B. It can be checked for intersections."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating circle shapes. A circle shape only has a "
"radius. It can be used for intersections and inside/outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating rectangle shapes. A rectangle shape is "
"defined by a width and a height. It can be used for intersections and inside/"
"outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating capsule shapes. A capsule shape is defined "
"by a radius and a length. It can be used for intersections and inside/"
"outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating convex polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections and inside/"
"outside checks. Unlike the [member CollisionPolygon2D.polygon] property, "
"polygons modified with [method shape_set_data] do not verify that the points "
"supplied form is a convex polygon."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating concave polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections checks, but "
"not for inside/outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity strength in an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity vector/center in an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the falloff factor for point gravity of an area. The "
"greater this value is, the faster the strength of gravity decreases with the "
"square of distance."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This constant was used to set/get the falloff factor for point gravity. It "
"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the linear dampening factor of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the angular dampening factor of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the priority (order of processing) of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area does not affect gravity/damp. These are generally areas that exist "
"only to detect collisions, and objects entering or exiting them."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. This way, many overlapping areas can combine their physics to make "
"interesting effects."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. Then stops taking into account the rest of the areas, even the default "
"one."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area replaces any gravity/damp, even the default one, and stops taking "
"into account the rest of the areas."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area replaces any gravity/damp calculated so far, but keeps calculating "
"the rest of the areas, down to the default one."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for static bodies."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant for rigid bodies in character mode. In this mode, a body can not "
"rotate, and only its linear velocity is affected by physics."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's bounce factor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's friction."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's mass."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to set/get a body's inertia."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's gravity multiplier."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's linear dampening factor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's angular dampening factor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum BodyParameter] enum."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current transform matrix of the body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current linear velocity of the body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current angular velocity of the body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get whether the body can sleep."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to create pin joints."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to create groove joints."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to create damped spring joints."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the resting length of the spring joint. The joint will always try to go "
"to back this length when pulled apart."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the stiffness of the spring joint. The joint applies a force equal to "
"the stiffness times the distance from its resting length."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the damping ratio of the spring joint. A value of 0 indicates an "
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping)."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Disables continuous collision detection. This is the fastest way to detect "
"body collisions, but can miss small, fast-moving objects."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"The value of the first parameter and area callback function receives, when "
"an object enters one of its shapes."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"The value of the first parameter and area callback function receives, when "
"an object exits one of its shapes."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of objects that are not sleeping."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of possible collisions."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to get the number of space regions where a collision could occur."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "Parameters to be sent to a 2D shape physics query."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"This class contains the shape and other parameters for 2D intersection/"
"collision queries."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"Sets the [Shape2D] that will be used for collision/intersection queries."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area2D]s into account."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"The physics layer(s) the query will take into account (as a bitmask). See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"The list of objects or object [RID]s that will be excluded from collisions."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The collision margin for the shape."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "The motion of the shape being queried for."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The queried shape's [RID]. See also [method set_shape]."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The queried shape's transform matrix."
msgstr ""
#: doc/classes/PhysicsBody.xml
msgid "Base class for all objects affected by physics in 3D space."
msgstr ""
#: doc/classes/PhysicsBody.xml
msgid ""
"PhysicsBody is an abstract base class for implementing a physics body. All "
"*Body types inherit from it."
msgstr ""
#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
#: doc/classes/SoftBody.xml
msgid "Adds a body to the list of bodies that this body can't collide with."
msgstr ""
#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
#: doc/classes/SoftBody.xml
msgid ""
"Returns an array of nodes that were added as collision exceptions for this "
"body."
msgstr ""
#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
#: doc/classes/SoftBody.xml
msgid ""
"Removes a body from the list of bodies that this body can't collide with."
msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid "Base class for all objects affected by physics in 2D space."
msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid ""
"PhysicsBody2D is an abstract base class for implementing a physics body. All "
"*Body2D types inherit from it."
msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid ""
"Both collision_layer and collision_mask. Returns collision_layer when "
"accessed. Updates collision_layer and collision_mask when modified."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Direct access object to a physics body in the [PhysicsServer]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Provides direct access to a physics body in the [PhysicsServer], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of rigid/character bodies, and is intended for changing the "
"direct state of that body. See [method RigidBody._integrate_forces]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Adds a constant directional force without affecting rotation.\n"
"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Adds a constant rotational force without affecting position."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Applies a single directional impulse without affecting rotation.\n"
"This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Applies a positioned impulse to the body. An impulse is time-independent! "
"Applying an impulse every frame would result in a framerate-dependent force. "
"For this reason it should only be used when simulating one-time impacts. The "
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Apply a torque impulse (which will be affected by the body mass and shape). "
"This will rotate the body around the vector [code]j[/code] passed as "
"parameter."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider object."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody.contact_monitor]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Impulse created by the contact. Only implemented for Bullet physics."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml
msgid ""
"The body's rotational velocity in axis-angle format. The magnitude of the "
"vector is the rotation rate in [i]radians[/i] per second."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The body's linear velocity in units per second."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid "Direct access object to a space in the [PhysicsServer]."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Direct access object to a space in the [PhysicsServer]. It's used mainly to "
"do queries against objects and areas residing in a given space."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks how far a [Shape] can move without colliding. All the parameters for "
"the query, including the shape, are supplied through a "
"[PhysicsShapeQueryParameters] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape]s that the shape is already colliding with."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters] object, against the space. The resulting array "
"contains a list of points where the shape intersects another. Like with "
"[method intersect_shape], the number of returned results can be limited to "
"save processing time."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters] object, against the space. If it collides with "
"more than one shape, the nearest one is selected. The returned object is a "
"dictionary containing the following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
"the object is an [Area], the result is [code](0, 0, 0)[/code].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the shape did not intersect anything, then an empty dictionary is "
"returned instead."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks whether a point is inside any solid shape. The shapes the point is "
"inside of are returned in an array containing dictionaries with the "
"following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Intersects a ray in a given space. The returned object is a dictionary with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]position[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid "A material for physics properties."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"If [code]true[/code], subtracts the bounciness from the colliding object's "
"bounciness instead of adding it."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"If [code]true[/code], the physics engine will use the friction of the object "
"marked as \"rough\" when two objects collide. If [code]false[/code], the "
"physics engine will use the lowest friction of all colliding objects "
"instead. If [code]true[/code] for both colliding objects, the physics engine "
"will use the highest friction."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Server interface for low-level physics access."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"PhysicsServer is the server responsible for all 3D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns an area parameter value. A list of available parameters is on the "
"[enum AreaParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], area collides with rays."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the value for an area parameter. A list of available parameters is on "
"the [enum AreaParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets object pickable with rays."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the space override mode for the area. The modes are described in the "
"[enum AreaSpaceOverrideMode] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gives the body a push at a [code]position[/code] in the direction of the "
"[code]impulse[/code]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gives the body a push to rotate it."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Creates a physics body. The first parameter can be any value from [enum "
"BodyMode] constants, for the type of body created. Additionally, the body "
"can be created in sleeping state to save processing time."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
"if the body is destroyed or removed from the physics space."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the body can be detected by rays."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Removes a body from the list of bodies exempt from collisions.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a body parameter. A list of available parameters is on the [enum "
"BodyParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns [code]true[/code] if a collision would result from moving in the "
"given direction from a given point in space. [PhysicsTestMotionResult] can "
"be passed to return additional information in."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Destroys any of the objects created by PhysicsServer. If the [RID] passed is "
"not one of the objects that can be created by PhysicsServer, an error will "
"be sent to the console."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns information about the current state of the 3D physics engine. See "
"[enum ProcessInfo] for a list of available states. Only implemented for "
"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [ConeTwistJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [Generic6DOFJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [HingeJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [PinJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [SliderJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
#, fuzzy
msgid "Gets the priority value of the Joint."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/PhysicsServer.xml
#, fuzzy
msgid "Returns the type of the Joint."
msgstr "Vrátí sinus parametru."
#: doc/classes/PhysicsServer.xml
#, fuzzy
msgid "Sets the priority value of the Joint."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body a of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body b of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body a of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body b of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the amount of iterations for calculating velocities of colliding "
"bodies. The greater the amount of iterations, the more accurate the "
"collisions will be. However, a greater amount of iterations requires more "
"CPU power, which can decrease performance. The default value is [code]8[/"
"code].\n"
"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the "
"default Bullet physics engine."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Creates a shape of a type from [enum ShapeType]. Does not assign it to a "
"body or an area. To do so, you must use [method area_set_shape] or [method "
"body_set_shape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns the state of a space, a [PhysicsDirectSpaceState]. This object can "
"be used to make collision/intersection queries."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [PinJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [HingeJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [SliderJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [ConeTwistJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [Generic6DOFJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The strength with which the pinned objects try to stay in positional "
"relation to each other.\n"
"The higher, the stronger."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The minimum rotation across the Hinge."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], a motor turns the Hinge."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The maximum difference between the pivot points on their X axis before "
"damping happens."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The minimum difference between the pivot points on their X axis before "
"damping happens."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the movement across the slider axis once the limits get "
"surpassed. The lower, the slower the movement."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocityenergy gets lost."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping once the slider limits are surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the movement across the slider axis as long as the "
"slider is in the limits. The lower, the slower the movement."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution inside the slider limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping inside the slider limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "A factor applied to the movement across axes orthogonal to the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution when movement is across axes orthogonal to the "
"slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of damping when movement is across axes orthogonal to the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The upper limit of rotation in the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The lower limit of rotation in the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "A factor applied to the all rotation once the limit is surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution of the rotation when the limit is surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping of the rotation when the limit is surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "A factor that gets applied to the all rotation in the limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution of the rotation in the limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping of the rotation in the limits."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"A factor that gets applied to the all rotation across axes orthogonal to the "
"slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution of the rotation across axes orthogonal to the "
"slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of damping of the rotation across axes orthogonal to the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum SliderJointParam] enum."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The ease with which the Joint twists, if it's too low, it takes more force "
"to twist the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"A factor that gets applied to the movement across the axes. The lower, the "
"slower the movement."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The amount of restitution on the axes movement. The lower, the more velocity-"
"energy gets lost."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The velocity that the joint's linear motor will attempt to reach."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The maximum force that the linear motor can apply while trying to reach the "
"target velocity."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "A factor that gets multiplied onto all rotations across the axes."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"When correcting the crossing of limits in rotation across the axes, this "
"error tolerance factor defines how much the correction gets slowed down. The "
"lower, the slower."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, linear motion is possible within the given limits."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, rotational motion is possible."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, there is a rotational motor across these axes."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If set, there is a linear motor on this axis that targets a specific "
"velocity."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [PlaneShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [RayShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [SphereShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [BoxShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [CapsuleShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [CylinderShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [ConvexPolygonShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [ConcavePolygonShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [HeightMapShape]."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "Parameters to be sent to a 3D shape physics query."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"This class contains the shape and other parameters for 3D intersection/"
"collision queries."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "Sets the [Shape] that will be used for collision/intersection queries."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area]s into account."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
msgstr ""
#: doc/classes/PinJoint.xml
msgid "Pin joint for 3D PhysicsBodies."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
"See also [Generic6DOFJoint]."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"The force with which the pinned objects stay in positional relation to each "
"other. The higher, the stronger."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"The force with which the pinned objects stay in velocity relation to each "
"other. The higher, the stronger."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
msgstr ""
#: doc/classes/PinJoint2D.xml
msgid "Pin Joint for 2D shapes."
msgstr ""
#: doc/classes/PinJoint2D.xml
msgid ""
"Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together."
msgstr ""
#: doc/classes/PinJoint2D.xml
msgid ""
"The higher this value, the more the bond to the pinned partner can flex."
msgstr ""
#: doc/classes/Plane.xml
msgid "Plane in hessian form."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Plane represents a normalized plane equation. Basically, \"normal\" is the "
"normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
"origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
"the plane is considered the side of the plane towards where the normal is "
"pointing."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Creates a plane from the four parameters. The three components of the "
"resulting plane's [member normal] are [code]a[/code], [code]b[/code] and "
"[code]c[/code], and the plane has a distance of [code]d[/code] from the "
"origin."
msgstr ""
#: doc/classes/Plane.xml
msgid "Creates a plane from the three points, given in clockwise order."
msgstr ""
#: doc/classes/Plane.xml
msgid "Creates a plane from the normal and the plane's distance to the origin."
msgstr ""
#: doc/classes/Plane.xml
msgid "Returns the center of the plane."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the shortest distance from the plane to the position [code]point[/"
"code]."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the center of the plane.\n"
"This method is deprecated, please use [method center] instead."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
"Comparison uses a custom minimum [code]epsilon[/code] threshold."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the intersection point of the three planes [code]b[/code], [code]c[/"
"code] and this plane. If no intersection is found, [code]null[/code] is "
"returned."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the intersection point of a ray consisting of the position "
"[code]from[/code] and the direction normal [code]dir[/code] with this plane. "
"If no intersection is found, [code]null[/code] is returned."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the intersection point of a segment from position [code]begin[/code] "
"to position [code]end[/code] with this plane. If no intersection is found, "
"[code]null[/code] is returned."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if this plane and [code]plane[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
msgstr ""
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"The distance from the origin to the plane, in the direction of [member "
"normal]. This value is typically non-negative.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"The normal of the plane, which must be normalized.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] "
"property."
msgstr ""
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
msgstr ""
#: doc/classes/Plane.xml
msgid "The Y component of the plane's [member normal] vector."
msgstr ""
#: doc/classes/Plane.xml
msgid "The Z component of the plane's [member normal] vector."
msgstr ""
#: doc/classes/Plane.xml
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
msgstr ""
#: doc/classes/Plane.xml
msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
msgstr ""
#: doc/classes/Plane.xml
msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Class representing a planar [PrimitiveMesh]."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid ""
"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Z axes; this "
"default rotation isn't suited for use with billboarded materials. For "
"billboarded materials, use [QuadMesh] instead.\n"
"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
"may stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth] and [member subdivide_width] until "
"you no longer notice UV jittering."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Offset from the origin of the generated plane. Useful for particles."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Size of the generated plane."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the Z axis."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the X axis."
msgstr ""
#: doc/classes/PlaneShape.xml
msgid "Infinite plane shape for 3D collisions."
msgstr ""
#: doc/classes/PlaneShape.xml
msgid ""
"An infinite plane shape for 3D collisions. Note that the [Plane]'s normal "
"matters; anything \"below\" the plane will collide with it. If the "
"[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects "
"placed \"below\" it to teleport \"above\" the plane."
msgstr ""
#: doc/classes/PlaneShape.xml
msgid "The [Plane] used by the [PlaneShape] for collision."
msgstr ""
#: doc/classes/PointMesh.xml
msgid "Mesh with a single Point primitive."
msgstr ""
#: doc/classes/PointMesh.xml
msgid ""
"The PointMesh is made from a single point. Instead of relying on triangles, "
"points are rendered as a single rectangle on the screen with a constant "
"size. They are intended to be used with Particle systems, but can be used as "
"a cheap way to render constant size billboarded sprites (for example in a "
"point cloud).\n"
"PointMeshes, must be used with a material that has a point size. Point size "
"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
"[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] "
"and the variable [member SpatialMaterial.params_point_size].\n"
"When using PointMeshes, properties that normally alter vertices will be "
"ignored, including billboard mode, grow, and cull face."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "A 2D polygon."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"A Polygon2D is defined by a set of points. Each point is connected to the "
"next, with the final point being connected to the first, resulting in a "
"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
"filled with a given texture.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
"[member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Removes all bones from this [Polygon2D]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Removes the specified bone from this [Polygon2D]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Returns the number of bones in this [Polygon2D]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Returns the path to the node associated with the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Returns the height values of the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Sets the path to the node associated with the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
"drawing a thin OpenGL smooth line on the edges.\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"The polygon's fill color. If [code]texture[/code] is defined, it will be "
"multiplied by this color. It will also be the default color for vertices not "
"set in [code]vertex_colors[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Added padding applied to the bounding box when using [code]invert[/code]. "
"Setting this value too small may result in a \"Bad Polygon\" error."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The offset applied to each vertex."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"The polygon's list of vertices. The final point will be connected to the "
"first.\n"
"[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a "
"reference."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
"the texture's origin (its top-left corner) will be placed at the polygon's "
"[code]position[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The texture's rotation in radians."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The texture's rotation in degrees."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Amount to multiply the [code]uv[/code] coordinates when using a "
"[code]texture[/code]. Larger values make the texture smaller, and vice versa."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Texture coordinates for each vertex of the polygon. There should be one "
"[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
"will use [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Color for each vertex. Colors are interpolated between vertices, resulting "
"in smooth gradients. There should be one per polygon vertex. If there are "
"fewer, undefined vertices will use [code]color[/code]."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(123)\n"
"array[0] = pool_array\n"
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "Appends a [PoolByteArray] at the end of this array."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data compressed. Set the compression "
"mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data decompressed. Set "
"[code]buffer_size[/code] to the size of the uncompressed data. Set the "
"compression mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data decompressed. Set the "
"compression mode using one of [enum File.CompressionMode]'s constants. "
"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
"This method is potentially slower than [code]decompress[/code], as it may "
"have to re-allocate its output buffer multiple times while decompressing, "
"where as [code]decompress[/code] knows its output buffer size from the "
"beginning.\n"
"\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
"will allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
"[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 "
"function this function maps every byte to a character in the array. "
"Multibyte sequences will not be interpreted correctly. For parsing user "
"input always use [method get_string_from_utf8]."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Slower than [method "
"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
"you are unsure about the source of the data. For user input this function "
"should always be preferred."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
"[codeblock]\n"
"var array = PoolByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # Prints: 0b2eff\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml
msgid "Appends an element at the end of the array."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Removes an element from the array by index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new "
"size.\n"
"[b]Note:[/b] Added elements are not automatically initialized to 0 and will "
"contain garbage, i.e. indeterminate values."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
"new [PoolByteArray]. Any negative index is considered to be from the end of "
"the array."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"array[0] = pool_array\n"
"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
"inside an Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "Appends a [PoolColorArray] at the end of this array."
msgstr ""
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
msgstr ""
#: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new "
"size."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
"lost:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(1234)\n"
"array[0] = pool_array\n"
"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid "Appends a [PoolIntArray] at the end of this array."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(12.34)\n"
"array[0] = pool_array\n"
"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
"need to store 64-bit floats in an array, use a generic [Array] with [float] "
"elements as these will still be 64-bit. However, using a generic [Array] to "
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid "Appends a [PoolRealArray] at the end of this array."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(\"hello\")\n"
"array[0] = pool_array\n"
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "Appends a [PoolStringArray] at the end of this array."
msgstr ""
#: doc/classes/PoolStringArray.xml
#, fuzzy
msgid ""
"Returns a [String] with each element of the array joined with the given "
"[code]delimiter[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/PoolStringArray.xml
msgid "Appends a string element at end of the array."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
"will be lost:\n"
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Vector2(12, 34))\n"
"array[0] = pool_array\n"
"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
"Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Navigation Astar Demo"
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "Appends a [PoolVector2Array] at the end of this array."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
"will be lost:\n"
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Vector3(12, 34, 56))\n"
"array[0] = pool_array\n"
"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
"Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "Appends a [PoolVector3Array] at the end of this array."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
msgstr ""
#: doc/classes/Popup.xml
msgid "Base container control for popups and dialogs."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup is a base [Control] used to show dialogs and popups. It's a subwindow "
"and modal by default (see [Control]) and has helpers for custom popup "
"behavior. All popup methods ensure correct placement within the viewport."
msgstr ""
#: doc/classes/Popup.xml
msgid "Popup (show the control in modal form)."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to its current canvas transform, at the current size, or at a size "
"determined by [code]size[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to the current canvas transform, clamping the size to [code]size[/code], "
"then ensuring the popup is no larger than the viewport size multiplied by "
"[code]fallback_ratio[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to the current canvas transform, ensuring the size is never smaller than "
"[code]minsize[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to the current canvas transform, scaled at a ratio of size of the screen."
msgstr ""
#: doc/classes/Popup.xml
msgid "Shrink popup to keep to the minimum size of content."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"If [code]true[/code], the popup will not be hidden when a click event occurs "
"outside of it, or when it receives the [code]ui_cancel[/code] action event.\n"
"[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel "
"buttons' behavior in dialogs that inherit from this class. As a workaround, "
"you can use [method WindowDialog.get_close_button] or [method "
"ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
"their [member CanvasItem.visible] property to [code]false[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Emitted when a popup is about to be shown. This is often used in [PopupMenu] "
"to clear the list of options then create a new one according to the current "
"context."
msgstr ""
#: doc/classes/Popup.xml
msgid "Emitted when a popup is hidden."
msgstr ""
#: doc/classes/Popup.xml
msgid "Notification sent right after the popup is shown."
msgstr ""
#: doc/classes/Popup.xml
msgid "Notification sent right after the popup is hidden."
msgstr ""
#: doc/classes/PopupDialog.xml
msgid "Base class for popup dialogs."
msgstr ""
#: doc/classes/PopupDialog.xml
msgid ""
"PopupDialog is a base class for popup dialogs, along with [WindowDialog]."
msgstr ""
#: doc/classes/PopupDialog.xml
msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[PopupMenu] is a [Control] that displays a list of options. They are popular "
"in toolbars or context menus.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new checkable item with text [code]label[/code].\n"
"An [code]id[/code] can optionally be provided, as well as an accelerator "
"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
"from the index. If no [code]accel[/code] is provided then the default "
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new checkable item and assigns the specified [ShortCut] to it. Sets "
"the label of the checkbox to the [ShortCut]'s name.\n"
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new checkable item with text [code]label[/code] and icon "
"[code]texture[/code].\n"
"An [code]id[/code] can optionally be provided, as well as an accelerator "
"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
"from the index. If no [code]accel[/code] is provided then the default "
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new checkable item and assigns the specified [ShortCut] and icon "
"[code]texture[/code] to it. Sets the label of the checkbox to the "
"[ShortCut]'s name.\n"
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n"
"An [code]id[/code] can optionally be provided, as well as an accelerator "
"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
"from the index. If no [code]accel[/code] is provided then the default "
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Same as [method add_icon_check_item], but uses a radio check button."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/"
"code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n"
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new item with text [code]label[/code].\n"
"An [code]id[/code] can optionally be provided, as well as an accelerator "
"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
"from the index. If no [code]accel[/code] is provided then the default "
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new multistate item with text [code]label[/code].\n"
"Contrarily to normal binary items, multistate items can have more than two "
"states, as defined by [code]max_states[/code]. Each press or activate of the "
"item will increase the state by one. The default value is defined by "
"[code]default_state[/code].\n"
"An [code]id[/code] can optionally be provided, as well as an accelerator "
"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
"from the index. If no [code]accel[/code] is provided then the default "
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new radio check button with text [code]label[/code].\n"
"An [code]id[/code] can optionally be provided, as well as an accelerator "
"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
"from the index. If no [code]accel[/code] is provided then the default "
"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
"more info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a new radio check button and assigns a [ShortCut] to it. Sets the label "
"of the checkbox to the [ShortCut]'s name.\n"
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a separator between items. Separators also occupy an index, which you "
"can set by using the [code]id[/code] parameter.\n"
"A [code]label[/code] can optionally be provided, which will appear at the "
"center of the separator."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds a [ShortCut].\n"
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
"clicked. The [code]submenu[/code] argument is the name of the child "
"[PopupMenu] node that will be shown when the item is clicked.\n"
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Removes all items from the [PopupMenu]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the index of the currently focused item. Returns [code]-1[/code] if "
"no item is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the accelerator of the item at index [code]idx[/code]. Accelerators "
"are special combinations of keys that activate the item, no matter which "
"control is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Returns the number of items in the [PopupMenu]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the index of the item containing the specified [code]id[/code]. "
"Index is automatically assigned to each item by the engine. Index can not be "
"set manually."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the metadata of the specified item, which might be of any type. You "
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the submenu name of the item at index [code]idx[/code]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
msgid ""
"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/PopupMenu.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the popup will be hidden when the window loses "
"focus or not."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checkable "
"in some way, i.e. if it has a checkbox or radio button.\n"
"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
"don't have any built-in checking behavior and must be checked/unchecked "
"manually."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. "
"When it is disabled it can't be selected, or its action invoked.\n"
"See [method set_item_disabled] for more info on how to disable an item."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] has radio "
"button-style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item is a separator. If it is, it will be "
"displayed as a line. See [method add_separator] for more info on how to add "
"a separator."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Removes the item at index [code]idx[/code] from the menu.\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one."
msgstr ""
#: doc/classes/PopupMenu.xml
#, fuzzy
msgid ""
"Sets the currently focused item as the given [code]index[/code].\n"
"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the accelerator of the item at index [code]idx[/code]. Accelerators are "
"special combinations of keys that activate the item, no matter which control "
"is focused."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets whether the item at index [code]idx[/code] has a checkbox. If "
"[code]false[/code], sets the type of the item to plain text.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the type of the item at the specified index [code]idx[/code] to radio "
"button. If [code]false[/code], sets the type of the item to plain text."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Mark the item at index [code]idx[/code] as a separator, which means that it "
"would be displayed as a line. If [code]false[/code], sets the type of the "
"item to plain text."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the checkstate status of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the metadata of an item, which may be of any type. You can later get it "
"with [method get_item_metadata], which provides a simple way of assigning "
"context data to items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the state of a multistate item. See [method add_multistate_item] for "
"details."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets a [ShortCut] for the specified item [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Disables the [ShortCut] of the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the submenu of the item at index [code]idx[/code]. The submenu is the "
"name of a child [PopupMenu] node that would be shown when the item is "
"clicked."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the [String] tooltip of the item at the specified index [code]idx[/"
"code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Toggles the check state of the item of the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Cycle to the next state of a multistate item. See [method "
"add_multistate_item] for details."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
"is selected."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Sets the delay time in seconds for the submenu item to popup on mouse "
"hovering. If the popup menu is added as a child of another (acting as a "
"submenu), it will inherit the delay time of the parent menu item."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Emitted when user navigated to an item of some [code]id[/code] using "
"[code]ui_up[/code] or [code]ui_down[/code] action."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Emitted when an item of some [code]id[/code] is pressed or its accelerator "
"is activated."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Emitted when an item of some [code]index[/code] is pressed or its "
"accelerator is activated."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "The default text [Color] for menu items' names."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"The text [Color] used for shortcuts and accelerators that show next to the "
"menu item name when defined. See [method get_item_accelerator] for more info "
"on accelerators."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Color] used for disabled menu items' text."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Color] used for the hovered text."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Color] used for labeled separators' text. See [method add_separator]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"The horizontal space between the item's name and the shortcut text/submenu "
"arrow."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "The vertical space between each menu item."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Font] used for the menu items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Font] used for the labeled separator."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked checkbox items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the checked radio button items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked radio button items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the submenu arrow."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[Texture] icon for the unchecked checkbox items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the left side of labeled separator. See [method "
"add_separator]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Default [StyleBox] of the [PopupMenu] items."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] used when the [PopupMenu] item is disabled."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "[StyleBox] used for the separators. See [method add_separator]."
msgstr ""
#: doc/classes/PopupPanel.xml
msgid "Class for displaying popups with a panel background."
msgstr ""
#: doc/classes/PopupPanel.xml
msgid ""
"Class for displaying popups with a panel background. In some cases it might "
"be simpler to use than [Popup], since it provides a configurable background. "
"If you are making windows, better check [WindowDialog].\n"
"If any [Control] node is added as a child of this [PopupPanel], it will be "
"stretched to fit the panel's size (similar to how [PanelContainer] works)."
msgstr ""
#: doc/classes/PopupPanel.xml
msgid "The background panel style of this [PopupPanel]."
msgstr ""
#: doc/classes/Portal.xml
msgid "Portal nodes are used to enable visibility between [Room]s."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"[Portal]s are a special type of [MeshInstance] that allow the portal culling "
"system to 'see' from one room to the next. They often correspond to doors "
"and windows in level geometry. By only allowing [Camera]s to see through "
"portals, this allows the system to cull out all the objects in rooms that "
"cannot be seen through portals. This is a form of [b]occlusion culling[/b], "
"and can greatly increase performance.\n"
"There are some limitations to the form of portals:\n"
"They must be single sided convex polygons, and usually you would orientate "
"their front faces [b]outward[/b] from the [Room] they are placed in. The "
"vertices should be positioned on a single plane (although their positioning "
"does not have to be perfect).\n"
"There is no need to place an opposite portal in an adjacent room, links are "
"made two-way automatically."
msgstr ""
#: doc/classes/Portal.xml doc/classes/Room.xml
msgid "Sets individual points. Primarily for use by the editor."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"This is a shortcut for setting the linked [Room] in the name of the [Portal] "
"(the name is used during conversion)."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"The points defining the shape of the [Portal] polygon (which should be "
"convex).\n"
"These are defined in 2D, with [code]0,0[/code] being the origin of the "
"[Portal] node's [member Spatial.global_transform].\n"
"[b]Note:[/b] These raw points are sanitized for winding order internally."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"Visibility through [Portal]s can be turned on and off at runtime - this is "
"useful for having closable doors."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"Some objects are so big that they may be present in more than one [Room] "
"('sprawling'). As we often don't want objects that *just* breach the edges "
"to be assigned to neighbouring rooms, you can assign an extra margin through "
"the [Portal] to allow objects to breach without sprawling."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"Portals default to being two way - see through in both directions, however "
"you can make them one way, visible from the source room only."
msgstr ""
#: doc/classes/Portal.xml
msgid ""
"In most cases you will want to use the default [Portal] margin in your "
"portals (this is set in the [RoomManager]).\n"
"If you want to override this default, set this value to [code]false[/code], "
"and the local [member portal_margin] will take effect."
msgstr ""
#: doc/classes/Position2D.xml
msgid "Generic 2D position hint for editing."
msgstr ""
#: doc/classes/Position2D.xml
msgid ""
"Generic 2D position hint for editing. It's just like a plain [Node2D], but "
"it displays as a cross in the 2D editor at all times. You can set cross' "
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
#: doc/classes/Position3D.xml
msgid "Generic 3D position hint for editing."
msgstr ""
#: doc/classes/Position3D.xml
msgid ""
"Generic 3D position hint for editing. It's just like a plain [Spatial], but "
"it displays as a cross in the 3D editor at all times."
msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh."
msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
"[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid ""
"Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
"passed to [method ArrayMesh.add_surface_from_arrays] to create a new "
"surface. For example:\n"
"[codeblock]\n"
"var c := CylinderMesh.new()\n"
"var arr_mesh := ArrayMesh.new()\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
"get_mesh_arrays())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid ""
"If set, the order of the vertices in each triangle are reversed resulting in "
"the backside of the mesh being drawn.\n"
"This gives the same result as using [constant SpatialMaterial.CULL_BACK] in "
"[member SpatialMaterial.params_cull_mode]."
msgstr ""
#: doc/classes/PrimitiveMesh.xml
msgid "The current [Material] of the primitive mesh."
msgstr ""
#: doc/classes/PrismMesh.xml
msgid "Class representing a prism-shaped [PrimitiveMesh]."
msgstr ""
#: doc/classes/PrismMesh.xml
msgid ""
"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
"above the bottom-left edge."
msgstr ""
#: doc/classes/PrismMesh.xml
msgid "Size of the prism."
msgstr ""
#: doc/classes/PrismMesh.xml
msgid "Number of added edge loops along the Z axis."
msgstr ""
#: doc/classes/PrismMesh.xml
msgid "Number of added edge loops along the Y axis."
msgstr ""
#: doc/classes/PrismMesh.xml
msgid "Number of added edge loops along the X axis."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid ""
"Type of [Sky] that is generated procedurally based on user input parameters."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid ""
"ProceduralSky provides a way to create an effective background quickly by "
"defining procedural parameters for the sun, the sky and the ground. The sky "
"and ground are very similar, they are defined by a color at the horizon, "
"another color, and finally an easing curve to interpolate between these two "
"colors. Similarly, the sun is described by a position in the sky, a color, "
"and an easing curve. However, the sun also defines a minimum and maximum "
"angle, these two values define at what distance the easing curve begins and "
"ends from the sun, and thus end up defining the size of the sun in the sky.\n"
"The ProceduralSky is updated on the CPU after the parameters change. It is "
"stored in a texture and then displayed as a background in the scene. This "
"makes it relatively unsuitable for real-time updates during gameplay. "
"However, with a small enough texture size, it can still be updated "
"relatively frequently, as it is updated on a background thread when multi-"
"threading is available."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Color of the ground at the bottom."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid ""
"How quickly the [member ground_horizon_color] fades into the [member "
"ground_bottom_color]."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Amount of energy contribution from the ground."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Color of the ground at the horizon."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid ""
"How quickly the [member sky_horizon_color] fades into the [member "
"sky_top_color]."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Amount of energy contribution from the sky."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Color of the sky at the horizon."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Color of the sky at the top."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Distance from center of sun where it fades out completely."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Distance from sun where it goes from solid to starting to fade."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "The sun's color."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid ""
"How quickly the sun fades away between [member sun_angle_min] and [member "
"sun_angle_max]."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Amount of energy contribution from the sun."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "The sun's height using polar coordinates."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "The direction of the sun using polar coordinates."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid ""
"Size of [Texture] that the ProceduralSky will generate. The size is set "
"using [enum TextureSize]."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Sky texture will be 256x128."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Sky texture will be 512x256."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Sky texture will be 1024x512. This is the default size."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Sky texture will be 2048x1024."
msgstr ""
#: doc/classes/ProceduralSky.xml
msgid "Sky texture will be 4096x2048."
msgstr ""
#: doc/classes/ProceduralSky.xml
#, fuzzy
msgid "Represents the size of the [enum TextureSize] enum."
msgstr "Vrátí sinus parametru."
#: doc/classes/ProgressBar.xml
msgid "General-purpose progress bar."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "General-purpose progress bar. Shows fill percentage from right to left."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "If [code]true[/code], the fill percentage is displayed on the bar."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "The color of the text."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "The color of the text's shadow."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid ""
"Font used to draw the fill percentage if [member percent_visible] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "The style of the background."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "The style of the progress (i.e. the part that fills the bar)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Contains global variables accessible from everywhere."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Contains global variables accessible from everywhere. Use [method "
"get_setting], [method set_setting] or [method has_setting] to access them. "
"Variables stored in [code]project.godot[/code] are also loaded into "
"ProjectSettings, making this object very useful for reading custom game "
"configuration options.\n"
"When naming a Project Settings property, use the full path to the setting "
"including the category. For example, [code]\"application/config/name\"[/"
"code] for the project name. Category and property names can be viewed in the "
"Project Settings dialog.\n"
"[b]Feature tags:[/b] Project settings can be overridden for specific "
"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]feature tags[/url].\n"
"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
"named [code]override.cfg[/code] in the project's root directory. This can "
"also be used in exported projects by placing this file in the same directory "
"as the project binary. Overriding will still take the base project "
"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
"url] in account. Therefore, make sure to [i]also[/i] override the setting "
"with the desired feature tags if you want them to override base project "
"settings on all platforms and configurations."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Adds a custom property info to a property. The dictionary must contain:\n"
"- [code]name[/code]: [String] (the property's name)\n"
"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
"[code]hint_string[/code]: [String]\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"ProjectSettings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"ProjectSettings.add_property_info(property_info)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Clears the whole configuration (not recommended, may break things)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns the order of a configuration value (influences when saved to the "
"config file)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns the value of a setting.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns the absolute, native OS path corresponding to the localized "
"[code]path[/code] (starting with [code]res://[/code] or [code]user://[/"
"code]). The returned path will vary depending on the operating system and "
"user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths "
"in Godot projects[/url] to see what those paths convert to. See also [method "
"localize_path].\n"
"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
"in an exported project. Instead, prepend the executable's base directory to "
"the path when running from an exported project:\n"
"[codeblock]\n"
"var path = \"\"\n"
"if OS.has_feature(\"editor\"):\n"
" # Running from an editor binary.\n"
" # `path` will contain the absolute path to `hello.txt` located in the "
"project root.\n"
" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
"else:\n"
" # Running from an exported project.\n"
" # `path` will contain the absolute path to `hello.txt` next to the "
"executable.\n"
" # This is *not* identical to using `ProjectSettings.globalize_path()` "
"with a `res://` path,\n"
" # but is close enough in spirit.\n"
" path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Returns [code]true[/code] if a configuration value is present."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Loads the contents of the .pck or .zip file specified by [code]pack[/code] "
"into the resource filesystem ([code]res://[/code]). Returns [code]true[/"
"code] on success.\n"
"[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file "
"already in the resource filesystem, any attempts to load that file will use "
"the file from [code]pack[/code] unless [code]replace_files[/code] is set to "
"[code]false[/code].\n"
"[b]Note:[/b] The optional [code]offset[/code] parameter can be used to "
"specify the offset in bytes to the start of the resource pack. This is only "
"supported for .pck files."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns the localized path (starting with [code]res://[/code]) corresponding "
"to the absolute, native OS [code]path[/code]. See also [method "
"globalize_path]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns [code]true[/code] if the specified property exists and its initial "
"value differs from the current value."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Returns the specified property's initial value. Returns [code]null[/code] if "
"the property does not exist."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Saves the configuration to the [code]project.godot[/code] file.\n"
"[b]Note:[/b] This method is intended to be used by editor plugins, as "
"modified [ProjectSettings] can't be loaded back in the running app. If you "
"want to change project settings in exported projects, use [method "
"save_custom] to save [code]override.cfg[/code] file."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Saves the configuration to a custom file. The file extension must be [code]."
"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
"code] (to save in binary format). You can also save [code]override.cfg[/"
"code] file, which is also text, but can be used in exported projects unlike "
"other formats."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the specified property's initial value. This is the value the property "
"reverts to."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the order of a configuration value (influences when saved to the config "
"file)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the value of a setting.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
"[/codeblock]\n"
"This can also be used to erase custom project settings. To do this change "
"the setting value to [code]null[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Comma-separated list of custom Android modules (which must have been built "
"in the Android export templates) using their Java package path, e.g. "
"[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/"
"FrenchFriesFactory\"[/code].\n"
"[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/"
"GodotPaymentV3[/code] module was deprecated and replaced by the "
"[code]GodotPayment[/code] plugin which should be enabled in the Android "
"export preset under [code]Plugins[/code] section. The singleton to access in "
"code was also renamed to [code]GodotPayment[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Background color for the boot splash."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], scale the boot splash image to the full window size "
"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
"the engine will leave it at the default pixel size."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to an image used as the boot splash. If left empty, the default Godot "
"Engine splash will be displayed instead.\n"
"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] "
"is [code]true[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], displays the image specified in [member application/"
"boot_splash/image] when the engine starts. If [code]false[/code], only "
"displays the plain color specified in [member application/boot_splash/"
"bg_color]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], applies linear filtering when scaling the image "
"(recommended for high-resolution artwork). If [code]false[/code], uses "
"nearest-neighbor interpolation (recommended for pixel art)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"This user directory is used for storing persistent data ([code]user://[/"
"code] filesystem). If left empty, [code]user://[/code] resolves to a project-"
"specific folder in Godot's own configuration folder (see [method OS."
"get_user_data_dir]). If a custom directory name is defined, this name will "
"be used instead and appended to the system-specific user data directory "
"(same parent folder as the Godot configuration folder documented in [method "
"OS.get_user_data_dir]).\n"
"The [member application/config/use_custom_user_dir] setting must be enabled "
"for this to take effect."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The project's description, displayed as a tooltip in the Project Manager "
"when hovering the project."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Icon used for the project, set when project loads. Exporters will also use "
"this icon when possible."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
"This is done automatically on start by calling [method OS.set_native_icon]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The project's name. It is used both by the Project Manager and by exporters. "
"The project name can be translated by translating its value in localization "
"files. The window title will be set to match the project name automatically "
"on startup.\n"
"[b]Note:[/b] Changing this value will also change the user data folder's "
"path if [member application/config/use_custom_user_dir] is [code]false[/"
"code]. After renaming the project, you will no longer be able to access "
"existing data in [code]user://[/code] unless you rename the old folder to "
"match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths."
"html]Data paths[/url] in the documentation for more information."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Specifies a file to override project settings. For example: [code]user://"
"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] "
"class description at the top for more information.\n"
"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
"code] will still be read to override the project settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the project will save user data to its own user "
"directory (see [member application/config/custom_user_dir_name]). This "
"setting is only effective on desktop platforms. A name must be set in the "
"[member application/config/custom_user_dir_name] setting for this to take "
"effect. If [code]false[/code], the project will save user data to [code](OS "
"user data directory)/Godot/app_userdata/(project name)[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the project will use a hidden directory ([code]."
"import[/code]) for storing project-specific data (metadata, shader cache, "
"etc.).\n"
"If [code]false[/code], a non-hidden directory ([code]import[/code]) will be "
"used instead.\n"
"[b]Note:[/b] Restart the application after changing this setting.\n"
"[b]Note:[/b] Changing this value can help on platforms or with third-party "
"tools where hidden directory patterns are disallowed. Only modify this "
"setting if you know that your environment requires it, as changing the "
"default can impact compatibility with some external tools or plugins which "
"expect the default [code].import[/code] folder."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
"This is done automatically on start by calling [method OS.set_native_icon]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Time samples for frame deltas are subject to random variation introduced by "
"the platform, even when frames are displayed at regular intervals thanks to "
"V-Sync. This can lead to jitter. Delta smoothing can often give a better "
"result by filtering the input deltas to correct for minor fluctuations from "
"the refresh rate.\n"
"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
"vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n"
"It may take several seconds at a stable frame rate before the smoothing is "
"initially activated. It will only be active on machines where performance is "
"adequate to render frames at the refresh rate."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[b]Experimental.[/b] Shifts the measurement of delta time for each frame to "
"just after the drawing has taken place. This may lead to more consistent "
"deltas and a reduction in frame stutters."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], disables printing to standard error. If [code]true[/"
"code], this also hides error and warning messages printed by [method "
"@GDScript.push_error] and [method @GDScript.push_warning]. See also [member "
"application/run/disable_stdout].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], disables printing to standard output. This is "
"equivalent to starting the editor or project with the [code]--quiet[/code] "
"command line argument. See also [member application/run/disable_stderr].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], flushes the standard output stream every time a line "
"is printed. This affects both terminal logging and file logging.\n"
"When running a project, this setting must be enabled if you want logs to be "
"collected by service managers such as systemd/journalctl. This setting is "
"disabled by default on release builds, since flushing on every printed line "
"will negatively affect performance if lots of lines are printed in a rapid "
"succession. Also, if this setting is enabled, logged files will still be "
"written successfully if the application crashes or is otherwise killed by "
"the user (without being closed \"normally\").\n"
"[b]Note:[/b] Regardless of this setting, the standard error stream "
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Debug build override for [member application/run/flush_stdout_on_print], as "
"performance is less important during debugging.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Forces a delay between frames in the main loop (in milliseconds). This may "
"be useful if you plan to disable vertical synchronization."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables low-processor usage mode. This setting only "
"works on desktop platforms. The screen is not redrawn if nothing changes "
"visually. This is meant for writing applications and editors, but is pretty "
"useless (and can hurt performance) in most games."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Path to the main scene file that will be loaded when the project runs."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Audio buses will disable automatically when sound goes below a given dB "
"threshold for a given time. This saves CPU as effects assigned to that bus "
"will no longer do any processing."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [AudioBusLayout] resource file to use in the project, unless "
"overridden by the scene."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Specifies the audio driver to use. This setting is platform-dependent as "
"each platform supports different audio drivers. If left empty, the default "
"audio driver will be used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
"appropriate permissions to be set when exporting to Android or iOS.\n"
"[b]Note:[/b] If the operating system blocks access to audio input devices "
"(due to the user's privacy settings), audio capture will only return "
"silence. On Windows 10 and later, make sure that apps are allowed to access "
"the microphone in the OS' privacy settings."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Safer override for [member audio/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
"like forcing the mix rate)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Specifies the preferred output latency in milliseconds for audio. Lower "
"values will result in lower audio latency at the cost of increased CPU "
"usage. Low values may result in audible cracking on slower hardware.\n"
"Audio output latency may be constrained by the host operating system and "
"audio hardware drivers. If the host can not provide the specified audio "
"output latency then Godot will attempt to use the nearest latency allowed by "
"the host. As such you should always use [method AudioServer."
"get_output_latency] to determine the actual audio output latency.\n"
"[b]Note:[/b] This setting is ignored on Windows."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Safer override for [member audio/output_latency] in the Web platform, to "
"avoid audio issues especially on mobile devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Setting to hardcode audio delay when playing video. Best to leave this "
"untouched unless you know what you are doing."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default compression level for gzip. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default compression level for Zlib. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default compression level for Zstandard. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Largest size limit (in power of 2) allowed when compressing using long-"
"distance matching with Zstandard. Higher values can result in better "
"compression, but will require more memory when compressing and decompressing."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], displays getters and setters in autocompletion results "
"in the script editor. This setting is meant to be used when porting old "
"projects (Godot 2), as using member variables is the preferred style from "
"Godot 3 onwards."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a constant is used as a function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when deprecated keywords such as "
"[code]slave[/code] are used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
"GDScript warnings."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
"not generate warnings."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when the type of the default value "
"set to an exported variable is different than the specified export type."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a constant."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function is declared with the "
"same name as a variable. This will turn into an error in a future version "
"when first-class functions become supported in GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function assigned to a "
"variable may yield and return a function state instead of a value."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using a function as if it was a "
"property."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a ternary operator may emit "
"values with incompatible types."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when dividing an integer by another "
"integer (the decimal part will be discarded)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when passing a floating-point value "
"to a function that expects an integer (it will be converted and lose "
"precision)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using a property as if it was a "
"function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when calling a function without using "
"its return value (by assigning it to a variable or using it as a function "
"argument). Such return values are sometimes used to denote possible errors "
"using the [enum Error] enum."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when defining a local or subclass "
"member variable that would shadow a variable at an upper level (such as a "
"member variable)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when calling an expression that has "
"no effect on the surrounding code, such as writing [code]2 + 2[/code] as a "
"statement."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when calling a ternary expression "
"that has no effect on the surrounding code, such as writing [code]42 if "
"active else 0[/code] as a statement."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], all warnings will be reported as if they were errors."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using a variable that wasn't "
"previously assigned."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when assigning a variable using an "
"assignment operator like [code]+=[/code] if the variable wasn't previously "
"assigned."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when unreachable code is detected "
"(such as after a [code]return[/code] statement that will always be executed)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when using an expression whose type "
"may not be compatible with the function parameter expected."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when calling a method whose presence "
"is not guaranteed at compile-time in the class."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when accessing a property whose "
"presence is not guaranteed at compile-time in the class."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a function parameter is unused."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a member variable is unused."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a signal is unused."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], enables warnings when a local variable is unused."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when a variable is declared with the "
"same name as a function. This will turn into an error in a future version "
"when first-class functions become supported in GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings when assigning the result of a "
"function that returns [code]void[/code] to a variable."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Message to be displayed before the backtrace when the engine crashes. By "
"default, this message is only used in exported projects due to the editor-"
"only override applied to this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Editor-only override for [member debug/settings/crash_handler/message]. Does "
"not affect exported projects in debug or release mode."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum number of frames per second allowed. The actual number of frames per "
"second may still be below this value if the game is lagging. See also "
"[member physics/common/physics_fps].\n"
"If [member display/window/vsync/use_vsync] is enabled, it takes precedence "
"and the forced FPS number cannot exceed the monitor's refresh rate.\n"
"This setting is therefore mostly relevant for lowering the maximum FPS below "
"VSync, e.g. to perform non-real-time rendering of static frames, or test the "
"project under lag conditions.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the rendering FPS cap at runtime, set [member Engine.target_fps] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum call stack allowed for debugging GDScript."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables warnings which can help pinpoint where nodes "
"are being incorrectly updated, which will result in incorrect interpolation "
"and visual glitches.\n"
"When a node is being interpolated, it is essential that the transform is set "
"during [method Node._physics_process] (during a physics tick) rather than "
"[method Node._process] (during a frame)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum amount of functions per frame allowed when profiling."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Print frames per second to standard output every second."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Print more information to standard output when running. It displays "
"information such as memory leaks, which scenes and resources are being "
"loaded, etc."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum call stack in visual scripting, to avoid infinite recursion."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the contact points between collision shapes, visible when \"Visible "
"Collision Shapes\" is enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets whether 2D physics will display collision outlines in game when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum number of contact points between collision shapes to display when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
"enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the disabled navigation geometry, visible when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Color of the navigation geometry, visible when \"Visible Navigation\" is "
"enabled in the Debug menu."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Custom image for the mouse cursor (limited to 256×256)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Hotspot for the custom mouse cursor image."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 "
"platform. This setting has no effect on desktop Linux, as DPI-awareness "
"fallbacks are not supported there."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
"the screensaver does not take over. Works on desktop and mobile platforms."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default screen orientation to use on mobile devices.\n"
"[b]Note:[/b] When set to a portrait orientation, this project setting does "
"not flip the project resolution's width and height automatically. Instead, "
"you have to set [member display/window/size/width] and [member display/"
"window/size/height] accordingly."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the home indicator is hidden automatically. This only "
"affects iOS devices without a physical home button."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allows per-pixel transparency for the window "
"background. This affects performance, so leave it on [code]false[/code] "
"unless you need it.\n"
"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
"and Android."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the window background to transparent when it starts.\n"
"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
"and Android."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Forces the main window to be always on top.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Forces the main window to be borderless.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the main window to full screen when the project starts. Note that this "
"is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless "
"window is used to emulate fullscreen. On macOS, a new desktop is used to "
"display the running project.\n"
"Regardless of the platform, enabling fullscreen will change the window size "
"to match the monitor's size. Therefore, make sure your project supports "
"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
"resolutions[/url] when enabling fullscreen mode.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the game's main viewport height. On desktop platforms, this is the "
"default window size. Stretch mode settings also use this as a reference when "
"enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows the window to be resizable by default.\n"
"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If greater than zero, overrides the window height when running the game. "
"Useful for testing stretch modes."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If greater than zero, overrides the window width when running the game. "
"Useful for testing stretch modes."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the game's main viewport width. On desktop platforms, this is the "
"default window size. Stretch mode settings also use this as a reference when "
"enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will "
"be used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables vertical synchronization. This eliminates "
"tearing that may appear in moving scenes, at the cost of higher input "
"latency and stuttering at lower framerates. If [code]false[/code], vertical "
"synchronization will be disabled, however, many platforms will enforce it "
"regardless (such as mobile platforms and HTML5)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], "
"enables vertical synchronization via the operating system's window "
"compositor when in windowed mode and the compositor is enabled. This will "
"prevent stutter in certain situations. (Windows only.)\n"
"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
"experienced by some users. However, some users have experienced a Vsync "
"framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The command-line arguments to append to Godot's own command line when "
"running the project. This doesn't affect the editor itself.\n"
"It is possible to make another executable run Godot by using the "
"[code]%command%[/code] placeholder. The placeholder will be replaced with "
"Godot's own command line. Program-specific arguments should be placed "
"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
"placed [i]after[/i] the placeholder.\n"
"For example, this can be used to force the project to run on the dedicated "
"GPU in a NVIDIA Optimus system on Linux:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default naming style for scene files to infer from their root nodes. "
"Possible options are:\n"
"- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
"casing.\n"
"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
"casing.\n"
"- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
"casing."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Text-based file extensions to include in the script editor's \"Find in "
"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also "
"parse your scene files, especially if you use built-in scripts which are "
"serialized in the scene files."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Load the previously opened VCS plugin when the editor starts up. This is set "
"to [code]true[/code] whenever a new VCS plugin is initialized."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Last loaded VCS plugin name. Used to autoload the plugin when the editor "
"starts up."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If enabled, the moment [member Viewport.gui_disable_input] is set to "
"[code]false[/code] to disable GUI input in a viewport, current mouse over "
"and mouse focus will be dropped.\n"
"That behavior helps to keep a robust GUI state, with no surprises when input "
"is resumed regardless what has happened in the meantime.\n"
"If disabled, the legacy behavior is used, which consists in just not doing "
"anything besides the GUI input disable itself.\n"
"[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
"and is the recommended setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
"UWP to follow interface conventions."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to a custom [Theme] resource file to use for the project ([code]theme[/"
"code] or generic [code]tres[/code]/[code]res[/code] extension)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to a custom [Font] resource to use as default for all GUI elements of "
"the project."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
"(in milliseconds)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Default delay for tooltips (in seconds)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to confirm a focused button, menu or list item, "
"or validate input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to discard a modal or pending input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to move down in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_END] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to focus the next [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_next].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to focus the previous [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_previous].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_HOME] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to move left in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to move right in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
"[ItemList] or a [Tree]).\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default [InputEventAction] to move up in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], key/touch/joystick events will be flushed just before "
"every idle and physics frame.\n"
"If [code]false[/code], such events will be flushed only once per idle frame, "
"between iterations of the engine.\n"
"Enabling this can greatly improve the responsiveness to input, specially in "
"devices that need to run multiple physics frames per visible (idle) frame, "
"because they can't run at the target frame rate.\n"
"[b]Note:[/b] Currently implemented only in Android."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on "
"the touchscreen."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Default delay for touch events. This only affects iOS devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 2D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 1."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 10."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 11."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 12."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 15."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 16."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 17."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 18."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 19."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 2."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 20."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 21."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 22."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 23."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 24."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 25."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 26."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 27."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 28."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 29."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 3."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 30."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 31."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 32."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 4."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 6."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 7."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 8."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D physics layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 1."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 10."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 11."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 12."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 15."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 16."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 17."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 18."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 19."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 2."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 20."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 3."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 4."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 6."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 7."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 8."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 2D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Optional name for the 3D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 1."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 10."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 11."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 12."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 15."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 16."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 17."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 18."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 19."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 2."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 20."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 21."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 22."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 23."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 24."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 25."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 26."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 27."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 28."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 29."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 3."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 30."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 31."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 32."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 4."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 6."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 7."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 8."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D physics layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 1."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 10."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 11."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 12."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 13."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 14."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 16."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 17."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 18."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 19."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 2."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 20."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 3."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 4."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 5."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 6."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 7."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 8."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 9."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "If [code]true[/code], logs all output to files."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Desktop override for [member logging/file_logging/enable_file_logging], as "
"log files are not readily accessible on mobile/Web platforms."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Path to logs within the project. Using an [code]user://[/code] path is "
"recommended."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Specifies the maximum amount of log files allowed (used for rotation)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"This is used by servers when used in multi-threading mode (servers and "
"visual). RIDs are preallocated to avoid stalling the server requesting them "
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The policy to use for unhandled Mono (C#) exceptions. The default "
"\"Terminate Application\" exits the project as soon as an unhandled "
"exception is thrown. \"Log Error\" logs an error message to the console "
"instead, and will not interrupt the project execution when an unhandled "
"exception is thrown.\n"
"[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" "
"in the editor, which also includes C# [code]tool[/code] scripts running "
"within the editor as well as editor plugin code."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell height for 2D navigation maps. See [method Navigation2DServer."
"map_set_cell_height].\n"
"[b]Note:[/b] Currently not implemented."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell size for 2D navigation maps. See [method Navigation2DServer."
"map_set_cell_size]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default edge connection margin for 2D navigation maps. See [method "
"Navigation2DServer.map_set_edge_connection_margin]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell height for 3D navigation maps. See [method NavigationServer."
"map_set_cell_height]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default cell size for 3D navigation maps. See [method NavigationServer."
"map_set_cell_size]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default edge connection margin for 3D navigation maps. See [method "
"NavigationServer.map_set_edge_connection_margin]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default map up vector for 3D navigation maps. See [method NavigationServer."
"map_set_up]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum amount of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum number of errors allowed to be sent as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum amount of messages allowed to send as output from the debugger. Over "
"this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum number of warnings allowed to be sent as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default size of packet peer stream for deserializing Godot data (in bytes, "
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Timeout (in seconds) for connection attempts using TCP."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketClient]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketClient]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent input packets for [WebSocketServer]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Maximum number of concurrent output packets for [WebSocketServer]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of read ahead used by remote filesystem. Higher values decrease the "
"effects of latency at the cost of higher bandwidth usage."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Page size used by remote filesystem (in bytes)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The CA certificates bundle to use for SSL connections. If this is set to a "
"non-empty value, this will [i]override[/i] Godot's default [url=https://"
"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
"bundle will be used.\n"
"If in doubt, leave this setting empty."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"When creating node names automatically, set the type of casing in this "
"project. This is mostly an editor setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"What to use to separate node name from number. This is mostly an editor "
"setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size of the hash table used for the broad-phase 2D hash grid algorithm.\n"
"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
"enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Additional expansion applied to object bounds in the 2D physics bounding "
"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
"coarser broadphase, which can stress the physics more in some situations.\n"
"The default value will work well in most situations. A value of 0.0 will "
"turn this optimization off, and larger values may work better for larger, "
"faster moving objects.\n"
"[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is "
"enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n"
"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
"enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default angular damp in 2D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_fps], [code]60[/code] by default) will bring the object to a "
"stop in one iteration."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default gravity strength in 2D (in pixels per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblock]\n"
"# Set the default gravity strength to 98.\n"
"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default gravity direction in 2D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblock]\n"
"# Set the default gravity direction to `Vector2(0, 1)`.\n"
"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default linear damp in 2D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_fps], [code]60[/code] by default) will bring the object to a "
"stop in one iteration."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Threshold defining the surface size that constitutes a large object with "
"regard to cells in the broad-phase 2D hash grid algorithm.\n"
"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
"enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets which physics engine to use for 2D physics.\n"
"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no "
"alternative 2D physics server implemented."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Threshold angular velocity under which a 2D physics body will be considered "
"inactive. See [constant Physics2DServer."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Threshold linear velocity under which a 2D physics body will be considered "
"inactive. See [constant Physics2DServer."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets whether physics is run on the main thread or a separate one. Running "
"the server on a thread increases performance, but restricts API access to "
"only physics process.\n"
"[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a "
"Multi-Threaded thread model for physics. Be sure to assess whether it does "
"give you extra performance and no regressions when using it."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables the use of bounding volume hierarchy instead of hash grid for 2D "
"physics spatial partitioning. This may give better performance."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets whether the 3D physics world will be created with support for "
"[SoftBody] physics. Only applies to the Bullet physics engine."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default angular damp in 3D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_fps], [code]60[/code] by default) will bring the object to a "
"stop in one iteration."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default gravity strength in 3D (in meters per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblock]\n"
"# Set the default gravity strength to 9.8.\n"
"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default gravity direction in 3D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblock]\n"
"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default linear damp in 3D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_fps], [code]60[/code] by default) will bring the object to a "
"stop in one iteration."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Additional expansion applied to object bounds in the 3D physics bounding "
"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
"coarser broadphase, which can stress the physics more in some situations.\n"
"The default value will work well in most situations. A value of 0.0 will "
"turn this optimization off, and larger values may work better for larger, "
"faster moving objects.\n"
"[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/"
"use_bvh] is enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables the use of bounding volume hierarchy instead of octree for 3D "
"physics spatial partitioning. This may give better performance."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets which physics engine to use for 3D physics.\n"
"\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] "
"physics engine. The \"GodotPhysics\" engine is still supported as an "
"alternative."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], smooths out collision with trimesh shapes "
"([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
"internal edge information for every trimesh shape created.\n"
"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
"code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If enabled, 2D and 3D physics picking behaves this way in relation to "
"pause:\n"
"- When pause is started, every collision object that is hovered or captured "
"(3D only) is released from that condition, getting the relevant mouse-exit "
"callback, unless its pause mode makes it immune to pause.\n"
"- During pause, picking only considers collision objects immune to pause, "
"sending input events and enter/exit callbacks to them as expected.\n"
"If disabled, the legacy behavior is used, which consists in queuing the "
"picking input events during pause (so nodes won't get them) and flushing "
"that queue on resume, against the state of the 2D/3D world at that point."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. See also "
"[member debug/settings/fps/force_fps].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.iterations_per_second] "
"instead.\n"
"[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
"most. If more than 8 physics ticks have to be simulated per rendered frame "
"to keep up with rendering, the game will appear to slow down (even if "
"[code]delta[/code] is used consistently in physics calculations). Therefore, "
"it is recommended not to increase [member physics/common/physics_fps] above "
"240. Otherwise, the game will slow down when the rendering framerate goes "
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
"deviation of in-game clock and real clock, but allows smoothing out "
"framerate jitters. The default value of 0.5 should be fine for most; values "
"above 2 could cause the game to react to dropped frames with a noticeable "
"delay and are not recommended.\n"
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to "
"uploading batching data. This may not be necessary but can be used for "
"safety.\n"
"[b]Note:[/b] Use with care. You are advised to leave this as default for "
"exports. A non-default setting that works better on your machine may "
"adversely affect performance for end users."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
"for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
"flag.\n"
"[b]Note:[/b] Use with care. You are advised to leave this as default for "
"exports. A non-default setting that works better on your machine may "
"adversely affect performance for end users."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[b]Experimental.[/b] If set to on, this applies buffer orphaning - "
"[code]glBufferData[/code] is called with NULL data and the full buffer size "
"prior to uploading new data. This can be important to avoid stalling on some "
"hardware.\n"
"[b]Note:[/b] Use with care. You are advised to leave this as default for "
"exports. A non-default setting that works better on your machine may "
"adversely affect performance for end users."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
"for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
"flag.\n"
"[b]Note:[/b] Use with care. You are advised to leave this as default for "
"exports. A non-default setting that works better on your machine may "
"adversely affect performance for end users."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Choose between fixed mode where corner scalings are preserved matching the "
"artwork, and scaling mode.\n"
"Not available in GLES3 when [member rendering/batching/options/use_batching] "
"is off."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Some NVIDIA GPU drivers have a bug which produces flickering issues for the "
"[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to "
"[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/"
"url] for details.\n"
"If [code]true[/code], this option enables a \"safe\" code path for such "
"NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 "
"rendering, but only on desktop platforms."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. "
"This provides greater compatibility with a wide range of hardware, and also "
"may be faster in some circumstances.\n"
"Currently only available when [member rendering/batching/options/"
"use_batching] is active.\n"
"[b]Note:[/b] Antialiased software skinned polys are not supported, and will "
"be rendered without antialiasing.\n"
"[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in "
"operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas "
"with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] "
"skinning."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. "
"May help in some pixel art styles.\n"
"This snapping is performed on the GPU in the vertex shader.\n"
"Consider using the project setting [member rendering/batching/precision/"
"uv_contract] to prevent artifacts."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"When batching is on, this regularly prints a frame diagnosis log. Note that "
"this will degrade performance."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[b]Experimental.[/b] For regression testing against the old renderer. If "
"this is switched on, and [code]use_batching[/code] is set, the renderer will "
"swap alternately between using the old renderer, and the batched renderer, "
"on each frame. This makes it easy to identify visual differences. "
"Performance will be degraded."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lights have the potential to prevent joining items, and break many of the "
"performance benefits of batching. This setting enables some complex logic to "
"allow joining items if their lighting is similar, and overlap tests pass. "
"This can significantly improve performance in some games. Set to 0 to switch "
"off. With large values the cost of overlap tests may lead to diminishing "
"returns."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the proportion of the total screen area (in pixels) that must be saved "
"by a scissor operation in order to activate light scissoring. This can "
"prevent parts of items being rendered outside the light area. Lower values "
"scissor more aggressively. A value of 1 scissors none of the items, a value "
"of 0 scissors every item. The power of 4 of the value is used, in order to "
"emphasize the lower range, and multiplied by the total screen area in pixels "
"to give the threshold. This can reduce fill rate requirements in scenes with "
"a lot of lighting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enabling this setting uses the legacy method to draw batches containing only "
"one rect. The legacy method is faster (approx twice as fast), but can cause "
"flicker on some systems. In order to directly compare performance with the "
"non-batching renderer you can set this to true, but it is recommended to "
"turn this off unless you can guarantee your target hardware will work with "
"this method."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Turns 2D batching on and off. Batching increases performance by reducing the "
"amount of graphics API drawcalls."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Switches on 2D batching within the editor."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size of buffer reserved for batched vertices. Larger size enables larger "
"batches, but there are diminishing returns for the memory used. This should "
"only have a minor effect on performance."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Including color in the vertex format has a cost, however, not including "
"color prevents batching across color changes. This threshold determines the "
"ratio of [code]number of vertex color changes / total number of vertices[/"
"code] above which vertices will be translated to colored format. A value of "
"0 will always use colored vertices, 1 will never use colored vertices."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"In certain circumstances, the batcher can reorder items in order to better "
"join them. This may result in better performance. An overlap test is needed "
"however for each item lookahead, so there is a trade off, with diminishing "
"returns. If you are getting no benefit, setting this to 0 will switch it off."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the number of commands to lookahead to determine whether to batch "
"render items. A value of 1 can join items consisting of single commands, 0 "
"turns off joining. Higher values are in theory more likely to join, however "
"this has diminishing returns and has a runtime cost so a small value is "
"recommended."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"On some platforms (especially mobile), precision issues in shaders can lead "
"to reading 1 texel outside of bounds, particularly where rects are scaled. "
"This can particularly lead to border artifacts around tiles in tilemaps.\n"
"This adjustment corrects for this by making a small contraction to the UV "
"coordinates used. Note that this can result in a slight squashing of border "
"texels."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The amount of UV contraction. This figure is divided by 1000000, and is a "
"proportion of the total texture dimensions, where the width and height are "
"both ranged from 0.0 to 1.0.\n"
"Use the default unless correcting for a problem on particular hardware."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_HIGH]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_LOW]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_MEDIUM]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Amount of light samples taken when using [constant BakedLightmap."
"BAKE_QUALITY_ULTRA]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Default background clear color. Overridable per [Viewport] using its "
"[Environment]. See [member Environment.background_mode] and [member "
"Environment.background_color] in particular. To change this default color "
"programmatically, use [method VisualServer.set_default_clear_color]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"[Environment] that will be used as a fallback environment in case a scene "
"does not specify its own environment. The default environment is loaded in "
"at scene load time regardless of whether you have set an environment or not. "
"If you do not rely on the fallback environment, it is best to delete "
"[code]default_env.tres[/code], or to specify a different default environment "
"here."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The use of half-float vertex compression may be producing rendering errors "
"on some platforms (especially iOS). These have been seen particularly in "
"particles. Disabling half-float may resolve these problems."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"iOS specific override for [member rendering/gles2/compatibility/"
"disable_half_float], due to poor support for half-float vertex compression "
"on many devices."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code] and available on the target Android device, enables "
"high floating point precision for all shader computations in GLES2.\n"
"[b]Warning:[/b] High floating point precision can be extremely slow on older "
"devices and is often not available at all. Use with caution."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], every time an asynchronous shader compilation or an "
"asynchronous shader reconstruction from cache starts or finishes, a line "
"will be logged telling how many of those are happening.\n"
"If the platform doesn't support parallel shader compile, but only the "
"compile queue via a secondary GL context, what the message will tell is the "
"number of shader compiles currently queued.\n"
"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
"code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"This is the maximum number of shaders that can be compiled (or reconstructed "
"from cache) at the same time.\n"
"At runtime, while that count is reached, other shaders that can be "
"asynchronously compiled will just use their fallback, without their setup "
"being started until the count gets lower.\n"
"This is a way to balance the CPU work between running the game and compiling "
"the shaders. The goal is to have as many asynchronous compiles in flight as "
"possible without impacting the responsiveness of the game, which beyond some "
"point would destroy the benefits of asynchronous compilation. In other "
"words, you may be able to afford that the FPS lowers a bit, and that will "
"already be better than the stalling that synchronous compilation could "
"cause.\n"
"The default value is a conservative one, so you are advised to tweak it "
"according to the hardware you are targeting.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific devices you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
"Depending on the specific browsers you are targeting, you may want to raise "
"it.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
"size is within bounds.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
"space is more limited.\n"
"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
"platforms.\n"
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If set to [code]Asynchronous[/code] and available on the target device, "
"asynchronous compilation of shaders is enabled (in contrast to "
"[code]Asynchronous[/code]).\n"
"That means that when a shader is first used under some new rendering "
"situation, the game won't stall while such shader is being compiled. "
"Instead, a fallback will be used and the real shader will be compiled in the "
"background. Once the actual shader is compiled, it will be used the next "
"times it's used to draw a frame.\n"
"Depending on the async mode configured for a given material/shader, the "
"fallback will be an \"ubershader\" (the default) or just skip rendering any "
"item it is applied to.\n"
"An ubershader is a very complex shader, slow but suited to any rendering "
"situation, that the engine generates internally so it can be used from the "
"beginning while the traditional conditioned, optimized version of it is "
"being compiled.\n"
"To reduce loading times after the project has been launched at least once, "
"you can use [code]Asynchronous + Cache[/code]. This also causes the "
"ubershaders to be cached into storage so they can be ready faster next time "
"they are used (provided the platform provides support for it).\n"
"[b]Note:[/b] Asynchronous compilation is currently only supported for "
"spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will "
"not use asynchronous compilation even if this setting is set to "
"[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for blend shapes. Any blend shape bigger than this will not "
"work."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for drawing polygons. Any polygon bigger than this will not "
"work."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max index buffer size for drawing polygons. Any polygon bigger than this "
"will not work."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
"Nodes using more than this size will not work."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max number of lights renderable per object. This is further limited by "
"hardware support. Most devices only support 409 lights, while many devices "
"(especially mobile) only support 102. Setting this low will slightly reduce "
"memory usage and may decrease shader compile times."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max amount of elements renderable in a frame. If more elements than this are "
"visible per frame, they will not be drawn. Keep in mind elements refer to "
"mesh surfaces and not meshes themselves. Setting this low will slightly "
"reduce memory usage and may decrease shader compile times, particularly on "
"web. For most uses, the default value is suitable, but consider lowering as "
"much as possible on web export."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max number of lights renderable in a frame. If more lights than this number "
"are used, they will be ignored. Setting this low will slightly reduce memory "
"usage and may decrease shader compile times, particularly on web. For most "
"uses, the default value is suitable, but consider lowering as much as "
"possible on web export."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Max number of reflection probes renderable in a frame. If more reflection "
"probes than this number are used, they will be ignored. Setting this low "
"will slightly reduce memory usage and may decrease shader compile times, "
"particularly on web. For most uses, the default value is suitable, but "
"consider lowering as much as possible on web export."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Shaders have a time variable that constantly increases. At some point, it "
"needs to be rolled back to zero to avoid precision errors on shader "
"animations. This setting specifies when (in seconds)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default compression level for lossless WebP. Higher levels result in "
"smaller files at the cost of compression speed. Decompression speed is "
"mostly unaffected by the compression level. Supported values are 0 to 9. "
"Note that compression levels above 6 are very slow and offer very little "
"savings."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"On import, mesh vertex data will be split into two streams within a single "
"vertex buffer, one for position data and the other for interleaved "
"attributes data. Recommended to be enabled if targeting mobile devices. "
"Requires manual reimport of meshes after toggling."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Determines the maximum number of polygon occluders that will be used at any "
"one time.\n"
"Although you can have many occluders in a scene, each frame the system will "
"choose from these the most relevant based on a screen space metric, in order "
"to give the best overall performance.\n"
"A greater number of polygons can potentially cull more objects, however the "
"cost of culling calculations scales with the number of occluders."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Determines the maximum number of sphere occluders that will be used at any "
"one time.\n"
"Although you can have many occluders in a scene, each frame the system will "
"choose from these the most relevant based on a screen space metric, in order "
"to give the best overall performance."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default convention is for portal normals to point outward (face outward) "
"from the source room.\n"
"If you accidentally build your level with portals facing the wrong way, this "
"setting can fix the problem.\n"
"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
"conversion to [Portal] nodes."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Show conversion logs.\n"
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], gameplay callbacks will be sent as [code]signals[/"
"code]. If [code]false[/code], they will be sent as [code]notifications[/"
"code]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If enabled, while merging meshes, the system will also attempt to remove "
"[Spatial] nodes that no longer have any children.\n"
"Reducing the number of [Node]s in the scene tree can make traversal more "
"efficient, but can be switched off in case you wish to use empty [Spatial]s "
"for markers or some other purpose."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Show logs during PVS generation.\n"
"[b]Note:[/b] This will automatically be disabled in exports."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Uses a simplified method of generating PVS (potentially visible set) data. "
"The results may not be accurate where more than one portal join adjacent "
"rooms.\n"
"[b]Note:[/b] Generally you should only use this option if you encounter bugs "
"when it is set to [code]false[/code], i.e. there are problems with the "
"default method."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full "
"floating-point precision (32-bit) instead of half floating-point precision "
"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also "
"enabled.\n"
"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
"full floating-point precision is slower, and is generally only needed for "
"advanced shaders that require a high level of precision. To reduce banding, "
"enable [member rendering/quality/filters/use_debanding] instead.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
"architecture already does this."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], performs a previous depth pass before rendering "
"materials. This increases performance in scenes with high overdraw, when "
"complex materials and lighting are used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The directional shadow's size in pixels. Higher values will result in "
"sharper shadows, at the cost of performance. The value will be rounded up to "
"the nearest power of 2. This setting can be changed at run-time; the change "
"will be applied immediately."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/directional_shadow/size] on "
"mobile devices, due to performance concerns or driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The video driver to use (\"GLES2\" or \"GLES3\").\n"
"[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--"
"video-driver[/code] command line argument, or by the [member rendering/"
"quality/driver/fallback_to_gles2] option if the target system does not "
"support GLES3 and falls back to GLES2. In such cases, this property is not "
"updated, so use [method OS.get_current_video_driver] to query it at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 "
"driver is not supported.\n"
"[b]Note:[/b] The two video drivers are not drop-in replacements for each "
"other, so a game designed for GLES3 might not work properly when falling "
"back to GLES2. In particular, some features of the GLES3 backend are not "
"available in GLES2. Enabling this setting also means that both ETC and ETC2 "
"VRAM-compressed textures will be exported on Android and iOS, increasing the "
"data pack's size."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Maximum anisotropic filter level used for textures with anisotropy enabled. "
"Higher values will result in sharper textures when viewed from oblique "
"angles, at the cost of performance. With the exception of [code]1[/code], "
"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
"code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
"anisotropic filtering, even on textures where it is enabled.\n"
"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
"enabled by default[/i] on textures. For this setting to have an effect, "
"anisotropic texture filtering can be enabled by selecting a texture in the "
"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
"rarely useful in 2D, so only enable it for textures in 2D if it makes a "
"meaningful visual difference.\n"
"[b]Note:[/b] This property is only read when the project starts. There is "
"currently no way to change this setting at run-time."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the number of MSAA samples to use. MSAA is used to reduce aliasing "
"around the edges of polygons. A higher MSAA value results in smoother edges "
"but can be significantly slower on some hardware.\n"
"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If set to a value greater than [code]0.0[/code], contrast-adaptive "
"sharpening will be applied to the 3D viewport. This has a low performance "
"cost and can be used to recover some of the sharpness lost from using FXAA. "
"Values around [code]0.5[/code] generally give the best results. See also "
"[member rendering/quality/filters/use_fxaa]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed "
"since the dithering pattern will make lossless-compressed screenshots "
"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
"disabled when targeting mobile platforms.\n"
"[b]Note:[/b] This property is only read when the project starts. To set "
"debanding at run-time, set [member Viewport.debanding] on the root "
"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables FXAA in the root Viewport. FXAA is a popular screen-space "
"antialiasing method, which is fast but will make the image look blurry, "
"especially at lower resolutions. It can still work relatively well at large "
"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
"recovered by enabling contrast-adaptive sharpening (see [member rendering/"
"quality/filters/sharpen_intensity])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
"mipmaps (also called \"bilinear filtering\"), which will result in visible "
"seams appearing between mipmap stages. This may increase performance in "
"mobile as less memory bandwidth is used. If [code]false[/code], linear "
"mipmap filtering (also called \"trilinear filtering\") is used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Strategy used for framebuffer allocation. The simpler it is, the less "
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/intended_usage/"
"framebuffer_allocation] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enable usage of bicubic sampling in baked lightmaps. This results in "
"smoother looking lighting at the expense of more bandwidth usage. On GLES2, "
"changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/lightmapping/"
"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size of the atlas used by reflection probes. A larger size can result in "
"higher visual quality, while a smaller size will be faster and take up less "
"memory."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Number of subdivisions to use for the reflection atlas. A higher number "
"lowers the quality of each atlas, but allows you to use more."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a high amount of samples to create blurred "
"variants of reflection probes and panorama backgrounds (sky). Those blurred "
"variants are used by rough materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/reflections/"
"high_quality_ggx] on mobile devices, due to performance concerns or driver "
"support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Limits the size of the irradiance map which is normally determined by "
"[member Sky.radiance_size]. A higher size results in a higher quality "
"irradiance map similarly to [member rendering/quality/reflections/"
"high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, "
"otherwise keep this as low as possible.\n"
"[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
"maps well and may crash if this is set too high."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
"probes and panorama backgrounds (sky). This reduces jitter noise on "
"reflections, but costs more performance and memory."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/reflections/"
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
"blurred reflections instead of the GGX model."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material "
"lighting model instead of Burley."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"[ShaderMaterial] rendering. This can be used to improve performance on low-"
"end mobile devices. The downside is that shading becomes much less accurate, "
"with visible linear interpolation between vertices that are joined together. "
"This can be compensated by ensuring meshes have a sufficient level of "
"subdivision (but not too much, to avoid reducing performance). Some material "
"features are also not supported when vertex shading is enabled.\n"
"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
"enable vertex shading on specific materials only.\n"
"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
"driver support. If lighting looks broken after exporting the project to a "
"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables new physical light attenuation for "
"[OmniLight]s and [SpotLight]s. This results in more realistic lighting "
"appearance with a very small performance cost. When physical light "
"attenuation is enabled, lights will appear to be darker as a result of the "
"new attenuation formula. This can be compensated by adjusting the lights' "
"energy or attenuation values.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for cubemap into which the shadow is rendered before being copied into "
"the shadow atlas. A higher number can result in higher resolution shadows "
"when used with a higher [member rendering/quality/shadow_atlas/size]. "
"Setting higher than a quarter of the [member rendering/quality/shadow_atlas/"
"size] will not result in a perceptible increase in visual quality."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Subdivision quadrant size for shadow mapping. See shadow mapping "
"documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shadow_atlas/size] on "
"mobile devices, due to performance concerns or driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Shadow filter mode. Higher-quality settings result in smoother shadows that "
"flicker less when moving. \"Disabled\" is the fastest option, but also has "
"the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is "
"the smoothest option, but is also the slowest.\n"
"[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually "
"uses 16 samples to emulate linear filtering in the shader. This results in a "
"shadow appearance similar to the one produced by the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shadows/filter_mode] on "
"mobile devices, due to performance concerns or driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Forces [MeshInstance] to always perform skinning on the CPU (applies to both "
"GLES2 and GLES3).\n"
"See also [member rendering/quality/skinning/software_skinning_fallback]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Allows [MeshInstance] to perform skinning on the CPU when the hardware "
"doesn't support the default GPU skinning process with GLES2.\n"
"If [code]false[/code], an alternative skinning process on the GPU is used in "
"this case (slower in most cases).\n"
"See also [member rendering/quality/skinning/force_software_skinning].\n"
"[b]Note:[/b] When the software skinning fallback is triggered, custom vertex "
"shaders will behave in a different way, because the bone transform will be "
"already applied to the modelview matrix."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Additional expansion applied to object bounds in the 3D rendering bounding "
"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
"reduced accuracy.\n"
"The default value will work well in most situations. A value of 0.0 will "
"turn this optimization off, and larger values may work better for larger, "
"faster moving objects.\n"
"[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/"
"spatial_partitioning/use_bvh] is enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The rendering octree balance can be changed to favor smaller ([code]0[/"
"code]), or larger ([code]1[/code]) branches.\n"
"Larger branches can increase performance significantly in some projects.\n"
"[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/"
"spatial_partitioning/use_bvh] is enabled."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables the use of bounding volume hierarchy instead of octree for rendering "
"spatial partitioning. This may give better performance."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Improves quality of subsurface scattering, but cost significantly increases."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Quality setting for subsurface scattering (samples taken)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid "Max radius used for subsurface scattering samples."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Weight subsurface scattering samples. Helps to avoid reading samples from "
"unrelated parts of the screen."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Use high-quality voxel cone tracing. This results in better-looking "
"reflections, but is much more expensive on the GPU."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Thread model for rendering. Rendering on a thread can vastly improve "
"performance, but synchronizing to the main thread can cause a bit more "
"jitter."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], a thread safe version of BVH (bounding volume "
"hierarchy) will be used in rendering and Godot physics.\n"
"Try enabling this option if you see any visual anomalies in 3D (such as "
"incorrect object visibility)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the BPTC algorithm. This texture compression algorithm is "
"only supported on desktop platforms, and only when using the GLES3 "
"renderer.\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].import/[/code] folder "
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the Ericsson Texture Compression algorithm. This algorithm "
"doesn't support alpha channels in textures.\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].import/[/code] folder "
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the Ericsson Texture Compression 2 algorithm. This texture "
"compression algorithm is only supported when using the GLES3 renderer.\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].import/[/code] folder "
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the PowerVR Texture Compression algorithm. This texture "
"compression algorithm is only supported on iOS.\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].import/[/code] folder "
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the S3 Texture Compression algorithm. This algorithm is only "
"supported on desktop platforms and consoles.\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].import/[/code] folder "
"located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in "
"pixels)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Objects can use this signal to restrict reading of settings only to "
"situations where a change has been made."
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid "Interpolates an [Object]'s property over time."
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"[PropertyTweener] is used to interpolate a property in an object. See "
"[method SceneTreeTween.tween_property] for more usage information.\n"
"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
"to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
"function correctly."
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"When called, the final value will be used as a relative value instead. "
"Example:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
"as_relative() #the node will move by 100 pixels to the right\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"Sets a custom initial value to the [PropertyTweener]. Example:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(Vector2(100, 100) #this will move the node from position (100, 100) to "
"(200, 100)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"Makes the [PropertyTweener] use the current property value (i.e. at the time "
"of creating this [PropertyTweener]) as a starting point. This is equivalent "
"of using [method from] with the current value. These two calls will do the "
"same:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PropertyTweener.xml
msgid ""
"Sets the time in seconds after which the [PropertyTweener] will start "
"interpolating. By default there's no delay."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid "General-purpose 3D proximity detection node."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"General-purpose proximity detection node. [ProximityGroup] can be used for "
"[i]approximate[/i] distance checks, which are faster than exact distance "
"checks using [method Vector3.distance_to] or [method Vector3."
"distance_squared_to].\n"
"[ProximityGroup] nodes are automatically grouped together, as long as they "
"share the same [member group_name] and intersect with each other. By calling "
"the [method broadcast], you can invoke a specified method with various "
"parameters to all intersecting members.\n"
"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
"coordinates. The coordinates are automatically calculated by calling [member "
"grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
"automatic grouping), you need to define its [member group_name] to a non-"
"empty [String]. As soon as this object's shape intersects with another "
"[ProximityGroup] object' shape, and both share the same [member group_name], "
"they will belong together for as long as they intersect.\n"
"Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
"add any other node as a child (unlike [PhysicsBody]).\n"
"The [ProximityGroup] uses the [SceneTree] groups in the background by "
"calling the method [method Node.add_to_group] internally. The [SceneTree] "
"group names are constructed by combining the [member group_name] with its "
"coordinates, which are calculated using the [member grid_radius] you defined "
"beforehand.\n"
"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
"[/code] will create the following [SceneTree] group names:\n"
"[codeblock]\n"
"- \"planets|5|4|3\"\n"
"- \"planets|5|4|4\"\n"
"- \"planets|5|4|5\"\n"
"- \"planets|5|4|6\"\n"
"- \"planets|5|4|7\"\n"
"- \"planets|5|4|8\"\n"
"- \"planets|5|4|9\"\n"
"- ...\n"
"[/codeblock]\n"
"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
"group name [code]\"planets\"[/code], and one of its coordinates is "
"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
"group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
"already exists, this [ProximityGroup] object will be [i]added[/i] to the "
"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
"as both nodes don't change their transform and stop intersecting (or exit "
"the scene tree), they are grouped together. As long as this intersection "
"exists, any call to [method broadcast] will affect [i]both[/i] "
"[ProximityGroup] nodes.\n"
"There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
"- The larger the grid radius, the more coordinates and the more [SceneTree] "
"groups are created. This can have a performance impact if too many groups "
"are created.\n"
"- If the [ProximityGroup] node is transformed in any way (or is removed from "
"the scene tree), the groupings will have to be recalculated. This can also "
"have a performance impact.\n"
"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
"small grid radius values may lead to unwanted groupings.\n"
"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
"effective and faster [VisibilityNotifier] functionality. For most use cases, "
"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
"fast enough too, especially if you call them less often using a [Timer] node."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
"all calls are delegated to their respective parent [Node]."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"Specifies which node gets contacted on a call of method [method broadcast]."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"The size of the space in 3D units. This also sets the amount of coordinates "
"required to calculate whether two [ProximityGroup] nodes are intersecting or "
"not. Smaller [member grid_radius] values can be used for more precise "
"proximity checks at the cost of performance, since more groups will be "
"created."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"Specify the common group name, to let other [ProximityGroup] nodes know, if "
"they should be auto-grouped with this node in case they intersect with each "
"other.\n"
"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
"code] and another called [code]\"Mars\"[/code], with both nodes having "
"[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
"significantly larger [member grid_radius] than their actual radius, position "
"them close enough and they'll be automatically grouped."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"Emitted when the user calls the [method broadcast] method and has set "
"[member dispatch_mode] to [constant MODE_SIGNAL].\n"
"The given method and its parameters are passed on to the listeners who "
"connected to this signal of this object, as well as any [ProximityGroup] "
"node this node is grouped together with.\n"
"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
"[member dispatch_mode] is [constant MODE_PROXY]."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
msgstr ""
#: doc/classes/ProximityGroup.xml
msgid ""
"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
"calling the [method broadcast] [i]method[/i]."
msgstr ""
#: doc/classes/QuadMesh.xml
msgid "Class representing a square mesh."
msgstr ""
#: doc/classes/QuadMesh.xml
msgid ""
"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Y axes; this "
"default rotation is more suited for use with billboarded materials. Unlike "
"[PlaneMesh], this mesh doesn't provide subdivision options."
msgstr ""
#: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "2D in 3D Demo"
msgstr ""
#: doc/classes/QuadMesh.xml
msgid "Offset of the generated Quad. Useful for particles."
msgstr ""
#: doc/classes/QuadMesh.xml
msgid "Size on the X and Y axes."
msgstr ""
#: doc/classes/Quat.xml
msgid "Quaternion."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"A unit quaternion used for representing 3D rotations. Quaternions need to be "
"normalized to be used for rotation.\n"
"It is similar to Basis, which implements matrix representation of rotations, "
"and can be parametrized using both an axis-angle pair or Euler angles. Basis "
"stores rotation, scale, and shearing, while Quat only stores rotation.\n"
"Due to its compactness and the way it is stored in memory, certain "
"operations (obtaining axis-angle and performing SLERP, in particular) are "
"more efficient and robust against floating-point errors."
msgstr ""
#: doc/classes/Quat.xml
msgid "Constructs a quaternion from the given [Basis]."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Constructs a quaternion that will perform a rotation specified by Euler "
"angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
"last), given in the vector format as (X angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Constructs a quaternion that will rotate around the given axis by the "
"specified angle. The axis must be a normalized vector."
msgstr ""
#: doc/classes/Quat.xml
msgid "Constructs a quaternion defined by the given values."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns the angle between this quaternion and [code]to[/code]. This is the "
"magnitude of the angle you would need to rotate by to get from one to the "
"other.\n"
"[b]Note:[/b] This method has an abnormally high amount of floating-point "
"error, so methods such as [method @GDScript.is_zero_approx] will not work "
"reliably."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Performs a cubic spherical interpolation between quaternions [code]pre_a[/"
"code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
"amount [code]weight[/code]."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the dot product of two quaternions."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns Euler angles (in the YXZ convention: when decomposing, first Z, then "
"X, and Y last) corresponding to the rotation represented by the unit "
"quaternion. Returned vector contains the rotation angles in the format (X "
"angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the inverse of the quaternion."
msgstr ""
#: doc/classes/Quat.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
"Vrátí [code] true [/code], pokud je [code] s [/code] nula nebo téměř nula.\n"
"Tato metoda je rychlejší než použití [metoda is_equal_aptx] s jednou "
"hodnotou jako nula."
#: doc/classes/Quat.xml
msgid "Returns whether the quaternion is normalized or not."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the length of the quaternion."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the length of the quaternion, squared."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns a copy of the quaternion, normalized to unit length."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Sets the quaternion to a rotation which rotates around axis by the specified "
"angle, in radians. The axis must be a normalized vector."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Sets the quaternion to a rotation specified by Euler angles (in the YXZ "
"convention: when decomposing, first Z, then X, and Y last), given in the "
"vector format as (X angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [code]to[/code] by amount [code]weight[/code].\n"
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [code]to[/code] by amount [code]weight[/code], but without "
"checking if the rotation path is not bigger than 90 degrees."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns a vector transformed (multiplied) by this quaternion."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"W component of the quaternion (real part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"The identity quaternion, representing no rotation. Equivalent to an identity "
"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
"will not change."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "A class for generating pseudo-random numbers."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
"currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n"
"[b]Note:[/b] The underlying algorithm is an implementation detail. As a "
"result, it should not be depended upon for reproducible random streams "
"across Godot versions.\n"
"To generate a random float number (within a given range) based on a time-"
"dependant seed:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
" rng.randomize()\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]\n"
"[b]Note:[/b] The default values of [member seed] and [member state] "
"properties are pseudo-random, and changes when calling [method randomize]. "
"The [code]0[/code] value documented here is a placeholder, and not the "
"actual default seed."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "Random number generation"
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
"code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
"distributed[/url] pseudo-random number, using Box-Muller transform with the "
"specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
"also called Gaussian distribution."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
"[code]4294967295[/code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
"and [code]to[/code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "Setups a time-based seed to generator."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Initializes the random number generator state based on the given seed value. "
"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
"similar random streams given similar seeds. Consider using a hash function "
"to improve your seed quality if they're sourced externally.\n"
"[b]Note:[/b] Setting this property produces a side effect of changing the "
"internal [member state], so make sure to initialize the seed [i]before[/i] "
"modifying the [member state]:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
"rng.state = 100 # Restore to some previously saved state.\n"
"[/codeblock]\n"
"[b]Warning:[/b] the getter of this property returns the previous [member "
"state], and not the initial seed value, which is going to be fixed in Godot "
"4.0."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"The current state of the random number generator. Save and restore this "
"property to restore the generator to a previous state:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # Store current state.\n"
"print(rng.randf()) # Advance internal state.\n"
"rng.state = saved_state # Restore the state.\n"
"print(rng.randf()) # Prints the same value as in previous.\n"
"[/codeblock]\n"
"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
"generator requires the state to have certain qualities to behave properly. "
"It should only be set to values that came from the state property itself. To "
"initialize the random number generator with arbitrary input, use [member "
"seed] instead."
msgstr ""
#: doc/classes/Range.xml
msgid "Abstract base class for range-based controls."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
"[code]value[/code] will be represented exponentially rather than linearly."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Maximum value. Range is clamped if [code]value[/code] is greater than "
"[code]max_value[/code]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Minimum value. Range is clamped if [code]value[/code] is less than "
"[code]min_value[/code]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
"multiplied by [code]page[/code] over the difference between [code]min_value[/"
"code] and [code]max_value[/code]."
msgstr ""
#: doc/classes/Range.xml
msgid "The value mapped between 0 and 1."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [code]value[/code] will always be rounded to the "
"nearest integer."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If greater than 0, [code]value[/code] will always be rounded to a multiple "
"of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
"then rounded to the nearest integer."
msgstr ""
#: doc/classes/Range.xml
msgid "Range's current value."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Emitted when [member value] changes. When used on a [Slider], this is called "
"continuously while dragging (potentially every frame). If you are performing "
"an expensive operation in a function connected to [signal value_changed], "
"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
"value_changed] is also emitted when [code]value[/code] is set directly via "
"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"A RayCast represents a line from its origin to its destination position, "
"[code]cast_to[/code]. It is used to query the 3D space in order to find the "
"closest object along the path of the ray.\n"
"RayCast can ignore some objects by adding them to the exception list via "
"[code]add_exception[/code] or by setting proper filtering with collision "
"layers and masks.\n"
"RayCast can be configured to report collisions with [Area]s ([member "
"collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n"
"Only enabled raycasts will be able to query the space and report "
"collisions.\n"
"RayCast calculates intersection every physics frame (see [Node]), and the "
"result is cached so it can be used later until the next frame. If multiple "
"queries are required between physics frames (or during the same frame), use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified node."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Removes all collision exceptions for this ray."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Updates the collision information for the ray. Use this method to update the "
"collision information immediately instead of waiting for the next "
"[code]_physics_process[/code] call, for example if the ray or its parent has "
"changed state.\n"
"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the first object that the ray intersects, or [code]null[/code] if no "
"object is intersecting the ray (i.e. [method is_colliding] returns "
"[code]false[/code])."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the shape ID of the first object that the ray intersects, or "
"[code]0[/code] if no object is intersecting the ray (i.e. [method "
"is_colliding] returns [code]false[/code])."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"Returns [code]true[/code] if the bit index passed is turned on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the normal of the intersecting object's shape at the collision point."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns whether any object is intersecting with the ray's vector "
"(considering the vector length)."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified node."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"Sets the bit index passed to the [code]value[/code] passed.\n"
"[b]Note:[/b] Bit indexes range from 0-19."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
msgstr ""
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [Area]s will be reported."
msgstr ""
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"The ray's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"The custom color to use to draw the shape in the editor and at run-time if "
"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
"color will be highlighted at run-time if the [RayCast] is colliding with "
"something.\n"
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
"truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible "
"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
"shape to be visible at run-time."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collisions will be reported."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast's "
"immediate parent."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
"A RayCast represents a line from its origin to its destination position, "
"[code]cast_to[/code]. It is used to query the 2D space in order to find the "
"closest object along the path of the ray.\n"
"RayCast2D can ignore some objects by adding them to the exception list via "
"[code]add_exception[/code], by setting proper filtering with collision "
"layers, or by filtering object types with type masks.\n"
"RayCast2D can be configured to report collisions with [Area2D]s ([member "
"collide_with_areas]) and/or [PhysicsBody2D]s ([member "
"collide_with_bodies]).\n"
"Only enabled raycasts will be able to query the space and report "
"collisions.\n"
"RayCast2D calculates intersection every physics frame (see [Node]), and the "
"result is cached so it can be used later until the next frame. If multiple "
"queries are required between physics frames (or during the same frame) use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
"Sets or clears individual bits on the collision mask. This makes selecting "
"the areas scanned easier."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
msgstr ""
#: doc/classes/RayShape.xml
msgid "Ray shape for 3D collisions."
msgstr ""
#: doc/classes/RayShape.xml
msgid ""
"Ray shape for 3D collisions, which can be set into a [PhysicsBody] or "
"[Area]. A ray is not really a collision body; instead, it tries to separate "
"itself from whatever is touching its far endpoint. It's often useful for "
"characters."
msgstr ""
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "The ray's length."
msgstr ""
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "If [code]true[/code], allow the shape to return the correct normal."
msgstr ""
#: doc/classes/RayShape2D.xml
msgid "Ray shape for 2D collisions."
msgstr ""
#: doc/classes/RayShape2D.xml
msgid ""
"Ray shape for 2D collisions. A ray is not really a collision body; instead, "
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
#: doc/classes/Rect2.xml
msgid "2D axis-aligned bounding box."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"[Rect2] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates.\n"
"The 3D counterpart to [Rect2] is [AABB]."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by position and size."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by x, y, width, and height."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a [Rect2] with equivalent position and area, modified so that the "
"top-left corner is the origin and [code]width[/code] and [code]height[/code] "
"are positive."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns the intersection of this [Rect2] and b."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if this [Rect2] completely encloses another one."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of this [Rect2] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# position (-3, 2), size (1, 1)\n"
"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
"# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n"
"var rect2 = rect.expand(Vector2(0, -1))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Rect2.xml
#, fuzzy
msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/Rect2.xml
msgid ""
"Returns the center of the [Rect2], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards all the "
"sides."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards each "
"direction individually."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards the "
"[enum Margin] direction."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
"code] otherwise. See also [method get_area].\n"
"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
"[method has_no_area] will return [code]true[/code]."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
"the right and bottom edges of the [Rect2] are considered exclusive, so "
"points on these edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
"check for contained points."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. "
"they have at least one point in common).\n"
"If [code]include_borders[/code] is [code]true[/code], they will also be "
"considered overlapping if their borders touch, even without intersection."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are "
"approximately equal, by calling [code]is_equal_approx[/code] on each "
"component."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
msgstr ""
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
msgstr ""
#: doc/classes/RectangleShape2D.xml
msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
msgstr ""
#: doc/classes/RectangleShape2D.xml
msgid ""
"The rectangle's half extents. The width and height of this shape is twice "
"the half extents."
msgstr ""
#: doc/classes/Reference.xml
msgid "Base class for reference-counted objects."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Base class for any object that keeps a reference count. [Resource] and many "
"other helper objects inherit this class.\n"
"Unlike other [Object] types, References keep an internal reference counter "
"so that they are automatically released when no longer in use, and only "
"then. References therefore do not need to be freed manually with [method "
"Object.free].\n"
"In the vast majority of use cases, instantiating and using [Reference]-"
"derived types is all you need to do. The methods provided in this class are "
"only for advanced users, and can cause issues if misused.\n"
"[b]Note:[/b] In C#, references will not be freed instantly after they are no "
"longer in use. Instead, garbage collection will run periodically and will "
"free references that are no longer in use. This means that unused references "
"will linger on for a while before being removed."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Initializes the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns whether the initialization was successful."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Increments the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the increment was successful, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Decrements the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the decrement was successful, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Reference frame for GUI."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid ""
"A rectangle box that displays only a [member border_color] border color "
"around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
"display a rectangle filled with a solid color, consider using [ColorRect] "
"instead."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid ""
"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
"in editor. Otherwise, [ReferenceRect] will be visible in game."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Captures its surroundings to create fast, accurate reflections from a given "
"point."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Capture its surroundings as a dual paraboloid image, and stores versions of "
"it with increasing levels of blur to simulate different material "
"roughnesses.\n"
"The [ReflectionProbe] is used to create high-quality reflections at a low "
"performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
"[ReflectionProbe]s can be blended together and with the rest of the scene "
"smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-"
"space reflections ([member Environment.ss_reflections_enabled]) to get more "
"accurate reflections in specific areas. [ReflectionProbe]s render all "
"objects within their [member cull_mask], so updating them can be quite "
"expensive. It is best to update them once with the important static objects "
"and then leave them as-is.\n"
"[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their "
"environment from a [WorldEnvironment] node. If you specify an [Environment] "
"resource within a [Camera] node, it will be ignored by the "
"[ReflectionProbe]. This can lead to incorrect lighting within the "
"[ReflectionProbe].\n"
"[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you "
"need more, increase the number of atlas subdivisions. This setting can be "
"found in [member ProjectSettings.rendering/quality/reflections/"
"atlas_subdiv].\n"
"[b]Note:[/b] The GLES2 backend will only display two reflection probes at "
"the same time for a single mesh. If possible, split up large meshes that "
"span over multiple reflection probes into smaller ones."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
"depending on the camera's location.\n"
"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to "
"the grid, you can rotate the [ReflectionProbe] node."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the cull mask which determines what objects are drawn by this probe. "
"Every [VisualInstance] with a layer included in this cull mask will be "
"rendered by the probe. To improve performance, it is best to only include "
"large objects which are likely to take up a lot of space in the reflection."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection probe slower to render; you may want to disable this if using "
"the [constant UPDATE_ALWAYS] [member update_mode]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"The size of the reflection probe. The larger the extents the more space "
"covered by the probe which will lower the perceived resolution. It is best "
"to keep the extents only as large as you need them.\n"
"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
"rotate the [ReflectionProbe] node."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Defines the reflection intensity. Intensity modulates the strength of the "
"reflection."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the ambient light color to be used when this probe is set to [member "
"interior_enable]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the contribution value for how much the reflection affects the ambient "
"light for this reflection probe when set to [member interior_enable]. Useful "
"so that ambient light matches the color of the room."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the energy multiplier for this reflection probe's ambient light "
"contribution when set to [member interior_enable]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Ambient "
"lighting is then controlled by the [code]interior_ambient_*[/code] "
"properties."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"The maximum distance away from the [ReflectionProbe] an object can be before "
"it is culled. Decrease this to improve performance, especially when using "
"the [constant UPDATE_ALWAYS] [member update_mode].\n"
"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
"[member extents]. This means that decreasing [member max_distance] will not "
"always cull objects from reflections, especially if the reflection probe's "
"[member extents] are already large."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
"box_projection] mode. This can be set to a non-zero value to ensure a "
"reflection fits a rectangle-shaped room, while reducing the amount of "
"objects that \"get in the way\" of the reflection."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Update the probe once on the next frame (recommended for most objects). The "
"corresponding radiance map will be generated over the following six frames. "
"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
"lower performance cost and can result in higher-quality reflections. The "
"ReflectionProbe is updated when its transform changes, but not when nearby "
"geometry changes. You can force a [ReflectionProbe] update by moving the "
"[ReflectionProbe] slightly in any direction."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Update the probe every frame. This provides better results for fast-moving "
"dynamic objects (such as cars). However, it has a significant performance "
"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
"[constant UPDATE_ONCE]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid "Class for searching text for patterns using regular expressions."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"A regular expression (or regex) is a compact language that can be used to "
"recognise strings that follow a specific pattern, such as URLs, email "
"addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/"
"code] would find any string that is [code]ab[/code] followed by any number "
"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
"easily find various tutorials and detailed explanations on the Internet.\n"
"To begin, the RegEx object needs to be compiled with the search pattern "
"using [method compile] before it can be used.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
"The search pattern must be escaped first for GDScript before it is escaped "
"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
"code].\n"
"Using [method search], you can find the pattern within the given text. If a "
"pattern is found, [RegExMatch] is returned and you can retrieve details of "
"the results using methods such as [method RegExMatch.get_string] and [method "
"RegExMatch.get_start].\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
" print(result.get_string()) # Would print n-0123\n"
"[/codeblock]\n"
"The results of capturing groups [code]()[/code] can be retrieved by passing "
"the group number to the various methods in [RegExMatch]. Group 0 is the "
"default and will always refer to the entire pattern. In the above example, "
"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
"This version of RegEx also supports named capturing groups, and the names "
"can be used to retrieve the results. If two or more groups have the same "
"name, the name would only refer to the first one with a match.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
"var result = regex.search(\"the number is x2f\")\n"
"if result:\n"
" print(result.get_string(\"digit\")) # Would print 2f\n"
"[/codeblock]\n"
"If you need to process multiple results, [method search_all] generates a "
"list of all non-overlapping results. This can be combined with a [code]for[/"
"code] loop for convenience.\n"
"[codeblock]\n"
"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
" print(result.get_string(\"digit\"))\n"
"# Would print 01 03 0 3f 42\n"
"[/codeblock]\n"
"[b]Example of splitting a string using a RegEx:[/b]\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
"var results = []\n"
"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
" results.push_back(result.get_string())\n"
"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
"[/codeblock]\n"
"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test "
"regular expressions online."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"This method resets the state of the object, as if it was freshly created. "
"Namely, it unassigns the regular expression of this object."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Compiles and assign the search pattern to use. Returns [constant OK] if the "
"compilation is successful. If an error is encountered, details are printed "
"to standard output and an error is returned."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid "Returns the number of capturing groups in compiled pattern."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Returns an array of names of named capturing groups in the compiled pattern. "
"They are ordered by appearance."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid "Returns the original search pattern that was compiled."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid "Returns whether this object has a valid search pattern assigned."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
"of the first matching result if found, otherwise [code]null[/code].\n"
"The region to search within can be specified with [code]offset[/code] and "
"[code]end[/code]. This is useful when searching for another match in the "
"same [code]subject[/code] by calling this method again after a previous "
"success. Setting these parameters differs from passing over a shortened "
"string. For example, the start anchor [code]^[/code] is not affected by "
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
"empty array is returned instead.\n"
"The region to search within can be specified with [code]offset[/code] and "
"[code]end[/code]. This is useful when searching for another match in the "
"same [code]subject[/code] by calling this method again after a previous "
"success. Setting these parameters differs from passing over a shortened "
"string. For example, the start anchor [code]^[/code] is not affected by "
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
"replacement).\n"
"The region to search within can be specified with [code]offset[/code] and "
"[code]end[/code]. This is useful when searching for another match in the "
"same [code]subject[/code] by calling this method again after a previous "
"success. Setting these parameters differs from passing over a shortened "
"string. For example, the start anchor [code]^[/code] is not affected by "
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Contains the results of a [RegEx] search."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Contains the results of a single [RegEx] match returned by [method RegEx."
"search] and [method RegEx.search_all]. It can be used to find the position "
"and range of the match and its capturing groups, and it can extract its "
"substring for you."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Returns the end position of the match within the source string. The end "
"position of capturing groups can be retrieved by providing its group number "
"as an integer or its string name (if it's a named group). The default value "
"of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Returns the number of capturing groups."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Returns the starting position of the match within the source string. The "
"starting position of capturing groups can be retrieved by providing its "
"group number as an integer or its string name (if it's a named group). The "
"default value of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Returns the substring of the match from the source string. Capturing groups "
"can be retrieved by providing its group number as an integer or its string "
"name (if it's a named group). The default value of 0 refers to the whole "
"pattern.\n"
"Returns an empty string if the group did not match or doesn't exist."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"A dictionary of named groups and its corresponding group number. Only groups "
"that were matched are included. If multiple groups have the same name, that "
"name would refer to the first matching one."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "An [Array] of the match and its capturing groups."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"The source string used with the search pattern to find this matching result."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
"in the scene."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
"(called the remote node) in the scene.\n"
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"[RemoteTransform] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform's "
"position in the scene."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's position is updated."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's rotation is updated."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's scale is updated."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
"derived Node in the scene."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
"derived Node (called the remote node) in the scene.\n"
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
"position in the scene."
msgstr ""
#: doc/classes/Resource.xml
msgid "Base class for all resources."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Resource is the base class for all Godot-specific resource types, serving "
"primarily as data containers. Since they inherit from [Reference], resources "
"are reference-counted and freed when no longer in use. They are also cached "
"once loaded from disk, so that any further attempts to load a resource from "
"a given path will return the same reference (all this in contrast to a "
"[Node], which is not reference-counted and can be instanced from disk as "
"many times as desired). Resources can be saved externally on disk or bundled "
"into another object, such as a [Node] or another resource.\n"
"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
"longer in use. Instead, garbage collection will run periodically and will "
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
#: doc/classes/Resource.xml
msgid "Resources"
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Virtual function which can be overridden to customize the behavior value of "
"[method setup_local_to_scene]."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Duplicates the resource, returning a new resource with the exported members "
"copied. [b]Note:[/b] To duplicate the resource the constructor is called "
"without arguments. This method will error when the constructor doesn't have "
"default values.\n"
"By default, sub-resources are shared between resource copies for efficiency. "
"This can be changed by passing [code]true[/code] to the [code]subresources[/"
"code] argument which will copy the subresources.\n"
"[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method "
"will only perform a shallow copy. Nested resources within subresources will "
"not be duplicated and will still be shared.\n"
"[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed "
"properties are copied. Other properties will be set to their default value "
"in the new resource."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Emits the [signal changed] signal.\n"
"If external objects which depend on this resource should be updated, this "
"method must be called manually whenever the state of this resource has "
"changed (such as modification of properties).\n"
"The method is equivalent to:\n"
"[codeblock]\n"
"emit_signal(\"changed\")\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is called automatically for built-in resources."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"If [member resource_local_to_scene] is enabled and the resource was loaded "
"from a [PackedScene] instantiation, returns the local scene where this "
"resource's unique copy is in use. Otherwise, returns [code]null[/code]."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Returns the RID of the resource (or an empty RID). Many resources (such as "
"[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
"server, so this function will return the original RID."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"This method is called when a resource with [member resource_local_to_scene] "
"enabled is loaded from a [PackedScene] instantiation. Its behavior can be "
"customized by overriding [method _setup_local_to_scene] from script.\n"
"For most resources, this method performs no base logic. [ViewportTexture] "
"performs custom logic to properly set the proxy texture and flags in the "
"local viewport."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Sets the path of the resource, potentially overriding an existing cache "
"entry for this path. This differs from setting [member resource_path], as "
"the latter would error out if another resource was already cached for the "
"given path."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"If [code]true[/code], the resource will be made unique in each instance of "
"its local scene. It can thus be modified in a scene instance without "
"impacting other instances of that same scene."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"The name of the resource. This is an optional identifier. If [member "
"resource_name] is not empty, its value will be displayed to represent the "
"current resource in the editor inspector. For built-in scripts, the [member "
"resource_name] will be displayed as the tab name in the script editor."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"The path to the resource. In case it has its own file, it will return its "
"filepath. If it's tied to the scene, it will return the scene's path, "
"followed by the resource's index."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Emitted whenever the resource changes.\n"
"[b]Note:[/b] This signal is not emitted automatically for custom resources, "
"which means that you need to create a setter and emit the signal yourself."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid "Loads a specific resource type from a file."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Godot loads resources in the editor or in exported games using "
"ResourceFormatLoaders. They are queried automatically via the "
"[ResourceLoader] singleton, or when a resource with internal dependencies is "
"loaded. Each file type may load as a different resource type, so multiple "
"ResourceFormatLoaders are registered in the engine.\n"
"Extending this class allows you to define your own loader. Be sure to "
"respect the documented return types and values. You should give it a global "
"class name with [code]class_name[/code] for it to be registered. Like built-"
"in ResourceFormatLoaders, it will be called automatically when loading "
"resources of its handled type(s). You may also implement a "
"[ResourceFormatSaver].\n"
"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
"you need exists but Godot is unable to load its format. Choosing one way "
"over another depends on if the format is suitable or not for the final "
"exported game. For example, it's better to import [code].png[/code] textures "
"as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
"better efficiency on the graphics card."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"If implemented, gets the dependencies of a given resource. If "
"[code]add_types[/code] is [code]true[/code], paths should be appended "
"[code]::TypeName[/code], where [code]TypeName[/code] is the class name of "
"the dependency.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid "Gets the list of extensions for files this loader is able to read."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Gets the class name of the resource associated with the given path. If the "
"loader cannot handle it, it should return [code]\"\"[/code].\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Tells which resource class this loader can load.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Loads a resource when the engine finds this loader to be compatible. If the "
"loaded resource is the result of an import, [code]original_path[/code] will "
"target the source file. Returns a [Resource] object on success, or an [enum "
"Error] constant in case of failure."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"If implemented, renames dependencies within the given resource and saves it. "
"[code]renames[/code] is a dictionary [code]{ String => String }[/code] "
"mapping old dependency paths to new paths.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid "Saves a specific resource type to a file."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid ""
"The engine can save resources when you do it from the editor, or when you "
"use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
"[ResourceFormatSaver]s, each handling its own format and called "
"automatically by the engine.\n"
"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
"res[/code] (binary) or another built-in format, but you can choose to create "
"your own format by extending this class. Be sure to respect the documented "
"return types and values. You should give it a global class name with "
"[code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatSavers, it will be called automatically when saving resources "
"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid ""
"Returns the list of extensions available for saving the resource object, "
"provided it is recognized (see [method recognize])."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid "Returns whether the given resource object can be saved by this saver."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid ""
"Saves the given resource object to a file at the target [code]path[/code]. "
"[code]flags[/code] is a bitmask composed with [enum ResourceSaver."
"SaverFlags] constants.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "Base class for the implementation of core resource importers."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid ""
"This is the base class for the resource importers implemented in core. To "
"implement your own resource importers using editor plugins, see "
"[EditorImportPlugin]."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "Import plugins"
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "The default import order."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid ""
"The import order for scenes, which ensures scenes are imported [i]after[/i] "
"all other core resources such as textures. Custom importers should generally "
"have an import order lower than [code]100[/code] to avoid issues when "
"importing scenes that rely on custom resources."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid "Interactive [Resource] loader."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Interactive [Resource] loader. This object is returned by [ResourceLoader] "
"when performing an interactive load. It allows loading resources with high "
"granularity, which makes it mainly useful for displaying loading bars or "
"percentages."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
#, fuzzy
msgid ""
"Returns the loaded resource if the load operation completed successfully, "
"[code]null[/code] otherwise."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the load stage. The total amount of stages can be queried with "
"[method get_stage_count]."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the total amount of stages (calls to [method poll]) needed to "
"completely load this resource."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Polls the loading operation, i.e. loads a data chunk up to the next stage.\n"
"Returns [constant OK] if the poll is successful but the load operation has "
"not finished yet (intermediate stage). This means [method poll] will have to "
"be called again until the last stage is completed.\n"
"Returns [constant ERR_FILE_EOF] if the load operation has completed "
"successfully. The loaded resource can be obtained by calling [method "
"get_resource].\n"
"Returns another [enum Error] code if the poll has failed."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Polls the loading operation successively until the resource is completely "
"loaded or a [method poll] fails.\n"
"Returns [constant ERR_FILE_EOF] if the load operation has completed "
"successfully. The loaded resource can be obtained by calling [method "
"get_resource].\n"
"Returns another [enum Error] code if a poll has failed, aborting the "
"operation."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid "Singleton used to load resource files."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Singleton used to load resource files from the filesystem.\n"
"It uses the many [ResourceFormatLoader] classes registered in the engine "
"(either built-in or from a plugin) to load files into memory and convert "
"them to a format that can be used by the engine."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns whether a recognized resource exists for the given [code]path[/"
"code].\n"
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns the dependencies for the resource at the given [code]path[/code]."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid "Returns the list of recognized extensions for a resource type."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns whether a cached resource is available for the given [code]path[/"
"code].\n"
"Once a resource has been loaded by the engine, it is cached in memory for "
"faster access, and future calls to the [method load] or [method "
"load_interactive] methods will use the cached version. The cached resource "
"can be overridden by using [method Resource.take_over_path] on a new "
"resource for that same path."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Loads a resource at the given [code]path[/code], caching the result for "
"further access.\n"
"The registered [ResourceFormatLoader]s are queried sequentially to find the "
"first one which can handle the file's extension, and then attempt loading. "
"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]. "
"Anything that inherits from [Resource] can be used as a type hint, for "
"example [Image].\n"
"If [code]no_cache[/code] is [code]true[/code], the resource cache will be "
"bypassed and the resource will be loaded anew. Otherwise, the cached "
"resource will be returned if it exists.\n"
"Returns an empty resource if no [ResourceFormatLoader] could handle the "
"file.\n"
"GDScript has a simplified [method @GDScript.load] built-in method which can "
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Starts loading a resource interactively. The returned "
"[ResourceInteractiveLoader] object allows to load with high granularity, "
"calling its [method ResourceInteractiveLoader.poll] method successively to "
"load chunks.\n"
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]. "
"Anything that inherits from [Resource] can be used as a type hint, for "
"example [Image]."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Changes the behavior on missing sub-resources. The default behavior is to "
"abort loading."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Resource Preloader Node."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"This node is used to preload sub-resources inside a scene, so when the scene "
"is loaded, all the resources are ready to use and can be retrieved from the "
"preloader.\n"
"GDScript has a simplified [method @GDScript.preload] built-in method which "
"can be used in most situations, leaving the use of [ResourcePreloader] for "
"more advanced scenarios."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Adds a resource to the preloader with the given [code]name[/code]. If a "
"resource with the given [code]name[/code] already exists, the new resource "
"will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
"starting from 2."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Returns the resource associated to [code]name[/code]."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Returns the list of resources inside the preloader."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[code]name[/code]."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Removes the resource associated to [code]name[/code] from the preloader."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Renames a resource inside the preloader from [code]name[/code] to "
"[code]newname[/code]."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Singleton for saving Godot-specific resource types."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Singleton for saving Godot-specific resource types to the filesystem.\n"
"It uses the many [ResourceFormatSaver] classes registered in the engine "
"(either built-in or from a plugin) to save engine-specific resource data to "
"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
"(e.g. [code].res[/code] or [code].scn[/code])."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Returns the list of extensions available for saving a resource of a given "
"type."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
"that recognizes the resource object.\n"
"The [code]flags[/code] bitmask can be specified to customize the save "
"behavior.\n"
"Returns [constant OK] on success."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Save the resource with a path relative to the scene which uses it."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Bundles external resources."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Changes the [member Resource.resource_path] of the saved resource to match "
"its new location."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Do not save editor-specific metadata (identified by their [code]__editor[/"
"code] prefix)."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Save as big endian (see [member File.endian_swap])."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
"available for binary resource types."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Take over the paths of the saved subresources (see [method Resource."
"take_over_path])."
msgstr ""
#: doc/classes/RichTextEffect.xml
msgid "A custom effect for use with [RichTextLabel]."
msgstr ""
#: doc/classes/RichTextEffect.xml
msgid ""
"A custom effect for use with [RichTextLabel].\n"
"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
"defined as a member variable called [code]bbcode[/code] in the script.\n"
"[codeblock]\n"
"# The RichTextEffect will be usable like this: `[example]Some text[/"
"example]`\n"
"var bbcode = \"example\"\n"
"[/codeblock]\n"
"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
"[RichTextEffect], it will continuously process the effect unless the project "
"is paused. This may impact battery life negatively."
msgstr ""
#: doc/classes/RichTextEffect.xml
msgid ""
"Override this method to modify properties in [code]char_fx[/code]. The "
"method must return [code]true[/code] if the character could be transformed "
"successfully. If the method returns [code]false[/code], it will skip "
"transformation to avoid displaying broken text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Label that displays rich text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Rich text can contain custom text, fonts, images and some basic formatting. "
"The label manages these as an internal tag stack. It also adapts itself to "
"given width/heights.\n"
"[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
"reconstruct it from the property's contents. Any edits made to [member "
"bbcode_text] will erase previous edits made from other manual sources such "
"as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
"methods.\n"
"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
"example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], "
"use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
"[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n"
"[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to "
"horizontally align text to the center. Instead, enable [member "
"bbcode_enabled] and surround the text in a [code][center][/code] tag as "
"follows: [code][center]Example[/center][/code]. There is currently no built-"
"in way to vertically align text either, but this can be emulated by relying "
"on anchors/containers and the [member fit_content_height] property.\n"
"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds an image's opening and closing tags to the tag stack, optionally "
"providing a [code]width[/code] and [code]height[/code] to resize the image.\n"
"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
"will be adjusted in order to keep the original aspect ratio."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
"[method append_bbcode].\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the height of the content."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of newlines in the tag stack's text tags. Considers "
"wrapped text as one line."
msgstr ""
#: doc/classes/RichTextLabel.xml
#, fuzzy
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "Vrátí sinus parametru."
#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the number of visible lines."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Installs a custom effect. [code]effect[/code] should be a valid "
"[RichTextEffect]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a newline tag to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The assignment version of [method append_bbcode]. Clears the tag stack and "
"inserts the new content.\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Terminates the current tag. Use after [code]push_*[/code] methods to close "
"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds an [code][align][/code] tag based on the given [code]align[/code] "
"value. See [enum Align] for possible values."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag with a bold font to the tag stack. This is "
"the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
"code] tag."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
"[table][/code] tag. See [method push_table] for details."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][color][/code] tag to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
"its duration."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/"
"code] by current [member tab_size] to determine new margin length."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
"code] tag."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes "
"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
"fully implemented!"
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]"
"[url=something]{text}[/url][/code], but supports non-[String] metadata types."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][s][/code] tag to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][table=columns][/code] tag to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds a [code][u][/code] tag to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Removes a line of content from the label. Returns [code]true[/code] if the "
"line exists.\n"
"The [code]line[/code] argument is the index of the line to remove, it can "
"take values in the interval [code][0, get_line_count() - 1][/code]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Scrolls the window's top line to match [code]line[/code]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Edits the selected column's expansion options. If [code]expand[/code] is "
"[code]true[/code], the column expands in proportion to its expansion ratio "
"versus the other columns' ratios.\n"
"For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
"would expand 30 and 40 pixels, respectively.\n"
"If [code]expand[/code] is [code]false[/code], the column will not contribute "
"to the total ratio."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the label uses BBCode formatting.\n"
"[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method "
"add_text] will reset this to [code]false[/code]. Use instead [method "
"append_bbcode] to preserve BBCode formatting."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The label's text in BBCode format. Is not representative of manual "
"modifications to the internal tag stack. Erases changes made by other "
"methods when edited.\n"
"[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with "
"[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) "
"as it replaces the whole text and can cause slowdowns. It will also erase "
"all BBCode that was added to stack using [code]push_*[/code] methods. Use "
"[method append_bbcode] for adding text instead, unless you absolutely need "
"to close a tag that was opened in an earlier method call."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The currently installed custom effects. This is an array of "
"[RichTextEffect]s.\n"
"To add a custom effect, it's more convenient to use [method install_effect]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the label's height will be automatically updated to "
"fit its content.\n"
"[b]Note:[/b] This property is used as a workaround to fix issues with "
"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will "
"be removed in future versions."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the label underlines meta tags such as [code][url]"
"{text}[/url][/code]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label uses the custom font color."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The range of characters to display, as a [float] between 0.0 and 1.0. When "
"assigned an out of range value, it's the same as assigning 1.0.\n"
"[b]Note:[/b] Setting this property updates [member visible_characters] based "
"on current [method get_total_character_count]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
"code] does not block scrolling completely. See [method scroll_to_line]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"If [code]true[/code], the window scrolls down to display new content "
"automatically."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "If [code]true[/code], the label allows text selection."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The number of spaces associated with a single tab length. Does not affect "
"[code]\\t[/code] in text tags, only indent tags."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The raw text of the label.\n"
"When set, clears the tag stack and adds a raw text tag to the top of it. "
"Does not parse BBCodes. Does not modify [member bbcode_text]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The restricted number of characters to display in the label. If [code]-1[/"
"code], all characters will be displayed.\n"
"[b]Note:[/b] Setting this property updates [member percent_visible] based on "
"current [method get_total_character_count]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Triggered when the user clicks on content between meta tags. If the meta is "
"defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the "
"parameter for this signal will be a [String] type. If a particular type or "
"an object is desired, the [method push_meta] method must be used to manually "
"insert the data into the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Triggers when the mouse exits a meta tag."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Triggers when the mouse enters a meta tag."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Makes text left aligned."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Makes text centered."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Makes text right aligned."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Makes text fill width."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Aligns top of the inline image to the top of the text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Aligns center of the inline image to the center of the text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Aligns bottom of the inline image to the baseline of the text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Aligns bottom of the inline image to the bottom of the text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a number marker."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a letter marker."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Each list item has a filled circle marker."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The default text color."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"The color of selected text, used when [member selection_enabled] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The color of the font's shadow."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The color of the selection box."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The vertical space between lines."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around "
"the whole text as an outline."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The horizontal offset of the font's shadow."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The vertical offset of the font's shadow."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The horizontal separation of elements in a table."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The vertical separation of elements in a table."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The font used for bold text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The font used for bold italics text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The font used for italics text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The font used for monospace text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The default text font."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The background used when the [RichTextLabel] is focused."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "The normal background for the [RichTextLabel]."
msgstr ""
#: doc/classes/RID.xml
msgid "Handle for a [Resource]'s unique ID."
msgstr ""
#: doc/classes/RID.xml
msgid ""
"The RID type is used to access the unique integer ID of a resource. They are "
"opaque, which means they do not grant access to the associated resource by "
"themselves. They are used by and with the low-level Server classes such as "
"[VisualServer]."
msgstr ""
#: doc/classes/RID.xml
msgid ""
"Creates a new RID instance with the ID of a given resource. When not handed "
"a valid resource, silently stores the unused ID 0."
msgstr ""
#: doc/classes/RID.xml
msgid "Returns the ID of the referenced resource."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Physics Body whose position is determined through physics simulation in 3D "
"space."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"This is the node that implements full 3D physics. This means that you do not "
"control a RigidBody directly. Instead, you can apply forces to it (gravity, "
"impulses, etc.), and the physics simulation will calculate the resulting "
"movement, collision, bouncing, rotating, etc.\n"
"A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and "
"Kinematic.\n"
"[b]Note:[/b] Don't change a RigidBody's position every frame or very often. "
"Sporadic changes work fine, but physics runs at a different granularity "
"(fixed Hz) than usual rendering (process callback) and maybe even in a "
"separate thread, so changing this from a process loop may result in strange "
"behavior. If you need to directly affect the body's state, use [method "
"_integrate_forces], which allows you to directly access the physics state.\n"
"If you need to override the default physics behavior, you can write a custom "
"force integration function. See [member custom_integrator].\n"
"With Bullet physics (the default), the center of mass is the RigidBody3D "
"center. With GodotPhysics, the center of mass is the average of the "
"[CollisionShape] centers."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Called during physics processing, allowing you to read and safely modify the "
"simulation state for the object. By default, it works in addition to the "
"usual physics behavior, but the [member custom_integrator] property allows "
"you to disable the default behavior and do fully custom force integration "
"for a body."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Adds a constant directional force (i.e. acceleration) without affecting "
"rotation.\n"
"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Adds a constant directional force (i.e. acceleration).\n"
"The position uses the rotation of the global coordinate system, but is "
"centered at the object's origin."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Adds a constant rotational force (i.e. a motor) without affecting position."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Applies a directional impulse without affecting rotation.\n"
"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Applies a positioned impulse to the body. An impulse is time independent! "
"Applying an impulse every frame would result in a framerate-dependent force. "
"For this reason it should only be used when simulating one-time impacts. The "
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Applies a torque impulse which will be affected by the body mass and shape. "
"This will rotate the body around the [code]impulse[/code] vector passed."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Returns [code]true[/code] if the specified linear or rotational axis is "
"locked."
msgstr ""
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
msgid ""
"Returns a list of the bodies colliding with this one. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of collisions is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Returns the inverse inertia tensor basis. This is used to calculate the "
"angular acceleration resulting from a torque applied to the RigidBody."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Locks the specified linear or rotational axis."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the X axis."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Y axis."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Lock the body's rotation in the Z axis."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the X axis."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Y axis."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "Lock the body's movement in the Z axis."
msgstr ""
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness).\n"
"Deprecated, use [member PhysicsMaterial.bounce] instead via [member "
"physics_material_override]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"If [code]true[/code], the body can enter sleep mode when there is no "
"movement. See [member sleeping].\n"
"[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its "
"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
"manually by setting its [member sleeping] property to [code]true[/code]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"If [code]true[/code], the RigidBody will emit signals when it collides with "
"another RigidBody. See also [member contacts_reported]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The maximum number of contacts that will be recorded. Requires [member "
"contact_monitor] to be set to [code]true[/code].\n"
"[b]Note:[/b] The number of contacts is different from the number of "
"collisions. Collisions between parallel edges will result in two contacts "
"(one at each end), and collisions between parallel faces will result in four "
"contacts (one at each corner)."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"If [code]true[/code], continuous collision detection is used.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided. "
"Continuous collision detection is more precise, and misses fewer impacts by "
"small, fast-moving objects. Not using continuous collision detection is "
"faster to compute, but can miss small, fast-moving objects."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"If [code]true[/code], internal force integration will be disabled (like "
"gravity or air friction) for this body. Other than collision response, the "
"body will only move as determined by the [method _integrate_forces] "
"function, if defined."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's friction, from 0 (frictionless) to 1 (max friction).\n"
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"This is multiplied by the global 3D gravity setting found in [b]Project > "
"Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For "
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear damp. Cannot be less than -1.0. If this value is different "
"from -1.0 it will be added to any linear damp derived from the world or "
"areas.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's linear velocity in units per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
msgid "The body's mass."
msgstr ""
#: doc/classes/RigidBody.xml
msgid "The body mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
#: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
msgid ""
"The physics material override for the body.\n"
"If a material is assigned to this property, it will be used instead of any "
"other physics material, such as an inherited one."
msgstr ""
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
msgid ""
"If [code]true[/code], the body will not move and will not calculate forces "
"until woken up by another body through, for example, a collision, or by "
"using the [method apply_impulse] or [method add_force] methods."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"The body's weight based on its mass and the global 3D gravity. Global values "
"are set in [b]Project > Project Settings > Physics > 3d[/b]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Emitted when the collision with another [PhysicsBody] or [GridMap] ends. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Emitted when one of this RigidBody's [Shape]s collides with another "
"[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to "
"be set to [code]true[/code] and [member contacts_reported] to be set high "
"enough to detect all the collisions. [GridMap]s are detected if the "
"[MeshLibrary] has Collision [Shape]s.\n"
"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap].\n"
"[code]body_shape_index[/code] the index of the [Shape] of the other "
"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
"[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code].\n"
"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
"[ConcavePolygonShape] with Bullet physics if you need shape indices."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Emitted when the collision between one of this RigidBody's [Shape]s and "
"another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s "
"are detected if the Meshes have [Shape]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap].\n"
"[code]body_shape_index[/code] the index of the [Shape] of the other "
"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
"[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
"shape_owner_get_owner(local_shape_index)[/code].\n"
"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
"[ConcavePolygonShape] with Bullet physics if you need shape indices."
msgstr ""
#: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
msgid ""
"Emitted when the physics engine changes the body's sleeping state.\n"
"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
"signal. It is only emitted if the sleeping state is changed by the physics "
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
"affected by forces, and can move, rotate, and be affected by user code."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Static mode. The body behaves like a [StaticBody], and can only move by user "
"code."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Character body mode. This behaves like a rigid body, but can not rotate."
msgstr ""
#: doc/classes/RigidBody.xml
msgid ""
"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
"move by user code."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "A body that is controlled by the 2D physics engine."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"This node implements simulated 2D physics. You do not control a RigidBody2D "
"directly. Instead, you apply forces to it (gravity, impulses, etc.) and the "
"physics simulation calculates the resulting movement based on its mass, "
"friction, and other physical properties.\n"
"A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and "
"Kinematic.\n"
"[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or "
"[code]linear_velocity[/code] every frame or even very often. If you need to "
"directly affect the body's state, use [method _integrate_forces], which "
"allows you to directly access the physics state.\n"
"Please also keep in mind that physics bodies manage their own transform "
"which overwrites the ones you set. So any direct or indirect transformation "
"(including scaling of the node or its parent) will be visible in the editor "
"only, and immediately reset at runtime.\n"
"If you need to override the default physics behavior or add a transformation "
"at runtime, you can write a custom force integration. See [member "
"custom_integrator].\n"
"The center of mass is always located at the node's origin without taking "
"into account the [CollisionShape2D] centroid offsets."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "2D Physics Platformer Demo"
msgstr ""
#: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
msgid "Instancing Demo"
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Allows you to read and safely modify the simulation state for the object. "
"Use this instead of [method Node._physics_process] if you need to directly "
"change the body's [code]position[/code] or other physics properties. By "
"default, it works in addition to the usual physics behavior, but [member "
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Applies a positioned impulse to the body. An impulse is time-independent! "
"Applying an impulse every frame would result in a framerate-dependent force. "
"For this reason it should only be used when simulating one-time impacts (use "
"the \"_force\" functions otherwise). The position uses the rotation of the "
"global coordinate system, but is centered at the object's origin."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Sets the body's velocity on the given axis. The velocity in the given vector "
"axis will be set as the given vector length. This is useful for jumping "
"behavior."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Returns [code]true[/code] if a collision would result from moving in the "
"given vector. [code]margin[/code] increases the size of the shapes involved "
"in the collision detection, and [code]result[/code] is an object of type "
"[Physics2DTestMotionResult], which contains additional information about the "
"collision (should there be one)."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
"added to the default project value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "The body's total applied force."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "The body's total applied torque."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"If [code]true[/code], the body can enter sleep mode when there is no "
"movement. See [member sleeping].\n"
"[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its "
"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
"manually by setting its [member sleeping] property to [code]true[/code]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"If [code]true[/code], the body will emit signals when it collides with "
"another RigidBody2D. See also [member contacts_reported]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"The maximum number of contacts that will be recorded. Requires [member "
"contact_monitor] to be set to [code]true[/code].\n"
"[b]Note:[/b] The number of contacts is different from the number of "
"collisions. Collisions between parallel edges will result in two contacts "
"(one at each end)."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Continuous collision detection mode.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide instead of moving it and correcting its movement after collision. "
"Continuous collision detection is slower, but more precise and misses fewer "
"collisions with small, fast-moving objects. Raycasting and shapecasting "
"methods are available. See [enum CCDMode] for details."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"If [code]true[/code], internal force integration is disabled for this body. "
"Aside from collision response, the body will only move as determined by the "
"[method _integrate_forces] function."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction).\n"
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Multiplies the gravity applied to the body. The body's gravity is calculated "
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's moment of inertia. This is like mass, but for rotation: it "
"determines how much torque it takes to rotate the body. The moment of "
"inertia is usually computed automatically from the mass and the shapes, but "
"this function allows you to set a custom value. Set 0 inertia to return to "
"automatically computing it."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
"default project value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's linear velocity in pixels per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "The body's mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
"[b]Project > Project Settings > Physics > 2d[/b]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
"to be set to [code]true[/code] and [member contacts_reported] to be set high "
"enough to detect all the collisions. [TileMap]s are detected if the "
"[TileSet] has Collision [Shape2D]s.\n"
"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [Physics2DServer].\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap].\n"
"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
"[CollisionShape2D] node with [code]body."
"shape_owner_get_owner(body_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape2D] of this "
"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [Physics2DServer].\n"
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap].\n"
"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
"[CollisionShape2D] node with [code]body."
"shape_owner_get_owner(body_shape_index)[/code].\n"
"[code]local_shape_index[/code] the index of the [Shape2D] of this "
"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Rigid mode. The body behaves as a physical object. It collides with other "
"bodies and responds to forces applied to it. This is the default mode."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Character mode. Similar to [constant MODE_RIGID], but the body can not "
"rotate."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
"by code."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Continuous collision detection disabled. This is the fastest way to detect "
"body collisions, but can miss small, fast-moving objects."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Continuous collision detection enabled using raycasting. This is faster than "
"shapecasting but less precise."
msgstr ""
#: doc/classes/RigidBody2D.xml
msgid ""
"Continuous collision detection enabled using shapecasting. This is the "
"slowest CCD method and the most precise."
msgstr ""
#: doc/classes/Room.xml
msgid "Room node, used to group objects together locally for [Portal] culling."
msgstr ""
#: doc/classes/Room.xml
msgid ""
"The [Portal] culling system requires levels to be built using objects "
"grouped together by location in areas called [Room]s. In many cases these "
"will correspond to actual rooms in buildings, but not necessarily (a canyon "
"area may be treated as a room).\n"
"Any [VisualInstance] that is a child or grandchild of a [Room] will be "
"assigned to that room, if the [code]portal_mode[/code] of that "
"[VisualInstance] is set to [code]STATIC[/code] (does not move) or "
"[code]DYNAMIC[/code] (moves only within the room).\n"
"Internally the room boundary must form a [b]convex hull[/b], and by default "
"this is determined automatically by the geometry of the objects you place "
"within the room.\n"
"You can alternatively precisely specify a [b]manual bound[/b]. If you place "
"a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn "
"off the bound generation from geometry, and instead use the vertices of this "
"MeshInstance to directly calculate a convex hull during the conversion stage "
"(see [RoomManager]).\n"
"In order to see from one room into an adjacent room, [Portal]s must be "
"placed over non-occluded openings between rooms. These will often be placed "
"over doors and windows."
msgstr ""
#: doc/classes/Room.xml
msgid ""
"If [code]points[/code] are set, the [Room] bounding convex hull will be "
"built from these points. If no points are set, the room bound will either be "
"derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/"
"code]), or from the geometry within the room.\n"
"Note that you can use the [code]Generate Points[/code] editor button to get "
"started. This will use either the geometry or manual bound to generate the "
"room hull, and save the resulting points, allowing you to edit them to "
"further refine the bound."
msgstr ""
#: doc/classes/Room.xml
msgid ""
"The [code]simplify[/code] value determines to what degree room hulls "
"(bounds) are simplified, by removing similar planes. A value of 0 gives no "
"simplification, 1 gives maximum simplification."
msgstr ""
#: doc/classes/Room.xml
msgid ""
"The room hull simplification can either use the default value set in the "
"[RoomManager], or override this and use the per room setting."
msgstr ""
#: doc/classes/RoomGroup.xml
msgid "Groups [Room]s together to allow common functionality."
msgstr ""
#: doc/classes/RoomGroup.xml
msgid ""
"Although [Room] behavior can be specified individually, sometimes it is "
"faster and more convenient to write functionality for a group of rooms.\n"
"[RoomGroup]s should be placed as children of the [b]room list[/b] (the "
"parent [Node] of your [Room]s), and [Room]s should be placed in turn as "
"children of a [RoomGroup] in order to assign them to the RoomGroup.\n"
"A [RoomGroup] can for example be used to specify [Room]s that are "
"[b]outside[/b], and switch on or off a directional light, sky, or rain "
"effect as the player enters / exits the area.\n"
"[RoomGroup]s receive [b]gameplay callbacks[/b] when the "
"[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or "
"[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] "
"(see [RoomManager] for details)."
msgstr ""
#: doc/classes/RoomGroup.xml
msgid ""
"This priority will be applied to [Room]s within the group. The [Room] "
"priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] "
"another room or rooms.\n"
"When the [Camera] is within more than one room (regular and internal), the "
"higher priority room will take precedence. So with for example, a house "
"inside a terrain 'room', you would make the house higher priority, so that "
"when the camera is within the house, the house is used as the source room, "
"but outside the house, the terrain room would be used instead."
msgstr ""
#: doc/classes/RoomManager.xml
msgid "The RoomManager node is used to control the portal culling system."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"In order to utilize the portal occlusion culling system, you must build your "
"level using [Room]s and [Portal]s. Before these can be used at runtime, they "
"must undergo a short conversion process to build the [code]room graph[/"
"code], runtime data needed for portal culling. The [code]room graph[/code] "
"is controlled by the [RoomManager] node, and the [RoomManager] also contains "
"settings that are common throughout the portal system."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"This function clears all converted data from the [b]room graph[/b]. Use this "
"before unloading a level, when transitioning from level to level, or "
"returning to a main menu."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"This is the most important function in the whole portal culling system. "
"Without it, the system cannot function.\n"
"First it goes through every [Room] that is a child of the [code]room list[/"
"code] node (and [RoomGroup]s within) and converts and adds it to the "
"[code]room graph[/code].\n"
"This works for both [Room] nodes, and [Spatial] nodes that follow a special "
"naming convention. They should begin with the prefix [i]'Room_'[/i], "
"followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. "
"This will automatically convert such [Spatial]s to [Room] nodes for you. "
"This is useful if you want to build you entire room system in e.g. Blender, "
"and reimport multiple times as you work on the level.\n"
"The conversion will try to assign [VisualInstance]s that are children and "
"grandchildren of the [Room] to the room. These should be given a suitable "
"[code]portal mode[/code] (see the [CullInstance] documentation). The default "
"[code]portal mode[/code] is [code]STATIC[/code] - objects which are not "
"expected to move while the level is played, which will typically be most "
"objects.\n"
"The conversion will usually use the geometry of these [VisualInstance]s (and "
"the [Portal]s) to calculate a convex hull bound for the room. These bounds "
"will be shown in the editor with a wireframe. Alternatively you can specify "
"a manual custom bound for any room, see the [Room] documentation.\n"
"By definition, [Camera]s within a room can see everything else within the "
"room (that is one advantage to using convex hulls). However, in order to see "
"from one room into adjacent rooms, you must place [Portal]s, which represent "
"openings that the camera can see through, like windows and doors.\n"
"[Portal]s are really just specialized [MeshInstance]s. In fact you will "
"usually first create a portal by creating a [MeshInstance], especially a "
"[code]plane[/code] mesh instance. You would move the plane in the editor to "
"cover a window or doorway, with the front face pointing outward from the "
"room. To let the conversion process know you want this mesh to be a portal, "
"again we use a special naming convention. [MeshInstance]s to be converted to "
"a [Portal] should start with the prefix [i]'Portal_'[/i].\n"
"You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow "
"the system to automatically detect the nearest [Room] to link. In most cases "
"this will work fine.\n"
"An alternative method is to specify the [Room] to link to manually, "
"appending a suffix to the portal name, which should be the name of the room "
"you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to "
"link to the room named [i]'Room_lounge'[/i].\n"
"There is a special case here - Godot does not allow two nodes to share the "
"same name. What if you want to manually have more than one portal leading "
"into the same room? Surely they will need to both be called, e.g. "
"[i]'Portal_lounge'[/i]?\n"
"The solution is a wildcard character. After the room name, if you use the "
"character [i]'*'[/i], this character and anything following it will be "
"ignored. So you can use for example [i]'Portal_lounge*0'[/i], "
"[i]'Portal_lounge*1'[/i] etc.\n"
"Note that [Portal]s that have already been converted to [Portal] nodes "
"(rather than [MeshInstance]s) still need to follow the same naming "
"convention, as they will be relinked each time during conversion.\n"
"It is recommended that you only place objects in rooms that are desired to "
"stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] "
"or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and "
"[code]ROAMING[/code] objects are best placed in another part of the scene "
"tree, to avoid confusion. See [CullInstance] for a full description of "
"portal modes."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Switches the portal culling system on and off.\n"
"It is important to note that when portal culling is active, it is "
"responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
"helpers may not be available when active, so switching the active flag is "
"intended to be used to ensure your [Room] / [Portal] layout works within the "
"editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
"graph[/code] is unloaded (the rooms have not yet been converted).\n"
"[b]Note:[/b] For efficiency, the portal system is designed to work with only "
"the core visual object types. In particular, only nodes derived from "
"[VisualInstance] are expected to show when the system is active."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Large objects can 'sprawl' over (be present in) more than one room. It can "
"be useful to visualize which objects are sprawling outside the current "
"room.\n"
"Toggling this setting turns this debug view on and off."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Usually we don't want objects that only [b]just[/b] cross a boundary into an "
"adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has "
"an extra margin, or tolerance zone where objects can enter without sprawling "
"to a neighbouring room.\n"
"In most cases you can set this here for all portals. It is possible to "
"override the margin for each portal."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"When using a partial or full PVS, the gameplay monitor allows you to receive "
"callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/"
"b]. The gameplay area is defined as either the primary, or secondary PVS.\n"
"These callbacks allow you to, for example, reduce processing for objects "
"that are far from the player, or turn on and off AI.\n"
"You can either choose to receive callbacks as notifications through the "
"[code]_notification[/code] function, or as signals.\n"
"[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n"
"[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n"
"Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]"
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"If enabled, the system will attempt to merge similar meshes (particularly in "
"terms of materials) within [Room]s during conversion. This can significantly "
"reduce the number of drawcalls and state changes required during rendering, "
"albeit at a cost of reduced culling granularity.\n"
"[b]Note:[/b] This operates at runtime during the conversion process, and "
"will only operate on exported or running projects, in order to prevent "
"accidental alteration to the scene and loss of data."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"When converting rooms, the editor will warn you if overlap is detected "
"between rooms. Overlap can interfere with determining the room that cameras "
"and objects are within. A small amount can be acceptable, depending on your "
"level. Here you can alter the threshold at which the editor warning appears. "
"There are no other side effects."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Portal rendering is recursive - each time a portal is seen through an "
"earlier portal there is some cost. For this reason, and to prevent the "
"possibility of infinite loops, this setting provides a hard limit on the "
"recursion depth.\n"
"[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Portal culling normally operates using the current [Camera] / [Camera]s, "
"however for debugging purposes within the editor, you can use this setting "
"to override this behavior and force it to use a particular camera to get a "
"better idea of what the occlusion culling is doing."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Optionally during conversion the potentially visible set (PVS) of rooms that "
"are potentially visible from each room can be calculated. This can be used "
"either to aid in dynamic portal culling, or to totally replace portal "
"culling.\n"
"In [code]Full[/code] PVS Mode, all objects within the potentially visible "
"rooms will be frustum culled, and rendered if they are within the view "
"frustum."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"In order to reduce processing for roaming objects, an expansion is applied "
"to their AABB as they move. This expanded volume is used to calculate which "
"rooms the roaming object is within. If the object's exact AABB is still "
"within this expanded volume on the next move, there is no need to reprocess "
"the object, which can save considerable CPU.\n"
"The downside is that if the expansion is too much, the object may end up "
"unexpectedly sprawling into neighbouring rooms and showing up where it might "
"otherwise be culled.\n"
"In order to balance roaming performance against culling accuracy, this "
"expansion margin can be customized by the user. It will typically depend on "
"your room and object sizes, and movement speeds. The default value should "
"work reasonably in most circumstances."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"During the conversion process, the geometry of objects within [Room]s, or a "
"custom specified manual bound, are used to generate a [b]convex hull bound[/"
"b].\n"
"This convex hull is [b]required[/b] in the visibility system, and is used "
"for many purposes. Most importantly, it is used to decide whether the "
"[Camera] (or an object) is within a [Room]. The convex hull generating "
"algorithm is good, but occasionally it can create too many (or too few) "
"planes to give a good representation of the room volume.\n"
"The [code]room_simplify[/code] value can be used to gain fine control over "
"this process. It determines how similar planes can be for them to be "
"considered the same (and duplicates removed). The value can be set between 0 "
"(no simplification) and 1 (maximum simplification).\n"
"The value set here is the default for all rooms, but individual rooms can "
"override this value if desired.\n"
"The room convex hulls are shown as a wireframe in the editor."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"For the [Room] conversion process to succeed, you must point the "
"[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which "
"we refer to as the [code]roomlist[/code] (the roomlist is not a special node "
"type, it is normally just a [Spatial])."
msgstr ""
#: doc/classes/RoomManager.xml
msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"When receiving gameplay callbacks when objects enter and exit gameplay, the "
"[b]gameplay area[/b] can be defined by either the primary PVS (potentially "
"visible set) of [Room]s, or the secondary PVS (the primary PVS and their "
"neighbouring [Room]s).\n"
"Sometimes using the larger gameplay area of the secondary PVS may be "
"preferable."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Use only [Portal]s at runtime to determine visibility. PVS will not be "
"generated at [Room]s conversion, and gameplay notifications cannot be used."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Use a combination of PVS and [Portal]s to determine visibility (this is "
"usually fastest and most accurate)."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Use only the PVS (potentially visible set) of [Room]s to determine "
"visibility."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Editor-only helper for setting up root motion in [AnimationTree]."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid ""
"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
"is used to give impulse to a character. When working with 3D animations, a "
"popular technique is for animators to use the root skeleton bone to give "
"motion to the rest of the skeleton. This allows animating characters in a "
"way where steps actually match the floor below. It also allows precise "
"interaction with objects during cinematics. See also [AnimationTree].\n"
"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
"hidden automatically in the running project, and will also be converted to a "
"plain [Node] in the running project. This means a script attached to a "
"[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
"[code]extends RootMotionView[/code]. Additionally, it must not be a "
"[code]tool[/code] script."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Using AnimationTree - Root motion"
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Path to an [AnimationTree] node to use as a basis for root motion."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "The grid's cell size in 3D units."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "The grid's color."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid ""
"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
"distance from the origin increases until this [member radius] is reached."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid ""
"If [code]true[/code], the grid's points will all be on the same Y coordinate "
"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
"coordinate is preserved."
msgstr ""
#: doc/classes/SceneState.xml
msgid "A script interface to a scene file's data."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Maintains a list of resources, nodes, exported, and overridden properties, "
"and built-in scripts associated with a scene.\n"
"This class cannot be instantiated directly, it is retrieved for a given "
"scene as the result of [method PackedScene.get_state]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the list of bound parameters for the signal at [code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the number of signal connections in the scene.\n"
"The [code]idx[/code] argument used to query connection metadata in other "
"[code]get_connection_*[/code] methods in the interval [code][0, "
"get_connection_count() - 1][/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
"Object.ConnectFlags] constants."
msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the method connected to the signal at [code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the name of the signal at [code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the path to the node that owns the signal at [code]idx[/code], "
"relative to the root node."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the path to the node that owns the method connected to the signal at "
"[code]idx[/code], relative to the root node."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the number of nodes in the scene.\n"
"The [code]idx[/code] argument used to query node data in other "
"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
"1][/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the list of group names associated with the node at [code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the node's index, which is its position relative to its siblings. "
"This is only relevant and saved in scenes for cases where new nodes are "
"added to an instanced or inherited scene among siblings from the base scene. "
"Despite the name, this index is not related to the [code]idx[/code] argument "
"used here and in other methods."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole "
"branch starting at this node, with its child nodes and resources), or "
"[code]null[/code] if the node is not an instance."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the path to the represented scene file if the node at [code]idx[/"
"code] is an [InstancePlaceholder]."
msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the name of the node at [code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the path to the owner of the node at [code]idx[/code], relative to "
"the root node."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the path to the node at [code]idx[/code].\n"
"If [code]for_parent[/code] is [code]true[/code], returns the path of the "
"[code]idx[/code] node's parent instead."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the number of exported or overridden properties for the node at "
"[code]idx[/code].\n"
"The [code]prop_idx[/code] argument used to query node property data in other "
"[code]get_node_property_*[/code] methods in the interval [code][0, "
"get_node_property_count() - 1][/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the name of the property at [code]prop_idx[/code] for the node at "
"[code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns the value of the property at [code]prop_idx[/code] for the node at "
"[code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid "Returns the type of the node at [code]idx[/code]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"Returns [code]true[/code] if the node at [code]idx[/code] is an "
"[InstancePlaceholder]."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"If passed to [method PackedScene.instance], blocks edits to the scene state."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"If passed to [method PackedScene.instance], provides inherited scene "
"resources to the local scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"If passed to [method PackedScene.instance], provides local scene resources "
"to the local scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/SceneState.xml
msgid ""
"If passed to [method PackedScene.instance], it's similar to [constant "
"GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
"to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Manages the game loop via a hierarchy of nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"As one of the most important classes, the [SceneTree] manages the hierarchy "
"of nodes in a scene as well as scenes themselves. Nodes can be added, "
"retrieved and removed. The whole scene tree (and thus the current scene) can "
"be paused. Scenes can be loaded, switched and reloaded.\n"
"You can also use the [SceneTree] to organize your nodes into groups: every "
"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
"group. You can then iterate these groups or even call methods and set "
"properties on all the group's members at once.\n"
"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
"thus in charge of the game loop."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Calls [code]method[/code] on each member of the given group. You can pass "
"arguments to [code]method[/code] by specifying them at the end of the method "
"call. This method is equivalent of calling [method call_group_flags] with "
"[constant GROUP_CALL_DEFAULT] flag.\n"
"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 "
"arguments passed to this method in total).\n"
"[b]Note:[/b] Due to design limitations, [method call_group] will fail "
"silently if one of the arguments is [code]null[/code].\n"
"[b]Note:[/b] [method call_group] will always call methods with an one-frame "
"delay, in a way similar to [method Object.call_deferred]. To call methods "
"immediately, use [method call_group_flags] with the [constant "
"GROUP_CALL_REALTIME] flag."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Calls [code]method[/code] on each member of the given group, respecting the "
"given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] "
"by specifying them at the end of the method call.\n"
"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 "
"arguments passed to this method in total).\n"
"[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail "
"silently if one of the arguments is [code]null[/code].\n"
"[codeblock]\n"
"# Call the method immediately and in reverse order.\n"
"get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree."
"GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Changes the running scene to the one at the given [code]path[/code], after "
"loading it into a [PackedScene] and creating a new instance.\n"
"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the "
"[code]path[/code] cannot be loaded into a [PackedScene], or [constant "
"ERR_CANT_CREATE] if that scene cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
"immediately after the [method change_scene] call."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Changes the running scene to a new instance of the given [PackedScene].\n"
"Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene "
"cannot be instantiated.\n"
"[b]Note:[/b] The scene change is deferred, which means that the new scene "
"node is added on the next idle frame. You won't be able to access it "
"immediately after the [method change_scene_to] call.\n"
"[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
"unload the current scene without loading a new one."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after "
"the given time in seconds elapsed in this [SceneTree]. If "
"[code]pause_mode_process[/code] is set to [code]false[/code], pausing the "
"[SceneTree] will also pause the timer.\n"
"Commonly used to create a one-shot delay timer as in the following example:\n"
"[codeblock]\n"
"func some_function():\n"
" print(\"start\")\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"end\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Creates and returns a new [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Returns the peer IDs of all connected peers of this [SceneTree]'s [member "
"network_peer]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns the number of nodes in this [SceneTree]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns a list of all nodes assigned to the given group."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
"(both running and paused)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns the sender's peer ID for the most recently received RPC call."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if the given group exists."
msgstr ""
#: doc/classes/SceneTree.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
"handled with [method set_input_as_handled]."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/SceneTree.xml
msgid ""
"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
"server mode (listening for connections)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Sends the given notification to all members of the [code]group[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Sends the given notification to all members of the [code]group[/code], "
"respecting the given [enum GroupCallFlags]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Quits the application at the end of the current iteration. A process "
"[code]exit_code[/code] can optionally be passed as an argument. If this "
"argument is [code]0[/code] or greater, it will override the [member OS."
"exit_code] defined before quitting the application.\n"
"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
"iOS Human Interface Guidelines, the user is expected to close apps via the "
"Home button."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Reloads the currently active scene.\n"
"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
"current_scene] cannot be loaded into a [PackedScene], or [constant "
"ERR_CANT_CREATE] if the scene cannot be instantiated."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group, respecting the given [enum GroupCallFlags]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Marks the most recent [InputEvent] as handled."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Configures screen stretching to the given [enum StretchMode], [enum "
"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the application automatically accepts quitting.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "The current scene."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_collisions_hint] while the project is "
"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_navigation_hint] while the project is "
"running will not have the desired effect."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "The root of the edited scene."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code] (default value), enables automatic polling of the "
"[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n"
"If [code]false[/code], you need to manually call [method MultiplayerAPI."
"poll] to process network packets and deliver RPCs/RSETs. This allows running "
"RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) "
"and for manual [Mutex] protection when accessing the [MultiplayerAPI] from "
"threads."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"The peer object to handle the RPC system (effectively enabling networking "
"when set). Depending on the peer itself, the [SceneTree] will become a "
"network server (check with [method is_network_server]) and will set the root "
"node's network mode to master, or it will become a regular peer with the "
"root node set to puppet. All child nodes are set to inherit the network mode "
"by default. Handling of networking-related events (connection, "
"disconnection, new clients) is done by connecting to [SceneTree]'s signals."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
"following behavior:\n"
"- 2D and 3D physics will be stopped. This includes signals and collision "
"detection.\n"
"- [method Node._process], [method Node._physics_process] and [method Node."
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the application quits automatically on going back (e."
"g. on Android).\n"
"To handle 'Go Back' button when this option is disabled, use [constant "
"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
"incoming connections."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "The [SceneTree]'s root [Viewport]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], font oversampling is enabled. This means that "
"[DynamicFont]s will be rendered at higher or lower size than configured "
"based on the viewport's scaling ratio. For example, in a viewport scaled "
"with a factor 1.5, a font configured with size 14 would be rendered with "
"size 21 ([code]14 * 1.5[/code]).\n"
"[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is "
"[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is "
"different from [constant STRETCH_ASPECT_IGNORE].\n"
"[b]Note:[/b] This property is set automatically for the active [SceneTree] "
"when the project starts based on the configuration of [code]rendering/"
"quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The "
"property can however be overridden at runtime as needed."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] fails to establish "
"a connection to a server. Only emitted on clients."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted when files are dragged from the OS file manager and dropped in the "
"game window. The arguments are a list of file paths and the identifier of "
"the screen where the drag originated."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Emitted whenever global menu item is clicked."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted immediately before [method Node._process] is called on every node in "
"the [SceneTree]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] connects with a "
"new peer. ID is the peer ID of the new peer. Clients get notified when other "
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a "
"peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is added to the [SceneTree]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
"code] mode."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is removed from the [SceneTree]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Emitted whenever a node is renamed."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted immediately before [method Node._physics_process] is called on every "
"node in the [SceneTree]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted when the screen resolution (fullscreen) or window size (windowed) "
"changes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever this [SceneTree]'s [member network_peer] disconnected from "
"server. Only emitted on clients."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
"renamed, etc.)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Call a group with no flags (default)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Call a group in reverse scene order."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Call a group only once even if the call is executed many times.\n"
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
"call is unique or not. Therefore when the same method is called with "
"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "No stretching."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Render stretching in higher resolution (interpolated)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Keep the specified display resolution. No interpolation. Content may appear "
"pixelated."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Fill the window with the content stretched to cover excessive space. Content "
"may appear stretched."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Retain the same aspect ratio by padding with black bars on either axis. This "
"prevents distortion."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Expand vertically. Left/right black bars may appear if the window is too "
"wide."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Expand horizontally. Top/bottom black bars may appear if the window is too "
"tall."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Expand in both directions, retaining the same aspect ratio. This prevents "
"distortion while avoiding black bars."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
msgid "One-shot timer."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
"As opposed to [Timer], it does not require the instantiation of a node. "
"Commonly used to create a one-shot delay timer as in the following example:\n"
"[codeblock]\n"
"func some_function():\n"
" print(\"Timer started.\")\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be dereferenced after its time elapses. To preserve the "
"timer, you can keep a reference to it. See [Reference]."
msgstr ""
#: doc/classes/SceneTreeTimer.xml
msgid "The time remaining (in seconds)."
msgstr ""
#: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml
msgid "Emitted when the timer reaches 0."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Lightweight object used for general-purpose animation via script, using "
"[Tweener]s."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
"[Tween], it does not require the instantiation of a node.\n"
"[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
"very much suited for simple animations or general tasks that don't require "
"visual tweaking provided by the editor. They can be used in a fire-and-"
"forget manner for some logic that normally would be done by code. You can e."
"g. make something shoot periodically by using a looped [CallbackTweener] "
"with a delay.\n"
"A [SceneTreeTween] can be created by using either [method SceneTree."
"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
"used for tweening values, but you can do manual interpolation with [method "
"interpolate_value].\n"
"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
"object, using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Most of the [SceneTreeTween] methods can be chained this way too. In the "
"following example the [SceneTreeTween] is bound to the running script's node "
"and a default transition is set for its [Tweener]s:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
"objects:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"You should avoid using more than one [SceneTreeTween] per object's property. "
"If two or more tweens animate one property at the same time, the last one "
"created will take priority and assign the final value. If you want to "
"interrupt and restart an animation, consider assigning the [SceneTreeTween] "
"to a variable:\n"
"[codeblock]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # Abort the previous animation.\n"
" tween = create_tween()\n"
"[/codeblock]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
"examples). The second accepts an [enum Tween.EaseType] constant, and "
"controls where the [code]trans_type[/code] is applied to the interpolation "
"(in the beginning, the end, or both). If you don't know which transition and "
"easing to pick, you can try different [enum Tween.TransitionType] constants "
"with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
"prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
"immediately after it is created.\n"
"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
"current frame, i.e. after [method Node._process] or [method Node."
"_physics_process] (depending on [enum Tween.TweenProcessMode])."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Binds this [SceneTreeTween] with the given [code]node[/code]. "
"[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
"independently of the animated nodes. When you bind a [Node] with the "
"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
"object is not inside tree and the [SceneTreeTween] will be automatically "
"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
"will make the pausing behavior dependent on the bound node.\n"
"For a shorter way to create and bind a [SceneTreeTween], you can use [method "
"Node.create_tween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Used to chain two [Tweener]s after [method set_parallel] is called with "
"[code]true[/code].\n"
"[codeblock]\n"
"var tween = create_tween().set_parallel(true)\n"
"tween.tween_property(...)\n"
"tween.tween_property(...) # Will run parallelly with above.\n"
"tween.chain().tween_property(...) # Will run after two above are finished.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
"is paused. It can also be used to end the [SceneTreeTween] animation "
"immediately, by setting [code]delta[/code] longer than the whole duration of "
"the [SceneTreeTween] animation.\n"
"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
"haven't finished.\n"
"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
"frame after its animation finishes. Calling [method stop] after performing "
"[method custom_step] instead keeps and resets the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. the time since it started, not counting pauses etc.). The time is "
"affected by [method set_speed_scale], and [method stop] will reset it to "
"[code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [SceneTreeTween] has finished animating will be slightly greater "
"than the actual [SceneTreeTween] duration."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"This method can be used for manual interpolation of a value, when you don't "
"want [SceneTreeTween] to do animating for you. It's similar to [method "
"@GDScript.lerp], but with support for custom transition and easing.\n"
"[code]initial_value[/code] is the starting value of the interpolation.\n"
"[code]delta_value[/code] is the change of the value in the interpolation, i."
"e. it's equal to [code]final_value - initial_value[/code].\n"
"[code]elapsed_time[/code] is the time in seconds that passed after the "
"interpolation started and it's used to control the position of the "
"interpolation. E.g. when it's equal to half of the [code]duration[/code], "
"the interpolated value will be halfway between initial and final values. "
"This value can also be greater than [code]duration[/code] or lower than 0, "
"which will extrapolate the value.\n"
"[code]duration[/code] is the total time of the interpolation.\n"
"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
"will always return the final value, regardless of [code]elapsed_time[/code] "
"provided."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
"paused and it's not finished."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
"[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Makes the next [Tweener] run parallelly to the previous one. Example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"[/codeblock]\n"
"All [Tweener]s in the example will run at the same time.\n"
"You can make the [SceneTreeTween] parallel by default by using [method "
"set_parallel]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Pauses the tweening. The animation can be resumed by using [method play]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid "Resumes a paused or stopped [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
"animated by this [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
"this method will by default run simultaneously, as opposed to sequentially."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
"paused. Check [enum TweenPauseMode] for options.\n"
"Default value is [constant TWEEN_PAUSE_BOUND]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Determines whether the [SceneTreeTween] should run during idle frame (see "
"[method Node._process]) or physics frame (see [method Node."
"_physics_process].\n"
"Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Scales the speed of tweening. This affects all [Tweener]s and their delays."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
"animated by this [SceneTreeTween]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Stops the tweening and resets the [SceneTreeTween] to its initial state. "
"This will not remove any appended [Tweener]s."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends a [CallbackTweener]. This method can be used to call an "
"arbitrary method in any object. Use [code]binds[/code] to bind additional "
"arguments for the call.\n"
"Example: object that keeps shooting every 1 second.\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().set_loops()\n"
"tween.tween_callback(self, \"shoot\").set_delay(1)\n"
"[/codeblock]\n"
"Example: turning a sprite red and then blue, with 2 second delay.\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
"acts as a timer). [code]time[/code] is the length of the interval, in "
"seconds.\n"
"Example: creating an interval in code execution.\n"
"[codeblock]\n"
"# ... some code\n"
"yield(create_tween().tween_interval(2), \"finished\")\n"
"# ... more code\n"
"[/codeblock]\n"
"Example: creating an object that moves back and forth and jumps every few "
"seconds.\n"
"[codeblock]\n"
"var tween = create_tween().set_loops()\n"
"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
"tween.tween_callback(self, \"jump\")\n"
"tween.tween_interval(2)\n"
"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
"tween.tween_callback(self, \"jump\")\n"
"tween.tween_interval(2)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends a [MethodTweener]. This method is similar to a "
"combination of [method tween_callback] and [method tween_property]. It calls "
"a method over time with a tweened value provided as an argument. The value "
"is tweened between [code]from[/code] and [code]to[/code] over the time "
"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
"bind additional arguments for the call. You can use [method MethodTweener."
"set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
"transition of the value or [method MethodTweener.set_delay] to delay the "
"tweening.\n"
"Example: making a 3D object look from one point to another point.\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
"[/codeblock]\n"
"Example: setting a text of a [Label], using an intermediate method and after "
"a delay.\n"
"[codeblock]\n"
"func _ready():\n"
" var tween = create_tween()\n"
" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
"\n"
"func set_label_text(value: int):\n"
" $Label.text = \"Counting \" + str(value)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
"[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
"seconds. The initial value by default is the property's value at the time "
"the tweening of the [PropertyTweener] starts. For example:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/codeblock]\n"
"will move the sprite to position (100, 200) and then to (200, 300). If you "
"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
"the starting position will be overwritten by the given value instead. See "
"other methods in [PropertyTweener] to see how the tweening can be tweaked "
"further.\n"
"[b]Note:[/b] You can find the correct property name by hovering over the "
"property in the Inspector. You can also provide the components of a property "
"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
"code]), where it would only apply to that particular component.\n"
"Example: moving object twice from the same position, with different "
"transition types.\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().set_trans(Tween.TRANS_SINE)\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
"set_loops]).\n"
"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
"processing frame after this signal is emitted. Calling [method stop] inside "
"the signal callback will prevent the [SceneTreeTween] from being removed."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
"running in parallel."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"If the [SceneTreeTween] has a bound node, it will process when that node can "
"process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
"TWEEN_PAUSE_STOP]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
msgstr ""
#: doc/classes/SceneTreeTween.xml
msgid ""
"The [SceneTreeTween] will process regardless of whether [SceneTree] is "
"paused."
msgstr ""
#: doc/classes/Script.xml
msgid "A class stored as a resource."
msgstr ""
#: doc/classes/Script.xml
msgid ""
"A class stored as a resource. A script extends the functionality of all "
"objects that instance it.\n"
"The [code]new[/code] method of a script subclass creates a new instance. "
"[method Object.set_script] extends an existing object, if that object's "
"class matches one of the script's base classes."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script can be instanced."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns the script directly inherited by this script."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns the script's base type."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns the default value of the specified property."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns a dictionary containing constant names and their values."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns the list of methods in this [Script]."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns the list of properties in this [Script]."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns the list of user signals defined in this [Script]."
msgstr ""
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if the script, or a base class, defines a signal "
"with the given name."
msgstr ""
#: doc/classes/Script.xml
msgid "Returns [code]true[/code] if the script contains non-empty source code."
msgstr ""
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
"script."
msgstr ""
#: doc/classes/Script.xml
msgid ""
"Returns [code]true[/code] if the script is a tool script. A tool script can "
"run in the editor."
msgstr ""
#: doc/classes/Script.xml
msgid "Reloads the script's class implementation. Returns an error code."
msgstr ""
#: doc/classes/Script.xml
msgid ""
"The script source code or an empty string if source code is not available. "
"When set, does not reload the class implementation automatically."
msgstr ""
#: doc/classes/ScriptCreateDialog.xml
msgid "The Editor's popup dialog for creating new [Script] files."
msgstr ""
#: doc/classes/ScriptCreateDialog.xml
msgid ""
"The [ScriptCreateDialog] creates script files according to a given template "
"for a given scripting language. The standard use is to configure its fields "
"prior to calling one of the [method Popup.popup] methods.\n"
"[codeblock]\n"
"func _ready():\n"
" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n"
" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
"# For script types\n"
" dialog.popup_centered()\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ScriptCreateDialog.xml
msgid "Prefills required fields to configure the ScriptCreateDialog for use."
msgstr ""
#: doc/classes/ScriptCreateDialog.xml
msgid "Emitted when the user clicks the OK button."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid "Godot editor's script editor."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid "Returns a [Script] that is currently active in editor."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
"Returns an array with all [Script] objects which are currently open in "
"editor."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid "Goes to the specified line in the current script."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
"Opens the script create dialog. The script will extend [code]base_name[/"
"code]. The file extension can be omitted from [code]base_path[/code]. It "
"will be added based on the selected scripting language."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
"Reload all currently opened scripts from disk in case the file contents are "
"newer."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr ""
#: doc/classes/ScriptEditor.xml
msgid ""
"Emitted when editor is about to close the active script. Argument is a "
"[Script] that is going to be closed."
msgstr ""
#: doc/classes/ScrollBar.xml
msgid "Base class for scroll bars."
msgstr ""
#: doc/classes/ScrollBar.xml
msgid ""
"Scrollbars are a [Range]-based [Control], that display a draggable area (the "
"size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
"versions are available."
msgstr ""
#: doc/classes/ScrollBar.xml
msgid ""
"Overrides the step used when clicking increment and decrement buttons or "
"when using arrow keys when the [ScrollBar] is focused."
msgstr ""
#: doc/classes/ScrollBar.xml
msgid "Emitted when the scrollbar is being scrolled."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "A helper node for displaying scrollable elements such as lists."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid ""
"A ScrollContainer node meant to contain a [Control] child. ScrollContainers "
"will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or "
"both) when needed and will only draw the Control within the ScrollContainer "
"area. Scrollbars will automatically be drawn at the right (for vertical) or "
"bottom (for horizontal) and will enable dragging to move the viewable "
"Control (and its children) within the ScrollContainer. Scrollbars will also "
"automatically resize the grabber based on the [member Control.rect_min_size] "
"of the Control relative to the ScrollContainer. Works great with a [Panel] "
"control. You can set [code]EXPAND[/code] on the children's size flags, so "
"they will upscale to the ScrollContainer's size if it's larger (scroll is "
"invisible for the chosen dimension)."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid ""
"Ensures the given [code]control[/code] is visible (must be a direct or "
"indirect child of the ScrollContainer). Used by [member follow_focus].\n"
"[b]Note:[/b] This will not work on a node that was just added during the "
"same frame. If you want to scroll to a newly added child, you must wait "
"until the next frame using [signal SceneTree.idle_frame]:\n"
"[codeblock]\n"
"add_child(child_node)\n"
"yield(get_tree(), \"idle_frame\")\n"
"ensure_control_visible(child_node)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid ""
"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to disable the horizontal scrollbar, use "
"[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
"its [member CanvasItem.visible] property."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid ""
"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to disable the vertical scrollbar, use "
"[member scroll_vertical_enabled]. If you want to only hide it instead, use "
"its [member CanvasItem.visible] property."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid ""
"If [code]true[/code], the ScrollContainer will automatically scroll to "
"focused children (including indirect children) to make sure they are fully "
"visible."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "The current horizontal scroll value."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "If [code]true[/code], enables horizontal scrolling."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "The current vertical scroll value."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "If [code]true[/code], enables vertical scrolling."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "Emitted when scrolling stops."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "Emitted when scrolling is started."
msgstr ""
#: doc/classes/ScrollContainer.xml
msgid "The background [StyleBox] of the [ScrollContainer]."
msgstr ""
#: doc/classes/SegmentShape2D.xml
msgid "Segment shape for 2D collisions."
msgstr ""
#: doc/classes/SegmentShape2D.xml
msgid ""
"Segment shape for 2D collisions. Consists of two points, [code]a[/code] and "
"[code]b[/code]."
msgstr ""
#: doc/classes/SegmentShape2D.xml
msgid "The segment's first point position."
msgstr ""
#: doc/classes/SegmentShape2D.xml
msgid "The segment's second point position."
msgstr ""
#: doc/classes/Semaphore.xml
msgid "A synchronization semaphore."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"A synchronization semaphore which can be used to synchronize multiple "
"[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. "
"For a binary version, see [Mutex]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"Lowers the [Semaphore], allowing one more thread in.\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"Like [method wait], but won't block, so if the value is zero, fails "
"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
"[constant OK] to report success."
msgstr ""
#: doc/classes/Semaphore.xml
msgid ""
"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/Separator.xml
msgid "Base class for separators."
msgstr ""
#: doc/classes/Separator.xml
msgid ""
"Separator is a [Control] used for separating other controls. It's purely a "
"visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) "
"versions are available."
msgstr ""
#: doc/classes/Shader.xml
msgid "A custom shader program."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"This class allows you to define a custom shader program that can be used by "
"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
"rendering objects or updating particle information. For a detailed "
"explanation and usage, please see the tutorials linked below."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Returns the texture that is set as default for the specified parameter.\n"
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Returns [code]true[/code] if the shader has this param defined as a uniform "
"in its code.\n"
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Sets the default texture to be used with a texture uniform. The default is "
"used if a texture is not set in the [ShaderMaterial].\n"
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Returns the shader's code as the user has written it, not the full generated "
"code used internally."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Returns the shader's custom defines. Custom defines can be used in Godot to "
"add GLSL preprocessor directives (e.g: extensions) required for the shader "
"logic.\n"
"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so "
"care should be taken when using them."
msgstr ""
#: doc/classes/Shader.xml
msgid "Mode used to draw all 3D objects."
msgstr ""
#: doc/classes/Shader.xml
msgid "Mode used to draw all 2D objects."
msgstr ""
#: doc/classes/Shader.xml
msgid ""
"Mode used to calculate particle information on a per-particle basis. Not "
"used for drawing."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid "A material that uses a custom [Shader] program."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid ""
"A material that uses a custom [Shader] program to render either items to "
"screen or process particles. You can create multiple materials for the same "
"shader but configure different values for the uniforms defined in the "
"shader.\n"
"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
"emit light in a [GIProbe]."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid ""
"Returns the current value set for this material of a uniform in the shader."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid ""
"Returns [code]true[/code] if the property identified by [code]name[/code] "
"can be reverted to a default value."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid ""
"Returns the default value of the material property with given [code]name[/"
"code]."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid ""
"Changes the value set for this material of a uniform in the shader.\n"
"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
"code exactly."
msgstr ""
#: doc/classes/ShaderMaterial.xml
msgid "The [Shader] program used to render this material."
msgstr ""
#: doc/classes/Shape.xml
msgid "Base class for all 3D shape resources."
msgstr ""
#: doc/classes/Shape.xml
msgid ""
"Base class for all 3D shape resources. Nodes that inherit from this can be "
"used as shapes for a [PhysicsBody] or [Area] objects."
msgstr ""
#: doc/classes/Shape.xml
msgid ""
"Returns the [ArrayMesh] used to draw the debug collision for this [Shape]."
msgstr ""
#: doc/classes/Shape.xml
msgid ""
"The collision margin for the shape. Used in Bullet Physics only.\n"
"Collision margins allow collision detection to be more efficient by adding "
"an extra shell around shapes. Collision algorithms are more expensive when "
"objects overlap by more than their margin, so a higher value for margins is "
"better for performance, at the cost of accuracy around edges as it makes "
"them less sharp."
msgstr ""
#: doc/classes/Shape2D.xml
msgid "Base class for all 2D shapes."
msgstr ""
#: doc/classes/Shape2D.xml
msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Returns [code]true[/code] if this shape is colliding with another.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Returns a list of contact point pairs where this shape touches another.\n"
"If there are no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [code]with_shape[/code].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
"A).length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the shape to check collisions with "
"([code]with_shape[/code]), and the transformation matrix of that shape "
"([code]shape_xform[/code])."
msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Returns whether this shape would collide with another, if a given movement "
"was applied.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
"([code]with_shape[/code]), the transformation matrix of that shape "
"([code]shape_xform[/code]), and the movement to test onto the other object "
"([code]shape_motion[/code])."
msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Returns a list of contact point pairs where this shape would touch another, "
"if a given movement was applied.\n"
"If there would be no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [code]with_shape[/code].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - "
"A).length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape "
"([code]local_xform[/code]), the movement to test on this shape "
"([code]local_motion[/code]), the shape to check collisions with "
"([code]with_shape[/code]), the transformation matrix of that shape "
"([code]shape_xform[/code]), and the movement to test onto the other object "
"([code]shape_motion[/code])."
msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled "
"with the specified [code]color[/code]. The exact drawing method is specific "
"for each shape and cannot be configured."
msgstr ""
#: doc/classes/Shape2D.xml
msgid ""
"The shape's custom solver bias. Defines how much bodies react to enforce "
"contact separation when this shape is involved.\n"
"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
msgstr ""
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
msgstr ""
#: doc/classes/ShortCut.xml
msgid ""
"A shortcut for binding input.\n"
"Shortcuts are commonly used for interacting with a [Control] element from a "
"[InputEvent]."
msgstr ""
#: doc/classes/ShortCut.xml
msgid "Returns the shortcut's [InputEvent] as a [String]."
msgstr ""
#: doc/classes/ShortCut.xml
msgid ""
"Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
"code]."
msgstr ""
#: doc/classes/ShortCut.xml
msgid "If [code]true[/code], this shortcut is valid."
msgstr ""
#: doc/classes/ShortCut.xml
msgid ""
"The shortcut's [InputEvent].\n"
"Generally the [InputEvent] is a keyboard key, though it can be any "
"[InputEvent]."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Skeleton for characters and animated objects."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Skeleton provides a hierarchical interface for managing bones, including "
"pose, rest and animation (see [Animation]). It can also use ragdoll "
"physics.\n"
"The overall transform of a bone with respect to the skeleton is determined "
"by the following hierarchical order: rest pose, custom pose and pose.\n"
"Note that \"global pose\" below refers to the overall transform of the bone "
"with respect to skeleton, so it not the actual global/world transform of the "
"bone."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
"become the bone index."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "[i]Deprecated soon.[/i]"
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Clear all the bones in this skeleton."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the bone index that matches [code]name[/code] as its name."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the amount of bones in the skeleton."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Returns the custom pose of the specified bone. Custom pose is applied on top "
"of the rest pose."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton. Being relative to the skeleton frame, this is not the actual "
"\"global\" transform of the bone."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton, but without any global pose overrides. Being relative to the "
"skeleton frame, this is not the actual \"global\" transform of the bone."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the name of the bone at index [code]index[/code]."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Returns the bone index which is the parent of the bone at [code]bone_idx[/"
"code]. If -1, then bone has no parent.\n"
"[b]Note:[/b] The parent bone returned will always be less than "
"[code]bone_idx[/code]."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Returns the pose transform of the specified bone. Pose is applied on top of "
"the custom pose, which is applied on top the rest pose."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
msgstr ""
#: doc/classes/Skeleton.xml
msgid ""
"Sets the bone index [code]parent_idx[/code] as the parent of the bone at "
"[code]bone_idx[/code]. If -1, then bone has no parent.\n"
"[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Sets the pose transform for bone [code]bone_idx[/code]."
msgstr ""
#: doc/classes/Skeleton.xml
msgid "Sets the rest transform for bone [code]bone_idx[/code]."
msgstr ""
#: doc/classes/Skeleton2D.xml
msgid "Skeleton for 2D characters and animated objects."
msgstr ""
#: doc/classes/Skeleton2D.xml
msgid ""
"Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of "
"[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and "
"acts as a single point of access to its bones."
msgstr ""
#: doc/classes/Skeleton2D.xml
msgid ""
"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The "
"object to return is identified by the parameter [code]idx[/code]. Bones are "
"indexed by descending the node hierarchy from top to bottom, adding the "
"children of each branch before moving to the next sibling."
msgstr ""
#: doc/classes/Skeleton2D.xml
msgid ""
"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
"Skeleton2D."
msgstr ""
#: doc/classes/Skeleton2D.xml
msgid "Returns the [RID] of a Skeleton2D instance."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
"certain point in 3D by rotating all bones in the chain accordingly."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
"certain point in 3D by rotating all bones in the chain accordingly. A "
"typical scenario for IK in games is to place a characters feet on the ground "
"or a characters hands on a currently hold object. SkeletonIK uses "
"FabrikInverseKinematic internally to solve the bone chain and applies the "
"results to the [Skeleton] [code]bones_global_pose_override[/code] property "
"for all affected bones in the chain. If fully applied this overwrites any "
"bone transform from [Animation]s or bone custom poses set by users. The "
"applied amount can be controlled with the [code]interpolation[/code] "
"property.\n"
"[codeblock]\n"
"# Apply IK effect automatically on every new frame (not the current)\n"
"skeleton_ik_node.start()\n"
"\n"
"# Apply IK effect only on the current frame\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
"skeleton_ik_node.stop()\n"
"\n"
"# Apply full IK effect\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# Apply half IK effect\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# Apply zero IK effect (a value at or below 0.01 also removes "
"bones_global_pose_override on Skeleton)\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Returns the parent [Skeleton] Node that was present when SkeletonIK entered "
"the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node "
"when SkeletonIK entered the [SceneTree]."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
"frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is "
"stopped or [method start] was used with the [code]one_time[/code] parameter "
"set to [code]true[/code]."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Starts applying IK effects on each frame to the [Skeleton] bones but will "
"only take effect starting on the next frame. If [code]one_time[/code] is "
"[code]true[/code], this will take effect immediately but also reset on the "
"next frame."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Stops applying IK effects on each frame to the [Skeleton] bones and also "
"calls [method Skeleton.clear_bones_global_pose_override] to remove existing "
"overrides on all bones."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Interpolation value for how much the IK results are applied to the current "
"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
"bone transforms completely while a value of [code]0.0[/code] will visually "
"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
"[method Skeleton.clear_bones_global_pose_override]."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Secondary target position (first is [member target] property or [member "
"target_node]) for the IK chain. Use magnet position (pole target) to control "
"the bending of the IK chain. Only works if the bone chain has more than 2 "
"bones. The middle chain bone position will be linearly interpolated with the "
"magnet position."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Number of iteration loops used by the IK solver to produce more accurate "
"(and elegant) bone chain results."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"The minimum distance between bone and goal target. If the distance is below "
"this value, the IK solver stops further iterations."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"If [code]true[/code] overwrites the rotation of the tip bone with the "
"rotation of the [member target] (or [member target_node] if defined)."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid "The name of the current root bone, the first bone in the IK chain."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"First target of the IK chain where the tip bone is placed and, if [member "
"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
"[member target_node] path is available the nodes transform is used instead "
"and this property is ignored."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"Target node [NodePath] for the IK chain. If available, the node's current "
"[Transform] is used instead of the [member target] property."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"The name of the current tip bone, the last bone in the IK chain placed at "
"the [member target] transform (or [member target_node] if defined)."
msgstr ""
#: doc/classes/SkeletonIK.xml
msgid ""
"If [code]true[/code], instructs the IK solver to consider the secondary "
"magnet target (pole target) when calculating the bone chain. Use the magnet "
"position (pole target) to control the bending of the IK chain."
msgstr ""
#: doc/classes/Sky.xml
msgid "The base class for [PanoramaSky] and [ProceduralSky]."
msgstr ""
#: doc/classes/Sky.xml
msgid ""
"The [Sky]'s radiance map size. The higher the radiance map size, the more "
"detailed the lighting from the [Sky] will be.\n"
"See [enum RadianceSize] constants for values.\n"
"[b]Note:[/b] You will only benefit from high radiance sizes if you have "
"perfectly sharp reflective surfaces in your project and are not using "
"[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member "
"radiance_size] to the default value is the best compromise between visuals "
"and performance. Be careful when using high radiance size values as these "
"can cause crashes on low-end GPUs."
msgstr ""
#: doc/classes/Sky.xml
msgid "Radiance texture size is 32×32 pixels."
msgstr ""
#: doc/classes/Sky.xml
msgid "Radiance texture size is 64×64 pixels."
msgstr ""
#: doc/classes/Sky.xml
msgid "Radiance texture size is 128×128 pixels."
msgstr ""
#: doc/classes/Sky.xml
msgid "Radiance texture size is 256×256 pixels."
msgstr ""
#: doc/classes/Sky.xml
msgid "Radiance texture size is 512×512 pixels."
msgstr ""
#: doc/classes/Sky.xml
msgid ""
"Radiance texture size is 1024×1024 pixels.\n"
"[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector "
"as it is known to cause GPU hangs on certain systems."
msgstr ""
#: doc/classes/Sky.xml
msgid ""
"Radiance texture size is 2048×2048 pixels.\n"
"[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector "
"as it is known to cause GPU hangs on certain systems."
msgstr ""
#: doc/classes/Sky.xml
msgid "Represents the size of the [enum RadianceSize] enum."
msgstr ""
#: doc/classes/Slider.xml
msgid "Base class for GUI sliders."
msgstr ""
#: doc/classes/Slider.xml
msgid ""
"Base class for GUI sliders.\n"
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
#: doc/classes/Slider.xml
msgid ""
"If [code]true[/code], the slider can be interacted with. If [code]false[/"
"code], the value can be changed only by code."
msgstr ""
#: doc/classes/Slider.xml
msgid "If [code]true[/code], the value can be changed using the mouse wheel."
msgstr ""
#: doc/classes/Slider.xml
msgid ""
"Number of ticks displayed on the slider, including border ticks. Ticks are "
"uniformly-distributed value markers."
msgstr ""
#: doc/classes/Slider.xml
msgid ""
"If [code]true[/code], the slider will display ticks for minimum and maximum "
"values."
msgstr ""
#: doc/classes/Slider.xml
msgid ""
"Emitted when dragging stops. If [code]value_changed[/code] is true, [member "
"Range.value] is different from the value when you started the dragging."
msgstr ""
#: doc/classes/Slider.xml
msgid "Emitted when dragging is started."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid "Slider between two PhysicsBodies in 3D."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"The amount of damping of the rotation when the limit is surpassed.\n"
"A lower damping value allows a rotation initiated by body A to travel to "
"body B slower."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution of the rotation when the limit is surpassed.\n"
"Does not affect damping."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the all rotation once the limit is surpassed.\n"
"Makes all rotation slower when between 0 and 1."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid "A factor applied to the all rotation in the limits."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the all rotation across axes orthogonal to the slider."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"The amount of damping that happens once the limit defined by [member "
"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
"surpassed."
msgstr ""
#: doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocity-energy gets lost."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "A soft mesh physics body."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"A deformable physics body. Used to create elastic or deformable objects such "
"as cloth, rubber, or other flexible materials.\n"
"[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not "
"recommended to use them for things that can affect gameplay (such as a "
"player character made entirely out of soft bodies)."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "Returns local translation of a vertex in the surface array."
msgstr ""
#: doc/classes/SoftBody.xml
#, fuzzy
msgid "Returns [code]true[/code] if vertex is set to pinned."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/SoftBody.xml
msgid ""
"Sets the pinned state of a surface vertex. When set to [code]true[/code], "
"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
"vertex will be attached to."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"The physics layers this SoftBody is in.\n"
"Collidable objects can exist in any of 32 different layers. These layers "
"work like a tagging system, and are not visual. A collidable can use these "
"layers to select with which objects it can collide, using the collision_mask "
"property.\n"
"A contact is detected if object A is in any of the layers that object B "
"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
"[code]false[/code] to pause the physics simulation."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"Increasing this value will improve the resulting simulation, but can affect "
"performance. Use with care."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "The SoftBody's mass."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Most basic 3D game object, parent of all 3D-related nodes."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Most basic 3D game object, with a 3D [Transform] and visibility settings. "
"All other 3D game objects inherit from Spatial. Use [Spatial] as a parent "
"node to move, scale, rotate and show/hide children in a 3D project.\n"
"Affine operations (rotate, scale, translate) happen in parent's local "
"coordinate system, unless the [Spatial] object is set as top-level. Affine "
"operations in this coordinate system correspond to direct affine operations "
"on the [Spatial]'s transform. The word local below refers to this coordinate "
"system. The coordinate system that is attached to the [Spatial] object "
"itself is referred to as object-local coordinate system.\n"
"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
"parameters must have angles specified as [i]radians[/i]. To convert degrees "
"to radians, use [method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Introduction to 3D"
msgstr ""
#: doc/classes/Spatial.xml doc/classes/Vector3.xml
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the current [World] resource this [Spatial] node is registered to."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotates the global (world) transformation around axis, a unit [Vector3], by "
"specified angle in radians. The rotation axis is in global coordinate system."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Scales the global (world) transformation by the given [Vector3] scale "
"factors."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Moves the global (world) transformation by [Vector3] offset. The offset is "
"in global coordinate system."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Disables rendering of this node. Changes [member visible] to [code]false[/"
"code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns whether node notifies about its local transformation changes. "
"[Spatial] will not propagate this by default."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
"local transformation scale."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns whether this node is set as Toplevel, that is whether it ignores its "
"parent nodes transformations."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns whether the node notifies about its global and local transformation "
"changes. [Spatial] will not propagate this by default."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
"the scene tree."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotates the node so that the local forward axis (-Z) points toward the "
"[code]target[/code] position.\n"
"The local up axis (+Y) points as close to the [code]up[/code] vector as "
"possible while staying perpendicular to the local forward axis. The "
"resulting transform is orthogonal, and the scale is preserved. Non-uniform "
"scaling may not work correctly.\n"
"The [code]target[/code] position cannot be the same as the node's position, "
"the [code]up[/code] vector cannot be zero, and the direction from the node's "
"position to the [code]target[/code] vector cannot be parallel to the "
"[code]up[/code] vector.\n"
"Operations take place in global space."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Moves the node to the specified [code]position[/code], and then rotates "
"itself to point toward the [code]target[/code] as per [method look_at]. "
"Operations take place in global space."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Resets this node's transformations (like scale, skew and taper) preserving "
"its rotation and translation by performing Gram-Schmidt orthonormalization "
"on this node's [Transform]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the X axis by angle in radians."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the Y axis by angle in radians."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Rotates the local transformation around the Z axis by angle in radians."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Scales the local transformation by given 3D scale factors in object-local "
"coordinate system."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Makes the node ignore its parents transformations. Node transformations are "
"only in global space."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
"transformation scale. Changes to the local transformation scale are "
"preserved."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Reset all transformations for this node (sets its [Transform] to the "
"identity matrix)."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Sets whether the node ignores notification that its transformation (global "
"or local) changed."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Sets whether the node notifies about its local transformation changes. "
"[Spatial] will not propagate this by default."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Sets whether the node notifies about its global and local transformation "
"changes. [Spatial] will not propagate this by default, unless it is in the "
"editor context and it has a valid gizmo."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/"
"code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Transforms [code]local_point[/code] from this node's local space to world "
"space."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Transforms [code]global_point[/code] from world space to this node's local "
"space."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Changes the node's position by the given offset [Vector3].\n"
"Note that the translation [code]offset[/code] is affected by the node's "
"scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an "
"offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) "
"to the X coordinate."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Changes the node's position by the given offset [Vector3] in local space."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Updates the [SpatialGizmo] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in degrees, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Scale part of the local transformation.\n"
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
"positive or all negative.\n"
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Local space [Transform] of this node, with respect to the parent node."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Local translation of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"If [code]true[/code], this node is drawn. The node is only visible if all of "
"its antecedents are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code])."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Emitted by portal system gameplay monitor when a node enters the gameplay "
"area."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Emitted by portal system gameplay monitor when a node exits the gameplay "
"area."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Emitted when node visibility changes."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when their global transform "
"changes. This means that either the current or a parent node changed its "
"transform.\n"
"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
"need to ask for it, with [method set_notify_transform]. The notification is "
"also sent if the node is in the editor context and it has a valid gizmo."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when they are registered to new "
"[World] resource."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification when they are unregistered from "
"current [World] resource."
msgstr ""
#: doc/classes/Spatial.xml
msgid "Spatial nodes receives this notification when their visibility changes."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification if the portal system gameplay "
"monitor detects they have entered the gameplay area."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Spatial nodes receives this notification if the portal system gameplay "
"monitor detects they have exited the gameplay area."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default 3D rendering material."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"This provides a default material with a wide variety of rendering features "
"and properties without the need to write shader code. See the tutorial below "
"for details."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Returns [code]true[/code], if the specified flag is enabled. See [enum "
"Flags] enumerator for options."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Returns the [Texture] associated with the specified [enum TextureParam]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the specified [enum Feature]. Many features "
"that are available in [SpatialMaterial]s need to be enabled before use. This "
"way the cost for using the feature is only incurred when specified. Features "
"can also be enabled by setting the corresponding member to [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the specified flag. Flags are optional "
"behavior that can be turned on and off. Only one flag can be enabled at a "
"time with this function, the flag enumerators cannot be bit-masked together "
"to enable or disable multiple flags at once. Flags can also be enabled by "
"setting the corresponding member to [code]true[/code]. See [enum Flags] "
"enumerator for options."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Sets the [Texture] to be used by the specified [enum TextureParam]. This "
"function is called when setting members ending in [code]*_texture[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The material's base color."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture to multiply by [member albedo_color]. Used for basic texturing of "
"objects."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The strength of the anisotropy effect. This is multiplied by [member "
"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
"texture contains an alpha channel."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
"the specular blob and aligns it to tangent space. This is useful for brushed "
"aluminium and hair reflections.\n"
"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
"does not contain tangents, the anisotropy effect will appear broken.\n"
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering. Anisotropic texture filtering can be enabled by selecting "
"a texture in the FileSystem dock, going to the Import dock, checking the "
"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings."
"rendering/quality/filters/anisotropic_filter_level]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture that offsets the tangent map for anisotropy calculations and "
"optionally controls the anisotropy effect (if an alpha channel is present). "
"The flowmap texture is expected to be a derivative map, with the red channel "
"representing distortion on the X axis and green channel representing "
"distortion on the Y axis. Values below 0.5 will result in negative "
"distortion, whereas values above 0.5 will result in positive distortion.\n"
"If present, the texture's alpha channel will be used to multiply the "
"strength of the [member anisotropy] effect. Fully opaque pixels will keep "
"the anisotropy effect's original strength while fully transparent pixels "
"will disable the anisotropy effect entirely. The flowmap texture's blue "
"channel is ignored."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
"darkens areas based on the [member ao_texture]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
"code], ambient occlusion only affects ambient light. If [code]1[/code], "
"ambient occlusion affects lights just as much as it affects ambient light. "
"This can be used to impact the strength of the ambient occlusion effect, but "
"typically looks unrealistic."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
"[member ao_texture]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture that defines the amount of ambient occlusion for a given point on "
"the object."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Specifies the channel of the [member ao_texture] in which the ambient "
"occlusion information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] "
"is [code]Synchronous[/code] (with or without cache), this determines how "
"this material must behave in regards to asynchronous shader compilation.\n"
"[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
"the same as disabling the clearcoat effect."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
"transparent pass to the lighting calculation resulting in an added specular "
"blob. This makes materials appear as if they have a clear layer on them that "
"can be either glossy or rough.\n"
"[b]Note:[/b] Clearcoat rendering is not visible if the material has [member "
"flags_unshaded] set to [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Sets the roughness of the clearcoat pass. A higher value results in a "
"smoother clearcoat while a lower value results in a rougher clearcoat."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture that defines the strength of the clearcoat effect and the glossiness "
"of the clearcoat. Strength is specified in the red channel while glossiness "
"is specified in the green channel."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will read depth texture at multiple points "
"along the view ray to determine occlusion and parrallax. This can be very "
"performance demanding, but results in more realistic looking depth mapping."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], depth mapping is enabled (also called \"parallax "
"mapping\" or \"height mapping\"). See also [member normal_enabled].\n"
"[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on "
"the same material. The value of [member depth_enabled] will be ignored if "
"[member uv1_triplanar] is enabled."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], direction of the binormal is flipped before using in "
"the depth effect. This may be necessary if you have encoded your binormals "
"in a way that is conflicting with the depth effect."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], direction of the tangent is flipped before using in "
"the depth effect. This may be necessary if you have encoded your tangents in "
"a way that is conflicting with the depth effect."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Number of layers to use when using [member depth_deep_parallax] and the view "
"direction is perpendicular to the surface of the object. A higher number "
"will be more performance demanding while a lower number may not look as "
"crisp."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Number of layers to use when using [member depth_deep_parallax] and the view "
"direction is parallel to the surface of the object. A higher number will be "
"more performance demanding while a lower number may not look as crisp."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Scales the depth offset effect. A higher number will create a larger depth."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to determine depth at a given pixel. Depth is always stored in "
"the red channel."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture that specifies the color of the detail overlay."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Specifies how the [member detail_albedo] should blend with the current "
"[code]ALBEDO[/code]. See [enum BlendMode] for options."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the detail overlay. Detail is a second texture "
"that gets mixed over the surface of the object based on [member "
"detail_mask]. This can be used to add variation to objects, or to blend "
"between two different albedo/normal textures."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to specify how the detail textures get blended with the base "
"textures."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture that specifies the per-pixel normal of the detail overlay.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
"layer. See [enum DetailUV] for options."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Distance at which the object appears fully opaque.\n"
"[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than "
"[code]distance_fade_min_distance[/code], the behavior will be reversed. The "
"object will start to fade away at [code]distance_fade_max_distance[/code] "
"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
"code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Distance at which the object starts to become visible. If the object is less "
"than this distance away, it will be invisible.\n"
"[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than "
"[code]distance_fade_max_distance[/code], the behavior will be reversed. The "
"object will start to fade away at [code]distance_fade_max_distance[/code] "
"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
"code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Specifies which type of fade to use. Can be any of the [enum "
"DistanceFadeMode]s."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's color. See [member emission_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the body emits light. Emitting light makes the object "
"appear brighter. The object can also cast light on other objects if a "
"[GIProbe] or [BakedLightmap] is used and this object is used in baked "
"lighting."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The emitted light's strength. See [member emission_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Sets how [member emission] interacts with [member emission_texture]. Can "
"either add or multiply. See [enum EmissionOperator] for options."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture that specifies how much surface emits light at a given point."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Forces a conversion of the [member albedo_texture] from sRGB space to linear "
"space."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Enables signed distance field rendering shader."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object receives no ambient light."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the object receives no shadow that would otherwise be "
"cast onto it."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will compute extra operations to make sure "
"the normal stays correct when using a non-uniform scale. Only enable if "
"using non-uniform scaling."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the object is rendered at the same size regardless of "
"distance."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], transparency is enabled on the body. See also [member "
"params_blend_mode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the object is unaffected by lighting."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], render point size can be changed.\n"
"[b]Note:[/b] This is only effective for objects whose geometry is point-"
"based rather than triangle-based. See also [member params_point_size]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
"areas are transparent. Useful for overlaying shadows onto a camera feed in "
"AR."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], lighting is calculated per vertex rather than per "
"pixel. This may increase performance on low-end devices, especially for "
"meshes with a lower polygon count. The downside is that shading becomes much "
"less accurate, with visible linear interpolation between vertices that are "
"joined together. This can be compensated by ensuring meshes have a "
"sufficient level of subdivision (but not too much, to avoid reducing "
"performance). Some material features are also not supported when vertex "
"shading is enabled.\n"
"See also [member ProjectSettings.rendering/quality/shading/"
"force_vertex_shading] which can globally enable vertex shading on all "
"materials.\n"
"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
"[code]mobile[/code] override.\n"
"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
"flags_unshaded] is [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], triplanar mapping is calculated in world space rather "
"than object local space. See also [member uv1_triplanar]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"A high value makes the material appear more like a metal. Non-metals use "
"their albedo as the diffuse color and add diffuse to the specular "
"reflection. With non-metals, the reflection appears on top of the albedo "
"color. Metals use their albedo as a multiplier to the specular reflection "
"and set the diffuse color to black resulting in a tinted reflection. "
"Materials work better when fully metal or fully non-metal, values between "
"[code]0[/code] and [code]1[/code] should only be used for blending between "
"metal and non-metal sections. To alter the amount of reflection use [member "
"roughness]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Sets the size of the specular lobe. The specular lobe is the bright spot "
"that is reflected from light sources.\n"
"[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
"should be left at [code]0.5[/code] in most cases. See also [member "
"roughness]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to specify metallic for an object. This is multiplied by "
"[member metallic]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Specifies the channel of the [member metallic_texture] in which the metallic "
"information is stored. This is useful when you store the information for "
"multiple effects in a single texture. For example if you stored metallic in "
"the red channel, roughness in the blue, and ambient occlusion in the green "
"you could reduce the number of textures you use."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], normal mapping is enabled."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The strength of the normal map's effect."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to specify the normal at a given pixel. The "
"[code]normal_texture[/code] only uses the red and green channels; the blue "
"and alpha channels are ignored. The normal read from [code]normal_texture[/"
"code] is oriented around the surface normal provided by the [Mesh].\n"
"[b]Note:[/b] The mesh must have both normals and tangents defined in its "
"vertex data. Otherwise, the normal map won't render correctly and will only "
"appear to darken the whole surface. If creating geometry with [SurfaceTool], "
"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
"generate_tangents] to automatically generate normals and tangents "
"respectively.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise the scale is lost when billboarding. Only applies when [member "
"params_billboard_mode] is [constant BILLBOARD_ENABLED]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Controls how the object faces the camera. See [enum BillboardMode].\n"
"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
"vector of the camera is not horizontal when the screen is attached to your "
"head instead of on the table. See [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The material's blend mode.\n"
"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
"transparent pipeline. See [enum BlendMode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Which side of the object is not drawn when backfaces are rendered. See [enum "
"CullMode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
"also [member flags_transparent]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], enables the vertex grow setting. See [member "
"params_grow_amount]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Grows object vertices in the direction of their normals."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Currently unimplemented in Godot."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The point size in pixels. See [member flags_use_point_size]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The method for rendering the specular blob. See [enum SpecularMode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the shader will discard all pixels that have an alpha "
"value less than [member params_alpha_scissor_threshold]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The number of horizontal frames in the particle sprite sheet. Only enabled "
"when using [constant BILLBOARD_PARTICLES]. See [member "
"params_billboard_mode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], particle animations are looped. Only enabled when "
"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The number of vertical frames in the particle sprite sheet. Only enabled "
"when using [constant BILLBOARD_PARTICLES]. See [member "
"params_billboard_mode]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Distance over which the fade effect takes place. The larger the distance the "
"longer it takes for an object to fade."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the proximity fade effect is enabled. The proximity "
"fade effect fades out each pixel based on its distance to another object."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the refraction effect is enabled. Refraction distorts "
"transparency based on light from behind the object. When using the GLES3 "
"backend, the material's roughness value will affect the blurriness of the "
"refraction. Higher roughness values will make the refraction look blurrier."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The strength of the refraction effect. Higher values result in a more "
"distorted appearance for the refraction."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied "
"by [member refraction_scale]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Specifies the channel of the [member refraction_texture] in which the "
"refraction information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Sets the strength of the rim lighting effect."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], rim effect is enabled. Rim lighting increases the "
"brightness at glancing angles on an object.\n"
"[b]Note:[/b] Rim lighting is not visible if the material has [member "
"flags_unshaded] set to [code]true[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The amount of to blend light and albedo color when rendering rim effect. If "
"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
"color is used. An intermediate value generally works best."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
"while a value of [code]1[/code] completely blurs the reflection. See also "
"[member metallic]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
"penetrates an object's surface, is scattered, and then emerges."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The strength of the subsurface scattering effect."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to control the subsurface scattering strength. Stored in the "
"red texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The color used by the transmission effect. Represents the light passing "
"through an object."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the transmission effect is enabled."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture used to control the transmission effect per-pixel. Added to [member "
"transmission]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"How much to offset the [code]UV[/code] coordinates. This amount will be "
"added to [code]UV[/code] in the vertex function. This can be used to offset "
"a texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
"[code]UV[/code] in the vertex function."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture "
"coordinates. It reads from the source texture 3 times, once for each axis "
"and then blends between the results based on how closely the pixel aligns "
"with each axis. This is often used for natural features to get a realistic "
"blend of materials. Because triplanar texturing requires many more texture "
"reads per-pixel it is much slower than normal UV texturing. Additionally, "
"because it is blending the texture between the three axes, it is unsuitable "
"when you are trying to achieve crisp texturing."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"A lower number blends the texture more softly while a higher number blends "
"the texture more sharply."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"How much to offset the [code]UV2[/code] coordinates. This amount will be "
"added to [code]UV2[/code] in the vertex function. This can be used to offset "
"a texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
"[code]UV2[/code] in the vertex function."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture "
"coordinates. It reads from the source texture 3 times, once for each axis "
"and then blends between the results based on how closely the pixel aligns "
"with each axis. This is often used for natural features to get a realistic "
"blend of materials. Because triplanar texturing requires many more texture "
"reads per-pixel it is much slower than normal UV texturing. Additionally, "
"because it is blending the texture between the three axes, it is unsuitable "
"when you are trying to achieve crisp texturing."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "If [code]true[/code], the vertex color is used as albedo color."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel color."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel metallic value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel roughness value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel emission color."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel normal vector."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel rim value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel clearcoat value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Texture specifying per-pixel flowmap direction for use with [member "
"anisotropy]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel ambient occlusion value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel depth."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel subsurface scattering."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel transmission color."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel refraction strength."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel detail mask blending value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel detail color."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Texture specifying per-pixel detail normal."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Represents the size of the [enum TextureParam] enum."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV[/code] with the detail texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Use [code]UV2[/code] with the detail texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member flags_transparent]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member emission_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member normal_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member rim_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member clearcoat_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member anisotropy_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member ao_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member depth_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member subsurf_scatter_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member transmission_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member refraction_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Constant for setting [member detail_enabled]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Default blend mode. The color of the object is blended over the background "
"based on the object's alpha value."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is added to the background."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is subtracted from the background."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The color of the object is multiplied by the background."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default depth draw mode. Depth is drawn only for opaque objects."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Depth draw is calculated for both opaque and transparent objects."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "No depth draw."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"For transparent objects, an opaque pass is made first with the opaque parts, "
"then transparency is drawn."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default cull mode. The back of the object is culled when not visible."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The front of the object is culled when not visible."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "No culling is performed."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"No lighting is used on the object. Color comes directly from [code]ALBEDO[/"
"code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Lighting is calculated per-vertex rather than per-pixel. This can be used to "
"increase the speed of the shader at the cost of quality."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Vertex color is in sRGB space and needs to be converted to linear. Only "
"applies in the GLES3 renderer."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Uses point size to alter the size of primitive points. Also changes the "
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Object is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Shader will keep the scale set for the mesh. Otherwise the scale is lost "
"when billboarding. Only applies when [member params_billboard_mode] is "
"[constant BILLBOARD_ENABLED]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member "
"emission_texture]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Use world coordinates in the triplanar texture lookup instead of local "
"coordinates."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Forces the shader to convert albedo from sRGB space to linear space."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Disables receiving shadows from other objects."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Disables receiving ambient light."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Ensures that normals appear correct, even with non-uniform scaling."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Enables the shadow to opacity feature."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default diffuse scattering algorithm."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Diffuse scattering ignores roughness."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Attempts to use roughness to emulate microsurfacing."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Default specular blob."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Older specular algorithm, included for compatibility."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Toon blob which changes size based on roughness."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "No specular blob."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Billboard mode is disabled."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The object's Z axis will always face the camera."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "The object's X axis will always face the camera."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Used for particle systems when assigned to [Particles] and [CPUParticles] "
"nodes. Enables [code]particles_anim_*[/code] properties.\n"
"The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
"anim_speed] should also be set to a positive value for the animation to play."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the red channel of a texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the green channel of a texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the blue channel of a texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Used to read from the alpha channel of a texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Adds the emission color to the color from the emission texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Multiplies the emission color by the color from the emission texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid "Do not use distance fade."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using the alpha channel."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using a dither approach. Dithering discards pixels based on a set pattern to "
"smoothly fade without enabling transparency. On certain hardware this can be "
"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Smoothly fades the object out based on the object's distance from the camera "
"using a dither approach. Dithering discards pixels based on a set pattern to "
"smoothly fade without enabling transparency. On certain hardware this can be "
"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"The real conditioned shader needed on each situation will be sent for "
"background compilation. In the meantime, a very complex shader that adapts "
"to every situation will be used (\"ubershader\"). This ubershader is much "
"slower to render, but will keep the game running without stalling to "
"compile. Once shader compilation is done, the ubershader is replaced by the "
"traditional optimized shader."
msgstr ""
#: doc/classes/SpatialMaterial.xml
msgid ""
"Anything with this material applied won't be rendered while this material's "
"shader is being compiled.\n"
"This is useful for optimization, in cases where the visuals won't suffer "
"from having certain non-essential elements missing during the short time "
"their shaders are being compiled."
msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Class representing a spherical [PrimitiveMesh]."
msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Full height of the sphere."
msgstr ""
#: doc/classes/SphereMesh.xml
msgid ""
"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
"sphere must be equal."
msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Number of radial segments on the sphere."
msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Radius of sphere."
msgstr ""
#: doc/classes/SphereMesh.xml
msgid "Number of segments along the height of the sphere."
msgstr ""
#: doc/classes/SphereShape.xml
msgid "Sphere shape for 3D collisions."
msgstr ""
#: doc/classes/SphereShape.xml
msgid ""
"Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or "
"[Area]. This shape is useful for modeling sphere-like 3D objects."
msgstr ""
#: doc/classes/SphereShape.xml
msgid "The sphere's radius. The shape's diameter is double the radius."
msgstr ""
#: doc/classes/SpinBox.xml
msgid "Numerical input text field."
msgstr ""
#: doc/classes/SpinBox.xml
msgid ""
"SpinBox is a numerical input text field. It allows entering integers and "
"floats.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var spin_box = SpinBox.new()\n"
"add_child(spin_box)\n"
"var line_edit = spin_box.get_line_edit()\n"
"line_edit.context_menu_enabled = false\n"
"spin_box.align = LineEdit.ALIGN_RIGHT\n"
"[/codeblock]\n"
"The above code will create a [SpinBox], disable context menu on it and set "
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
"[b]Note:[/b] If you want to implement drag and drop for the underlying "
"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
"returned by [method get_line_edit]."
msgstr ""
#: doc/classes/SpinBox.xml
msgid "Applies the current value of this [SpinBox]."
msgstr ""
#: doc/classes/SpinBox.xml
msgid ""
"Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
"access properties and methods of [LineEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/SpinBox.xml
msgid "Sets the text alignment of the [SpinBox]."
msgstr ""
#: doc/classes/SpinBox.xml
msgid ""
"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
"read only."
msgstr ""
#: doc/classes/SpinBox.xml
msgid ""
"Adds the specified [code]prefix[/code] string before the numerical value of "
"the [SpinBox]."
msgstr ""
#: doc/classes/SpinBox.xml
msgid ""
"Adds the specified [code]suffix[/code] string after the numerical value of "
"the [SpinBox]."
msgstr ""
#: doc/classes/SpinBox.xml
msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid "Container for splitting and adjusting."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid ""
"Container for splitting two [Control]s vertically or horizontally, with a "
"grabber that allows adjusting the split offset or ratio."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid ""
"Clamps the [member split_offset] value to not go outside the currently "
"possible minimal and maximum values."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid ""
"If [code]true[/code], the area of the first [Control] will be collapsed and "
"the dragger will be disabled."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid ""
"Determines the dragger's visibility. See [enum DraggerVisibility] for "
"details."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid ""
"The initial offset of the splitting between the two [Control]s, with "
"[code]0[/code] being at the end of the first [Control]."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid "Emitted when the dragger is dragged by user."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid "The split dragger is visible when the cursor hovers it."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid "The split dragger is never visible."
msgstr ""
#: doc/classes/SplitContainer.xml
msgid "The split dragger is never visible and its space collapsed."
msgstr ""
#: doc/classes/SpotLight.xml
msgid "A spotlight, such as a reflector spotlight or a lantern."
msgstr ""
#: doc/classes/SpotLight.xml
msgid ""
"A Spotlight is a type of [Light] node that emits lights in a specific "
"direction, in the shape of a cone. The light is attenuated through the "
"distance. This attenuation can be configured by changing the energy, radius "
"and attenuation parameters of [Light].\n"
"[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh "
"[i]resource[/i] at once. Consider splitting your level into several meshes "
"to decrease the likelihood that more than 32 lights will affect the same "
"mesh resource. Splitting the level mesh will also improve frustum culling "
"effectiveness, leading to greater performance. If you need to use more "
"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
"rendering/max_lights_per_object] at the cost of shader compilation times."
msgstr ""
#: doc/classes/SpotLight.xml
msgid ""
"The spotlight's angle in degrees.\n"
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angular attenuation curve."
msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's light energy attenuation curve."
msgstr ""
#: doc/classes/SpotLight.xml
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
"the light will never reach anything outside this range.\n"
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
msgid "A helper node, mostly used in 3rd person cameras."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"The SpringArm node is a node that casts a ray (or collision shape) along its "
"z axis and moves all its direct children to the collision point, minus a "
"margin.\n"
"The most common use case for this is to make a 3rd person camera that reacts "
"to collisions in the environment.\n"
"The SpringArm will either cast a ray, or if a shape is given, it will cast "
"the shape in the direction of its z axis.\n"
"If you use the SpringArm as a camera controller for your player, you might "
"need to exclude the player's collider from the SpringArm's collision check."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"Adds the [PhysicsBody] object with the given [RID] to the list of "
"[PhysicsBody] objects excluded from the collision check."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"Clears the list of [PhysicsBody] objects excluded from the collision check."
msgstr ""
#: doc/classes/SpringArm.xml
#, fuzzy
msgid "Returns the spring arm's current length."
msgstr "Vrátí sinus parametru."
#: doc/classes/SpringArm.xml
msgid ""
"Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
"the collision check."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"The layers against which the collision check shall be done. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"When the collision check is made, a candidate length for the SpringArm is "
"given.\n"
"The margin is then subtracted to this length and the translation is applied "
"to the child objects of the SpringArm.\n"
"This margin is useful for when the SpringArm has a [Camera] as a child node: "
"without the margin, the [Camera] would be placed on the exact point of "
"collision, while with the margin the [Camera] would be placed close to the "
"point of collision."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"The [Shape] to use for the SpringArm.\n"
"When the shape is set, the SpringArm will cast the [Shape] on its z axis "
"instead of performing a ray cast."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"The maximum extent of the SpringArm. This is used as a length for both the "
"ray and the shape cast used internally to calculate the desired position of "
"the SpringArm's child nodes.\n"
"To know more about how to perform a shape cast or a ray cast, please consult "
"the [PhysicsDirectSpaceState] documentation."
msgstr ""
#: doc/classes/Sprite.xml
msgid "General-purpose sprite node."
msgstr ""
#: doc/classes/Sprite.xml
msgid ""
"A node that displays a 2D texture. The texture displayed can be a region "
"from a larger atlas texture, or a frame from a sprite sheet animation."
msgstr ""
#: doc/classes/Sprite.xml
msgid ""
"Returns a [Rect2] representing the Sprite's boundary in local coordinates. "
"Can be used to detect if the Sprite was clicked. Example:\n"
"[codeblock]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"A click!\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Sprite.xml
msgid ""
"Returns [code]true[/code], if the pixel at the given position is opaque and "
"[code]false[/code] in other case.\n"
"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
"[code]null[/code] or if the given position is invalid."
msgstr ""
#: doc/classes/Sprite.xml
msgid "If [code]true[/code], texture is centered."
msgstr ""
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
"Current frame to display from sprite sheet. [member hframes] or [member "
"vframes] must be greater than 1."
msgstr ""
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
"Coordinates of the frame to display from sprite sheet. This is as an alias "
"for the [member frame] property. [member hframes] or [member vframes] must "
"be greater than 1."
msgstr ""
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid "The number of columns in the sprite sheet."
msgstr ""
#: doc/classes/Sprite.xml
msgid ""
"The normal map gives depth to the Sprite.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/Sprite.xml
msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
#: doc/classes/Sprite.xml
msgid "If [code]true[/code], the outermost pixels get blurred out."
msgstr ""
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid ""
"The region of the atlas texture to display. [member region_enabled] must be "
"[code]true[/code]."
msgstr ""
#: doc/classes/Sprite.xml
msgid "[Texture] object to draw."
msgstr ""
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid "The number of rows in the sprite sheet."
msgstr ""
#: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
msgid "Emitted when the [member frame] changes."
msgstr ""
#: doc/classes/Sprite.xml
msgid "Emitted when the [member texture] changes."
msgstr ""
#: doc/classes/Sprite3D.xml
msgid "2D sprite node in a 3D world."
msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"A node that displays a 2D texture in a 3D environment. The texture displayed "
"can be a region from a larger atlas texture, or a frame from a sprite sheet "
"animation."
msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"If [code]true[/code], texture will be cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
#: doc/classes/Sprite3D.xml
msgid ""
"[Texture] object to draw. If [member GeometryInstance.material_override] is "
"used, this will be overridden. The size information is still used."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "2D sprite node in 3D environment."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "A node that displays 2D texture information in a 3D environment."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "Returns the rectangle representing this sprite."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], the specified flag will be enabled."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "The direction in which the front of the texture faces."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
"mood-coloring or to simulate the color of light.\n"
"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
"the [SpriteBase3D], the material override must be configured to take vertex "
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"The texture's visibility on a scale from [code]0[/code] (fully invisible) to "
"[code]1[/code] (fully visible). [member opacity] is a multiplier for the "
"[member modulate] color's alpha channel.\n"
"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
"the [SpriteBase3D], the material override must be configured to take vertex "
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If set, the texture's transparency and the opacity are used to make those "
"parts of the sprite invisible."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "If set, lights in the environment affect the sprite."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If set, texture can be seen from the back as well, if not, it is invisible "
"when looking at it from behind."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid ""
"Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. "
"Contains frames and animation data for playback.\n"
"[b]Note:[/b] You can associate a set of normal maps by creating additional "
"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
"code] will make it so the [code]run[/code] animation uses the normal map."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Adds a new animation to the library."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Adds a frame to the given animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes all frames from the given animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes all animations. A \"default\" animation will be created."
msgstr ""
#: doc/classes/SpriteFrames.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/SpriteFrames.xml
msgid ""
"Returns an array containing the names associated to each animation. Values "
"are placed in alphabetical order."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "The animation's speed in frames per second."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Returns the animation's selected frame."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Returns the number of frames in the animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the named animation exists."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes the given animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes the animation's selected frame."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Changes the animation's name to [code]newname[/code]."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the animation will loop."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Sets the texture of the given frame."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Compatibility property, always equals to an empty array."
msgstr ""
#: doc/classes/StaticBody.xml
msgid "Static body for 3D physics."
msgstr ""
#: doc/classes/StaticBody.xml
msgid ""
"Static body for 3D physics. A static body is a simple body that is not "
"intended to move. In contrast to [RigidBody], they don't consume any CPU "
"resources as long as they don't move.\n"
"Additionally, a constant linear or angular velocity can be set for the "
"static body, so even if it doesn't move, it affects other bodies as if it "
"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
msgstr ""
#: doc/classes/StaticBody.xml
msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects other bodies that touch it, as if it was in a state of rotation."
msgstr ""
#: doc/classes/StaticBody.xml
msgid ""
"The body's constant linear velocity. This does not move the body, but "
"affects other bodies that touch it, as if it was in a state of movement."
msgstr ""
#: doc/classes/StaticBody.xml
msgid ""
"The body's friction, from 0 (frictionless) to 1 (full friction).\n"
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
#: doc/classes/StaticBody2D.xml
msgid "Static body for 2D physics."
msgstr ""
#: doc/classes/StaticBody2D.xml
msgid ""
"Static body for 2D physics. A StaticBody2D is a body that is not intended to "
"move. It is ideal for implementing objects in the environment, such as walls "
"or platforms.\n"
"Additionally, a constant linear or angular velocity can be set for the "
"static body, which will affect colliding bodies as if it were moving (for "
"example, a conveyor belt)."
msgstr ""
#: doc/classes/StaticBody2D.xml
msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects colliding bodies, as if it were rotating."
msgstr ""
#: doc/classes/StaticBody2D.xml
msgid ""
"The body's constant linear velocity. This does not move the body, but "
"affects colliding bodies, as if it were moving."
msgstr ""
#: doc/classes/StaticBody2D.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (no friction) to "
"[code]1[/code] (full friction).\n"
"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
"physics_material_override]."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Abstraction and base class for stream-based protocols."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"StreamPeer is an abstraction and base class for stream-based protocols (such "
"as TCP). It provides an API for sending and receiving data through streams "
"as raw data or strings."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 16-bit value from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 32-bit value from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a signed 64-bit value from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a signed byte from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Returns the amount of bytes this [StreamPeer] has available."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Returns a chunk data with the received bytes. The amount of bytes to be "
"received can be requested in the [code]bytes[/code] argument. If not enough "
"bytes are available, the function will block until the desired amount is "
"received. This function returns two values, an [enum @GlobalScope.Error] "
"code and a data array."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a double-precision float from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets a single-precision float from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Returns a chunk data with the received bytes. The amount of bytes to be "
"received can be requested in the \"bytes\" argument. If not enough bytes are "
"available, the function will return how many were actually received. This "
"function returns two values, an [enum @GlobalScope.Error] code, and a data "
"array."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If "
"[code]bytes[/code] is negative (default) the length will be read from the "
"stream using the reverse process of [method put_string]."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 16-bit value from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 32-bit value from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned 64-bit value from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Gets an unsigned byte from the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream "
"(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative "
"(default) the length will be read from the stream using the reverse process "
"of [method put_utf8_string]."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/"
"code], decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a signed 16-bit value into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a signed 32-bit value into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a signed 64-bit value into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a signed byte into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Sends a chunk of data through the connection, blocking if necessary until "
"the data is done sending. This function returns an [enum @GlobalScope.Error] "
"code."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a double-precision float into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts a single-precision float into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Sends a chunk of data through the connection. If all the data could not be "
"sent at once, only part of it will. This function returns two values, an "
"[enum @GlobalScope.Error] code and an integer, describing how much data was "
"actually sent."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
"unsigned integer representing its size.\n"
"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
"[method put_data]:\n"
"[codeblock]\n"
"put_data(\"Hello world\".to_ascii())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned 16-bit value into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned 32-bit value into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned 64-bit value into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid "Puts an unsigned byte into the stream."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
"unsigned integer representing its size.\n"
"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use "
"[method put_data]:\n"
"[codeblock]\n"
"put_data(\"Hello world\".to_utf8())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/"
"code] encoding objects is allowed (and can potentially include code)."
msgstr ""
#: doc/classes/StreamPeer.xml
msgid ""
"If [code]true[/code], this [StreamPeer] will using big-endian format for "
"encoding and decoding."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "Data buffer stream peer."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid ""
"Data buffer stream peer that uses a byte array as the stream. This object "
"can be used to handle binary data from network sessions. To handle binary "
"data stored in files, [File] can be used directly.\n"
"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
"bytes to the start of the buffer. Get and put operations are performed at "
"the cursor position and will move the cursor accordingly."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "Clears the [member data_array] and resets the cursor."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid ""
"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
#, fuzzy
msgid "Returns the current cursor position."
msgstr "Vrátí tangens parametru."
#: doc/classes/StreamPeerBuffer.xml
#, fuzzy
msgid "Returns the size of [member data_array]."
msgstr "Vrátí sinus parametru."
#: doc/classes/StreamPeerBuffer.xml
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid ""
"Moves the cursor to the specified position. [code]position[/code] must be a "
"valid index of [member data_array]."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "The underlying data buffer. Setting this value resets the cursor."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "SSL stream peer."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"SSL stream peer. This object can be used to connect to an SSL server or "
"accept a single SSL client connection."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"Accepts a peer connection as a server using the given [code]private_key[/"
"code] and providing the given [code]certificate[/code] to the client. You "
"can pass the optional [code]chain[/code] parameter to provide additional CA "
"chain information along with the certificate."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If "
"[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will "
"validate that the certificate presented by the peer matches the "
"[code]for_hostname[/code].\n"
"[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
"supported in HTML5 exports due to browsers restrictions."
msgstr ""
#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
msgid "Disconnects from host."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"Poll the connection to check for incoming bytes. Call this right before "
"[method StreamPeer.get_available_bytes] for it to work properly."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is disconnected."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] during handshaking."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is connected to a host."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] in error state."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"An error status that shows a mismatch in the SSL certificate domain "
"presented by the host and the domain requested for validation."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "TCP stream peer."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"TCP stream peer. This object can be used to connect to TCP servers, or also "
"is returned by a TCP server."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"Connects to the specified [code]host:port[/code] pair. A hostname will be "
"resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
"failure."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the IP of this peer."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the port of this peer."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the status of the connection, see [enum Status]."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if this peer is currently connected or is "
"connecting to a host, [code]false[/code] otherwise."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/StreamPeerTCP.xml
msgid ""
"If [code]enabled[/code] is [code]true[/code], packets will be sent "
"immediately. If [code]enabled[/code] is [code]false[/code] (the default), "
"packet transfers will be delayed and combined using [url=https://en."
"wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
"[b]Note:[/b] It's recommended to leave this disabled for applications that "
"send large packets or need to transfer a lot of data, as enabling this can "
"decrease the total available bandwidth."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] in error state."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "A [code].stex[/code] texture."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "A texture that is loaded from a [code].stex[/code] file."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "Loads the texture from the given path."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "The StreamTexture's file path to a [code].stex[/code] file."
msgstr ""
#: doc/classes/String.xml
msgid "Built-in string class."
msgstr ""
#: doc/classes/String.xml
msgid ""
"This is the built-in string class (and the one used by GDScript). It "
"supports Unicode and provides all necessary means for string handling. "
"Strings are reference-counted and use a copy-on-write approach, so passing "
"them around is cheap in resources."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [bool]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [int]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [float]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Vector2]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Rect2]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Vector3]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Transform2D]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Plane]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Quat]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [AABB]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Basis]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Transform]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Color]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [NodePath]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [RID]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Dictionary]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Array]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolByteArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolIntArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolRealArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolStringArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolVector2Array]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolVector3Array]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolColorArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
"code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/"
"code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/"
"code], [code]\\v[/code].\n"
"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
"[code]\\uXXXX[/code] escape sequence."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Changes the case of some letters. Replaces underscores with spaces, adds "
"spaces before in-word uppercase characters, converts all letters to "
"lowercase, then capitalizes the first letter and every letter following a "
"space character. For [code]capitalize camelCase mixed_with_underscores[/"
"code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
"code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
"of each string, which roughly matches the alphabetical order.\n"
"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
"mind this length is determined by the number of Unicode codepoints, [i]not[/"
"i] the actual visible characters.\n"
"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
"[code]0[/code] if both strings are empty.\n"
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the number of occurrences of substring [code]what[/code] between "
"[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and "
"[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
"code] equals 0 the remained substring will be used."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the number of occurrences of substring [code]what[/code] (ignoring "
"case) between [code]from[/code] and [code]to[/code] positions. If "
"[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
"used. If only [code]to[/code] equals 0 the remained substring will be used."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if the length of the string equals [code]0[/code]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if the string ends with the given string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Erases [code]chars[/code] characters from the string starting from "
"[code]position[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Finds the first occurrence of a substring. Returns the starting position of "
"the substring or [code]-1[/code] if not found. Optionally, the initial "
"search index can be passed.\n"
"[b]Note:[/b] If you just want to know whether a string contains a substring, "
"use the [code]in[/code] operator as follows:\n"
"[codeblock]\n"
"# Will evaluate to `false`.\n"
"if \"i\" in \"team\":\n"
" pass\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Finds the last occurrence of a substring. Returns the starting position of "
"the substring or [code]-1[/code] if not found."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Finds the first occurrence of a substring, ignoring case. Returns the "
"starting position of the substring or [code]-1[/code] if not found. "
"Optionally, the initial search index can be passed."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a valid file path, returns the full file path without the "
"extension."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the extension without the leading period character ([code].[/code]) "
"if the string is a valid file name or path. If the string does not contain "
"an extension, returns an empty string instead.\n"
"[codeblock]\n"
"print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n"
"print(\"file.txt\".get_extension()) # \"txt\"\n"
"print(\"file.sample.txt\".get_extension()) # \"txt\"\n"
"print(\".txt\".get_extension()) # \"txt\"\n"
"print(\"file.txt.\".get_extension()) # \"\" (empty string)\n"
"print(\"file.txt..\".get_extension()) # \"\" (empty string)\n"
"print(\"txt\".get_extension()) # \"\" (empty string)\n"
"print(\"\".get_extension()) # \"\" (empty string)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the filename."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Splits a string using a [code]delimiter[/code] and returns a substring at "
"index [code]slice[/code]. Returns an empty string if the index doesn't "
"exist.\n"
"This is a more performant alternative to [method split] for cases when you "
"need only one element from the array at a fixed index.\n"
"Example:\n"
"[codeblock]\n"
"print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the 32-bit hash value representing the string's contents.\n"
"[b]Note:[/b] [String]s with equal content will always produce identical hash "
"values. However, the reverse is not true. Returning identical hash values "
"does [i]not[/i] imply the strings are equal, because different strings can "
"have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts a string containing a hexadecimal number into an integer. "
"Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" "
"otherwise [code]0[/code] is returned.\n"
"[codeblock]\n"
"print(\"0xff\".hex_to_int()) # Print \"255\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Escapes (encodes) a string to URL friendly format. Also referred to as 'URL "
"encode'.\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
"http_escape())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL "
"decode'.\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
"http_unescape())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts [code]size[/code] represented as number of bytes to human-readable "
"format using internationalized set of data size units, namely: B, KiB, MiB, "
"GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically "
"to hold at most 1024 units.\n"
"[codeblock]\n"
"var bytes = 133790307\n"
"var size = String.humanize_size(bytes)\n"
"print(size) # prints \"127.5 MiB\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with lines indented with [code]prefix[/code].\n"
"For example, the string can be indented with two tabs using "
"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The "
"prefix can be any string so it can also be used to comment out strings with "
"e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
"[b]Note:[/b] Empty lines are kept empty."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with the substring [code]what[/code] inserted "
"at the given position."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a path to a file or directory, returns [code]true[/code] if "
"the path is absolute."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a path to a file or directory, returns [code]true[/code] if "
"the path is relative."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string, without considering case."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is free from characters that aren't "
"allowed in file names, those being:\n"
"[code]: / \\ ? * \" | % < >[/code]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid hexadecimal "
"number. If [code]with_prefix[/code] is [code]true[/code], then a validity of "
"the hexadecimal number is determined by [code]0x[/code] prefix, for "
"instance: [code]0xDEADC0DE[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid color in "
"hexadecimal HTML notation. Other HTML notations such as named colors or "
"[code]hsl()[/code] colors aren't considered valid by this method and will "
"return [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains only a well-formatted IPv4 "
"or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
"code] as valid."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Return a [String] which is the concatenation of the [code]parts[/code]. The "
"separator between elements is the string providing this method.\n"
"Example:\n"
"[codeblock]\n"
"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard."
msgstr ""
#: doc/classes/String.xml
msgid "Returns a number of characters from the left of the string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the string's amount of characters."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with characters removed from the left. The "
"[code]chars[/code] argument is a string specifying the set of characters to "
"be removed.\n"
"[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method "
"trim_prefix] method that will remove a single prefix string rather than a "
"set of characters."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as an array of bytes."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as a string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive [i]natural order[/i] comparison to another "
"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater "
"than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are "
"determined by the [url=https://en.wikipedia.org/wiki/"
"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
"roughly matches the alphabetical order. Internally, lowercase characters "
"will be converted to uppercase during the comparison.\n"
"When used for sorting, natural order comparison will order suites of numbers "
"as expected by most people. If you sort the numbers from 1 to 10 using "
"natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, "
"10, 2, 3, ...][/code].\n"
"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
"mind this length is determined by the number of Unicode codepoints, [i]not[/"
"i] the actual visible characters.\n"
"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
"[code]0[/code] if both strings are empty.\n"
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
"of each string, which roughly matches the alphabetical order. Internally, "
"lowercase characters will be converted to uppercase during the comparison.\n"
"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
"mind this length is determined by the number of Unicode codepoints, [i]not[/"
"i] the actual visible characters.\n"
"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
"[code]0[/code] if both strings are empty.\n"
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the character code at position [code]at[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] after the "
"decimal point."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] before the "
"decimal point."
msgstr ""
#: doc/classes/String.xml
msgid "Decode a percent-encoded string. See [method percent_encode]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
"GET request (and bodies of form-urlencoded POST requests)."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a path, this concatenates [code]file[/code] at the end of "
"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
"\"this/is/path\"[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns original string repeated a number of times. The number of "
"repetitions is given by the argument."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Replaces occurrences of a case-sensitive substring with the given one inside "
"the string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Replaces occurrences of a case-insensitive substring with the given one "
"inside the string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-sensitive search for a substring, but starts from the end of "
"the string instead of the beginning."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive search for a substring, but starts from the end "
"of the string instead of the beginning."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the right side of the string from a given position."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
"delimiters in the string, it will add an empty string to the array of "
"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the right up to [code]maxsplit[/code]. The default value of 0 means "
"that all items are split, thus giving the same result as [method split].\n"
"Example:\n"
"[codeblock]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
"print(some_array[0]) # Prints \"One,Two,Three\"\n"
"print(some_array[1]) # Prints \"Four\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with characters removed from the right. The "
"[code]chars[/code] argument is a string specifying the set of characters to "
"be removed.\n"
"[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method "
"trim_suffix] method that will remove a single suffix string rather than a "
"set of characters."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as an array of bytes."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the SHA-1 hash of the string as a string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the SHA-256 hash of the string as an array of bytes."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the SHA-256 hash of the string as a string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"this string compared to another. A result of 1.0 means totally similar, "
"while 0.0 means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns a simplified canonical path."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings. The [code]delimiter[/code] can be of any length.\n"
"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
"delimiters in the string, it will add an empty string to the array of "
"substrings at this position.\n"
"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
"code] means that all items are split.\n"
"If you need only one element from the array at a specific index, [method "
"get_slice] is a more performant option.\n"
"Example:\n"
"[codeblock]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.split(\",\", true, 1)\n"
"print(some_array.size()) # Prints 2\n"
"print(some_array[0]) # Prints \"One\"\n"
"print(some_array[1]) # Prints \"Two,Three,Four\"\n"
"[/codeblock]\n"
"If you need to split strings with more complex rules, use the [RegEx] class "
"instead."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Splits the string in floats by using a delimiter string and returns an array "
"of the substrings.\n"
"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
"split by [code]\",\"[/code].\n"
"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
"delimiters in the string, it will add an empty string to the array of "
"substrings at this position."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string stripped of any non-printable character "
"(including tabulations, spaces and line breaks) at the beginning and the "
"end. The optional arguments are used to toggle stripping on the left and "
"right edges respectively."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string stripped of any escape character. These include "
"all non-printable control characters of the first page of the ASCII table (< "
"32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/"
"code] and [code]\\r[/code]) characters, but not spaces."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns part of the string from the position [code]from[/code] with length "
"[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/"
"code] will return remaining characters from given position."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts the String (which is a character array) to [PoolByteArray] (which "
"is an array of bytes). The conversion is faster compared to [method "
"to_utf8], as this method assumes that all the characters in the String are "
"ASCII characters."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts a string containing a decimal number into a [code]float[/code]. The "
"method will stop on the first non-number character except the first [code].[/"
"code] (decimal point), and [code]e[/code] which is used for exponential.\n"
"[codeblock]\n"
"print(\"12.3\".to_float()) # 12.3\n"
"print(\"1.2.3\".to_float()) # 1.2\n"
"print(\"12ab3\".to_float()) # 12\n"
"print(\"1e3\".to_float()) # 1000\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts a string containing an integer number into an [code]int[/code]. The "
"method will remove any non-number character and stop if it encounters a "
"[code].[/code].\n"
"[codeblock]\n"
"print(\"123\".to_int()) # 123\n"
"print(\"a1b2c3\".to_int()) # 123\n"
"print(\"1.2.3\".to_int()) # 1\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns the string converted to lowercase."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the string converted to uppercase."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts the String (which is an array of characters) to [PoolByteArray] "
"(which is an array of bytes). The conversion is a bit slower than [method "
"to_ascii], but supports all UTF-8 characters. Therefore, you should prefer "
"this function over [method to_ascii]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts the String (which is an array of characters) to [PoolByteArray] "
"(which is an array of bytes)."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Removes a given string from the start if it starts with it or leaves the "
"string unchanged."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Removes a given string from the end if it ends with it or leaves the string "
"unchanged."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Removes any characters from the string that are prohibited in [Node] names "
"([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/"
"code])."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with special characters escaped using the XML "
"standard."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings according to the XML standard."
msgstr ""
#: doc/classes/StyleBox.xml
msgid "Base class for drawing stylized boxes for the UI."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"StyleBox is [Resource] that provides an abstract base class for drawing "
"stylized boxes for the UI. StyleBoxes are used for drawing the styles of "
"buttons, line edit backgrounds, tree backgrounds, etc. and also for testing "
"a transparency mask for pointer signals. If mask test fails on a StyleBox "
"assigned as mask to a control, clicks and motion signals will go through it "
"to the one below.\n"
"[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], "
"the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
"[code]focus[/code] [StyleBox] more reusable across different nodes."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Returns the [CanvasItem] that handles its [constant CanvasItem."
"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the default value of the specified [enum Margin]."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Returns the content margin offset for the specified [enum Margin].\n"
"Positive values reduce size inwards, unlike [Control]'s margin values."
msgstr ""
#: doc/classes/StyleBox.xml
msgid "Returns the minimum size that this stylebox can be shrunk to."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Returns the \"offset\" of a stylebox. This helper function returns a value "
"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
"get_margin(MARGIN_TOP))[/code]."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"Sets the default value of the specified [enum Margin] to given [code]offset[/"
"code] in pixels."
msgstr ""
#: doc/classes/StyleBox.xml
msgid "Test a position in a rectangle, return whether it passes the mask test."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"The bottom margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the bottom.\n"
"If this value is negative, it is ignored and a child-specific margin is used "
"instead. For example for [StyleBoxFlat] the border thickness (if any) is "
"used instead.\n"
"It is up to the code using this style box to decide what these contents are: "
"for example, a [Button] respects this content margin for the textual "
"contents of the button.\n"
"[method get_margin] should be used to fetch this value as consumer instead "
"of reading these properties directly. This is because it correctly respects "
"negative values and the fallback mentioned above."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"The left margin for the contents of this style box.Increasing this value "
"reduces the space available to the contents from the left.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"The right margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the right.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
#: doc/classes/StyleBox.xml
msgid ""
"The top margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the top.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (does not display anything)."
msgstr ""
#: doc/classes/StyleBoxEmpty.xml
msgid "Empty stylebox (really does not display anything)."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Customizable [StyleBox] with a given set of parameters (no texture required)."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"This [StyleBox] can be used to achieve all kinds of looks without the need "
"of a texture. The following properties are customizable:\n"
"- Color\n"
"- Border width (individual width for each border)\n"
"- Rounded corners (individual radius for each corner)\n"
"- Shadow (with blur and offset)\n"
"Setting corner radius to high values is allowed. As soon as corners overlap, "
"the stylebox will switch to a relative system. Example:\n"
"[codeblock]\n"
"height = 30\n"
"corner_radius_top_left = 50\n"
"corner_radius_bottom_left = 100\n"
"[/codeblock]\n"
"The relative system now would take the 1:2 ratio of the two left corners to "
"calculate the actual corner width. Both corners added will [b]never[/b] be "
"more than the height. Result:\n"
"[codeblock]\n"
"corner_radius_top_left: 10\n"
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
"possible values."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Returns the smallest border width out of all four borders."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
"possible values."
msgstr ""
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
"Margin] for possible values."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Sets the border width to [code]width[/code] pixels for the given "
"[code]margin[/code]. See [enum Margin] for possible values."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the border width to [code]width[/code] pixels for all margins."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Sets the corner radius to [code]radius[/code] pixels for the given "
"[code]corner[/code]. See [enum Corner] for possible values."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Sets the corner radius for each corner to [code]radius_top_left[/code], "
"[code]radius_top_right[/code], [code]radius_bottom_right[/code], and "
"[code]radius_bottom_left[/code] pixels."
msgstr ""
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
"Sets the expand margin to [code]size[/code] pixels for the given "
"[code]margin[/code]. See [enum Margin] for possible values."
msgstr ""
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
msgstr ""
#: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
msgid ""
"Sets the expand margin for each margin to [code]size_left[/code], "
"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
"pixels."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
"glitches."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"This changes the size of the faded ring. Higher values can be used to "
"achieve a \"blurry\" effect."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "The background color of the stylebox."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "If [code]true[/code], the border will fade into the background color."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Sets the color of the border."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the bottom border."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the left border."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the right border."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Border width for the top border."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"This sets the number of vertices used for each corner. Higher values result "
"in rounder corners but take more processing power to compute. When choosing "
"a value, you should take the corner radius ([method set_corner_radius_all]) "
"into account.\n"
"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
"enough. For corner radii less than 30, values between [code]8[/code] and "
"[code]12[/code] should be enough.\n"
"A corner detail of [code]1[/code] will result in chamfered corners instead "
"of rounded corners, which is useful for some artistic effects."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The bottom-left corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The bottom-right corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "Toggles drawing of the inner part of the stylebox."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
"the control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The color of the shadow. This has no effect if [member shadow_size] is lower "
"than 1."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"The shadow offset in pixels. Adjusts the position of the shadow relatively "
"to the stylebox."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid "The shadow size in pixels."
msgstr ""
#: doc/classes/StyleBoxFlat.xml
msgid ""
"If set to a non-zero value on either axis, [member skew] distorts the "
"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
"upwards (Y axis), while negative values skew the StyleBox towards the left "
"(X axis) and downwards (Y axis).\n"
"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
"increasing the [StyleBox]'s content margin (see [member StyleBox."
"content_margin_bottom]). It is preferable to increase the content margin "
"instead of the expand margin (see [member expand_margin_bottom]), as "
"increasing the expand margin does not increase the size of the clickable "
"area for [Control]s."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid "[StyleBox] that displays a single line."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid ""
"[StyleBox] that displays a single line of a given color and thickness. It "
"can be used to draw things like separators."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid "The line's color."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid ""
"The number of pixels the line will extend before the [StyleBoxLine]'s "
"bounds. If set to a negative value, the line will begin inside the "
"[StyleBoxLine]'s bounds."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid ""
"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
"bounds."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid "The line's thickness in pixels."
msgstr ""
#: doc/classes/StyleBoxLine.xml
msgid ""
"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
"line will be horizontal."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid "Texture-based nine-patch [StyleBox]."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
"This stylebox performs a 3×3 scaling of a texture, where only the center "
"cell is fully stretched. This makes it possible to design bordered styles "
"regardless of the stylebox's size."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Returns the size of the given [code]margin[/code]. See [enum Margin] for "
"possible values."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
"code]. See [enum Margin] for possible values."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Controls how the stylebox's texture will be stretched or tiled horizontally. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Controls how the stylebox's texture will be stretched or tiled vertically. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"If [code]true[/code], the nine-patch texture's center tile will be drawn."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Expands the bottom margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Expands the left margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Expands the right margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Expands the top margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Increases the bottom margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the bottom border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_bottom] if it is negative."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Increases the left margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the left border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_left] if it is negative."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Increases the right margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the right border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_right] if it is negative."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Increases the top margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the top border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_top] if it is negative."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid "Modulates the color of the texture when this style box is drawn."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"The normal map to use when drawing this style box.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Species a sub-region of the texture to use.\n"
"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
"the same region."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid "The texture to use when drawing this style box."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid "Emitted when the stylebox's texture is changed."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Stretch the stylebox's texture. This results in visible distortion unless "
"the texture size matches the stylebox's size perfectly."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system."
msgstr ""
#: doc/classes/StyleBoxTexture.xml
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
"be slightly stretched to make the nine-patch texture tile seamlessly."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Helper tool to create geometry."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
"attributes individually. It can be used to construct a [Mesh] from a script. "
"All properties except indices need to be added before calling [method "
"add_vertex]. For example, to add vertex colors and UVs:\n"
"[codeblock]\n"
"var st = SurfaceTool.new()\n"
"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"st.add_color(Color(1, 0, 0))\n"
"st.add_uv(Vector2(0, 0))\n"
"st.add_vertex(Vector3(0, 0, 0))\n"
"[/codeblock]\n"
"The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
"coordinate and a specified [Color]. If another vertex were added without "
"calling [method add_uv] or [method add_color], then the last values would be "
"used.\n"
"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
"Failure to do so will result in an error when committing the vertex "
"information to a mesh.\n"
"Additionally, the attributes used before the first vertex is added determine "
"the format of the mesh. For example, if you only add UVs to the first "
"vertex, you cannot add color to any of the subsequent vertices.\n"
"See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
"code] must contain 4 integers."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all.\n"
"[b]Note:[/b] The material must have [member SpatialMaterial."
"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Adds an index to index array if you are using indexed vertices. Does not "
"need to be called before adding vertices."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies whether the current vertex (if using only vertex arrays) or "
"current index (if also using index arrays) should use smooth normals for "
"normal calculation."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If "
"every vertex needs to have this information set and you fail to submit it "
"for the first vertex, this information may not be used at all."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies an optional second set of UV coordinates to use for the [i]next[/"
"i] vertex. If every vertex needs to have this information set and you fail "
"to submit it for the first vertex, this information may not be used at all."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies the position of current vertex. Should be called after specifying "
"other vertex properties (e.g. Color, UV)."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/"
"code] must contain 4 values. If every vertex needs to have this information "
"set and you fail to submit it for the first vertex, this information may not "
"be used at all."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Append vertices from a given [Mesh] surface onto the current vertex array "
"with specified [Transform].\n"
"[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the "
"GPU must communicate data back to the CPU, while also causing the main "
"thread to stall (as OpenGL is not thread-safe). Consider requesting a copy "
"of the mesh, converting it to an [ArrayMesh] and adding vertices manually "
"instead."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Called before adding any vertices. Takes the primitive type as an argument "
"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Clear all information passed into the surface tool so far."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Returns a constructed [ArrayMesh] from current information passed in. If an "
"existing [ArrayMesh] is passed in as an argument, will add an extra surface "
"to the existing [ArrayMesh].\n"
"Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is "
"enabled. If compression is disabled the default flag is [constant Mesh."
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] "
"constants in [enum Mesh.ArrayFormat] for other flags."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Commits the data to the same format used by [method ArrayMesh."
"add_surface_from_arrays]. This way you can further process the mesh data "
"using the [ArrayMesh] API."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Creates a vertex array from an existing [Mesh]."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
"This can be used to extract a specific pose from a blend shape."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Removes the index array by expanding the vertex array."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Generates normals from vertices so you do not have to do it manually. If "
"[code]flip[/code] is [code]true[/code], the resulting normals will be "
"inverted. [method generate_normals] should be called [i]after[/i] generating "
"geometry and [i]before[/i] committing the mesh using [method commit] or "
"[method commit_to_arrays]. For correct display of normal-mapped surfaces, "
"you will also have to generate tangents using [method generate_tangents].\n"
"[b]Note:[/b] [method generate_normals] only works if the primitive type to "
"be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Generates a tangent vector for each vertex. Requires that each vertex have "
"UVs and normals set already (see [method generate_normals])."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid ""
"Shrinks the vertex array by creating an index array. This can improve "
"performance by avoiding vertex reuse."
msgstr ""
#: doc/classes/SurfaceTool.xml
msgid "Sets [Material] to be used by the [Mesh] you are constructing."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Tabbed container."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Arranges [Control] children into a tabbed view, creating a tab for each one. "
"The active tab's corresponding [Control] has its [code]visible[/code] "
"property set to [code]true[/code], and all other children's to [code]false[/"
"code].\n"
"Ignores non-[Control] children.\n"
"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this "
"node. Adding [Tabs] as children is not needed."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Returns the child [Control] node located at the active tab index."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Returns the [Popup] node instance if one has been set already with [method "
"set_popup].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the previously active tab index."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Returns the number of tabs."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is "
"disabled."
msgstr ""
#: doc/classes/TabContainer.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
"[code]null[/code] if the tab has no [Texture]."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Returns the index of the tab at local coordinates [code]point[/code]. "
"Returns [code]-1[/code] if the point is outside the control boundaries or if "
"there's no tab at the queried position."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Returns the title of the tab at index [code]tab_idx[/code]. Tab titles "
"default to the name of the indexed child node, but this can be overridden "
"with [method set_tab_title]."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Returns the [TabContainer] rearrange group id."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"If set on a [Popup] node instance, a popup menu icon appears in the top-"
"right corner of the [TabContainer]. Clicking it will expand the [Popup] node."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"If [code]disabled[/code] is [code]true[/code], disables the tab at index "
"[code]tab_idx[/code], making it non-interactable."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"If [code]hidden[/code] is [code]true[/code], hides the tab at index "
"[code]tab_idx[/code], making it disappear from the tab area."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Sets an icon for the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default "
"to the name of the indexed child node."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Defines rearrange group id, choose for each [TabContainer] the same value to "
"enable tab drag between [TabContainer]. Enable drag with [member "
"drag_to_rearrange_enabled]."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"If [code]true[/code], all tabs are drawn in front of the panel. If "
"[code]false[/code], inactive tabs are drawn behind the panel."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"The current tab index. When set, this index's [Control] node's "
"[code]visible[/code] property is set to [code]true[/code] and all others are "
"set to [code]false[/code]."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"The alignment of all tabs in the tab container. See the [enum TabAlign] "
"constants for details."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
"and titles are hidden."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"If [code]true[/code], children [Control] nodes that are hidden have their "
"minimum size take into account in the total, instead of only the currently "
"visible one."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
"set_popup] for details."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Emitted when switching to another tab."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Emitted when a tab is selected, even if it is the current tab."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Align the tabs to the left."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Align the tabs to the center."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Align the tabs to the right."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Font color of inactive tabs."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Font color of disabled tabs."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "Font color of the currently selected tab."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "Horizontal separation between tabs."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "The space at the left and right edges of the tab bar."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "The font used to draw tab names."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the first tab "
"is visible), it appears semi-transparent."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the last tab "
"is visible) it appears semi-transparent."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "The icon for the menu button (see [method set_popup])."
msgstr ""
#: doc/classes/TabContainer.xml
msgid ""
"The icon for the menu button (see [method set_popup]) when it's being "
"hovered with the cursor."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "The style for the background fill."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "The style of inactive tabs."
msgstr ""
#: doc/classes/TabContainer.xml
msgid "The style of disabled tabs."
msgstr ""
#: doc/classes/TabContainer.xml doc/classes/Tabs.xml
msgid "The style of the currently selected tab."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Tabs control."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"Simple tabs control, similar to [TabContainer] but is only in charge of "
"drawing tabs, not interacting with children."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Adds a new tab."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Moves the scroll view to make the tab visible."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"Returns [code]true[/code] if the offset buttons (the ones that appear when "
"there's not enough space for all tabs) are visible."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns [code]true[/code] if select with right mouse button is enabled."
msgstr ""
#: doc/classes/Tabs.xml
#, fuzzy
msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Tabs.xml
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns tab [Rect2] with local position and size."
msgstr ""
#: doc/classes/Tabs.xml
#, fuzzy
msgid "Returns the title of the tab at index [code]tab_idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Tabs.xml
msgid "Returns the [Tabs]' rearrange group ID."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Removes the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr ""
#: doc/classes/Tabs.xml
#, fuzzy
msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Tabs.xml
msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"Defines the rearrange group ID. Choose for each [Tabs] the same value to "
"dragging tabs between [Tabs]. Enable drag with [member "
"drag_to_rearrange_enabled]."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Select tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr ""
#: doc/classes/Tabs.xml
msgid "The alignment of all tabs. See [enum TabAlign] for details."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"Sets when the close button will appear on the tabs. See [enum "
"CloseButtonDisplayPolicy] for details."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"Emitted when the active tab is rearranged via mouse drag. See [member "
"drag_to_rearrange_enabled]."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"Emitted when a tab's right button is pressed. See [method "
"set_tab_button_icon]."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is clicked, even if it is the current tab."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is closed."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Emitted when a tab is hovered by the mouse."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Represents the size of the [enum TabAlign] enum."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Never show the close buttons."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Only show the close button on the currently active tab."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Show the close button on all tabs."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
msgstr ""
#: doc/classes/Tabs.xml
msgid "The horizontal separation between the tabs."
msgstr ""
#: doc/classes/Tabs.xml
msgid "The icon for the close button (see [member tab_close_display_policy])."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Background of the close button when it's being hovered with the cursor."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Background of the close button when it's being pressed."
msgstr ""
#: doc/classes/Tabs.xml
msgid "The style of an inactive tab."
msgstr ""
#: doc/classes/Tabs.xml
msgid "The style of a disabled tab"
msgstr ""
#: doc/classes/TCP_Server.xml
msgid "A TCP server."
msgstr ""
#: doc/classes/TCP_Server.xml
msgid ""
"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
"when it gets an incoming connection."
msgstr ""
#: doc/classes/TCP_Server.xml
msgid "Returns [code]true[/code] if a connection is available for taking."
msgstr ""
#: doc/classes/TCP_Server.xml
msgid ""
"Returns [code]true[/code] if the server is currently listening for "
"connections."
msgstr ""
#: doc/classes/TCP_Server.xml
msgid ""
"Listen on the [code]port[/code] binding to [code]bind_address[/code].\n"
"If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the "
"server will listen on all available addresses (both IPv4 and IPv6).\n"
"If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) "
"or [code]\"::\"[/code] (for IPv6), the server will listen on all available "
"addresses matching that IP type.\n"
"If [code]bind_address[/code] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
#: doc/classes/TCP_Server.xml
msgid "Stops listening."
msgstr ""
#: doc/classes/TCP_Server.xml
msgid ""
"If a connection is available, returns a StreamPeerTCP with the connection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Multiline text editing control."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"TextEdit is meant for editing large, multiline text. It also has facilities "
"for editing code, such as syntax highlighting support and multiple levels of "
"undo/redo.\n"
"[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel "
"will scroll 5 times as fast as it would normally do. This also works in the "
"Godot script editor."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Adds color region (given the delimiters) and its colors."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Adds a [code]keyword[/code] and its [Color]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns if the given line is foldable, that is, it has indented lines right "
"below it."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Centers the viewport on the line the editing cursor is at. This also resets "
"the [member scroll_horizontal] value to [code]0[/code]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Clears all custom syntax coloring information previously added with [method "
"add_color_region] or [method add_keyword_color]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Clears the undo history."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Copy's the current text selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the column the editing cursor is at."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the line the editing cursor is at."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Moves the cursor at the specified [code]column[/code] index.\n"
"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
"will center at the cursor position after the move occurs."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Moves the cursor at the specified [code]line[/code] index.\n"
"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
"will center at the cursor position after the move occurs.\n"
"If [code]can_be_hidden[/code] is set to [code]true[/code], the specified "
"[code]line[/code] can be hidden using [method set_line_as_hidden]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Cut's the current selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Deselects the current selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Folds all lines that are possible to be folded (see [method can_fold])."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Folds the given line, if possible (see [method can_fold])."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns an array containing the line number of each breakpoint."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the [Color] of the specified [code]keyword[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TextEdit.xml
msgid "Returns the text of a specific line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the line and column at the given position. In the returned vector, "
"[code]x[/code] is the column, [code]y[/code] is the line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the amount of total lines in the text."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the height of a largest line."
msgstr "Vrátí sinus parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid ""
"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of times the given line is wrapped."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/TextEdit.xml
msgid "Returns an array of [String]s representing each wrapped index."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
"displayed when right-clicking on the [TextEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the local position for the given [code]line[/code] and [code]column[/"
"code]. If [code]x[/code] or [code]y[/code] of the returned vector equal "
"[code]-1[/code], the position is outside of the viewable area of the "
"control.\n"
"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
"[method get_rect_at_line_column] to get the top side position."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the local position and size for the grapheme at the given "
"[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/"
"code] position of the returned rect equal [code]-1[/code], the position is "
"outside of the viewable area of the control.\n"
"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
"side."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total width of all gutters and internal padding."
msgstr "Vrátí tangens parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns whether the specified [code]keyword[/code] has a color set to it or "
"not."
msgstr ""
#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
msgid "Returns [code]true[/code] if a \"redo\" action is available."
msgstr ""
#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
msgid "Returns [code]true[/code] if an \"undo\" action is available."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Insert the specified text at the cursor position."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns whether the line at the specified index is folded or not."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns whether the line at the specified index is hidden or not."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] has a "
"breakpoint."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
"safe."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns if the given line is wrapped."
msgstr "Vrátí tangens parametru."
#: doc/classes/TextEdit.xml
msgid ""
"Returns whether the mouse is over selection. If [code]edges[/code] is "
"[code]true[/code], the edges are considered part of the selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Triggers a right-click menu action by the specified index. See [enum "
"MenuItems] for a list of available indexes."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Paste the current selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Perform redo operation."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Removes all the breakpoints. This will not fire the [signal "
"breakpoint_toggled] signal."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Perform a search inside the text. Search flags can be specified in the [enum "
"SearchFlags] enum.\n"
"Returns an empty [code]PoolIntArray[/code] if no result was found. "
"Otherwise, the result line and column can be accessed at indices specified "
"in the [enum SearchResult] enum, e.g:\n"
"[codeblock]\n"
"var result = search(key, flags, line, column)\n"
"if result.size() > 0:\n"
" # Result found.\n"
" var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Perform selection, from line/column to line/column.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Select all the text.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the text for a specific line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
"in the [member breakpoint_gutter]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], hides the line of the specified index."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], marks the [code]line[/code] as safe.\n"
"This will show the line number with the color provided in the "
"[code]safe_line_number_color[/code] theme property."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Toggle the folding of the code block at the given line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Perform undo operation."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Unfolds the given line, if folded."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Unhide all lines that were previously set to hidden by [method "
"set_line_as_hidden]."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], the bookmark gutter is visible."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the breakpoint gutter is visible."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the caret displays as a rectangle.\n"
"If [code]false[/code], the caret displays as a bar."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], a right-click moves the cursor at the mouse position "
"before displaying the context menu.\n"
"If [code]false[/code], the context menu disregards mouse location."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the \"tab\" character will have a visible "
"representation."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the fold gutter is visible. This enables folding "
"groups of indented lines."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], all lines that have been set to hidden by [method "
"set_line_as_hidden], will not be visible."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], all occurrences of the selected text will be "
"highlighted."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the line containing the cursor is highlighted."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], a minimap is shown, providing an outline of your "
"source code."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "The width, in pixels, of the minimap."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], custom [code]font_color_selected[/code] will be used "
"for selected text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], read-only mode is enabled. Existing text cannot be "
"modified and new text cannot be added."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If there is a horizontal scrollbar, this determines the current horizontal "
"scroll value in pixels."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If there is a vertical scrollbar, this determines the current vertical "
"scroll value in line numbers, starting at 0 for the top line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], text can be selected.\n"
"If [code]false[/code], text can not be selected by the user or by the "
"[method select] or [method select_all] methods."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], shortcut keys for context menu items are enabled, even "
"if the context menu is disabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], line numbers are displayed to the left of the text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
"[code]0.25[/code] which results in smoother scrolling."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], any custom color properties that have been set for "
"this [TextEdit] will be visible."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "String value of the [TextEdit]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Vertical scroll sensitivity."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], enables text wrapping when it goes beyond the edge of "
"what is visible."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Emitted when the cursor changes."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Emitted when the info icon is clicked."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Match case when searching."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Match whole words when searching."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Search from end to beginning."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Used to access the result column from [method search]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Used to access the result line from [method search]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Pastes the clipboard text over the selected text (or at the cursor's "
"position)."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Erases the whole [TextEdit] text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Selects the whole [TextEdit] text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Redoes the previous action."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] "
"has to be enabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
"be enabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
"enabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the font [Color]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [Color] of the selected text. [member override_selected_font_color] "
"has to be enabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [Color] of the line numbers. [member show_line_numbers] has to be "
"enabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the [Color] of marked text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the highlight [Color] of text selections."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the highlight [Color] of multiple occurrences. [member "
"highlight_all_occurrences] has to be enabled."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the spacing between the lines."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the default [Font]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets a custom [Texture] for tab text characters."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the [StyleBox] of this [TextEdit]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
msgstr ""
#: doc/classes/TextMesh.xml
msgid "Generate an [PrimitiveMesh] from the text."
msgstr ""
#: doc/classes/TextMesh.xml
msgid ""
"Generate an [PrimitiveMesh] from the text.\n"
"TextMesh can be generated only when using dynamic fonts with vector glyph "
"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
"containers, like color emoji fonts) are not supported.\n"
"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
"height for the front face, 40% for the back face, 10% for the outer edges "
"and 10% for the inner edges."
msgstr ""
#: doc/classes/TextMesh.xml
msgid "Step (in pixels) used to approximate Bézier curves."
msgstr ""
#: doc/classes/TextMesh.xml
msgid ""
"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
"generated, and UV layout is changed to use full texture for the front face "
"only."
msgstr ""
#: doc/classes/TextMesh.xml
msgid "[Font] used for the [TextMesh]'s text."
msgstr ""
#: doc/classes/TextMesh.xml
msgid ""
"Controls the text's horizontal alignment. Supports left, center and right. "
"Set it to one of the [enum Align] constants."
msgstr ""
#: doc/classes/TextMesh.xml
msgid "The size of one pixel's width on the text to scale it in 3D."
msgstr ""
#: doc/classes/TextMesh.xml
msgid "The text to generate mesh from."
msgstr ""
#: doc/classes/Texture.xml
msgid "Texture for 2D and 3D."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"A texture works by registering an image in the video hardware, which then "
"can be used in 3D models or 2D [Sprite] or GUI [Control].\n"
"Textures are often created by loading them from a file. See [method "
"@GDScript.load].\n"
"[Texture] is a base for other resources. It cannot be used directly.\n"
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations. Larger textures may fail to import."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Draws the texture using a [CanvasItem] with the [VisualServer] API at the "
"specified [code]position[/code]. Equivalent to [method VisualServer."
"canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
"size of this [Texture]."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
"be accessed and manipulated directly."
msgstr ""
#: doc/classes/Texture.xml
msgid "Returns the texture height."
msgstr ""
#: doc/classes/Texture.xml
msgid "Returns the texture size."
msgstr ""
#: doc/classes/Texture.xml
msgid "Returns the texture width."
msgstr ""
#: doc/classes/Texture.xml
#, fuzzy
msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Texture.xml
msgid ""
"The texture's [enum Flags]. [enum Flags] are used to set various properties "
"of the [Texture]."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
"FLAG_FILTER] are enabled."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid ""
"Generates mipmaps, which are smaller versions of the same texture to use "
"when zoomed out, keeping the aspect ratio."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Repeats the texture (instead of clamp to edge).\n"
"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
"repetition."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
msgstr ""
#: doc/classes/Texture.xml doc/classes/TextureLayered.xml
#: doc/classes/VisualServer.xml
msgid ""
"Uses anisotropic mipmap filtering. Generates smaller versions of the same "
"texture with different aspect ratios.\n"
"This results in better-looking textures when viewed from oblique angles."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Converts the texture to the sRGB color space."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Repeats the texture with alternate sections mirrored.\n"
"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
"repetition."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Texture is a video surface."
msgstr ""
#: doc/classes/Texture3D.xml
msgid "Texture with 3 dimensions."
msgstr ""
#: doc/classes/Texture3D.xml
msgid ""
"Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. "
"See also [TextureArray].\n"
"[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 "
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
#: doc/classes/Texture3D.xml
msgid ""
"Creates the Texture3D with specified [code]width[/code], [code]height[/"
"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
#: doc/classes/TextureArray.xml
msgid "Array of textures stored in a single primitive."
msgstr ""
#: doc/classes/TextureArray.xml
msgid ""
"[TextureArray]s store an array of [Image]s in a single [Texture] primitive. "
"Each layer of the texture array has its own mipmap chain. This makes it is a "
"good alternative to texture atlases. See also [Texture3D].\n"
"[TextureArray]s must be displayed using shaders. After importing your file "
"as a [TextureArray] and setting the appropriate Horizontal and Vertical "
"Slices, display it by setting it as a uniform to a shader, for example "
"(2D):\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"\n"
"uniform sampler2DArray tex;\n"
"uniform int index;\n"
"\n"
"void fragment() {\n"
" COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
"}\n"
"[/codeblock]\n"
"Set the integer uniform \"index\" to show a particular part of the texture "
"as defined by the Horizontal and Vertical Slices in the importer.\n"
"[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the "
"sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to "
"prevent colors from looking washed out:\n"
"[codeblock]\n"
"shader_type spatial;\n"
"\n"
"uniform sampler2DArray tex : hint_albedo;\n"
"uniform int index;\n"
"\n"
"void fragment() {\n"
" ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 "
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
#: doc/classes/TextureArray.xml
msgid ""
"Creates the TextureArray with specified [code]width[/code], [code]height[/"
"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"[TextureButton] has the same functionality as [Button], except it uses "
"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
"doesn't support localization like more complex [Control]s.\n"
"The \"normal\" state must contain a texture ([member texture_normal]); other "
"textures are optional.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"If [code]true[/code], the texture stretches to the edges of the node's "
"bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
"the texture will not scale with the node."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Controls the texture's behavior when you resize the node's bounding "
"rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
"one of the [enum StretchMode] constants. See the constants to learn more."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Pure black and white [BitMap] image to use for click detection. On the mask, "
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
msgstr ""
#: doc/classes/TextureButton.xml
msgid "Texture to display when the node has mouse or keyboard focus."
msgstr ""
#: doc/classes/TextureButton.xml
msgid "Texture to display when the mouse hovers the node."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"focused, hover or pressed state."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display on mouse down over the node, if the node has keyboard "
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Scale to fit the node's bounding rectangle."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Tile inside the node's bounding rectangle."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"The texture keeps its original size and stays in the bounding rectangle's "
"top-left corner."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"The texture keeps its original size and stays centered in the node's "
"bounding rectangle."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"Scale the texture to fit the node's bounding rectangle, but maintain the "
"texture's aspect ratio."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it, and "
"maintain its aspect ratio."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"Scale the texture so that the shorter side fits the bounding rectangle. The "
"other side clips to the node's limits."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Base class for 3D texture types."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but "
"contains all the functions necessary for accessing and using [Texture3D] and "
"[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the "
"layer specifies the depth or Z-index, they can be treated as a bunch of 2D "
"slices. Similarly, for [TextureArray]s, the layer specifies the array layer."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Returns the depth of the texture. Depth is the 3rd dimension (typically Z-"
"axis)."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Returns the current format being used by this texture. See [enum Image."
"Format] for details."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Returns the height of the texture. Height is typically represented by the Y-"
"axis."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Returns an [Image] resource with the data from specified [code]layer[/code]."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Returns the width of the texture. Width is typically represented by the X-"
"axis."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Partially sets the data for a specified [code]layer[/code] by overwriting "
"using the data of the specified [code]image[/code]. [code]x_offset[/code] "
"and [code]y_offset[/code] determine where the [Image] is \"stamped\" over "
"the texture. The [code]image[/code] must fit within the texture."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Sets the data for the specified layer. Data takes the form of a 2-"
"dimensional [Image] resource."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Returns a dictionary with all the data used by this texture."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Specifies which [enum Flags] apply to this texture."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant "
"FLAG_REPEAT] and [constant FLAG_FILTER] are enabled."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Texture will generate mipmaps on creation."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Texture will repeat when UV used is outside the 0-1 range."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid ""
"Use filtering when reading from texture. Filtering smooths out pixels. "
"Turning filtering off is slightly faster and more appropriate when you need "
"access to individual pixels."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Texture-based progress bar. Useful for loading screens and life or stamina "
"bars."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"TextureProgress works like [ProgressBar], but uses up to 3 textures instead "
"of Godot's [Theme] resource. It can be used to create horizontal, vertical "
"and radial progress bars."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The fill direction. See [enum FillMode] for possible values."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"If [code]true[/code], Godot treats the bar's textures like in "
"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
"using a radial [member fill_mode], this setting will enable stretching."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Offsets [member texture_progress] if [member fill_mode] is [constant "
"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
"node's [code]value[/code] is equal to its [code]max_value[/code], the "
"texture fills up to this angle.\n"
"See [member Range.value], [member Range.max_value]."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Starting angle for the fill of [member texture_progress] if [member "
"fill_mode] is [constant FILL_CLOCKWISE] or [constant "
"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its "
"[code]min_value[/code], the texture doesn't show up at all. When the "
"[code]value[/code] increases, the texture fills and tends towards [member "
"radial_fill_degrees]."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's left column."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The width of the 9-patch's right column."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The height of the 9-patch's top row."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"[Texture] that draws over the progress bar. Use it to add highlights or an "
"upper-frame that hides part of [member texture_progress]."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"[Texture] that clips based on the node's [code]value[/code] and [member "
"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
"The [code]value[/code] property comes from [Range]. See [member Range."
"value], [member Range.min_value], [member Range.max_value]."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"The offset of [member texture_progress]. Useful for [member texture_over] "
"and [member texture_under] with fancy borders, to avoid transparent margins "
"in your progress texture."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "[Texture] that draws under the progress bar. The bar's background."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Multiplies the color of the bar's [code]texture_over[/code] texture. The "
"effect is similar to [member CanvasItem.modulate], except it only affects "
"this specific texture instead of the entire node."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Multiplies the color of the bar's [code]texture_progress[/code] texture."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from left to right."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from right to left."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from top to bottom."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid "The [member texture_progress] fills from bottom to top."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
"and [member radial_fill_degrees] to control the way the bar fills up."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"counterclockwise. See [member radial_center_offset], [member "
"radial_initial_angle] and [member radial_fill_degrees] to control the way "
"the bar fills up."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the left and the right."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the top and the bottom."
msgstr ""
#: doc/classes/TextureProgress.xml
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"radially from the center, expanding both clockwise and counterclockwise. See "
"[member radial_center_offset], [member radial_initial_angle] and [member "
"radial_fill_degrees] to control the way the bar fills up."
msgstr ""
#: doc/classes/TextureRect.xml
msgid "Control for drawing textures."
msgstr ""
#: doc/classes/TextureRect.xml
msgid ""
"Used to draw icons and sprites in a user interface. The texture's placement "
"can be controlled with the [member stretch_mode] property. It can scale, "
"tile, or stay centered inside its bounding rectangle.\n"
"[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to "
"display a [ViewportTexture]. Alternatively, you can enable [member Viewport."
"render_target_v_flip] on the Viewport. Otherwise, the image will appear "
"upside down."
msgstr ""
#: doc/classes/TextureRect.xml
msgid "If [code]true[/code], the texture scales to fit its bounding rectangle."
msgstr ""
#: doc/classes/TextureRect.xml
msgid ""
"Controls the texture's behavior when resizing the node's bounding rectangle. "
"See [enum StretchMode]."
msgstr ""
#: doc/classes/TextureRect.xml
msgid "The node's [Texture] resource."
msgstr ""
#: doc/classes/TextureRect.xml
msgid ""
"Scale to fit the node's bounding rectangle, only if [code]expand[/code] is "
"[code]true[/code]. Default [code]stretch_mode[/code], for backwards "
"compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
"texture will behave like [constant STRETCH_KEEP]."
msgstr ""
#: doc/classes/TextureRect.xml
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it and "
"maintain its aspect ratio."
msgstr ""
#: doc/classes/Theme.xml
msgid "Theme for controls."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"A theme for skinning controls. Controls can be skinned individually, but for "
"complex applications, it's more practical to just create a global theme that "
"defines everything. This theme can be applied to any [Control]; the Control "
"and its children will automatically use it.\n"
"Theme resources can alternatively be loaded by writing them in a [code]."
"theme[/code] file, see the documentation for more information."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds an empty theme type for every valid data type.\n"
"[b]Note:[/b] Empty types are not saved with the theme. This method only "
"exists to perform in-memory changes to the resource. Use available "
"[code]set_*[/code] methods to add theme items."
msgstr ""
#: doc/classes/Theme.xml
msgid "Clears all values on the theme."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]theme_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
"name, for use in [method get_color], if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color] types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_color] and/or [method get_color_list]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
"name, for use in [method get_constant], if the theme has [code]theme_type[/"
"code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Returns all the constant types as a [PoolStringArray] filled with unique "
"type names, for use in [method get_constant] and/or [method "
"get_constant_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
"name, for use in [method get_font], if the theme has [code]theme_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font] types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_font] and/or [method get_font_list]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
"[code]theme_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
"name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Returns all the icon types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_icon] and/or [method get_icon_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
"[code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
"Valid [code]theme_type[/code]s may be found using [method "
"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
"[code]theme_type[/code].\n"
"Valid [code]theme_type[/code]s may be found using [method "
"get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox] types as a [PoolStringArray] filled with unique "
"type names, for use in [method get_stylebox] and/or [method "
"get_stylebox_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]theme_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
"a data type specific method. Valid [code]theme_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
"data type specific method, if the theme has [code]theme_type[/code].\n"
"Valid [code]theme_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme items of [code]data_type[/code] types as a "
"[PoolStringArray] filled with unique type names, for use in [method "
"get_theme_item], [method get_theme_item_list] or data type specific methods."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
"[code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
"[code]name[/code] is in [code]theme_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]theme_type[/"
"code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
"themes together without modifying either one, create a new empty theme and "
"merge the other two into it one after another."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Removes the theme type, gracefully discarding defined theme items. If the "
"type is a variation, this information is also erased. If the type is a base "
"for type variations, those variations lose their base."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
"has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
"in [code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
"[code]theme_type[/code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
"[code]name[/code] in [code]theme_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
"Creates [code]theme_type[/code] if the theme does not have it."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
"Use [method has_default_font] to check if this value is valid."
msgstr ""
#: doc/classes/Theme.xml
msgid "Theme's [Color] item type."
msgstr ""
#: doc/classes/Theme.xml
msgid "Theme's constant item type."
msgstr ""
#: doc/classes/Theme.xml
msgid "Theme's [Font] item type."
msgstr ""
#: doc/classes/Theme.xml
msgid "Theme's icon [Texture] item type."
msgstr ""
#: doc/classes/Theme.xml
msgid "Theme's [StyleBox] item type."
msgstr ""
#: doc/classes/Theme.xml
msgid "Maximum value for the DataType enum."
msgstr ""
#: doc/classes/Thread.xml
msgid "A unit of execution in a process."
msgstr ""
#: doc/classes/Thread.xml
msgid ""
"A unit of execution in a process. Can run methods on [Object]s "
"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
"advised if working with shared objects.\n"
"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. "
"This is a current limitation of the GDScript debugger."
msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
msgstr ""
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
msgstr ""
#: doc/classes/Thread.xml
msgid ""
"Returns the current [Thread]'s ID, uniquely identifying it among all "
"threads. If the [Thread] is not running this returns an empty string."
msgstr ""
#: doc/classes/Thread.xml
msgid ""
"Returns [code]true[/code] if this [Thread] has been started. Once started, "
"this will return [code]true[/code] until it is joined using [method "
"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
"[method is_alive]."
msgstr ""
#: doc/classes/Thread.xml
msgid ""
"Returns [code]true[/code] if this [Thread] is currently running. This is "
"useful for determining if [method wait_to_finish] can be called without "
"blocking the calling thread.\n"
"To check if a [Thread] is joinable, use [method is_active]."
msgstr ""
#: doc/classes/Thread.xml
msgid ""
"Starts a new [Thread] that runs [code]method[/code] on object "
"[code]instance[/code] with [code]userdata[/code] passed as an argument. Even "
"if no userdata is passed, [code]method[/code] must accept one argument and "
"it will be null. The [code]priority[/code] of the [Thread] can be changed by "
"passing a value from the [enum Priority] enum.\n"
"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
msgstr ""
#: doc/classes/Thread.xml
msgid ""
"Joins the [Thread] and waits for it to finish. Returns the output of the "
"method passed to [method start].\n"
"Should either be used when you want to retrieve the value returned from the "
"method called by the [Thread] or before freeing the instance that contains "
"the [Thread].\n"
"To determine if this can be called without blocking the calling thread, "
"check if [method is_alive] is [code]false[/code].\n"
"[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you "
"want to use it again you will have to create a new instance of it."
msgstr ""
#: doc/classes/Thread.xml
msgid "A thread running with lower priority than normally."
msgstr ""
#: doc/classes/Thread.xml
msgid "A thread with a standard priority."
msgstr ""
#: doc/classes/Thread.xml
msgid "A thread running with higher priority than normally."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Node for 2D tile-based maps."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list "
"of tiles (textures plus optional collision, navigation, and/or occluder "
"shapes) which are used to create grid-based maps.\n"
"When doing physics queries against the tilemap, the cell coordinates are "
"encoded as [code]metadata[/code] for each detected collision shape returned "
"by methods such as [method Physics2DDirectSpaceState.intersect_shape], "
"[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc."
msgstr ""
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "Using Tilemaps"
msgstr ""
#: doc/classes/TileMap.xml doc/classes/TileSet.xml
msgid "2D Hexagonal Demo"
msgstr ""
#: doc/classes/TileMap.xml
msgid "Clears all cells."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Clears cells that do not exist in the tileset."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns the tile index of the given cell. If no tile exists in the cell, "
"returns [constant INVALID_CELL]."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns the coordinate (subtile column and row) of the autotile variation in "
"the tileset. Returns a zero vector if the cell doesn't have autotiling."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns the tile index of the cell given by a Vector2. If no tile exists in "
"the cell, returns [constant INVALID_CELL]."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given collision layer bit is set."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given collision mask bit is set."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns a [Vector2] array with the positions of all cells containing a tile "
"from the tileset (i.e. a tile index different from [code]-1[/code])."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns an array of all cells with the given tile index specified in "
"[code]id[/code]."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
"axes are swapped."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns the local position of the top left corner of the cell corresponding "
"to the given tilemap (grid-based) coordinates.\n"
"To get the global position, use [method Node2D.to_global]:\n"
"[codeblock]\n"
"var local_position = my_tilemap.map_to_world(map_position)\n"
"var global_position = my_tilemap.to_global(local_position)\n"
"[/codeblock]\n"
"Optionally, the tilemap's half offset can be ignored."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Sets the tile index for the given cell.\n"
"An index of [code]-1[/code] clears the cell.\n"
"Optionally, the tile can also be flipped, transposed, or given autotile "
"coordinates. The autotile coordinate refers to the column and row of the "
"subtile.\n"
"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
"immediately updated for performance reasons.\n"
"If you need these to be immediately updated, you can call [method "
"update_dirty_quadrants].\n"
"Overriding this method also overrides it internally, allowing custom logic "
"to be implemented when tiles are placed/removed:\n"
"[codeblock]\n"
"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
"autotile_coord=Vector2()):\n"
" # Write your custom logic here.\n"
" # To call the default method:\n"
" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Sets the tile index for the cell given by a Vector2.\n"
"An index of [code]-1[/code] clears the cell.\n"
"Optionally, the tile can also be flipped, transposed, or given autotile "
"coordinates. The autotile coordinate refers to the column and row of the "
"subtile.\n"
"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
"immediately updated for performance reasons.\n"
"If you need these to be immediately updated, you can call [method "
"update_dirty_quadrants]."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Sets the given collision layer bit."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Sets the given collision mask bit."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Applies autotiling rules to the cell (and its adjacent cells) referenced by "
"its grid-based X and Y coordinates."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Applies autotiling rules to the cells in the given region (specified by grid-"
"based X and Y coordinates).\n"
"Calling with invalid (or missing) parameters applies autotiling rules for "
"the entire tilemap."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Updates the tile map's quadrants, allowing things such as navigation and "
"collision shapes to be immediately used if modified."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Returns the tilemap (grid-based) coordinates corresponding to the given "
"local position.\n"
"To use this with a global position, first determine the local position with "
"[method Node2D.to_local]:\n"
"[codeblock]\n"
"var local_position = my_tilemap.to_local(global_position)\n"
"var map_position = my_tilemap.world_to_map(local_position)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/TileMap.xml
#, fuzzy
msgid "If [code]true[/code], this TileMap bakes a navigation region."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The custom [Transform2D] to be applied to the TileMap's cells."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Amount to offset alternating tiles. See [enum HalfOffset] for possible "
"values."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
"this size."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The TileMap's cell size."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Position for tile origin. See [enum TileOrigin] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the TileMap's direct children will be drawn in order "
"of their Y coordinate."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the textures will be centered in the middle of each "
"tile. This is useful for certain isometric or top-down modes when textures "
"are made larger or smaller than the tiles (e.g. to avoid flickering on tile "
"edges). The offset is still applied, but from the center of the tile. If "
"used, [member compatibility_mode] is ignored.\n"
"If [code]false[/code], the texture position start in the top-left corner "
"unless [member compatibility_mode] is enabled."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Bounce value for static body collisions (see [code]collision_use_kinematic[/"
"code])."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Friction value for static body collisions (see "
"[code]collision_use_kinematic[/code])."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], TileMap collisions will be handled as a kinematic "
"body. If [code]false[/code], collisions will be handled as static body."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], this tilemap's collision shape will be added to the "
"collision shape of the parent. The parent has to be a [CollisionObject2D]."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 "
"or earlier is maintained (textures move when the tile origin changes and "
"rotate if the texture size is not homogeneous). This mode presents problems "
"when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/"
"code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in "
"which the texture could not coincide with the collision, thus it is not "
"recommended for isometric or non-square tiles.\n"
"If [code]false[/code], the textures do not move when doing [code]flip_h[/"
"code], [code]flip_v[/code] operations if no offset is used, nor when "
"changing the tile origin.\n"
"The compatibility mode doesn't work with the [member centered_textures] "
"option, because displacing textures with the [member cell_tile_origin] "
"option or in irregular tiles is not relevant when centering those textures."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The navigation layers the TileMap generates its navigation regions in."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
"light mask(s)."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], collision shapes are visible in the editor. Doesn't "
"affect collision shapes visibility at runtime. To show collision shapes at "
"runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
"instead."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The assigned [TileSet]."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returned when a cell doesn't exist."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Orthogonal orientation mode."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Isometric orientation mode."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Custom orientation mode."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset disabled."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate (negative)."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate (negative)."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Tile origin at its top-left corner."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Tile origin at its center."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Tile origin at its bottom-left corner."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Tile library for tilemaps."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"A TileSet is a library of tiles for a [TileMap]. It contains a list of "
"tiles, each consisting of a sprite and optional collision shapes.\n"
"Tiles are referenced by a unique integer ID."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Determines when the auto-tiler should consider two different auto-tile IDs "
"to be bound together.\n"
"[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
"TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Clears all bitmask information of the autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the bitmask of the subtile from an autotile given its coordinates.\n"
"The value is the sum of the values in [enum AutotileBindings] present in the "
"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
"left and top right)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the [enum BitmaskMode] of the autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the subtile that's being used as an icon in an atlas/autotile given "
"its coordinates.\n"
"The subtile defined as the icon will be used as a fallback when the atlas/"
"autotile's bitmask information is incomplete. It will also be used to "
"represent it in the TileSet editor."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the light occluder of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the navigation polygon of the subtile from an atlas/autotile given "
"its coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the size of the subtiles in an atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the spacing between subtiles of the atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the priority of the subtile from an autotile given its coordinates.\n"
"When more than one subtile has the same bitmask value, one of them will be "
"picked randomly for drawing. Its priority will define how often it will be "
"picked."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the drawing index of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the bitmask of the subtile from an autotile given its coordinates.\n"
"The value is the sum of the values in [enum AutotileBindings] present in the "
"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
"left and top right)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the [enum BitmaskMode] of the autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the subtile that will be used as an icon in an atlas/autotile given its "
"coordinates.\n"
"The subtile defined as the icon will be used as a fallback when the atlas/"
"autotile's bitmask information is incomplete. It will also be used to "
"represent it in the TileSet editor."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the light occluder of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the navigation polygon of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the size of the subtiles in an atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the spacing between subtiles of the atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the priority of the subtile from an autotile given its coordinates.\n"
"When more than one subtile has the same bitmask value, one of them will be "
"picked randomly for drawing. Its priority will define how often it will be "
"picked."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the drawing index of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Clears all tiles."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Creates a new tile with the given ID."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the first tile matching the given name."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the ID following the last currently used ID, useful when creating a "
"new tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns an array of all currently used tile IDs."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Removes the given tile ID."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Adds a shape to the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's light occluder."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's material."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's modulation color."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's name."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the navigation polygon of the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's navigation polygon."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's normal map texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's light occluder."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile sub-region in the texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns a tile's given shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the number of shapes assigned to a tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the offset of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the one-way collision value of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the [Transform2D] of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns an array of dictionaries describing the tile's shapes.\n"
"[b]Dictionary structure in the array returned by this method:[/b]\n"
"[codeblock]\n"
"{\n"
" \"autotile_coord\": Vector2,\n"
" \"one_way\": bool,\n"
" \"one_way_margin\": int,\n"
" \"shape\": CollisionShape2D,\n"
" \"shape_transform\": Transform2D,\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the texture offset of the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's [enum TileMode]."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's material."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the tile's modulation color.\n"
"[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To "
"access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/"
"code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
"property)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's name."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's navigation polygon."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an offset for the tile's navigation polygon."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the tile's normal map texture.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an offset for the tile's light occluder."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the tile's sub-region in the texture. This is common in texture atlases."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a shape for the tile, enabling collision."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the offset of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Enables one-way collision on a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's texture offset."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
msgstr ""
#: doc/classes/Time.xml
msgid "Time singleton for working with time."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The Time singleton allows converting time between various formats and also "
"getting time information from the system.\n"
"This class conforms with as many of the ISO 8601 standards as possible. All "
"dates follow the Proleptic Gregorian calendar. As such, the day before "
"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
"year before that (2 BC) being [code]-1[/code], etc.\n"
"Conversion methods assume \"the same timezone\", and do not handle timezone "
"conversions or DST automatically. Leap seconds are also not handled, they "
"must be done manually if desired. Suffixes such as \"Z\" are not handled, "
"you need to strip them away manually.\n"
"When getting time information from the system, the time can either be in the "
"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
"the [method get_unix_time_from_system] method always returns the time in "
"UTC.\n"
"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
"that the user can manually set. [b]Never use[/b] this method for precise "
"time calculation since its results are subject to automatic adjustments by "
"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] "
"or [method get_ticks_msec] for precise time calculation instead, since they "
"are guaranteed to be monotonic (i.e. never decrease)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/"
"code] (Daylight Savings Time).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
"excluded (the calculation is relatively expensive).\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], and [code]second[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
"The returned Dictionary's values will be the same as the [method "
"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given dictionary of keys to an ISO 8601 date and time string "
"(YYYY-MM-DDTHH:MM:SS).\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]. Any other entries (including "
"[code]dst[/code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp "
"0 (1970-01-01 at 00:00:00).\n"
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC.\n"
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given timezone offset in minutes to a timezone offset string. "
"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
"\"+00:00\"."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the amount of time passed in microseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly half a million years)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current time as a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code].\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
#, fuzzy
msgid ""
"Converts the given time to a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/Time.xml
msgid ""
"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts a dictionary of time values to a Unix timestamp.\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]. Any other entries (including "
"[code]dst[/code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp "
"0 (1970-01-01 at 00:00:00).\n"
"You can pass the output from [method get_datetime_dict_from_unix_time] "
"directly into this function and get the same as what was put in.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime dictionary."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime string.\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
"the time in UTC.\n"
"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of January, represented numerically as [code]01[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of February, represented numerically as [code]02[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of March, represented numerically as [code]03[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of April, represented numerically as [code]04[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of May, represented numerically as [code]05[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of June, represented numerically as [code]06[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of July, represented numerically as [code]07[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of August, represented numerically as [code]08[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of September, represented numerically as [code]09[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of October, represented numerically as [code]10[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of November, represented numerically as [code]11[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of December, represented numerically as [code]12[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Monday, represented numerically as [code]1[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The day of the week Wednesday, represented numerically as [code]3[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The day of the week Thursday, represented numerically as [code]4[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Friday, represented numerically as [code]5[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The day of the week Saturday, represented numerically as [code]6[/code]."
msgstr ""
#: doc/classes/Timer.xml
msgid "A countdown timer."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"Counts down a specified interval and emits a signal on reaching 0. Can be "
"set to repeat or \"one-shot\" mode.\n"
"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
"[method SceneTree.create_timer]."
msgstr ""
#: doc/classes/Timer.xml
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if "
"[code]time_sec > 0[/code]. This also resets the remaining time to "
"[code]wait_time[/code].\n"
"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
msgstr ""
#: doc/classes/Timer.xml
msgid "Stops the timer."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer will automatically start when entering the "
"scene tree.\n"
"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
"the timer enters the scene tree and starts."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
"code], it will restart."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer is paused and will not process until it is "
"unpaused again, even if [method start] is called."
msgstr ""
#: doc/classes/Timer.xml
msgid "Processing mode. See [enum TimerProcessMode]."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
"[b]Note:[/b] You cannot set this value. To change the timer's remaining "
"time, use [method start]."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"The wait time in seconds.\n"
"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
"per physics frame if [member process_mode] is [constant "
"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
"seconds) will behave in significantly different ways depending on the "
"rendered framerate. For very low wait times, it is recommended to use a "
"process loop in a script instead of using a Timer node."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"Update the timer during the physics step at each frame (fixed framerate "
"processing)."
msgstr ""
#: doc/classes/Timer.xml
msgid "Update the timer during the idle time at each frame."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Flat button helper class."
msgstr ""
#: doc/classes/ToolButton.xml
msgid ""
"This is a helper class to generate a flat [Button] (see [member Button."
"flat]), creating a [ToolButton] is equivalent to:\n"
"[codeblock]\n"
"var btn = Button.new()\n"
"btn.flat = true\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Default text [Color] of the [ToolButton]."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is disabled."
msgstr ""
#: doc/classes/ToolButton.xml
msgid ""
"Text [Color] used when the [ToolButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being hovered."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being pressed."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "The horizontal space between [ToolButton]'s icon and text."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[Font] of the [ToolButton]'s text."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is disabled."
msgstr ""
#: doc/classes/ToolButton.xml
msgid ""
"[StyleBox] used when the [ToolButton] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being hovered."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Default [StyleBox] for the [ToolButton]."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being pressed."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Button for touch screen devices for gameplay use."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid ""
"TouchScreenButton allows you to create on-screen buttons for touch devices. "
"It's intended for gameplay use, such as a unit you have to touch to move. "
"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
"Several TouchScreenButtons can be pressed at the same time with touch "
"input.\n"
"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
"set anchors on it. If you want to create menus or user interfaces, you may "
"want to use [Button] nodes instead. To make button nodes react to touch "
"events, you can enable the Emulate Mouse option in the Project Settings.\n"
"You can configure TouchScreenButton to be visible only on touch devices, "
"helping you develop your game both for desktop and mobile devices."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's action. Actions can be handled with [InputEventAction]."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's bitmask."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the normal state."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid ""
"If [code]true[/code], the [signal pressed] and [signal released] signals are "
"emitted whenever a pressed finger goes in and out of the button, even if the "
"pressure started outside the active area of the button.\n"
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's shape."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid ""
"If [code]true[/code], the button's shape is centered in the provided "
"texture. If no texture is used, this property has no effect."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "If [code]true[/code], the button's shape is visible."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid ""
"The button's visibility mode. See [enum VisibilityMode] for possible values."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is pressed (down)."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Emitted when the button is released (up)."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Always visible."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Visible on touch screens only."
msgstr ""
#: doc/classes/Transform.xml
msgid "3D transformation (3×4 matrix)."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
"represent transformations such as translation, rotation, or scaling. It "
"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
"[member origin] (last column).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Constructs a Transform from four [Vector3] values (matrix columns). Each "
"axis corresponds to local basis vectors (some of which may be scaled)."
msgstr ""
#: doc/classes/Transform.xml
msgid "Constructs a Transform from a [Basis] and [Vector3]."
msgstr ""
#: doc/classes/Transform.xml
msgid "Constructs a Transform from a [Transform2D]."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, "
"0)[/code]."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns the inverse of the transform, under the assumption that the "
"transformation is composed of rotation, scaling and translation."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns a transform interpolated between this transform and another by a "
"given [code]weight[/code] (on the range of 0.0 to 1.0)."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns the inverse of the transform, under the assumption that the "
"transformation is composed of rotation and translation (no scaling, use "
"[method affine_inverse] for transforms with scaling)."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns [code]true[/code] if this transform and [code]transform[/code] are "
"approximately equal, by calling [code]is_equal_approx[/code] on each "
"component."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Returns a copy of the transform rotated such that its -Z axis points towards "
"the [code]target[/code] position.\n"
"The transform will first be rotated around the given [code]up[/code] vector, "
"and then fully aligned to the target by a further rotation around an axis "
"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
"Operations take place in global space."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns the transform with the basis orthogonal (90 degrees), and normalized "
"axis vectors (scale of 1 or -1)."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Returns a copy of the transform rotated around the given [code]axis[/code] "
"by the given [code]angle[/code] (in radians), using matrix multiplication. "
"The [code]axis[/code] must be a normalized vector."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Returns a copy of the transform with its basis and origin scaled by the "
"given [code]scale[/code] factor, using matrix multiplication."
msgstr ""
#: doc/classes/Transform.xml doc/classes/Transform2D.xml
msgid ""
"Returns a copy of the transform translated by the given [code]offset[/code], "
"relative to the transform's basis vectors.\n"
"Unlike [method rotated] and [method scaled], this does not use matrix "
"multiplication."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by "
"this transform."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"Inverse-transforms the given [Vector3], [Plane], [AABB], or "
"[PoolVector3Array] by this transform, under the assumption that the "
"transformation is composed of rotation and translation (no scaling). "
"Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For "
"affine transformations (e.g. with scaling) see [method affine_inverse] "
"method."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
"and Z axis. These vectors can be interpreted as the basis vectors of local "
"coordinate system traveling with the object."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"The translation offset of the transform (column 3, the fourth column). "
"Equivalent to array index [code]3[/code]."
msgstr ""
#: doc/classes/Transform.xml
msgid ""
"[Transform] with no translation, rotation or scaling applied. When applied "
"to other data structures, [constant IDENTITY] performs no transformation."
msgstr ""
#: doc/classes/Transform.xml
msgid "[Transform] with mirroring applied perpendicular to the YZ plane."
msgstr ""
#: doc/classes/Transform.xml
msgid "[Transform] with mirroring applied perpendicular to the XZ plane."
msgstr ""
#: doc/classes/Transform.xml
msgid "[Transform] with mirroring applied perpendicular to the XY plane."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "2D transformation (2×3 matrix)."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
"represent transformations such as translation, rotation, or scaling. It "
"consists of three [Vector2] values: [member x], [member y], and the [member "
"origin].\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "Constructs the transform from a 3D [Transform]."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Constructs the transform from 3 [Vector2] values representing [member x], "
"[member y], and the [member origin] (the three column vectors)."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "Constructs the transform from a given angle (in radians) and position."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Returns a vector transformed (multiplied) by the basis matrix.\n"
"This method does not account for translation (the origin vector)."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Returns a vector transformed (multiplied) by the inverse basis matrix.\n"
"This method does not account for translation (the origin vector)."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "Returns the transform's origin (translation)."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "Returns the transform's rotation (in radians)."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "Returns the scale."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Returns a copy of the transform rotated by the given [code]angle[/code] (in "
"radians), using matrix multiplication."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Returns a copy of the transform scaled by the given [code]scale[/code] "
"factor, using matrix multiplication.\n"
"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, negative scales on the X axis will be "
"changed to negative scales on the Y axis and a rotation of 180 degrees when "
"decomposed."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this "
"transform."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
"this transform, under the assumption that the transformation is composed of "
"rotation and translation (no scaling). Equivalent to calling [code]inverse()."
"xform(v)[/code] on this transform. For affine transformations (e.g. with "
"scaling) see [method affine_inverse] method."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"The origin vector (column 2, the third column). Equivalent to array index "
"[code]2[/code]. The origin vector represents translation."
msgstr ""
#: doc/classes/Transform2D.xml
msgid ""
"The identity [Transform2D] with no translation, rotation or scaling applied. "
"When applied to other data structures, [constant IDENTITY] performs no "
"transformation."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "The [Transform2D] that will flip something along the X axis."
msgstr ""
#: doc/classes/Transform2D.xml
msgid "The [Transform2D] that will flip something along the Y axis."
msgstr ""
#: doc/classes/Translation.xml
msgid "Language Translation."
msgstr ""
#: doc/classes/Translation.xml
msgid ""
"Translations are resources that can be loaded and unloaded on demand. They "
"map a string to another string."
msgstr ""
#: doc/classes/Translation.xml
msgid "Virtual method to override [method get_message]."
msgstr ""
#: doc/classes/Translation.xml
msgid "Adds a message if nonexistent, followed by its translation."
msgstr ""
#: doc/classes/Translation.xml
msgid "Erases a message."
msgstr ""
#: doc/classes/Translation.xml
msgid "Returns a message's translation."
msgstr ""
#: doc/classes/Translation.xml
msgid "Returns the number of existing messages."
msgstr ""
#: doc/classes/Translation.xml
msgid "Returns all the messages (keys)."
msgstr ""
#: doc/classes/Translation.xml
msgid "The locale of the translation."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Server that manages all translations."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
"Server that manages all translations. Translations can be set to it and "
"removed from it."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Adds a [Translation] resource."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Clears the server from all translations."
msgstr ""
#: doc/classes/TranslationServer.xml
#, fuzzy
msgid "Returns an array of all loaded locales of the project."
msgstr "Vrátí absolutní hodnotu parametru."
#: doc/classes/TranslationServer.xml
msgid ""
"Returns the current locale of the project.\n"
"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
"the locale of the user system."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
"would return [code]\"English (United States)\"[/code])."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Removes the given translation from the server."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
"Sets the locale of the project. The [code]locale[/code] string will be "
"standardized to match known locales (e.g. [code]en-US[/code] would be "
"matched to [code]en_US[/code]).\n"
"If translations have been loaded beforehand for the new locale, they will be "
"applied."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Returns the current locale's translation for the given message (key)."
msgstr ""
#: doc/classes/Tree.xml
msgid "Control to show a tree of items."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
"buttons and popups. It can be useful for structured displays and "
"interactions.\n"
"Trees are built via code, using [TreeItem] objects to create the structure. "
"They have a single root but multiple roots can be simulated if a dummy "
"hidden root is added.\n"
"[codeblock]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
" var root = tree.create_item()\n"
" tree.set_hide_root(true)\n"
" var child1 = tree.create_item(root)\n"
" var child2 = tree.create_item(root)\n"
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/codeblock]\n"
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Creates an item in the tree and adds it as a child of [code]parent[/code], "
"which can be either a valid [TreeItem] or [code]null[/code].\n"
"If [code]parent[/code] is [code]null[/code], the root item will be the "
"parent, or the new item will be the root itself if the tree is empty.\n"
"The new item will be the [code]idx[/code]th child of parent, or it will be "
"the last child if there are not enough siblings."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Edits the selected tree item as if it was clicked. The item must be set "
"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
"the item could be edited. Fails if no item is selected."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Makes the currently focused cell visible.\n"
"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
"will not do horizontal scrolling, as all the cells in the selected row is "
"focused logically.\n"
"[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
"only visible in [constant SELECT_MULTI] mode."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the button id at [code]position[/code], or -1 if no button is there."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the column index at [code]position[/code], or -1 if no item is there."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the column's title."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the column's width in pixels."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the drop section at [code]position[/code], or -100 if no item is "
"there.\n"
"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
"description of each drop section.\n"
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the currently edited item. Can be used with [signal item_edited] to "
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Tree.xml
#, fuzzy
msgid "Returns the column for the currently edited item."
msgstr "Vrátí kosinus parametru."
#: doc/classes/Tree.xml
msgid ""
"Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
"code] is specified, only get the position and size of that column, otherwise "
"get the rectangle containing all columns."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the tree item at the specified position (relative to the tree origin "
"position)."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the next selected [TreeItem] after the given one, or [code]null[/"
"code] if the end is reached.\n"
"If [code]from[/code] is [code]null[/code], this returns the first selected "
"item."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the last pressed button's index."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the tree's root item, or [code]null[/code] if the tree is empty."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the current scrolling position."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the currently focused item, or [code]null[/code] if no item is "
"focused.\n"
"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
"item is same as the selected item. In [constant SELECT_MULTI] mode, the "
"focused item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the currently focused column, or -1 if no column is focused.\n"
"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
"under the focus cursor, and there are not necessarily any column selected.\n"
"To tell whether a column of an item is selected, use [method TreeItem."
"is_selected]."
msgstr ""
#: doc/classes/Tree.xml
#, fuzzy
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/Tree.xml
msgid ""
"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
"Columns that have the \"Expand\" flag will use their \"min_width\" in a "
"similar fashion to [member Control.size_flags_stretch_ratio]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Sets the minimum width of a column. Columns that have the \"Expand\" flag "
"will use their \"min_width\" in a similar fashion to [member Control."
"size_flags_stretch_ratio]."
msgstr ""
#: doc/classes/Tree.xml
msgid "Sets the title of a column."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"If [code]true[/code], the currently selected cell may be selected again."
msgstr ""
#: doc/classes/Tree.xml
msgid "If [code]true[/code], a right mouse button click can select items."
msgstr ""
#: doc/classes/Tree.xml
msgid "If [code]true[/code], column titles are visible."
msgstr ""
#: doc/classes/Tree.xml
msgid "The number of columns."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
"Setting this during [method Control.can_drop_data] is recommended.\n"
"This controls the drop sections, i.e. the decision and drawing of possible "
"drop locations based on the mouse position."
msgstr ""
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the folding arrow is hidden."
msgstr ""
#: doc/classes/Tree.xml
msgid "If [code]true[/code], the tree's root is hidden."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Allows single or multiple selection. See the [enum SelectMode] constants."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Emitted when a button on the tree was pressed (see [method TreeItem."
"add_button])."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when a cell is selected."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when a column's title is pressed."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"to be edited."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Emitted when the right mouse button is pressed in the empty space of the "
"tree."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Emitted when the right mouse button is pressed if right mouse button "
"selection is active and the tree is empty."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item's label is double-clicked."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item is collapsed by a click on the folding arrow."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Emitted when a custom button is pressed (i.e. in a [constant TreeItem."
"CELL_MODE_CUSTOM] mode cell)."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item's icon is double-clicked."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item is edited using the right mouse button."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected with the right mouse button."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when an item is selected."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
"[constant SELECT_MULTI]."
msgstr ""
#: doc/classes/Tree.xml
msgid "Emitted when a left mouse button click does not select any item."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Allows selection of a single cell at a time. From the perspective of items, "
"only a single item is allowed to be selected. And there is only one column "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"current selection, making the currently selected item the currently focused "
"item."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Allows selection of a single row at a time. From the perspective of items, "
"only a single items is allowed to be selected. And all the columns are "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"first column of the current selection, making the currently selected item "
"the currently focused item."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Allows selection of multiple cells at the same time. From the perspective of "
"items, multiple items are allowed to be selected. And there can be multiple "
"columns selected in each selected item.\n"
"The focus cursor is visible in this mode, the item or column under the "
"cursor is not necessarily selected."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Disables all drop sections, but still allows to detect the \"on item\" drop "
"section by [method get_drop_section_at_position].\n"
"[b]Note:[/b] This is the default flag, it has no effect when combined with "
"other flags."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Enables the \"on item\" drop section. This drop section covers the entire "
"item.\n"
"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
"the height and stays centered vertically."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
"drop section covers the top half of the item, and the \"below item\" drop "
"section covers the bottom half.\n"
"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
"the height and stays on top / bottom accordingly."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
"constants for further description of drop locations."
msgstr ""
#: doc/classes/Tree.xml
msgid "[Color] of the guideline."
msgstr ""
#: doc/classes/Tree.xml
msgid "[Color] of the relationship lines."
msgstr ""
#: doc/classes/Tree.xml
msgid "Default text [Color] of the title button."
msgstr ""
#: doc/classes/Tree.xml
msgid "The horizontal space between each button in a cell."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
"horizontal line drawn at the bottom of each item."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Draws the relationship lines if not zero, this acts as a boolean. "
"Relationship lines are drawn at the start of child items to show hierarchy."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The horizontal space between item cells. This is also used as the margin at "
"the start of an item when folding is disabled."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The horizontal margin at the start of an item. This is used when folding is "
"enabled for the item."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The maximum distance between the mouse cursor and the control's border to "
"trigger border scrolling when dragging."
msgstr ""
#: doc/classes/Tree.xml
msgid "The speed of border scrolling."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The vertical padding inside each item, i.e. the distance between the item's "
"content and top/bottom border."
msgstr ""
#: doc/classes/Tree.xml
msgid "[Font] of the title button's text."
msgstr ""
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is not collapsed."
msgstr ""
#: doc/classes/Tree.xml
msgid "The arrow icon used when a foldable item is collapsed."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is checked."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
"cell."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for the [Tree], i.e. used when the control is not being "
"focused."
msgstr ""
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the [Tree] is being focused."
msgstr ""
#: doc/classes/Tree.xml
msgid "[StyleBox] used when a button in the tree is pressed."
msgstr ""
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
msgstr ""
#: doc/classes/Tree.xml
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"pressed."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
msgstr ""
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being hovered."
msgstr ""
#: doc/classes/Tree.xml
msgid "Default [StyleBox] for the title button."
msgstr ""
#: doc/classes/Tree.xml
msgid "[StyleBox] used when the title button is being pressed."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Control for a single item inside a [Tree]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Control for a single item inside a [Tree]. May have child [TreeItem]s and be "
"styled as well as contain buttons.\n"
"You can remove a [TreeItem] by using [method Object.free]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Calls the [code]method[/code] on the actual TreeItem and its children "
"recursively. Pass parameters as a comma separated list."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Resets the background color for the given column to default."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Resets the color for the given column to default."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Deselects the given column."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Removes the button at index [code]button_idx[/code] in column [code]column[/"
"code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the [Texture] of the button at index [code]button_idx[/code] in "
"column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
#, fuzzy
msgid ""
"Returns the button index if there is a button with id [code]id[/code] in "
"column [code]column[/code], otherwise returns -1."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/TreeItem.xml
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TreeItem.xml
#, fuzzy
msgid ""
"Returns the id for the button at index [code]button_idx[/code] in column "
"[code]column[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the tooltip string for the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the column's cell mode."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the TreeItem's first child item or a null object if there is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the custom background color of column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the custom color of column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the given column's icon [Texture]. Error if no icon is set."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the column's icon's maximum width."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the [Color] modulating the column's icon."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the icon [Texture] region as [Rect2]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the metadata value that was set for the given column using [method "
"set_metadata]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is "
"none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the next visible sibling TreeItem in the tree or a null object if "
"there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the first "
"visible element in the tree when called on the last visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the parent TreeItem or a null object if there is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there "
"is none."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the previous visible sibling TreeItem in the tree or a null object "
"if there is none.\n"
"If [code]wrap[/code] is enabled, the method will wrap around to the last "
"visible element in the tree when called on the first visible element, "
"otherwise it returns [code]null[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns a dictionary containing the range parameters for a given column. The "
"keys are \"min\", \"max\", \"step\", and \"expr\"."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Gets the suffix string shown after the column value."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the given column's text."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the given column's text alignment."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the given column's tooltip."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
"the given column is disabled."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if the given column is checked."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Moves this TreeItem to the top in the [Tree] hierarchy."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Removes the given child [TreeItem] and all its children from the [Tree]. "
"Note that it doesn't free the item from memory, so it can be reused later. "
"To completely remove a [TreeItem] use [method Object.free]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Selects the column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the given column's button [Texture] at index [code]button_idx[/code] to "
"[code]button[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"If [code]true[/code], disables the button at index [code]button_idx[/code] "
"in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the given column's cell mode to [code]mode[/code]. See [enum "
"TreeCellMode] constants."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the column [code]column[/code] is checked."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the given column's custom background color and whether to just use it "
"as an outline."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the given column's custom color."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the given column's custom draw callback to [code]callback[/code] method "
"on [code]object[/code].\n"
"The [code]callback[/code] should accept two arguments: the [TreeItem] that "
"is drawn and its position and size as a [Rect2]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], column [code]column[/code] is editable."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"If [code]true[/code], column [code]column[/code] is expanded to the right."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon [Texture]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's maximum width."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Modulates the given column's icon with [code]modulate[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the given column's icon's texture region."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the metadata value for the given column, which can be retrieved later "
"using [method get_metadata]. This can be used, for example, to store a "
"reference to the original data."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the range of accepted values for a column. The column must be in the "
"[constant CELL_MODE_RANGE] mode.\n"
"If [code]expr[/code] is [code]true[/code], the edit mode slider will use an "
"exponential scale as with [member Range.exp_edit]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the given column is selectable."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets a string to be shown after a column's value (for example, a unit "
"abbreviation)."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the given column's text value."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Sets the given column's text alignment. See [enum TextAlign] for possible "
"values."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Sets the given column's tooltip text."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], the TreeItem is collapsed."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "The custom minimum height."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "If [code]true[/code], folding is disabled for this TreeItem."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Cell contains a string."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Cell contains a checkbox."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Cell contains a range."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Cell contains an icon."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Align text to the left. See [code]set_text_align()[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Center text. See [code]set_text_align()[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Align text to the right. See [code]set_text_align()[/code]."
msgstr ""
#: doc/classes/TriangleMesh.xml
msgid "Internal mesh type."
msgstr ""
#: doc/classes/TriangleMesh.xml
msgid "Mesh type used internally for collision calculations."
msgstr ""
#: doc/classes/Tween.xml
msgid "Smoothly animates a node's properties over time."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Tweens are useful for animations requiring a numerical property to be "
"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
"betweening[/i], an animation technique where you specify [i]keyframes[/i] "
"and the computer interpolates the frames that appear between them.\n"
"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
"know the final values in advance. For example, interpolating a dynamically-"
"chosen camera zoom value is best done with a [Tween] node; it would be "
"difficult to do the same thing with an [AnimationPlayer] node.\n"
"Here is a brief usage example that makes a 2D node move smoothly between two "
"positions:\n"
"[codeblock]\n"
"var tween = get_node(\"Tween\")\n"
"tween.interpolate_property($Node2D, \"position\",\n"
" Vector2(0, 0), Vector2(100, 100), 1,\n"
" Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
"tween.start()\n"
"[/codeblock]\n"
"Many methods require a property name, such as [code]\"position\"[/code] "
"above. You can find the correct property name by hovering over the property "
"in the Inspector. You can also provide the components of a property directly "
"by using [code]\"property:component\"[/code] (e.g. [code]position:x[/code]), "
"where it would only apply to that particular component.\n"
"Many of the methods accept [code]trans_type[/code] and [code]ease_type[/"
"code]. The first accepts an [enum TransitionType] constant, and refers to "
"the way the timing of the animation is handled (see [url=https://easings."
"net/]easings.net[/url] for some examples). The second accepts an [enum "
"EaseType] constant, and controls where the [code]trans_type[/code] is "
"applied to the interpolation (in the beginning, the end, or both). If you "
"don't know which transition and easing to pick, you can try different [enum "
"TransitionType] constants with [constant EASE_IN_OUT], and use the one that "
"looks best.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
"operation cannot be completed.\n"
"[b]Note:[/b] For an alternative method of tweening, that doesn't require "
"using nodes, see [SceneTreeTween]."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Follows [code]method[/code] of [code]object[/code] and applies the returned "
"value on [code]target_method[/code] of [code]target[/code], beginning from "
"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
"code] later. Methods are called with consecutive values.\n"
"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
"for [code]ease_type[/code] parameters. These values control the timing and "
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Follows [code]property[/code] of [code]object[/code] and applies it on "
"[code]target_property[/code] of [code]target[/code], beginning from "
"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
"code] seconds later.\n"
"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
"for [code]ease_type[/code] parameters. These values control the timing and "
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Returns the total time needed for all tweens to end. If you have two tweens, "
"one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, "
"as by that time all tweens would have finished."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
"code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
"callback."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
"code] on the main thread (similar to [method Object.call_deferred]). "
"[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
"callback."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/"
"code] to [code]final_val[/code] for [code]duration[/code] seconds, "
"[code]delay[/code] seconds later. Methods are called with consecutive "
"values.\n"
"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
"for [code]ease_type[/code] parameters. These values control the timing and "
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Animates [code]property[/code] of [code]object[/code] from "
"[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] "
"seconds, [code]delay[/code] seconds later. Setting the initial value to "
"[code]null[/code] uses the current value of the property.\n"
"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
"for [code]ease_type[/code] parameters. These values control the timing and "
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Returns [code]true[/code] if any tweens are currently running.\n"
"[b]Note:[/b] This method doesn't consider tweens that have ended."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Stops animation and removes a tween, given its object and property/method "
"pair. By default, all tweens are removed, unless [code]key[/code] is "
"specified."
msgstr ""
#: doc/classes/Tween.xml
msgid "Stops animation and removes all tweens."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Resets a tween to its initial value (the one given, not the one before the "
"tween), given its object and property/method pair. By default, all tweens "
"are reset, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Resets all tweens to their initial values (the ones given, not those before "
"the tween)."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Continues animating a stopped tween, given its object and property/method "
"pair. By default, all tweens are resumed, unless [code]key[/code] is "
"specified."
msgstr ""
#: doc/classes/Tween.xml
msgid "Continues animating all stopped tweens."
msgstr ""
#: doc/classes/Tween.xml
msgid "Sets the interpolation to the given [code]time[/code] in seconds."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Activates/deactivates the tween. See also [method stop_all] and [method "
"resume_all]."
msgstr ""
#: doc/classes/Tween.xml
msgid "Starts the tween. You can define animations both before and after this."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Stops a tween, given its object and property/method pair. By default, all "
"tweens are stopped, unless [code]key[/code] is specified."
msgstr ""
#: doc/classes/Tween.xml
msgid "Stops animating all tweens."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Animates [code]method[/code] of [code]object[/code] from the value returned "
"by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/"
"code] seconds, [code]delay[/code] seconds later. Methods are animated by "
"calling them with consecutive values.\n"
"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
"for [code]ease_type[/code] parameters. These values control the timing and "
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"Animates [code]property[/code] of [code]object[/code] from the current value "
"of the [code]initial_val[/code] property of [code]initial[/code] to "
"[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] "
"seconds later.\n"
"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
"for [code]ease_type[/code] parameters. These values control the timing and "
"direction of the interpolation. See the class description for more "
"information."
msgstr ""
#: doc/classes/Tween.xml
msgid "Returns the current time of the tween."
msgstr ""
#: doc/classes/Tween.xml
msgid "The tween's animation process thread. See [enum TweenProcessMode]."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The tween's speed multiplier. For example, set it to [code]1.0[/code] for "
"normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/"
"code] for half of the normal speed. A value of [code]0[/code] pauses the "
"animation, but see also [method set_active] or [method stop_all] for this."
msgstr ""
#: doc/classes/Tween.xml
msgid "If [code]true[/code], the tween loops."
msgstr ""
#: doc/classes/Tween.xml
msgid "Emitted when all processes in a tween end."
msgstr ""
#: doc/classes/Tween.xml
msgid "Emitted when a tween ends."
msgstr ""
#: doc/classes/Tween.xml
msgid "Emitted when a tween starts."
msgstr ""
#: doc/classes/Tween.xml
msgid "Emitted at each step of the animation."
msgstr ""
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Tween.xml
msgid "The tween updates with the [code]_process[/code] callback."
msgstr ""
#: doc/classes/Tween.xml
msgid "The animation is interpolated linearly."
msgstr ""
#: doc/classes/Tween.xml
msgid "The animation is interpolated using a sine function."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with elasticity, wiggling around the edges."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"The animation is interpolated with a cubic (to the power of 3) function."
msgstr ""
#: doc/classes/Tween.xml
msgid "The animation is interpolated with a function using square roots."
msgstr ""
#: doc/classes/Tween.xml
msgid "The animation is interpolated by bouncing at the end."
msgstr ""
#: doc/classes/Tween.xml
msgid "The animation is interpolated backing out at ends."
msgstr ""
#: doc/classes/Tween.xml
msgid "The interpolation starts slowly and speeds up towards the end."
msgstr ""
#: doc/classes/Tween.xml
msgid "The interpolation starts quickly and slows down towards the end."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is slowest at both ends."
msgstr ""
#: doc/classes/Tween.xml
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
msgstr ""
#: doc/classes/Tweener.xml
msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
msgstr ""
#: doc/classes/Tweener.xml
msgid ""
"Tweeners are objects that perform a specific animating task, e.g. "
"interpolating a property or calling a method at a given time. A [Tweener] "
"can't be created manually, you need to use a dedicated method from "
"[SceneTreeTween]."
msgstr ""
#: doc/classes/Tweener.xml
msgid "Emitted when the [Tweener] has just finished its job."
msgstr ""
#: doc/classes/UDPServer.xml
msgid "Helper class to implement a UDP server."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"A simple server that opens a UDP socket and returns connected "
"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
"connect_to_host].\n"
"After starting the server ([method listen]), you will need to [method poll] "
"it at regular intervals (e.g. inside [method Node._process]) for it to "
"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
"taking new connections.\n"
"Below a small example of how it can be used:\n"
"[codeblock]\n"
"# server.gd\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # Important!\n"
" if server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var pkt = peer.get_packet()\n"
" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
" # Reply so it knows we received the message.\n"
" peer.put_packet(pkt)\n"
" # Keep a reference so we can keep contacting the remote peer.\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # Do something with the connected peers.\n"
"\n"
"[/codeblock]\n"
"[codeblock]\n"
"# client.gd\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # Try to contact server\n"
" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/codeblock]"
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination "
"was received on the socket."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Returns [code]true[/code] if the socket is open and listening on a port."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Starts the server by opening a UDP socket listening on the given port. You "
"can optionally specify a [code]bind_address[/code] to only listen for "
"packets sent to that address. See also [method PacketPeerUDP.listen]."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Call this method at regular intervals (e.g. inside [method Node._process]) "
"to process new packets. And packet from known address/port pair will be "
"delivered to the appropriate [PacketPeerUDP], any packet received from an "
"unknown address/port pair will be added as a pending connection (see [method "
"is_connection_available], [method take_connection]). The maximum number of "
"pending connection is defined via [member max_pending_connections]."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Stops the server, closing the UDP socket if open. Will close all connected "
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Returns the first pending connection (connected to the appropriate address/"
"port). Will return [code]null[/code] if no new connection is available. See "
"also [method is_connection_available], [method PacketPeerUDP."
"connect_to_host]."
msgstr ""
#: doc/classes/UDPServer.xml
msgid ""
"Define the maximum number of pending connections, during [method poll], any "
"new pending connection exceeding that value will be automatically dropped. "
"Setting this value to [code]0[/code] effectively prevents any new pending "
"connection to be accepted (e.g. when all your players have connected)."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Helper to manage undo/redo operations in the editor or custom tools."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Helper to manage undo/redo operations in the editor or custom tools. It "
"works by registering methods and property changes inside \"actions\".\n"
"Common behavior is to create an action, then add do/undo calls to functions "
"or property changes, then committing the action.\n"
"Here's an example on how to add an action to the Godot editor's own "
"[UndoRedo], from a plugin:\n"
"[codeblock]\n"
"var undo_redo = get_undo_redo() # Method of EditorPlugin.\n"
"\n"
"func do_something():\n"
" pass # Put your code here.\n"
"\n"
"func undo_something():\n"
" pass # Put here the code that reverts what's done by "
"\"do_something()\".\n"
"\n"
"func _on_MyButton_pressed():\n"
" var node = get_node(\"MyNode2D\")\n"
" undo_redo.create_action(\"Move the node\")\n"
" undo_redo.add_do_method(self, \"do_something\")\n"
" undo_redo.add_undo_method(self, \"undo_something\")\n"
" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
" undo_redo.add_undo_property(node, \"position\", node.position)\n"
" undo_redo.commit_action()\n"
"[/codeblock]\n"
"[method create_action], [method add_do_method], [method add_undo_method], "
"[method add_do_property], [method add_undo_property], and [method "
"commit_action] should be called one after the other, like in the example. "
"Not doing so could lead to crashes.\n"
"If you don't need to register a method, you can leave [method add_do_method] "
"and [method add_undo_method] out; the same goes for properties. You can also "
"register more than one method/property."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a method that will be called when the action is committed."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"do\"."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Register a reference for \"do\" that will be erased if the \"do\" history is "
"lost. This is useful mostly for new nodes created for the \"do\" call. Do "
"not use for resources."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a method that will be called when the action is undone."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Register a property value change for \"undo\"."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Register a reference for \"undo\" that will be erased if the \"undo\" "
"history is lost. This is useful mostly for nodes removed with the \"do\" "
"call (not the \"undo\" call!)."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Clear the undo/redo history and associated references.\n"
"Passing [code]false[/code] to [code]increase_version[/code] will prevent the "
"version number to be increased from this."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Commit the action. All \"do\" methods/properties are called/set when this "
"function is called."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Create a new action. After this is called, do all your calls to [method "
"add_do_method], [method add_undo_method], [method add_do_property], and "
"[method add_undo_property], then commit the action with [method "
"commit_action].\n"
"The way actions are merged is dictated by the [code]merge_mode[/code] "
"argument. See [enum MergeMode] for details."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Gets the name of the current action."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
"version number is increased automatically.\n"
"This is useful mostly to check if something changed from a saved version."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Redo the last action."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Undo the last action."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Called when [method undo] or [method redo] was called."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid ""
"Makes so that the action's \"do\" operation is from the first action created "
"and the \"undo\" operation is from the last subsequent action with the same "
"name."
msgstr ""
#: doc/classes/UndoRedo.xml
msgid "Makes subsequent actions with the same name be merged into one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Universal Plug and Play (UPnP) functions for network device discovery, "
"querying and port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"This class can be used to discover compatible [UPNPDevice]s on the local "
"network and execute commands on them, like managing port mappings (for port "
"forwarding/NAT traversal) and querying the local and remote network IP "
"address. Note that methods on this class are synchronous and block the "
"calling thread.\n"
"To forward a specific port (here [code]7777[/code], note both [method "
"discover] and [method add_port_mapping] can return errors that should be "
"checked):\n"
"[codeblock]\n"
"var upnp = UPNP.new()\n"
"upnp.discover()\n"
"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
"without blocking the main thread, use [Thread]s like this:\n"
"[codeblock]\n"
"# Emitted when UPnP port mapping setup is completed (regardless of success "
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
" # UPNP queries take some time.\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
" if err != OK:\n"
" push_error(str(err))\n"
" emit_signal(\"upnp_completed\", err)\n"
" return\n"
"\n"
" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"UDP\")\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"TCP\")\n"
" emit_signal(\"upnp_completed\", OK)\n"
"\n"
"func _ready():\n"
" thread = Thread.new()\n"
" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
"\n"
"func _exit_tree():\n"
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
"[/codeblock]\n"
"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
"\"internet gateway device\", short IGD) refers to network devices that allow "
"computers in the local network to access the internet (\"wide area "
"network\", WAN). These gateways are often also called \"routers\".\n"
"[b]Pitfalls:[/b]\n"
"- As explained above, these calls are blocking and shouldn't be run on the "
"main thread, especially as they can block for multiple seconds at a time. "
"Use threading!\n"
"- Networking is physical and messy. Packets get lost in transit or get "
"filtered, addresses, free ports and assigned mappings change, and devices "
"may leave or join the network at any time. Be mindful of this, be diligent "
"when checking and handling errors, and handle these gracefully if you can: "
"add clear error UI, timeouts and re-try handling.\n"
"- Port mappings may change (and be removed) at any time, and the remote/"
"external IP address of the gateway can change likewise. You should consider "
"re-querying the external IP and try to update/refresh the port mapping "
"periodically (for example, every 5 minutes and on networking failures).\n"
"- Not all devices support UPnP, and some users disable UPnP support. You "
"need to handle this (e.g. documenting and requiring the user to manually "
"forward ports, or adding alternative methods of NAT traversal, like a relay/"
"mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
"- Consider what happens on mapping conflicts. Maybe multiple users on the "
"same network would like to play your game at the same time, or maybe another "
"application uses the same port. Make the port configurable, and optimally "
"choose a port automatically (re-trying with a different port on failure).\n"
"[b]Further reading:[/b] If you want to know more about UPnP (and the "
"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
"is a good first stop, the specification can be found at the [url=https://"
"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
"Connectivity Foundation[/url] and Godot's implementation is based on the "
"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Adds a mapping to forward the external [code]port[/code] (between 1 and "
"65535, although recommended to use port 1024 or above) on the default "
"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
"local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
"code] or [code]UDP[/code], with UDP being the default). If a port mapping "
"for the given port and protocol combination already exists on that gateway "
"device, this method tries to overwrite it. If that is not desired, you can "
"retrieve the gateway manually with [method get_gateway] and call [method "
"add_port_mapping] on it, if any. Note that forwarding a well-known port "
"(below 1024) with UPnP may fail depending on the device.\n"
"Depending on the gateway device, if a mapping for that port already exists, "
"it will either be updated or it will refuse this command due to that "
"conflict, especially if the existing mapping for that port wasn't created "
"via UPnP or points to a different network address (or device) than this "
"one.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
"The description ([code]desc[/code]) is shown in some routers management UIs "
"and can be used to point out which application added the mapping.\n"
"The mapping's lease [code]duration[/code] can be limited by specifying a "
"duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
"permanent lease and notably some devices only support these permanent "
"leases. Note that whether permanent or not, this is only a request and the "
"gateway may still decide at any point to remove the mapping (which usually "
"happens on a reboot of the gateway, when its external IP address changes, or "
"on some models when it detects a port mapping has become inactive, i.e. had "
"no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
"allowed range according to spec is between [code]120[/code] (2 minutes) and "
"[code]86400[/code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Clears the list of discovered devices."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
"to addresses other than this one, for well-known ports (below 1024), or for "
"mappings not added via UPnP. See [enum UPNPResult] for possible return "
"values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
"devices.\n"
"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
"manage port forwarding. [code]timeout[/code] is the time to wait for "
"responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
"this if you know what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the number of discovered [UPNPDevice]s."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Returns the default gateway. That is the first discovered [UPNPDevice] that "
"is also a valid IGD (InternetGatewayDevice)."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Returns the external [IP] address of the default gateway (see [method "
"get_gateway]) as string. Returns an empty string on error."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Removes the device at [code]index[/code] from the list of discovered devices."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Sets the device at [code]index[/code] from the list of discovered devices to "
"[code]device[/code]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"If [code]0[/code], the local port to use for discovery is chosen "
"automatically by the system. If [code]1[/code], discovery will be done from "
"the source port 1900 (same as destination port). Otherwise, the value will "
"be used as the port."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Multicast interface to use for discovery. Uses the default multicast "
"interface if empty."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "UPNP command or discovery was successful."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Not authorized to use the command on the [UPNPDevice]. May be returned when "
"the user disabled UPNP on their router."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No port mapping was found for the given port, protocol combination on the "
"given [UPNPDevice]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Inconsistent parameters."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No such entry in array. May be returned if a given port, protocol "
"combination is not found on an [UPNPDevice]."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "The action failed."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"The [UPNPDevice] does not allow wildcard values for the source IP address."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "The remote host value must be a wildcard."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "The external port value must be a wildcard."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No port maps are available. May also be returned if port mapping "
"functionality is not available."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Conflict with other mechanism. May be returned instead of [constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
"existing one."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Conflict with an existing port mapping."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "External and internal port values must be the same."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Only permanent leases are supported. Do not use the [code]duration[/code] "
"parameter when adding port mappings."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid gateway."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid port."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid protocol."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid duration."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid arguments."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid response."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Invalid parameter."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "HTTP error."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Socket error."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Error allocating memory."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No gateway available. You may need to call [method discover] first, or "
"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"No devices available. You may need to call [method discover] first, or "
"discovery didn't detect any valid [UPNPDevice]s."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
msgid "Unknown error."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Universal Plug and Play (UPnP) device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
"utility functions. Provides low-level access to UPNP control commands. "
"Allows to manage port mappings (port forwarding) and to query network "
"information of the device (like local and external IP address and status). "
"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Adds a port mapping to forward the given external port on this [UPNPDevice] "
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns the external IP address of this [UPNPDevice] or an empty string."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "URL to the device description."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IDG control URL."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Address of the local machine in the network connecting it to this "
"[UPNPDevice]."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IGD service type."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "IGD status. See [enum IGDStatus]."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Service type."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "OK."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Returned response contained no URLs."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Not a valid IGD."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Disconnected."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Unknown device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Invalid control."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Memory allocation error."
msgstr ""
#: doc/classes/Variant.xml
msgid "The most important data type in Godot."
msgstr ""
#: doc/classes/Variant.xml
msgid ""
"In computer programming, a Variant class is a class that is designed to "
"store a variety of other types. Dynamic programming languages like PHP, Lua, "
"JavaScript and GDScript like to use them to store variables' data on the "
"backend. With these Variants, properties are able to change value types "
"freely.\n"
"[codeblock]\n"
"var foo = 2 # foo is dynamically an integer\n"
"foo = \"Now foo is a string!\"\n"
"foo = Reference.new() # foo is an Object\n"
"var bar: int = 2 # bar is a statically typed integer.\n"
"# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
"[/codeblock]\n"
"Godot tracks all scripting API variables within Variants. Without even "
"realizing it, you use Variants all the time. When a particular language "
"enforces its own rules for keeping data typed, then that language is "
"applying its own custom logic over the base Variant scripting API.\n"
"- GDScript automatically wrap values in them. It keeps all data in plain "
"Variants by default and then optionally enforces custom static typing rules "
"on variable types.\n"
"- VisualScript tracks properties inside Variants as well, but it also uses "
"static typing. The GUI interface enforces that properties have a particular "
"type that doesn't change over time.\n"
"- C# is statically typed, but uses the Mono [code]object[/code] type in "
"place of Godot's Variant class when it needs to represent a dynamic value. "
"[code]object[/code] is the Mono runtime's equivalent of the same concept.\n"
"- The statically-typed language NativeScript C++ does not define a built-in "
"Variant-like class. Godot's GDNative bindings provide their own godot::"
"Variant class for users; Any point at which the C++ code starts interacting "
"with the Godot runtime is a place where you might have to start wrapping "
"data inside Variant objects.\n"
"The global [method @GDScript.typeof] function returns the enumerated value "
"of the Variant type stored in the current variable (see [enum Variant."
"Type]).\n"
"[codeblock]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo is null\")\n"
" TYPE_INTEGER:\n"
" print(\"foo is an integer\")\n"
" TYPE_OBJECT:\n"
" # Note that Objects are their own special category.\n"
" # To get the name of the underlying Object type, you need the "
"`get_class()` method.\n"
" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
"into a formatted string.\n"
" # Note also that there is not yet any way to get a script's "
"`class_name` string easily.\n"
" # To fetch that value, you need to dig deeply into a hidden "
"ProjectSettings setting: an Array of Dictionaries called "
"\"_global_script_classes\".\n"
" # Open your project.godot file to see it up close.\n"
"[/codeblock]\n"
"A Variant takes up only 20 bytes and can store almost any engine datatype "
"inside of it. Variants are rarely used to hold information for long periods "
"of time. Instead, they are used mainly for communication, editing, "
"serialization and moving data around.\n"
"Godot has specifically invested in making its Variant class as flexible as "
"possible; so much so that it is used for a multitude of operations to "
"facilitate communication between all of Godot's systems.\n"
"A Variant:\n"
"- Can store almost any datatype.\n"
"- Can perform operations between many variants. GDScript uses Variant as its "
"atomic/native datatype.\n"
"- Can be hashed, so it can be compared quickly to other variants.\n"
"- Can be used to convert safely between datatypes.\n"
"- Can be used to abstract calling methods and their arguments. Godot exports "
"all its functions through variants.\n"
"- Can be used to defer calls or move data between threads.\n"
"- Can be serialized as binary and stored to disk, or transferred via "
"network.\n"
"- Can be serialized to text and use it for printing values and editable "
"settings.\n"
"- Can work as an exported property, so the editor can edit it universally.\n"
"- Can be used for dictionaries, arrays, parsers, etc.\n"
"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
"variants. A [Dictionary] can match any datatype used as key to any other "
"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
"can also hold a [Dictionary] and an [Array] inside, making it even more "
"flexible.\n"
"Modifications to a container will modify all references to it. A [Mutex] "
"should be created to lock it if multi-threaded access is desired."
msgstr ""
#: doc/classes/VBoxContainer.xml
msgid "Vertical box container."
msgstr ""
#: doc/classes/VBoxContainer.xml
msgid "Vertical box container. See [BoxContainer]."
msgstr ""
#: doc/classes/VBoxContainer.xml
msgid "The vertical space between the [VBoxContainer]'s elements."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Vector used for 2D math."
msgstr "Vektor používaný pro 2D matematiku."
#: doc/classes/Vector2.xml
msgid ""
"2-element structure that can be used to represent positions in 2D space or "
"any other pair of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
"always evaluate to [code]true[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "3Blue1Brown Essence of Linear Algebra"
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns this vector's angle with respect to the positive X axis, or [code]"
"(1, 0)[/code] vector, in radians.\n"
"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]Illustration of the returned angle.[/url]\n"
"Equivalent to the result of [method @GDScript.atan2] when called with the "
"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Deprecated, please use [method limit_length] instead.\n"
"Returns the vector with a maximum length by limiting its length to "
"[code]length[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the 2D analog of the cross product for this vector and [code]with[/"
"code].\n"
"This is the signed area of the parallelogram formed by the two vectors. If "
"the second vector is clockwise from the first vector, then the cross product "
"is the positive area. If counter-clockwise, the cross product is the "
"negative area.\n"
"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
"product's Z component as the analog."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Cubically interpolates between this vector and [code]b[/code] using "
"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the normalized vector pointing from this vector to [code]b[/code]. "
"This is equivalent to using [code](b - a).normalized()[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the squared distance between this vector and [code]b[/code].\n"
"This method runs faster than [method distance_to], so prefer it if you need "
"to compare vectors or need the squared distance for some formula."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Returns the distance between this vector and [code]to[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the dot product of this vector and [code]with[/code]. This can be "
"used to compare the angle between two vectors. For example, this can be used "
"to determine whether an enemy is facing the player.\n"
"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
"angles wider than 90 degrees.\n"
"When using unit (normalized) vectors, the result will always be between "
"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns [code]true[/code] if this vector and [code]v[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
#, fuzzy
msgid "Returns the length (magnitude) of this vector."
msgstr "Vrátí tangens parametru."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the squared length (squared magnitude) of this vector.\n"
"This method runs faster than [method length], so prefer it if you need to "
"compare vectors or need the squared distance for some formula."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the vector with a maximum length by limiting its length to "
"[code]length[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the result of the linear interpolation between this vector and "
"[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
"code] amount. Will not go past the final value."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
"[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
"components and [code]mod[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
"components and [code]modv[/code]'s components."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
#, fuzzy
msgid "Returns this vector projected onto the vector [code]b[/code]."
msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
#: doc/classes/Vector2.xml
msgid ""
"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
"defined by the given direction vector [code]n[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the vector rotated by [code]angle[/code] (in radians). See also "
"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components rounded to the nearest integer, "
"with halfway cases rounded away from zero."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with each component set to one or negative one, "
"depending on the signs of the components. If a component is zero, it returns "
"positive one."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the result of spherical linear interpolation between this vector and "
"[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on "
"the range of 0.0 to 1.0, representing the amount of interpolation.\n"
"[b]Note:[/b] Both vectors must be normalized."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns this vector slid along a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns this vector with each component snapped to the nearest multiple of "
"[code]step[/code]. This can also be used to round to an arbitrary number of "
"decimals."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"The vector's X component. Also accessible by using the index position [code]"
"[0][/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"The vector's Y component. Also accessible by using the index position [code]"
"[1][/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Enumerated value for the X axis."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Enumerated value for the Y axis."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr ""
"Nultý vektor, vektor který má všechny komponenty nastavené na [code]0[/code]."
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "One vector, a vector with all components set to [code]1[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Infinity vector, a vector with all components set to [constant @GDScript."
"INF]."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Left unit vector. Represents the direction of left."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Right unit vector. Represents the direction of right."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr ""
"Nahoru - jednotkový vektor. Y je dolů ve 2D, takže tento vektor míří -Y."
#: doc/classes/Vector2.xml
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Vector used for 3D math."
msgstr "Vektor používaný pro 3D matematiku."
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
#: doc/classes/Vector3.xml
#, fuzzy
msgid "Returns a Vector3 with the given components."
msgstr "Vrátí tangens parametru."
#: doc/classes/Vector3.xml
#, fuzzy
msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr "Vrátí tangens parametru."
#: doc/classes/Vector3.xml
msgid "Returns the cross product of this vector and [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Performs a cubic interpolation between this vector and [code]b[/code] using "
"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the dot product of this vector and [code]b[/code]. This can be used "
"to compare the angle between two vectors. For example, this can be used to "
"determine whether an enemy is facing the player.\n"
"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
"angles wider than 90 degrees.\n"
"When using unit (normalized) vectors, the result will always be between "
"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the result of the linear interpolation between this vector and "
"[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the axis of the vector's largest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant "
"AXIS_X]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant "
"AXIS_Z]."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the outer product with [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns this vector reflected from a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the signed angle to the given vector, in radians. The sign of the "
"angle is positive in a counter-clockwise direction and negative in a "
"clockwise direction when viewed from the side specified by the [code]axis[/"
"code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns a diagonal matrix with the vector as main diagonal.\n"
"This is equivalent to a Basis with no rotation or shearing and this vector's "
"components set as the scale."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"The vector's Z component. Also accessible by using the index position [code]"
"[2][/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the X axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the Y axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the Z axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Left unit vector. Represents the local direction of left, and the global "
"direction of west."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Right unit vector. Represents the local direction of right, and the global "
"direction of east."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Up unit vector."
msgstr "Nahoru - jednotkový vektor."
#: doc/classes/Vector3.xml
msgid "Down unit vector."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Back unit vector. Represents the local direction of back, and the global "
"direction of south."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid "Physics body that simulates the behavior of a car."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"This node implements all the physics logic needed to simulate a car. It is "
"based on the raycast vehicle system commonly found in physics engines. You "
"will need to add a [CollisionShape] for the main body of your vehicle and "
"add [VehicleWheel] nodes for the wheels. You should also add a "
"[MeshInstance] to this node for the 3D model of your car but this model "
"should not include meshes for the wheels. You should control the vehicle by "
"using the [member brake], [member engine_force], and [member steering] "
"properties and not change the position or orientation of this node "
"directly.\n"
"[b]Note:[/b] The origin point of your VehicleBody will determine the center "
"of gravity of your vehicle so it is better to keep this low and move the "
"[CollisionShape] and [MeshInstance] upwards.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
"probably have to write your own physics integration using another "
"[PhysicsBody] class."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Slows down the vehicle by applying a braking force. The vehicle is only "
"slowed down if the wheels are in contact with a surface. The force you need "
"to apply to adequately slow down your vehicle depends on the [member "
"RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a "
"value in the 25 - 30 range for hard braking."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"The steering angle for the vehicle. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving. Wheels that have [member "
"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
"rotated."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Physics object that simulates the behavior of a wheel."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This node needs to be used as a child node of [VehicleBody] and simulates "
"the behavior of one of its wheels. This node also acts as a collider to "
"detect if the wheel is touching a surface.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
"probably have to write your own physics integration using another "
"[PhysicsBody] class."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Returns the contacting body node if valid in the tree, as [Spatial]. At the "
"moment, [GridMap] is not supported so the node will be always of type "
"[PhysicsBody].\n"
"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
"the contact body is not a [PhysicsBody]."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns the rotational speed of the wheel in revolutions per minute."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Slows down the wheel by applying a braking force. The wheel is only slowed "
"down if it is in contact with a surface. The force you need to apply to "
"adequately slow down your vehicle depends on the [member RigidBody.mass] of "
"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
"30 range for hard braking."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The damping applied to the spring when the spring is being compressed. This "
"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The damping applied to the spring when relaxing. This value should be "
"between 0.0 (no damping) and 1.0. This value should always be slightly "
"higher than the [member damping_compression] property. For a [member "
"damping_compression] value of 0.3, try a relaxation value of 0.5."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the wheel reversing."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The steering angle for the wheel. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The maximum force the spring can resist. This value should be higher than a "
"quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring "
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This value defines the stiffness of the suspension. Use a value lower than "
"50 for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This is the distance the suspension can travel. As Godot units are "
"equivalent to meters, keep this setting relatively low. Try a value between "
"0.1 and 0.3 depending on the type of car."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"If [code]true[/code], this wheel will be turned when the car steers. This "
"value is used in conjunction with [member VehicleBody.steering] and ignored "
"if you are using the per-wheel [member steering] value instead."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"If [code]true[/code], this wheel transfers engine force to the ground to "
"propel the vehicle forward. This value is used in conjunction with [member "
"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
"engine_force] value instead."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This determines how much grip this wheel has. It is combined with the "
"friction setting of the surface the wheel is in contact with. 0.0 means no "
"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
"rear wheels slightly lower than the front wheels, or use a lower value to "
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "The radius of the wheel in meters."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This is the distance in meters the wheel is lowered from its origin point. "
"Don't set this to 0.0 and move the wheel into position, instead move the "
"origin point of your wheel (the gizmo in Godot) to the position the wheel "
"will take when bottoming out, then use the rest length to move the wheel "
"down to the position it should be in when the car is in rest."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
#: doc/classes/VFlowContainer.xml
msgid "Vertical flow container."
msgstr ""
#: doc/classes/VFlowContainer.xml
msgid "Vertical version of [FlowContainer]."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Control for playing video streams."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Control node for playing video streams using [VideoStream] resources.\n"
"Supported video formats are [url=https://www.webmproject.org/]WebM[/url] "
"([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg "
"Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format "
"exposed via a GDNative plugin using [VideoStreamGDNative].\n"
"[b]Note:[/b] Due to a bug, VideoPlayer does not support localization "
"remapping yet.\n"
"[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to "
"missing architecture-specific assembly optimizations, especially for VP8/VP9."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
#: doc/classes/VideoPlayer.xml
#, fuzzy
msgid "Returns the current frame as a [Texture]."
msgstr "Vrátí tangens parametru."
#: doc/classes/VideoPlayer.xml
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Stops the video playback and sets the stream position to 0.\n"
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], playback starts when the scene loads."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Amount of time in milliseconds to store in buffer while playing."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio bus to use for sound playback."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"If [code]true[/code], the video scales to the control size. Otherwise, the "
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], the video is paused."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "The assigned video stream. See description for supported formats."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"The current position of the stream, in seconds.\n"
"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
"implemented yet, except in video formats implemented by a GDNative add-on."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio volume as a linear value."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio volume in dB."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Emitted when playback is finished."
msgstr ""
#: doc/classes/VideoStream.xml
msgid "Base resource for video streams."
msgstr ""
#: doc/classes/VideoStream.xml
msgid ""
"Base resource type for all video streams. Classes that derive from "
"[VideoStream] can all be used as resource types to play back videos in "
"[VideoPlayer]."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "[VideoStream] resource for video formats implemented via GDNative."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
"[VideoStream] resource for video formats implemented via GDNative.\n"
"It can be used via [url=https://github.com/KidRigger/godot-"
"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
"org]FFmpeg[/url] library."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid "Returns the video file handled by this [VideoStreamGDNative]."
msgstr ""
#: modules/gdnative/doc_classes/VideoStreamGDNative.xml
msgid ""
"Sets the video file that this [VideoStreamGDNative] resource handles. The "
"supported extensions depend on the GDNative plugins used to expose video "
"formats."
msgstr ""
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "[VideoStream] resource for Ogg Theora videos."
msgstr ""
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid ""
"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
"url] video format with [code].ogv[/code] extension. The Theora codec is less "
"efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU "
"resources to decode. The Theora codec is decoded on the CPU.\n"
"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
"extension, you will have to rename the extension to [code].ogv[/code] to use "
"those videos within Godot."
msgstr ""
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
msgstr ""
#: modules/theora/doc_classes/VideoStreamTheora.xml
msgid ""
"Sets the Ogg Theora video file that this [VideoStreamTheora] resource "
"handles. The [code]file[/code] name should have the [code].ogv[/code] "
"extension."
msgstr ""
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid "[VideoStream] resource for WebM videos."
msgstr ""
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid ""
"[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/"
"url] video format with [code].webm[/code] extension. Both the VP8 and VP9 "
"codecs are supported. The VP8 and VP9 codecs are more efficient than "
"[VideoStreamTheora], but they require more CPU resources to decode "
"(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n"
"[b]Note:[/b] Alpha channel (also known as transparency) is not supported. "
"The video will always appear to have a black background, even if it "
"originally contains an alpha channel.\n"
"[b]Note:[/b] There are known bugs and performance issues with WebM video "
"playback in Godot. If you run into problems, try using the Ogg Theora format "
"instead: [VideoStreamTheora]"
msgstr ""
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
msgstr ""
#: modules/webm/doc_classes/VideoStreamWebm.xml
msgid ""
"Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
"[code]file[/code] name should have the [code].webm[/code] extension."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Creates a sub-view into the screen."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"A Viewport creates a different view into the screen, or a sub-view inside "
"another viewport. Children 2D Nodes will display on it, and children Camera "
"3D nodes will render on it too.\n"
"Optionally, a viewport can have its own 2D or 3D world, so they don't share "
"what they draw with other viewports.\n"
"If a viewport is a child of a [ViewportContainer], it will automatically "
"take up its size, otherwise it must be set manually.\n"
"Viewports can also choose to be audio listeners, so they generate positional "
"audio depending on a 2D or 3D camera child of it.\n"
"Also, viewports can be assigned to different screens in case the devices "
"have multiple screens.\n"
"Finally, viewports can also behave as render targets, in which case they "
"will not be visible unless the associated texture is used to draw.\n"
"[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear "
"to be upside down. Enabling [member render_target_v_flip] will display the "
"Viewport with the correct orientation."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Viewports tutorial index"
msgstr ""
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D in 2D Demo"
msgstr ""
#: doc/classes/Viewport.xml
msgid "Screen Capture Demo"
msgstr ""
#: doc/classes/Viewport.xml
msgid "Dynamic Split Screen Demo"
msgstr ""
#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
msgid "3D Viewport Scaling Demo"
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the first valid [World] for this viewport, searching the [member "
"world] property of itself and any Viewport ancestor."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the active 3D camera."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the total transform of the viewport."
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid "Returns the topmost modal in the stack."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/Viewport.xml
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns information about the viewport from the rendering pipeline."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the size override set with [method set_size_override]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the viewport's texture.\n"
"[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is "
"flipped vertically. You can use [method Image.flip_y] on the result of "
"[method Texture.get_data] to flip it back, for example:\n"
"[codeblock]\n"
"var img = get_viewport().get_texture().get_data()\n"
"img.flip_y()\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid "Returns the viewport's RID from the [VisualServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control.get_drag_data]."
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
#, fuzzy
msgid "Returns [code]true[/code] if the drag operation is successful."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
"operation.\n"
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
"Attaches this [Viewport] to the root [Viewport] with the specified "
"rectangle. This bypasses the need for another node to display this "
"[Viewport] but makes you responsible for updating the position of this "
"[Viewport] manually."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Stops the input from propagating further down the [SceneTree]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
"but reduces the quality of the shadows. A good practice is to have quadrants "
"with a varying number of subdivisions and to have as few subdivisions as "
"possible."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Sets the size override of the viewport. If the [code]enable[/code] parameter "
"is [code]true[/code] the override is used, otherwise it uses the default "
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Moves the mouse pointer to the specified position in this [Viewport] using "
"the coordinate system of this [Viewport]."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The canvas transform of the viewport, useful for changing the on-screen "
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
"filters/use_debanding].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed "
"since the dithering pattern will make lossless-compressed screenshots "
"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Enables fast approximate antialiasing. FXAA is a popular screen-space "
"antialiasing method, which is fast but will make the image look blurry, "
"especially at lower resolutions. It can still work relatively well at large "
"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
"recovered by enabling contrast-adaptive sharpening (see [member "
"sharpen_intensity])."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid "If [code]true[/code], the viewport will not receive input events."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport rendering will receive benefits from High "
"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
"values that are outside the 0-1 range. In Godot, HDR uses half floating-"
"point precision (16-bit) by default. To use full floating-point precision "
"(32-bit), enable [member use_32_bpc_depth].\n"
"[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the result after 3D rendering will not have a linear "
"to sRGB color conversion applied. This is important when the viewport is "
"used as a render target where the result is used as a texture on a 3D object "
"rendered in another viewport. It is also important if the viewport is used "
"to create data that is not color based (noise, heightmaps, pickmaps, etc.). "
"Do not enable this when the viewport is used as a texture on a 2D object or "
"if the viewport is your final output. For the GLES2 driver this will convert "
"the sRGB output to linear, this should only be used for VR plugins that "
"require input in linear color space!"
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The multisample anti-aliasing mode. A higher number results in smoother "
"edges at the cost of significantly worse performance. A value of 4 is best "
"unless targeting very high-end systems."
msgstr ""
#: doc/classes/Viewport.xml
#, fuzzy
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], renders the Viewport directly to the screen instead of "
"to the root viewport. Only available in GLES2. This is a low-level "
"optimization and should not be used in most cases. If used, reading from the "
"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
"information see [method VisualServer.viewport_set_render_direct_to_screen]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The clear mode when viewport used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the result of rendering will be flipped vertically. "
"Since Viewports in Godot 3.x render upside-down, it's recommended to set "
"this to [code]true[/code] in most situations."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the first quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the second quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the third quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If set to a value greater than [code]0.0[/code], contrast-adaptive "
"sharpening will be applied to the 3D viewport. This has a low performance "
"cost and can be used to recover some of the sharpness lost from using FXAA. "
"Values around [code]0.5[/code] generally give the best results. See also "
"[member fxaa]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The width and height of viewport. Must be set to a value greater than or "
"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The viewport's rendering mode. This controls which buffers are allocated for "
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], allocates the viewport's framebuffer with full "
"floating-point precision (32-bit) instead of half floating-point precision "
"(16-bit). Only effective when [member hdr] is also enabled.\n"
"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
"full floating-point precision is slower, and is generally only needed for "
"advanced shaders that require a high level of precision. To reduce banding, "
"enable [member debanding] instead.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World] which can be used as 3D environment source."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Emitted when a Control node grabs keyboard focus."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Emitted when the size of the viewport is changed, whether by [method "
"set_size_override], resize of window, or some other means."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Do not update the render target."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Update the render target once, then switch to [constant UPDATE_DISABLED]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Update the render target only when it is visible. This is the default value."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Always update the render target."
msgstr ""
#: doc/classes/Viewport.xml
msgid "This quadrant will not be used."
msgstr ""
#: doc/classes/Viewport.xml
msgid "This quadrant will only be used by one shadow map."
msgstr ""
#: doc/classes/Viewport.xml
msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
msgstr ""
#: doc/classes/Viewport.xml
msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
msgstr ""
#: doc/classes/Viewport.xml
msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
"Unless the [member shadow_atlas_size] is very high, the shadows in this "
"quadrant will be very low resolution."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
"Unless the [member shadow_atlas_size] is very high, the shadows in this "
"quadrant will be very low resolution."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of objects in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of vertices in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of material changes in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of shader changes in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of surface changes in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of draw calls in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Amount of items or joined items in frame."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Represents the size of the [enum RenderInfo] enum."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Objects are displayed normally."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Objects are displayed without light information."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Objected are displayed semi-transparent with additive blending so you can "
"see where they intersect."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Objects are displayed in wireframe style."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Multisample anti-aliasing mode disabled. This is the default value."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Use 2x Multisample Antialiasing."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Use 4x Multisample Antialiasing."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
"hardware."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
"hardware."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Allocates all buffers needed for drawing 2D scenes. This takes less VRAM "
"than the 3D usage modes. Note that 3D rendering effects such as glow and HDR "
"are not available when using this mode."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Allocates buffers needed for 2D scenes without allocating a buffer for "
"screen copy. Accordingly, you cannot read from the screen. Of the [enum "
"Usage] types, this requires the least VRAM. Note that 3D rendering effects "
"such as glow and HDR are not available when using this mode."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Allocates full buffers for drawing 3D scenes and all 3D effects including "
"buffers needed for 2D scenes and effects."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Allocates buffers needed for drawing 3D scenes. But does not allocate "
"buffers needed for reading from the screen and post-processing effects. "
"Saves some VRAM."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Always clear the render target before drawing."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Never clear the render target."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Clear the render target next frame, then switch to [constant "
"CLEAR_MODE_NEVER]."
msgstr ""
#: doc/classes/ViewportContainer.xml
msgid "Control for holding [Viewport]s."
msgstr ""
#: doc/classes/ViewportContainer.xml
msgid ""
"A [Container] node that holds a [Viewport], automatically setting its size.\n"
"[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will "
"cause its contents to appear distorted. To change its visual size without "
"causing distortion, adjust the node's margins instead (if it's not already "
"in a container)."
msgstr ""
#: doc/classes/ViewportContainer.xml
msgid ""
"If [code]true[/code], the viewport will be scaled to the control's size."
msgstr ""
#: doc/classes/ViewportContainer.xml
msgid ""
"Divides the viewport's effective resolution by this value while preserving "
"its scale. This can be used to speed up rendering.\n"
"For example, a 1280×720 viewport with [member stretch_shrink] set to "
"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
"the container.\n"
"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
"work."
msgstr ""
#: doc/classes/ViewportTexture.xml
msgid "Texture which displays the content of a [Viewport]."
msgstr ""
#: doc/classes/ViewportTexture.xml
msgid ""
"Displays the content of a [Viewport] node as a dynamic [Texture]. This can "
"be used to mix controls, 2D, and 3D elements in the same scene.\n"
"To create a ViewportTexture in code, use the [method Viewport.get_texture] "
"method on the target viewport."
msgstr ""
#: doc/classes/ViewportTexture.xml
msgid ""
"The path to the [Viewport] node to display. This is relative to the scene "
"root, not to the node which uses the texture."
msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "Enables certain nodes only when approximately visible."
msgstr ""
#: doc/classes/VisibilityEnabler.xml
msgid ""
"The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes "
"when they are not visible. It will only affect other nodes within the same "
"scene as the VisibilityEnabler itself.\n"
"If you just want to receive notifications, use [VisibilityNotifier] "
"instead.\n"
"[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance "
"reasons. It doesn't take walls and other occlusion into account (unless you "
"are using [Portal]s). The heuristic is an implementation detail and may "
"change in future versions. If you need precise visibility checking, use "
"another method such as adding an [Area] node as a child of a [Camera] node "
"and/or [method Vector3.dot].\n"
"[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene "
"initialization."
msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid ""
"Returns whether the enabler identified by given [enum Enabler] constant is "
"active."
msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid ""
"Sets active state of the enabler identified by given [enum Enabler] constant."
msgstr ""
#: doc/classes/VisibilityEnabler.xml
msgid "If [code]true[/code], [RigidBody] nodes will be paused."
msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will pause [AnimationPlayer] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler.xml
msgid "This enabler will freeze [RigidBody] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
msgid "Represents the size of the [enum Enabler] enum."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and "
"other nodes when they are not visible. It will only affect nodes with the "
"same root node as the VisibilityEnabler2D, and the root node itself.\n"
"If you just want to receive notifications, use [VisibilityNotifier2D] "
"instead.\n"
"[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an "
"approximate heuristic with precision determined by [member ProjectSettings."
"world/2d/cell_size]. If you need precise visibility checking, use another "
"method such as adding an [Area2D] node as a child of a [Camera2D] node.\n"
"[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
"initialization."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "If [code]true[/code], [Particles2D] nodes will be paused."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._physics_process] will be "
"stopped."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"If [code]true[/code], the parent's [method Node._process] will be stopped."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will freeze [RigidBody2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [Particles2D] nodes."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop the parent's [method Node._process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid ""
"This enabler will stop the parent's [method Node._physics_process] function."
msgstr ""
#: doc/classes/VisibilityEnabler2D.xml
msgid "This enabler will stop [AnimatedSprite] nodes animations."
msgstr ""
#: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml
msgid "Detects approximately when the node is visible on screen."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid ""
"The VisibilityNotifier detects when it is visible on the screen. It also "
"notifies when its bounding rectangle enters or exits the screen or a "
"[Camera]'s view.\n"
"If you want nodes to be disabled automatically when they exit the screen, "
"use [VisibilityEnabler] instead.\n"
"[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for "
"performance reasons. It doesn't take walls and other occlusion into account "
"(unless you are using [Portal]s). The heuristic is an implementation detail "
"and may change in future versions. If you need precise visibility checking, "
"use another method such as adding an [Area] node as a child of a [Camera] "
"node and/or [method Vector3.dot]."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid ""
"If [code]true[/code], the bounding box is on the screen.\n"
"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
"once added to the scene tree, so this method will return [code]false[/code] "
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "The VisibilityNotifier's bounding box."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid ""
"In addition to checking whether a node is on screen or within a [Camera]'s "
"view, VisibilityNotifier can also optionally check whether a node is within "
"a specified maximum distance when using a [Camera] with perspective "
"projection. This is useful for throttling the performance requirements of "
"nodes that are far away.\n"
"[b]Note:[/b] This feature will be disabled if set to 0.0."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier enters the screen."
msgstr ""
#: doc/classes/VisibilityNotifier.xml
msgid "Emitted when the VisibilityNotifier exits the screen."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
"The VisibilityNotifier2D detects when it is visible on the screen. It also "
"notifies when its bounding rectangle enters or exits the screen or a "
"viewport.\n"
"If you want nodes to be disabled automatically when they exit the screen, "
"use [VisibilityEnabler2D] instead.\n"
"[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an "
"approximate heuristic with precision determined by [member ProjectSettings."
"world/2d/cell_size]. If you need precise visibility checking, use another "
"method such as adding an [Area2D] node as a child of a [Camera2D] node."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid ""
"If [code]true[/code], the bounding rectangle is on the screen.\n"
"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
"once added to the scene tree, so this method will return [code]false[/code] "
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "The VisibilityNotifier2D's bounding rectangle."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters the screen."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits the screen."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
msgstr ""
#: doc/classes/VisibilityNotifier2D.xml
msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid "Parent of all visual 3D nodes."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"The [VisualInstance] is used to connect a resource to a visual "
"representation. All visual 3D nodes inherit from the [VisualInstance]. In "
"general, you should not access the [VisualInstance] properties directly as "
"they are accessed and managed by the nodes that inherit from "
"[VisualInstance]. [VisualInstance] is the node representation of the "
"[VisualServer] instance."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance]. See also [method get_transformed_aabb]."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"Returns the RID of the resource associated with this [VisualInstance]. For "
"example, if the Node is a [MeshInstance], this will return the RID of the "
"associated [Mesh]."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"Returns the RID of this instance. This RID is the same as the RID returned "
"by [method VisualServer.instance_create]. This RID is needed if you want to "
"call [VisualServer] functions directly on this [VisualInstance]."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"Returns [code]true[/code] when the specified layer is enabled in [member "
"layers] and [code]false[/code] otherwise."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"Returns the transformed [AABB] (also known as the bounding box) for this "
"[VisualInstance].\n"
"Transformed in this case means the [AABB] plus the position, rotation, and "
"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"Sets the resource that is instantiated by this [VisualInstance], which "
"changes how the engine handles the [VisualInstance] under the hood. "
"Equivalent to [method VisualServer.instance_set_base]."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid "Enables a particular layer in [member layers]."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"The render layer(s) this [VisualInstance] is drawn on.\n"
"This object will only be visible for [Camera]s whose cull mask includes the "
"render object this [VisualInstance] is set to."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
"value will make the [VisualInstance] reliably draw on top of other "
"[VisualInstance]s that are otherwise positioned at the same spot."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"If [code]true[/code], the object is sorted based on the [AABB] center. "
"Sorted based on the global position otherwise.\n"
"The [AABB] center based sorting is generally more accurate for 3D models. "
"The position based sorting instead allows to better control the drawing "
"order when working with [Particles] and [CPUParticles]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"A script implemented in the Visual Script programming environment. The "
"script extends the functionality of all objects that instance it.\n"
"[method Object.set_script] extends an existing object, if that object's "
"class matches one of the script's base classes.\n"
"You are most likely to use this class via the Visual Script editor or when "
"writing plugins for it."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a custom signal with the specified name to the VisualScript."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a function with the specified name to the VisualScript."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Add a node to a function of the VisualScript."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Add a variable to the VisualScript, optionally giving it a default value or "
"marking it as exported."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Add an argument to a custom signal added with [method add_custom_signal]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the count of a custom signal's arguments."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the name of a custom signal's argument."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Get the type of a custom signal's argument."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific custom signal's argument."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Rename a custom signal's argument."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the type of a custom signal's argument."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Swap two of the arguments of a custom signal."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Connect two data ports. The value of [code]from_node[/code]'s "
"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
"[code]to_port[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Disconnect two data ports previously connected with [method data_connect]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the id of a function's entry point node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the position of the center of the screen for a given function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns a node given its id and its function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns a node's position in pixels."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns the default (initial) value of a variable."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable is exported."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Returns the information for a given variable as a dictionary. The "
"information includes its name, type, hint and usage."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a signal exists with the specified name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether the specified data ports are connected."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a function exists with the specified name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a node exists with the given id."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether the specified sequence ports are connected."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Returns whether a variable exists with the specified name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a custom signal with the given name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific function and its nodes from the script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a specific node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Remove a variable with the given name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a custom signal."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the name of a variable."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Connect two sequence ports. The execution will flow from of [code]from_node[/"
"code]'s [code]from_output[/code] into [code]to_node[/code].\n"
"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
"target node can have only one sequence port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Disconnect two sequence ports previously connected with [method "
"sequence_connect]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Position the center of the screen for a function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Set the base type of the script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Position a node on the screen."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change the default (initial) value of a variable."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Change whether a variable is exported."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid ""
"Set a variable's info, using the same format as [method get_variable_info]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "Emitted when the ports of a node are changed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "A Visual Script node representing a constant from the base types."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid ""
"A Visual Script node representing a constant from base types, such as "
"[constant Vector3.AXIS_X]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The type to get the constant from."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
msgid "The name of the constant to return."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "A Visual Script node used to call built-in functions."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"A built-in function used inside a [VisualScript]. It is usually a math "
"function or an utility function.\n"
"See also [@GDScript], for the same functions in the GDScript language."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "The function to be executed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the sine of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the cosine of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the tangent of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic sine of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic cosine of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the hyperbolic tangent of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc sine of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc cosine of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the arc tangent of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the arc tangent of the input, using the signs of both parameters to "
"determine the exact angle."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the square root of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the remainder of one input divided by the other, using floating-point "
"numbers."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the positive remainder of one input divided by the other, using "
"floating-point numbers."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input rounded down."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input rounded up."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input rounded to the nearest integer."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the absolute value of the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the sign of the input, turning it into 1, -1, or 0. Useful to "
"determine if the input is positive or negative."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input raised to a given power."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the natural logarithm of the input. Note that this is not the typical "
"base-10 logarithm function calculators use."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the mathematical constant [b]e[/b] raised to the specified power of "
"the input. [b]e[/b] has an approximate value of 2.71828."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return whether the input is NaN (Not a Number) or not. NaN is usually "
"produced by dividing 0 by 0, though other ways exist."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return whether the input is an infinite floating-point number or not. "
"Infinity is usually produced by dividing a number by 0, though other ways "
"exist."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is "
"ease-in, 1+ is ease out. Negative values are in-out/out in."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the number of digit places after the decimal that the first non-zero "
"digit occurs."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the input snapped to a given step."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a number linearly interpolated between the first two inputs, based on "
"the third input. Uses the formula [code]a + (a - b) * t[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Moves the number toward a value, based on the third input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the result of [code]value[/code] decreased by [code]step[/code] * "
"[code]amount[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Randomize the seed (or the internal state) of the random number generator. "
"Current implementation reseeds using a number based on time."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a random 32 bits integer value. To obtain a random value between 0 to "
"N (where N is smaller than 2^32 - 1), you can use it with the remainder "
"function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a random floating-point value between 0 and 1. To obtain a random "
"value between 0 to N, you can use it with multiplication."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a random floating-point value between the two inputs."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Set the seed for the random number generator."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a random value from the given seed, along with the new seed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert the input from degrees to radians."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert the input from radians to degrees."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert the input from linear volume to decibel volume."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert the input from decibel volume to linear volume."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the greater of the two numbers, also known as their maximum."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the lesser of the two numbers, also known as their minimum."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the input clamped inside the given range, ensuring the result is "
"never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
"[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return the nearest power of 2 to the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Create a [WeakRef] from the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Create a [FuncRef] from the input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert between types."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the type of the input as an integer. Check [enum Variant.Type] for "
"the integers that might be returned."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Checks if a type is registered in the [ClassDB]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Return a character with the given ascii value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Convert the input to a string."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Print the given string to the output window."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Print the given string to the standard error output."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Print the given string to the standard output, without adding a newline."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Serialize a [Variant] to a string."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Serialize a [Variant] to a [PoolByteArray]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Deserialize a [Variant] from a [PoolByteArray] serialized using [constant "
"VAR_TO_BYTES]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return the [Color] with the given name and alpha ranging from 0 to 1.\n"
"[b]Note:[/b] Names are defined in [code]color_names.inc[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid ""
"Return a number smoothly interpolated between the first two inputs, based on "
"the third input. Similar to [constant MATH_LERP], but interpolates faster at "
"the beginning and slower at the end. Using Hermite interpolation formula:\n"
"[codeblock]\n"
"var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
"return t * t * (3.0 - 2.0 * t)\n"
"[/codeblock]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
msgid "Represents the size of the [enum BuiltinFunc] enum."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
msgid "Gets a constant from a given class."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
msgid ""
"This node returns a constant from a given class, such as [constant "
"TYPE_INT]. See the given class' documentation for available constants.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]value[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
msgid "The constant's parent class."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
msgid ""
"The constant to return. See the given class for its available constants."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid "A Visual Script node used to annotate the script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid ""
"A Visual Script node used to display annotations in the script, so that code "
"may be documented.\n"
"Comment nodes can be resized so they encompass a group of nodes."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid "The text inside the comment node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid "The comment node's size (in pixels)."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComment.xml
msgid "The comment node's title."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
msgid "A Visual Script Node used to create array from a list of items."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
msgid ""
"A Visual Script Node used to compose array from the list of elements "
"provided with custom in-graph UI hard coded in the VisualScript Editor."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCondition.xml
msgid "A Visual Script node which branches the flow."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCondition.xml
msgid ""
"A Visual Script node that checks a [bool] input port. If [code]true[/code], "
"it will exit via the \"true\" sequence port. If [code]false[/code], it will "
"exit via the \"false\" sequence port. After exiting either, it exits via the "
"\"done\" port. Sequence ports may be left disconnected.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]if (cond) is[/code]\n"
"- Data (boolean): [code]cond[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence: [code]true[/code]\n"
"- Sequence: [code]false[/code]\n"
"- Sequence: [code]done[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "Gets a contant's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid ""
"This node returns a constant's value.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]get[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "The constant's type."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstant.xml
msgid "The constant's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
msgid "A Visual Script node which calls a base type constructor."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptConstructor.xml
msgid ""
"A Visual Script node which calls a base type constructor. It can be used for "
"type conversion as well."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "A scripted Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "A custom Visual Script node which can be scripted in powerful ways."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the node's title."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the node's category."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the count of input value ports."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified input port's hint. See the [enum @GlobalScope."
"PropertyHint] hints."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
#, fuzzy
msgid "Return the specified input port's hint string."
msgstr "Vrátí sinus parametru."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified input port's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified input port's type. See the [enum Variant.Type] values."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output [b]sequence[/b] ports."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified [b]sequence[/b] output's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output value ports."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified output port's hint. See the [enum @GlobalScope."
"PropertyHint] hints."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified output port's hint string."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
#, fuzzy
msgid "Return the specified output port's name."
msgstr "Vrátí sinus parametru."
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified output port's type. See the [enum Variant.Type] values."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the custom node's text, which is shown right next to the input "
"[b]sequence[/b] port (if there is none, on the place that is usually taken "
"by it)."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the size of the custom node's working memory. See [method _step] for "
"more details."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return whether the custom node has an input [b]sequence[/b] port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Execute the custom node's logic, returning the index of the output sequence "
"port to use or a [String] when there is an error.\n"
"The [code]inputs[/code] array contains the values of the input ports.\n"
"[code]outputs[/code] is an array whose indices should be set to the "
"respective outputs.\n"
"The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], "
"unless you have used the [code]STEP_*[/code] constants.\n"
"[code]working_mem[/code] is an array which can be used to persist "
"information between runs of the custom node. The size needs to be predefined "
"using [method _get_working_memory_size].\n"
"When returning, you can mask the returned value with one of the "
"[code]STEP_*[/code] constants."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "The start mode used the first time when [method _step] is called."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"The start mode used when [method _step] is called after coming back from a "
"[constant STEP_PUSH_STACK_BIT]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"The start mode used when [method _step] is called after resuming from "
"[constant STEP_YIELD_BIT]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that control should return to it when "
"there is no other node left to execute.\n"
"This is used by [VisualScriptCondition] to redirect the sequence to the "
"\"Done\" port after the [code]true[/code]/[code]false[/code] branch has "
"finished execution."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that control should return back, either "
"hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that control should stop and exit the "
"function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that the function should be yielded.\n"
"Using this requires you to have at least one working memory slot, which is "
"used for the [VisualScriptFunctionState]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid ""
"A Visual Script node which deconstructs a base type instance into its parts."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid "The type to deconstruct."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Add a custom Visual Script node to the editor. It'll be placed under "
"\"Custom Nodes\" with the [code]category[/code] as the parameter."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Remove a custom Visual Script node from the editor. Custom nodes already "
"placed on scripts won't be removed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "Emits a specified signal."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid ""
"Emits a specified signal when it is executed.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]emit[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "The signal to emit."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "A Visual Script node returning a singleton from [@GlobalScope]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "The singleton's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid "A Visual Script node that can execute a custom expression."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid ""
"A Visual Script node that can execute a custom expression. Values can be "
"provided for the input and the expression result can be retrieved from the "
"output."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid "A Visual Script node representing a function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid ""
"[VisualScriptFunction] represents a function header. It is the starting "
"point for the function body and can be used to tweak the function's "
"properties (e.g. RPC mode)."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "A Visual Script node for calling a function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"[VisualScriptFunctionCall] is created when you add or drag and drop a "
"function onto the Visual Script graph. It allows to tweak parameters of the "
"call, e.g. what object the function is called on."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The script to be used when [member call_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
"The base type to be used when [member call_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The type to be used when [member call_mode] is set to [constant "
"CALL_MODE_BASIC_TYPE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"[code]call_mode[/code] determines the target object on which the method will "
"be called. See [enum CallMode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The name of the function to be called."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
"The node path to use when [member call_mode] is set to [constant "
"CALL_MODE_NODE_PATH]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
"RPCCallMode] for available options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The singleton to call the method on. Used when [member call_mode] is set to "
"[constant CALL_MODE_SINGLETON]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"Number of default arguments that will be used when calling the function. "
"Can't be higher than the number of available default arguments in the "
"method's declaration."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
"ignored."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on this [Object]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on the given [Node] in the scene tree."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The method will be called on an instanced node with the given type and "
"script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a singleton."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called locally."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely using an unreliable protocol."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely for the given peer."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The method will be called remotely for the given peer, using an unreliable "
"protocol."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "A Visual Script node representing a function state."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
"[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
"used to resume a paused function call."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
"Connects this [VisualScriptFunctionState] to a signal in the given object to "
"automatically resume when it's emitted."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Returns whether the function state is valid."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Resumes the function to run from the point it was yielded."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
msgid "A Visual Script node returning a constant from [@GlobalScope]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
msgid "The constant to be used."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid "A Visual Script node for getting a value from an array or a dictionary."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid ""
"[VisualScriptIndexGet] will return the value stored in an array or a "
"dictionary under the given index."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid "A Visual Script node for setting a value in an array or a dictionary."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid ""
"[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
"under the given index to the provided new value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "A Visual Script node returning a state of an action."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid ""
"[VisualScriptInputAction] can be used to check if an action is pressed or "
"released."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "Name of the action."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "State of the action to check. See [enum Mode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] if action is pressed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
#, fuzzy
msgid "[code]True[/code] if action is released (i.e. not pressed)."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] on the frame the action was pressed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] on the frame the action was released."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid "Steps through items in a given input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid ""
"This node steps through each item in a given input. Input can be any "
"sequence data type, such as an [Array] or [String]. When each item has been "
"processed, execution passed out the [code]exit[/code] Sequence port.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]for (elem) in (input)[/code]\n"
"- Data (variant): [code]input[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence: [code]each[/code]\n"
"- Sequence: [code]exit[/code]\n"
"- Data (variant): [code]elem[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "A Visual Script virtual class for in-graph editable nodes."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid ""
"A Visual Script virtual class that defines the shape and the default "
"behavior of the nodes that have to be in-graph editable nodes."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Adds an input port to the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Adds an output port to the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Removes an input port from the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Removes an output port from the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
#, fuzzy
msgid "Sets the name of an input port."
msgstr "Vrátí sinus parametru."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the type of an input port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
#, fuzzy
msgid "Sets the name of an output port."
msgstr "Vrátí sinus parametru."
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the type of an output port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
msgid "Gets a local variable's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
msgid ""
"Returns a local variable's value. \"Var Name\" must be supplied, with an "
"optional type.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]get[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
msgid "The local variable's type."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
msgid "The local variable's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
msgid "Changes a local variable's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
msgid ""
"Changes a local variable's value to the given input. The new value is also "
"provided on an output Data port.\n"
"[b]Input Ports:[/b]\n"
"- Sequence\n"
"- Data (variant): [code]set[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence\n"
"- Data (variant): [code]get[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Commonly used mathematical constants."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid ""
"Provides common math constants, such as Pi, on an output Data port.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]get[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "The math constant."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Unity: [code]1[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi: [code]3.141593[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Pi divided by two: [code]1.570796[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Tau: [code]6.283185[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid ""
"Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
"code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Square root of two: [code]1.414214[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Infinity: [code]inf[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Not a number: [code]nan[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
msgid "Represents the size of the [enum MathConstant] enum."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "A node which is part of a [VisualScript]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid ""
"A node which is part of a [VisualScript]. Not to be confused with [Node], "
"which is a part of a [SceneTree]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid ""
"Returns the default value of a given port. The default value is used when "
"nothing is connected to the port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Returns the [VisualScript] instance the node is bound to."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid ""
"Notify that the node's ports have changed. Usually used in conjunction with "
"[VisualScriptCustomNode] ."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Change the default value of a given port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptNode.xml
msgid "Emitted when the available input/output ports are changed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid "A Visual Script node that performs an operation on two values."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid ""
"[b]Input Ports:[/b]\n"
"- Data (variant): [code]A[/code]\n"
"- Data (variant): [code]B[/code]\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]result[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid ""
"The operation to be performed. See [enum Variant.Operator] for available "
"options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptOperator.xml
msgid ""
"The type of the values for this operation. See [enum Variant.Type] for "
"available options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid "Creates a new [Resource] or loads one from the filesystem."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid ""
"Creates a new [Resource] or loads one from the filesystem.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (object): [code]res[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPreload.xml
msgid "The [Resource] to load."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid "A Visual Script node returning a value of a property from an [Object]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"[VisualScriptPropertyGet] can return a value of any property from the "
"current object or other objects."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The script to be used when [member set_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The base type to be used when [member set_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The type to be used when [member set_mode] is set to [constant "
"CALL_MODE_BASIC_TYPE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The indexed name of the property to retrieve. See [method Object."
"get_indexed] for details."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The node path to use when [member set_mode] is set to [constant "
"CALL_MODE_NODE_PATH]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The name of the property to retrieve. Changing this will clear [member "
"index]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"[code]set_mode[/code] determines the target object from which the property "
"will be retrieved. See [enum CallMode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid "The property will be retrieved from this [Object]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid "The property will be retrieved from the given [Node] in the scene tree."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The property will be retrieved from an instanced node with the given type "
"and script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
msgid ""
"The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "A Visual Script node that sets a property of an [Object]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"[VisualScriptPropertySet] can set the value of any property from the current "
"object or other objects."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The additional operation to perform when assigning. See [enum AssignOp] for "
"options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The indexed name of the property to set. See [method Object.set_indexed] for "
"details."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The name of the property to set. Changing this will clear [member index]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"[code]set_mode[/code] determines the target object on which the property "
"will be set. See [enum CallMode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on this [Object]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on the given [Node] in the scene tree."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be set on an instanced node with the given type and script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid "The property will be assigned regularly."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The value will be added to the property. Equivalent of doing [code]+=[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The value will be subtracted from the property. Equivalent of doing [code]-"
"=[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be multiplied by the value. Equivalent of doing [code]*=[/"
"code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be divided by the value. Equivalent of doing [code]/=[/"
"code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A modulo operation will be performed on the property and the value. "
"Equivalent of doing [code]%=[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be binarly shifted to the left by the given value. "
"Equivalent of doing [code]<<[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"The property will be binarly shifted to the right by the given value. "
"Equivalent of doing [code]>>[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A binary [code]AND[/code] operation will be performed on the property. "
"Equivalent of doing [code]&=[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A binary [code]OR[/code] operation will be performed on the property. "
"Equivalent of doing [code]|=[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
msgid ""
"A binary [code]XOR[/code] operation will be performed on the property. "
"Equivalent of doing [code]^=[/code]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "Exits a function and returns an optional value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid ""
"Ends the execution of a function and returns control to the calling "
"function. Optionally, it can return a [Variant] value.\n"
"[b]Input Ports:[/b]\n"
"- Sequence\n"
"- Data (variant): [code]result[/code] (optional)\n"
"[b]Output Ports:[/b]\n"
"none"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "If [code]true[/code], the [code]return[/code] input port is available."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptReturn.xml
msgid "The return value's data type."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "Node reference."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid ""
"A direct reference to a node.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data: [code]node[/code] (obj)"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
msgid "The node's path in the scene tree."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml
msgid "A Visual Script node for accessing [SceneTree] methods."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSelect.xml
msgid "Chooses between two input values."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSelect.xml
msgid ""
"Chooses between two input values based on a Boolean condition.\n"
"[b]Input Ports:[/b]\n"
"- Data (boolean): [code]cond[/code]\n"
"- Data (variant): [code]a[/code]\n"
"- Data (variant): [code]b[/code]\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]out[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSelect.xml
msgid "The input variables' type."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSelf.xml
msgid "Outputs a reference to the current instance."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSelf.xml
msgid ""
"Provides a reference to the node running the visual script.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (object): [code]instance[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSequence.xml
msgid "Executes a series of Sequence ports."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSequence.xml
msgid ""
"Steps through a series of one or more output Sequence ports. The "
"[code]current[/code] data port outputs the currently executing item.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]in order[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence: [code]1[/code]\n"
"- Sequence: [code]2 - n[/code] (optional)\n"
"- Data (int): [code]current[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSequence.xml
msgid "The number of steps in the sequence."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
msgid "Calls a method called [code]_subcall[/code] in this object."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
msgid ""
"[VisualScriptSubCall] will call method named [code]_subcall[/code] in the "
"current script. It will fail if the method doesn't exist or the provided "
"arguments are wrong."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSubCall.xml
msgid "Called by this node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSwitch.xml
msgid "Branches program flow based on a given input's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptSwitch.xml
msgid ""
"Branches the flow based on an input's value. Use [b]Case Count[/b] in the "
"Inspector to set the number of branches and each comparison's optional "
"type.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]'input' is[/code]\n"
"- Data (variant): [code]=[/code]\n"
"- Data (variant): [code]=[/code] (optional)\n"
"- Data (variant): [code]input[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence\n"
"- Sequence (optional)\n"
"- Sequence: [code]done[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid "A Visual Script node that casts the given value to another type."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid ""
"[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived "
"type."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid ""
"The target script class to be converted to. If none, only the [member "
"base_type] will be used."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
msgid "The target type to be converted to."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
msgid "Gets a variable's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
msgid ""
"Returns a variable's value. \"Var Name\" must be supplied, with an optional "
"type.\n"
"[b]Input Ports:[/b]\n"
"none\n"
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]value[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
msgid "The variable's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
msgid "Changes a variable's value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
msgid ""
"Changes a variable's value to the given input.\n"
"[b]Input Ports:[/b]\n"
"- Sequence\n"
"- Data (variant): [code]set[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid "Conditional loop."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptWhile.xml
msgid ""
"Loops while a condition is [code]true[/code]. Execution continues out the "
"[code]exit[/code] Sequence port when the loop terminates.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]while(cond)[/code]\n"
"- Data (bool): [code]cond[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence: [code]repeat[/code]\n"
"- Sequence: [code]exit[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "A Visual Script node used to pause a function execution."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid ""
"[VisualScriptYield] will pause the function call and return "
"[VisualScriptFunctionState], which can be used to resume the function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid ""
"The mode to use for yielding. See [enum YieldMode] for available options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "Yields during an idle frame."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "Yields during a physics frame."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYield.xml
msgid "Yields a function and waits the given time."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A Visual Script node yielding for a signal."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
"[VisualScriptYieldSignal] will pause the function execution until the "
"provided signal is emitted."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
"[code]call_mode[/code] determines the target object to wait for the signal "
"emission. See [enum CallMode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "The signal name to be waited for."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from this [Object] will be used."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from the given [Node] in the scene tree will be used."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid "A signal from an instanced node with the given type will be used."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Server for anything visible."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Server for anything visible. The visual server is the API backend for "
"everything visible. The whole scene system mounts on it to display.\n"
"The visual server is completely opaque, the internals are entirely "
"implementation specific and cannot be accessed.\n"
"The visual server can be used to bypass the scene system entirely.\n"
"Resources are created using the [code]*_create[/code] functions.\n"
"All objects are drawn to a viewport. You can use the [Viewport] attached to "
"the [SceneTree] or you can create one yourself with [method "
"viewport_create]. When using a custom scenario or canvas, the scenario or "
"canvas needs to be attached to the viewport using [method "
"viewport_set_scenario] or [method viewport_attach_canvas].\n"
"In 3D, all visual objects must be associated with a scenario. The scenario "
"is a visual representation of the world. If accessing the visual server from "
"a running game, the scenario can be accessed from the scene tree from any "
"[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be "
"created with [method scenario_create].\n"
"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
"In 3D, all visible objects are comprised of a resource and an instance. A "
"resource can be a mesh, a particle system, a light, or any other 3D object. "
"In order to be visible resources must be attached to an instance using "
"[method instance_set_base]. The instance must also be attached to the "
"scenario using [method instance_set_scenario] in order to be visible.\n"
"In 2D, all visible objects are some form of canvas item. In order to be "
"visible, a canvas item needs to be the child of a canvas attached to a "
"viewport, or it needs to be the child of another canvas item that is "
"eventually attached to the canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets images to be rendered in the window margin."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets margin size, where black bars (or images, if [method "
"black_bars_set_images] was used) are rendered."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a camera and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
"VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the cull mask associated with this camera. The cull mask describes "
"which 3D layers are rendered by this camera. Equivalent to [member Camera."
"cull_mask]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the environment used by this camera. Equivalent to [member Camera."
"environment]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets camera to use frustum projection. This mode allows adjusting the "
"[code]offset[/code] argument to create \"tilted frustum\" effects."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets camera to use orthogonal projection, also known as orthographic "
"projection. Objects remain the same size on the screen no matter how far "
"away they are."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets camera to use perspective projection. Objects on the screen becomes "
"smaller when they are far away."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets [Transform] of camera."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], preserves the horizontal aspect ratio which is "
"equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves "
"the vertical aspect ratio which is equivalent to [constant Camera."
"KEEP_HEIGHT]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
"VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a circle command to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If ignore is [code]true[/code], the VisualServer does not perform clipping."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a line command to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a mesh command to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its "
"aabb at the moment."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a nine patch image to the [CanvasItem]'s draw commands.\n"
"See [NinePatchRect] for more explanation."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a particle system to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a polygon to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a polyline, which is a line from multiple points with a width, to the "
"[CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a primitive to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n"
"This sets the extra_matrix uniform when executed. This affects the later "
"commands of the canvas item."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a textured rect to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a texture rect with region setting to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets clipping for the [CanvasItem]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Defines a custom drawing rectangle for the [CanvasItem]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Enables the use of distance fields for GUI elements that are rendering "
"distance field based fonts."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets [CanvasItem] to be drawn behind its parent."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the index for the [CanvasItem]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"The light mask. See [LightOccluder2D] for more information on light masks."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a new material to the [CanvasItem]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] and its children."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
"or it can be the root canvas that is attached to the viewport."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color that modulates the [CanvasItem] without children."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the [CanvasItem]'s [Transform2D]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets if the [CanvasItem] uses its parent's material."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets if the canvas item (including its children) is visible."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If this is enabled, the Z index of the parent will be added to the "
"children's Z index."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
"drawn first)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Attaches the canvas light to the canvas. Removes it from its previous canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a canvas light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]canvas_light_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a light occluder and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]canvas_light_ocluder_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Enables or disables light occluder."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a light occluder's polygon."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a light occluder's [Transform2D]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color for a light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Enables or disables a canvas light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a canvas light's energy."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a canvas light's height."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"The binary mask used to determine which layers this canvas light's shadows "
"affects. See [LightOccluder2D] for more information on light masks."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The layer range that gets rendered with this light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The mode of the light, see [enum CanvasLightMode] constants."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the texture's scale factor of the light. Equivalent to [member Light2D."
"texture_scale]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the width of the shadow buffer, size gets scaled to the next power of "
"two for this."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color of the canvas light's shadow."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Enables or disables the canvas light's shadow."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
"constants."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Sets the length of the shadow's gradient."
msgstr "Vrátí tangens parametru."
#: doc/classes/VisualServer.xml
msgid "Smoothens the shadow. The lower, the smoother."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the offset of the light's texture. Equivalent to [member Light2D."
"offset]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the canvas light's [Transform2D]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the Z range of objects that will be affected by this light. Equivalent "
"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new light occluder polygon and adds it to the VisualServer. It can "
"be accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets an occluder polygons cull mode. See [enum "
"CanvasOccluderPolygonCullMode] constants."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the shape of the occluder polygon."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the shape of the occluder polygon as lines."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"A copy of the canvas item will be drawn with a local offset of the mirroring "
"[Vector2]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Modulates all colors in the given canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a directional light and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
"[code]light_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Draws a frame. [i]This method is deprecated[/i], please use [method "
"force_draw] instead."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an environment and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]environment_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the values to be used with the \"Adjustment\" post-process effect. See "
"[Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the ambient light parameters. See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
"background_mode]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Color displayed for clear areas of the scene (if using Custom color or "
"Color+Sky background modes)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the intensity of the background color."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the maximum layer to use if using Canvas background mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the values to be used with the \"DoF Far Blur\" post-process effect. "
"See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the values to be used with the \"DoF Near Blur\" post-process effect. "
"See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the scene fog. See [Environment] for more "
"details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the fog depth effect. See [Environment] "
"for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the fog height effect. See [Environment] "
"for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"glow\" post-process effect. See "
"[Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Sky] to be used as the environment's background when using "
"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a custom field of view for the background [Sky]. Equivalent to [member "
"Environment.background_sky_custom_fov]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
"to [member Environment.background_sky_orientation]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
"(SSAO)\" post-process effect. See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"screen space reflections\" post-"
"process effect. See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Removes buffers and clears testcubes."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Forces a frame to be drawn when the function is called. Drawing a frame "
"updates all [Viewport]s that are set to update. Use with extreme caution."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Synchronizes threads."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Tries to free an object in the VisualServer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a certain information, see [enum RenderInfo] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test cube. Creates one if none exists."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test texture. Creates one if none exists."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
"SSE2\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of a white texture. Creates one if none exists."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a GI probe and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this GI probe to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the bias value for the GI probe. Bias is used to avoid self "
"occlusion. Equivalent to [member GIProbeData.bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the axis-aligned bounding box that covers the full extent of the GI "
"probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the data used by the GI probe."
msgstr "Vrátí sinus parametru."
#: doc/classes/VisualServer.xml
msgid ""
"Returns the dynamic range set for this GI probe. Equivalent to [member "
"GIProbe.dynamic_range]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the energy multiplier for this GI probe. Equivalent to [member "
"GIProbe.energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
"normal_bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the propagation value for this GI probe. Equivalent to [member "
"GIProbe.propagation]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the GI probe data associated with this GI probe "
"is compressed. Equivalent to [member GIProbe.compress]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
"does not account for sky light. Equivalent to [member GIProbe.interior]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
"bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the axis-aligned bounding box that covers the extent of the GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the size of individual cells within the GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the compression setting for the GI probe data. Compressed data will "
"take up less space but may look worse. Equivalent to [member GIProbe."
"compress]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the data to be used in the GI probe for lighting calculations. Normally "
"this is created and called internally within the [GIProbe] node. You should "
"not try to set this yourself."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the dynamic range of the GI probe. Dynamic range sets the limit for how "
"bright lights can be. A smaller range captures greater detail but limits how "
"bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the energy multiplier for this GI probe. A higher energy makes the "
"indirect light from the GI probe brighter. Equivalent to [member GIProbe."
"energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the interior value of this GI probe. A GI probe set to interior does "
"not include the sky when calculating lighting. Equivalent to [member GIProbe."
"interior]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the normal bias for this GI probe. Normal bias behaves similar to the "
"other form of bias and may help reduce self-occlusion. Equivalent to [member "
"GIProbe.normal_bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the propagation of light within this GI probe. Equivalent to [member "
"GIProbe.propagation]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the to cell [Transform] for this GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if changes have been made to the VisualServer's "
"data. [method draw] is usually called if this happens.\n"
"As changes are registered as either high or low priority (e.g. dynamic "
"shaders), this function takes an optional argument to query either low or "
"high priority changes, or any changes."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Not yet implemented. Always returns [code]false[/code]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the OS supports a certain feature. Features "
"might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], "
"[code]pvrtc[/code] and [code]skinning_fallback[/code].\n"
"When rendering with GLES2, returns [code]true[/code] with "
"[code]skinning_fallback[/code] in case the hardware doesn't support the "
"default GPU skinning process."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
"[method ImmediateGeometry.begin]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Clears everything that was set up between [method immediate_begin] and "
"[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an immediate geometry and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]immediate_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this immediate geometry to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
"ImmediateGeometry.end]."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the material assigned to the [ImmediateGeometry]."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the normal to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_normal]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the material to be used to draw the [ImmediateGeometry]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the tangent to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_tangent]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the UV to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the UV2 to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv2]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds the next vertex using the information provided in advance. Equivalent "
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds the next vertex using the information provided in advance. This is a "
"helper class that calls [method immediate_vertex] under the hood. Equivalent "
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Initializes the visual server. This function is called internally by "
"platform-dependent code during engine initialization. If called from a "
"running game, it will not do anything."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Attaches a unique Object ID to instance. Object ID must be attached to "
"instance for proper culling with [method instances_cull_aabb], [method "
"instances_cull_convex], and [method instances_cull_ray]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Attaches a skeleton to an instance. Removes the previous skeleton from the "
"instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a visual instance and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]instance_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"An instance is a way of placing a 3D object in the scenario. Objects like "
"particles, meshes, and reflection probes need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a visual instance, adds it to the VisualServer, and sets both base "
"and scenario. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]instance_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Not implemented in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
"Equivalent to [member GeometryInstance.cast_shadow]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a material that will be rendered for all surfaces on top of active "
"materials for the mesh associated with this instance. Equivalent to [member "
"GeometryInstance.material_overlay]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a material that will override the material for all surfaces on the mesh "
"associated with this instance. Equivalent to [member GeometryInstance."
"material_override]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the base of the instance. A base can be any of the 3D objects that are "
"created in the VisualServer that can be displayed. For example, any of the "
"light types, mesh, multimesh, immediate geometry, particle system, "
"reflection probe, lightmap capture, and the GI probe are all types that can "
"be set as the base of an instance in order to be displayed in the scenario."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the weight for a given blend shape associated with this instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a custom AABB to use when culling objects from the view frustum. "
"Equivalent to [method GeometryInstance.set_custom_aabb]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Function not implemented in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a margin to increase the size of the AABB when culling objects from the "
"view frustum. This allows you to avoid culling objects that fall outside the "
"view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the render layers that this instance will be drawn to. Equivalent to "
"[member VisualInstance.layers]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the scenario that the instance is in. The scenario is the 3D world that "
"the objects will be displayed in."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the material of a specific surface. Equivalent to [method MeshInstance."
"set_surface_material]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the world space transform of the instance. Equivalent to [member "
"Spatial.transform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the lightmap to use with this instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
"visible]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns an array of object IDs intersecting with the provided AABB. Only "
"visual 3D nodes are considered, such as [MeshInstance] or "
"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
"actual nodes. A scenario RID must be provided, which is available in the "
"[World] you want to query. This forces an update for all resources queued to "
"update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns an array of object IDs intersecting with the provided convex shape. "
"Only visual 3D nodes are considered, such as [MeshInstance] or "
"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
"actual nodes. A scenario RID must be provided, which is available in the "
"[World] you want to query. This forces an update for all resources queued to "
"update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns an array of object IDs intersecting with the provided 3D ray. Only "
"visual 3D nodes are considered, such as [MeshInstance] or "
"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
"actual nodes. A scenario RID must be provided, which is available in the "
"[World] you want to query. This forces an update for all resources queued to "
"update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], this directional light will blend between shadow map "
"splits resulting in a smoother transition between them. Equivalent to "
"[member DirectionalLight.directional_shadow_blend_splits]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the shadow depth range mode for this directional light. Equivalent to "
"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
"LightDirectionalShadowDepthRangeMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the shadow mode for this directional light. Equivalent to [member "
"DirectionalLight.directional_shadow_mode]. See [enum "
"LightDirectionalShadowMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether to use vertical or horizontal detail for this omni light. This "
"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
"OmniLight.omni_shadow_detail]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
"OmniLight.omni_shadow_mode]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the bake mode for this light, see [enum LightBakeMode] for options. The "
"bake mode affects how the light will be baked in [BakedLightmap]s and "
"[GIProbe]s."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the cull mask for this Light. Lights only affect objects in the "
"selected layers. Equivalent to [member Light.light_cull_mask]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], light will subtract light instead of adding light. "
"Equivalent to [member Light.light_negative]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the specified light parameter. See [enum LightParam] for options. "
"Equivalent to [method Light.set_param]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double sided "
"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
"to [member Light.shadow_reverse_cull_face]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
"shadow_enabled]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color of the shadow cast by the light. Equivalent to [member Light."
"shadow_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether GI probes capture light information from this light. "
"[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This "
"method is only kept for compatibility reasons and calls [method "
"light_set_bake_mode] internally, setting the bake mode to [constant "
"LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the "
"given parameter."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a lightmap capture and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]lightmap_capture_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this lightmap capture to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the size of the lightmap capture area."
msgstr "Vrátí sinus parametru."
#: doc/classes/VisualServer.xml
msgid "Returns the energy multiplier used by the lightmap capture."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the octree used by the lightmap capture."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/VisualServer.xml
msgid ""
"Returns the cell subdivision amount used by this lightmap capture's octree."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the cell transform for this lightmap capture's octree."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the area covered by the lightmap capture. Equivalent to "
"[member BakedLightmapData.bounds]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the energy multiplier for this lightmap capture. Equivalent to [member "
"BakedLightmapData.energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
"BakedLightmapData.interior]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the octree to be used by this lightmap capture. This function is "
"normally used by the [BakedLightmap] node. Equivalent to [member "
"BakedLightmapData.octree]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the subdivision level of this lightmap capture's octree. Equivalent to "
"[member BakedLightmapData.cell_subdiv]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the octree cell transform for this lightmap capture's octree. "
"Equivalent to [member BakedLightmapData.cell_space_transform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns a mesh of a sphere with the given amount of horizontal and vertical "
"subdivisions."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty material and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]material_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/VisualServer.xml
msgid ""
"Returns the shader of a certain material's shader. Returns an empty RID if "
"the material doesn't have a shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a material's line width."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets an object's next material."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a material's render priority."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a shader material's shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
"constants for types."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Removes all surfaces from a mesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new mesh and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
"VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's blend shape count."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's blend shape mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's custom aabb."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's number of surfaces."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Removes a mesh's surface."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's blend shape count."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's blend shape mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's custom aabb."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's aabb."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's vertex buffer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's amount of indices."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's amount of vertices."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's buffer arrays."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's arrays for blend shapes."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the format of a mesh's surface."
msgstr "Vrátí tangens parametru."
#: doc/classes/VisualServer.xml
msgid "Function is unused in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's index buffer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's material."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the primitive type of a mesh's surface."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/VisualServer.xml
msgid "Returns the aabb of a mesh's surface's skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's surface's material."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Updates a specific region of a vertex buffer for the specified surface. "
"Warning: this function alters the vertex buffer directly with no safety "
"mechanisms, you can easily corrupt your mesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Allocates space for the multimesh data. Format parameters determine how the "
"data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum "
"MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. "
"Equivalent to [member MultiMesh.instance_count]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new multimesh on the VisualServer and returns an [RID] handle. "
"This RID will be used in all [code]multimesh_*[/code] VisualServer "
"functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this multimesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the number of instances allocated for this multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the RID of the mesh that will be used in drawing this multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the number of visible instances for this multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the color by which the specified instance will be modulated."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the custom data associated with the specified instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] of the specified instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the [Transform2D] of the specified instance. For use when the "
"multimesh is set to use 2D transforms."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the custom data for this instance. Custom data is passed as a [Color], "
"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
"[method MultiMesh.set_instance_custom_data]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform2D] for this instance. For use when multimesh is used in "
"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"\n"
"All data is packed in one large float array. An array may look like this: "
"Transform for instance 1, color data for instance 1, custom data for "
"instance 1, transform for instance 2, color data for instance 2, etc.\n"
"\n"
"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of instances visible at a given time. If -1, all instances "
"that have been allocated are drawn. Equivalent to [member MultiMesh."
"visible_instance_count]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new omni light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a particle system and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]particles_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach these particles to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method Particles.capture_aabb]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if particles are currently set to emitting."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if particles are not emitting and particles are "
"set to inactive."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Add particle system to list of particle systems that need to be updated. "
"Update will take place on the next frame, or on the next call to [method "
"instances_cull_aabb], [method instances_cull_convex], or [method "
"instances_cull_ray]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Reset the particles on the next update. Equivalent to [method Particles."
"restart]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of particles to be drawn and allocates the memory for them. "
"Equivalent to [member Particles.amount]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
"to [member Particles.visibility_aabb]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the draw order of the particles to one of the named enums from [enum "
"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent "
"to [member Particles.draw_order]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
"draw_pass_3], and [member Particles.draw_pass_4]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of draw passes to use. Equivalent to [member Particles."
"draw_passes]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform] that will be used by the particles when they first emit."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], particles will emit over time. Setting to false does "
"not reset the particles, but only stops their emission. Equivalent to "
"[member Particles.emitting]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the frame rate that the particle system rendering will be fixed to. "
"Equivalent to [member Particles.fixed_fps]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], uses fractional delta which smooths the movement of "
"the particles. Equivalent to [member Particles.fract_delta]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the lifetime of each particle in the system. Equivalent to [member "
"Particles.lifetime]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], particles will emit once and then stop. Equivalent to "
"[member Particles.one_shot]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the preprocess time for the particles' animation. This lets you delay "
"starting an animation until after the particles have begun emitting. "
"Equivalent to [member Particles.preprocess]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the material for processing the particles.\n"
"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
"to [member Particles.process_material]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the emission randomness ratio. This randomizes the emission of "
"particles within their phase. Equivalent to [member Particles.randomness]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the speed scale of the particle system. Equivalent to [member Particles."
"speed_scale]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
"they use global coordinates. Equivalent to [member Particles.local_coords]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a reflection probe and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]reflection_probe_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
"to [member ReflectionProbe.interior_enable]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the render cull mask for this reflection probe. Only instances with a "
"matching cull mask will be rendered by this probe. Equivalent to [member "
"ReflectionProbe.cull_mask]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], uses box projection. This can make reflections look "
"more correct in certain situations. Equivalent to [member ReflectionProbe."
"box_projection]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
"enable_shadows]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the area that the reflection probe will capture. Equivalent "
"to [member ReflectionProbe.extents]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the intensity of the reflection probe. Intensity modulates the strength "
"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the ambient light color for this reflection probe when set to interior "
"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the energy multiplier for this reflection probes ambient light "
"contribution when set to interior mode. Equivalent to [member "
"ReflectionProbe.interior_ambient_energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the contribution value for how much the reflection affects the ambient "
"light for this reflection probe when set to interior mode. Useful so that "
"ambient light matches the color of the room. Equivalent to [member "
"ReflectionProbe.interior_ambient_contrib]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the max distance away from the probe an object can be before it is "
"culled. Equivalent to [member ReflectionProbe.max_distance]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the origin offset to be used when this reflection probe is in box "
"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets how often the reflection probe updates. Can either be once or every "
"frame. See [enum ReflectionProbeUpdateMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Schedules a callback to the corresponding named [code]method[/code] on "
"[code]where[/code] after a frame has been drawn.\n"
"The callback method must use only 1 argument which will be called with "
"[code]userdata[/code]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a scenario and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]scenario_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
"ScenarioDebugMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the environment that will be used with this scenario."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the fallback environment to be used by this scenario. The fallback "
"environment is used if no environment is set. Internally, this is used by "
"the editor to provide a default environment."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the reflection atlas shared by all reflection probes in "
"this scenario."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a boot image. The color defines the background color. If [code]scale[/"
"code] is [code]true[/code], the image will be scaled to fit the screen size. "
"If [code]use_filter[/code] is [code]true[/code], the image will be scaled "
"with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
"the image will be scaled with nearest-neighbor interpolation."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the engine will generate wireframes for use with the "
"wireframe debug mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the default clear color which is used when a specific clear color has "
"not been selected."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If asynchronous shader compilation is enabled, this controls whether "
"[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n"
"For instance, you may want to enable this temporarily before taking a "
"screenshot. This ensures everything is visible even if shaders with async "
"mode [i]hidden[/i] are not ready yet.\n"
"Reflection probes use this internally to ensure they capture everything "
"regardless the shaders are ready or not."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the scale to apply to the passage of time for the shaders' [code]TIME[/"
"code] builtin.\n"
"The default value is [code]1.0[/code], which means [code]TIME[/code] will "
"count the real time as it goes by, without narrowing or stretching it."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Enables or disables occlusion culling."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty shader and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]shader_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a shader's code."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a default texture from a shader searched by name."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the parameters of a shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a shader's code."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a shader's default texture. Overwrites the texture given by name."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU buffers for this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] set for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform] for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a skeleton and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]skeleton_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the number of bones allocated for this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty sky and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]sky_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a sky's texture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a spot light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU memory for the texture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Binds the texture to a texture slot."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty texture and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]texture_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a texture, allocates the space for an image, and fills in the image."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a list of all the textures and their information."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns a copy of a texture's image unless it's a CubeMap, in which case it "
"returns the [RID] of the image at one of the cubes sides."
msgstr ""
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the depth of the texture."
msgstr "Vrátí sinus parametru."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the flags of a texture."
msgstr "Vrátí sinus parametru."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the format of the texture's image."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the texture's height."
msgstr "Vrátí tangens parametru."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the texture's path."
msgstr "Vrátí tangens parametru."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the opengl id of the texture's image."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/VisualServer.xml
#, fuzzy
msgid "Returns the type of the texture, can be any of the [enum TextureType]."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/VisualServer.xml
msgid "Returns the texture's width."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the texture's image data. If it's a CubeMap, it sets the image data at "
"a cube side."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a part of the data for a texture. Warning: this function calls the "
"underlying graphics API directly and may corrupt your texture if used "
"improperly."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the texture's flags. See [enum TextureFlags] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the texture's path."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an update link between two textures, similar to how "
"[ViewportTexture]s operate. When the base texture is the texture of a "
"[Viewport], every time the viewport renders a new frame, the proxy texture "
"automatically receives an update.\n"
"For example, this code links a generic [ImageTexture] to the texture output "
"of the [Viewport] using the VisualServer API:\n"
"[codeblock]\n"
"func _ready():\n"
" var viewport_rid = get_viewport().get_viewport_rid()\n"
" var viewport_texture_rid = VisualServer."
"viewport_get_texture(viewport_rid)\n"
"\n"
" var proxy_texture = ImageTexture.new()\n"
" var viewport_texture_image_data = VisualServer."
"texture_get_data(viewport_texture_rid)\n"
"\n"
" proxy_texture.create_from_image(viewport_texture_image_data)\n"
" var proxy_texture_rid = proxy_texture.get_rid()\n"
" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
"\n"
" $TextureRect.texture = proxy_texture\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], sets internal processes to shrink all image data to "
"half the size."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the image will be stored in the texture's images array "
"if overwritten."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a viewport's camera."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a viewport's canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
"viewport does not use a framebuffer and the contents of the viewport are "
"rendered directly to screen. However, note that the root viewport is drawn "
"last, therefore it will draw over the screen. Accordingly, you must set the "
"root viewport to an area that does not cover the area that you have attached "
"this viewport to.\n"
"For example, you can set the root viewport to not render at all with the "
"following code:\n"
"[codeblock]\n"
"func _ready():\n"
" get_viewport().set_attach_to_screen_rect(Rect2())\n"
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty viewport and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]viewport_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Detaches the viewport from the screen."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns a viewport's render information. For options, see the [enum "
"ViewportRenderInfo] constants."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the viewport's last rendered frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Detaches a viewport from a canvas and vice versa."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the stacking order for a viewport's canvas.\n"
"[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] "
"specifies the stacking order of the canvas among those in the same layer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the transformation of a viewport's canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], rendering of a viewport's environment is disabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's global transformation matrix."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport renders to high dynamic range (HDR) "
"instead of standard dynamic range (SDR). See also [method "
"viewport_set_use_32_bpc_depth].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's canvas is not rendered."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Currently unimplemented in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's parent to another viewport."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], render the contents of the viewport directly to "
"screen. This allows a low-level optimization where you can skip drawing a "
"viewport to the root viewport. While this optimization can result in a "
"significant increase in speed (especially on older devices), it comes at a "
"cost of usability. When this is enabled, you cannot read from the viewport "
"or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of "
"certain window settings, such as the various stretch modes. Another "
"consequence to be aware of is that in 2D the rendering happens in window "
"coordinates, so if you have a viewport that is double the size of the "
"window, and you set this, then only the portion that fits within the window "
"will be drawn, no automatic scaling is possible, even if your game scene is "
"significantly larger than the window size."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a viewport's scenario.\n"
"The scenario contains information about the [enum ScenarioDebugMode], "
"environment information, reflection atlas etc."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the shadow atlas quadrant's subdivision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the shadow atlas's images (used for omni and spot lights). "
"The value will be rounded up to the nearest power of 2."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If "
"set to a value greater than [code]0.0[/code], contrast-adaptive sharpening "
"will be applied to the 3D viewport. This has a low performance cost and can "
"be used to recover some of the sharpness lost from using FXAA. Values around "
"[code]0.5[/code] generally give the best results. See also [method "
"viewport_set_use_fxaa]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the viewport's width and height."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
"constants for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
"options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], allocates the viewport's framebuffer with full "
"floating-point precision (32-bit) instead of half floating-point precision "
"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
"on the same [Viewport] to set HDR to [code]true[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [ARVRInterface]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible. In some cases, debanding may introduce a "
"slightly noticeable dithering pattern. It's recommended to enable debanding "
"only when actually needed since the dithering pattern will make lossless-"
"compressed screenshots larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must "
"also be [code]true[/code] for debanding to be effective."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Enables fast approximate antialiasing for this viewport. FXAA is a popular "
"screen-space antialiasing method, which is fast but will make the image look "
"blurry, especially at lower resolutions. It can still work relatively well "
"at large resolutions such as 1440p and 4K. Some of the lost sharpness can be "
"recovered by enabling contrast-adaptive sharpening (see [method "
"viewport_set_sharpen_intensity])."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]false[/code], disables rendering completely, but the engine logic "
"is still being processed. You can call [method force_draw] to draw a frame "
"even with rendering disabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Emitted at the end of the frame, after the VisualServer has finished "
"updating all the Viewports."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Emitted at the beginning of the frame, before the VisualServer updates all "
"the Viewports."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks an error that shows that the index array is empty."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of weights/bones per vertex."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The minimum Z-layer for canvas items."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The maximum Z-layer for canvas items."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Max number of glow levels that can be used with glow post-process effect."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Unused enum in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The minimum renderpriority of all materials."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The maximum renderpriority of all materials."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks the left side of a cubemap."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks the right side of a cubemap."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks the bottom side of a cubemap."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks the top side of a cubemap."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks the front side of a cubemap."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Marks the back side of a cubemap."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Normal texture with 2 dimensions, width and height."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Texture made up of six faces, can be looked up with a [code]vec3[/code] in "
"shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "An array of 2-dimensional textures."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Repeats the texture (instead of clamp to edge)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Repeats the texture with alternate sections mirrored."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant "
"TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Shader is a 3D shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Shader is a 2D shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Shader is a particle shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ShaderMode] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is a vertex array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is a normal array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is a tangent array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is a color array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is an UV coordinates array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is an UV coordinates array for the second UV coordinates."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array contains bone information."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is weight information."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Array is index array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a vertex array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a normal array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a tangent array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a color array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark an UV coordinates array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Flag used to mark an UV coordinates array for the second UV coordinates."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a bone information array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a weights array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark an index array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) color array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
"ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant "
"ARRAY_COMPRESS_WEIGHTS], and [constant "
"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of points."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of lines."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of a line strip from start to end."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a line loop (a line strip with a line between "
"the last and the first vertex)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Primitive to draw consists of triangles."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a triangle strip (the last 3 vertices are "
"always combined to make a triangle)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Primitive to draw consists of a triangle strip (the last 2 vertices are "
"always combined with the first to make a triangle)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum PrimitiveType] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Is a directional (sun) light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Is an omni light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Is a spot light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The light's energy."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Secondary multiplier used with indirect light (light bounces)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"The light's size, currently only used for soft shadows in baked lightmaps."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The light's influence on specularity."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The light's range."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The light's attenuation."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The spotlight's angle."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The spotlight's attenuation."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Scales the shadow color."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Max distance that shadows will be rendered."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Proportion of shadow atlas occupied by the first split."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Proportion of shadow atlas occupied by the second split."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Proportion of shadow atlas occupied by the third split. The fourth split "
"occupies the rest."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to "
"fix self-shadowing artifacts."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Increases bias on further splits to fix self-shadowing that only occurs far "
"away from the camera."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use a dual paraboloid shadow map for omni lights."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use a cubemap shadow map for omni lights. Slower but better quality than "
"dual paraboloid."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use more detail vertically when computing shadow map."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use more detail horizontally when computing shadow map."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use orthogonal shadow projection for directional light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use 2 splits for shadow projection when using directional light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use 4 splits for shadow projection when using directional light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Keeps shadows stable as camera moves but has lower effective resolution."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Optimize use of shadow maps, increasing the effective resolution. But may "
"result in shadows moving or flickering slightly."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Do not update the viewport."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Update the viewport once then set to disabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Update the viewport whenever it is visible."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Always update the viewport."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The viewport is always cleared before drawing."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The viewport is never cleared before drawing."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"The viewport is cleared once, then the clear mode is set to [constant "
"VIEWPORT_CLEAR_NEVER]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is disabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is set to 2×."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is set to 4×."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is set to 8×."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Multisample antialiasing is set to 16×."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Multisample antialiasing is set to 2× on external texture. Special mode for "
"GLES2 Android VR (Oculus Quest and Go)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Multisample antialiasing is set to 4× on external texture. Special mode for "
"GLES2 Android VR (Oculus Quest and Go)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The Viewport does not render 3D but samples."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The Viewport does not render 3D and does not sample."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The Viewport renders 3D with effects."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The Viewport renders 3D but without effects."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of objects drawn in a single frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of vertices drawn in a single frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of material changes during this frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of shader changes during this frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of surface changes during this frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of draw calls during this frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of 2d items drawn this frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Number of 2d draw calls during this frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Debug draw is disabled. Default setting."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Debug draw sets objects to unshaded."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Overwrites clear color to [code](0,0,0,0)[/code]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Debug draw draws objects in wireframe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Do not use a debug mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Draw all objects as wireframe models."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Draw all objects in a way that displays how much overdraw is occurring. "
"Overdraw occurs when a section of pixels is drawn and shaded and then "
"another object covers it up. To optimize a scene, you should reduce overdraw."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Draw all objects without shading. Equivalent to setting all objects shaders "
"to [code]unshaded[/code]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance does not have a type."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a mesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is an immediate geometry."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a particle emitter."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a light."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a reflection probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The instance is a lightmap capture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceType] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"A combination of the flags of geometry instances (mesh, multimesh, immediate "
"and particles)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Allows the instance to be used in baked lighting."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "When set, manually requests to draw geometry on next frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum InstanceFlags] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Disable shadows from this instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Cast shadows from this instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Disable backface culling when rendering the shadow of the object. This is "
"slightly slower but may result in more correct shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Only render the shadows from the object. The object itself will not be drawn."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The nine patch gets stretched where needed."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The nine patch gets filled with tiles where needed."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"The nine patch gets filled with tiles where needed and stretches them a bit "
"if needed."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds light color additive to the canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Adds light color subtractive to the canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The light adds color depending on transparency."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The light adds color depending on mask."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Do not apply a filter to canvas light shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use PCF3 filtering to filter canvas light shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use PCF5 filtering to filter canvas light shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use PCF7 filtering to filter canvas light shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use PCF9 filtering to filter canvas light shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use PCF13 filtering to filter canvas light shadows."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is disabled."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is clockwise."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Culling of the canvas occluder is counterclockwise."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of objects in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of vertices in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of modified materials in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of shader rebinds in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"The peak amount of shaders that have been under compilation in the frame.\n"
"This is useful to know when asynchronous shader compilation has finished for "
"the current shaders on screen.\n"
"[b]Note:[/b] For complete certainty, only assume there are no outstanding "
"compilations when this value is zero for at least two frames in a row.\n"
"Unimplemented in the GLES2 rendering backend, always returns 0."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of surface changes in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of draw calls in frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of 2d items in the frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "The amount of 2d draw calls in frame."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use [Transform2D] to store MultiMesh transform."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use [Transform] to store MultiMesh transform."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "MultiMesh does not use per-instance color."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"MultiMesh color uses 8 bits per component. This packs the color into a "
"single float."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "MultiMesh color uses a float per channel."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "MultiMesh does not use custom data."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"MultiMesh custom data uses 8 bits per component. This packs the 4-component "
"custom data into a single float."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "MultiMesh custom data uses a float per component."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Reflection probe will update reflections once and then stop."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Reflection probe will update each frame. This mode is necessary to capture "
"moving objects."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Draw particles in the order that they appear in the particles array."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sort particles based on their lifetime."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sort particles based on their distance to the camera."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use the clear color as background."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use a specified color as the background."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use a sky resource for the background."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use a custom color for background, but use a sky for shading and reflections."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Do not clear the background, use whatever was rendered last frame as the "
"background."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum EnvironmentBG] enum."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use lowest blur quality. Fastest, but may look bad."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Use medium blur quality."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Used highest blur quality. Looks the best, but is the slowest."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Add the effect of the glow on top of the scene."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Blends the glow effect with the screen. Does not get as bright as additive."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Produces a subtle color disturbance around objects."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Shows the glow effect by itself without the underlying scene."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use the legacy Godot version of the Academy Color Encoding System "
"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
"ACES does not handle bright lighting in a physically accurate way. ACES "
"typically has a more contrasted output compared to [constant "
"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Lowest quality of screen space ambient occlusion."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Medium quality screen space ambient occlusion."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Highest quality screen space ambient occlusion."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Disables the blur set for SSAO. Will make SSAO look noisier."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Perform a 1x1 blur on the SSAO output."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Performs a 2x2 blur on the SSAO output."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Used to query for any changes that request a redraw, whatever the priority."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Registered changes which have low priority can be optionally prevented from "
"causing editor redraws. Examples might include dynamic shaders (typically "
"using the [code]TIME[/code] built-in)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Registered changes which can cause a redraw default to high priority."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "A custom shader program with a visual editor."
msgstr ""
#: doc/classes/VisualShader.xml
msgid ""
"This class allows you to define a custom shader program that can be used for "
"various materials to render objects.\n"
"The visual shader editor creates the shader."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Adds the specified node to the shader."
msgstr ""
#: doc/classes/VisualShader.xml
msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Connects the specified nodes and ports."
msgstr ""
#: doc/classes/VisualShader.xml
msgid ""
"Connects the specified nodes and ports, even if they can't be connected. "
"Such connection is invalid and will not function properly."
msgstr ""
#: doc/classes/VisualShader.xml
msgid ""
"Returns the shader node instance with specified [code]type[/code] and "
"[code]id[/code]."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Returns the list of connected nodes with the specified type."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Returns the list of all nodes in the shader with the specified type."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Returns the position of the specified node within the shader graph."
msgstr ""
#: doc/classes/VisualShader.xml
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Removes the specified node from the shader."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Sets the mode of this shader."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Sets the position of the specified node."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "The offset vector of the whole graph."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "A vertex shader, operating on vertices."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "A fragment shader, operating on fragments (pixels)."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "A shader for light calculations."
msgstr ""
#: doc/classes/VisualShader.xml
msgid "Represents the size of the [enum Type] enum."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Base class for nodes in a visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Visual shader graphs consist of various nodes. Each node in the graph is a "
"separate object and they are represented as a rectangular boxes with title "
"and a set of properties. Each node has also connection ports that allow to "
"connect it to another nodes and control the flow of the shader."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Returns an [Array] containing default values for all of the input ports of "
"the node in the form [code][index0, value0, index1, value1, ...][/code]."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Returns the default value of the input [code]port[/code]."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Sets the default input ports values using an [Array] of the form [code]"
"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Sets the default value for the selected input [code]port[/code]."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Sets the output port index which will be showed for preview. If set to "
"[code]-1[/code] no port will be open for preview."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Emitted when the node requests an editor refresh. Currently called only in "
"setter of [member VisualShaderNodeTexture.source], "
"[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their "
"derivatives)."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Floating-point scalar. Translated to [code]float[/code] type in shader code."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
"shader code."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid ""
"Sampler type. Translated to reference of sampler uniform in shader code. Can "
"only be used for input ports in non-uniform nodes."
msgstr ""
#: doc/classes/VisualShaderNode.xml
msgid "Represents the size of the [enum PortType] enum."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid ""
"Has only one output port and no inputs.\n"
"Translated to [code]bool[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanConstant.xml
msgid "A boolean constant which represents a state of this node."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "A boolean uniform to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanUniform.xml
msgid "Translated to [code]uniform bool[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
#: doc/classes/VisualShaderNodeScalarUniform.xml
#: doc/classes/VisualShaderNodeTransformUniform.xml
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "A default value to be assigned within the shader."
msgstr ""
#: doc/classes/VisualShaderNodeBooleanUniform.xml
#: doc/classes/VisualShaderNodeColorUniform.xml
#: doc/classes/VisualShaderNodeScalarUniform.xml
#: doc/classes/VisualShaderNodeTransformUniform.xml
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "Enables usage of the [member default_value]."
msgstr ""
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid ""
"Has two output ports representing RGB and alpha channels of [Color].\n"
"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
"shader language."
msgstr ""
#: doc/classes/VisualShaderNodeColorConstant.xml
msgid "A [Color] constant which represents a state of this node."
msgstr ""
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid "A [Color] function to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
msgstr ""
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"A function to be applied to the input color. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"Converts the color to grayscale using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorFunc.xml
msgid ""
"Applies sepia tone effect using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid "A [Color] operator to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid "Applies [member operator] to two color inputs."
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"An operator to be applied to the inputs. See [enum Operator] for options."
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a screen effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a difference effect with the following formula:\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a darken effect with the following formula:\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a lighten effect with the following formula:\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce an overlay effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a dodge effect with the following formula:\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a burn effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a soft light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorOp.xml
msgid ""
"Produce a hard light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "A [Color] uniform to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeColorUniform.xml
msgid "Translated to [code]uniform vec4[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function for common types within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
"function]. Returns a boolean scalar. Translates to [code]if[/code] "
"instruction in shader code."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Extra condition which is applied if [member type] is set to [constant "
"CTYPE_VECTOR]."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A comparison function. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"The type to be used in the comparison. See [enum ComparisonType] for options."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A floating-point scalar."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A 3D vector type."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A boolean type."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "A transform ([code]mat4[/code]) type."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "Comparison for equality ([code]a == b[/code])."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid "Comparison for inequality ([code]a != b[/code])."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used "
"if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
"CTYPE_TRANSFORM]."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"Comparison for less than or equal ([code]a < b[/code]). Cannot be used if "
"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"The result will be true if all of component in vector satisfy the comparison "
"condition."
msgstr ""
#: doc/classes/VisualShaderNodeCompare.xml
msgid ""
"The result will be true if any of component in vector satisfy the comparison "
"condition."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid "A [CubeMap] sampling node to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
"Returns a color vector and alpha channel as scalar."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
"The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as "
"[member source]."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
"Defines which source should be used for the sampling. See [enum Source] for "
"options."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Defines the type of data provided by the source texture. See [enum "
"TextureType] for options."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
"Use the [CubeMap] set via [member cube_map]. If this is set to [member "
"source], the [code]samplerCube[/code] port is ignored."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
msgid ""
"Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] "
"port. If this is set to [member source], the [member cube_map] texture is "
"ignored."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTexture.xml
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "No hints are added to the uniform declaration."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTexture.xml
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMap.xml
#: doc/classes/VisualShaderNodeTexture.xml
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
"internally converts the texture for proper usage as normal map."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMapUniform.xml
msgid "A [CubeMap] uniform node to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeCubeMapUniform.xml
msgid ""
"Translated to [code]uniform samplerCube[/code] in the shader language. The "
"output value can be used as port for [VisualShaderNodeCubeMap]."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
"Shader Editor."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"By inheriting this class you can create a custom [VisualShader] script addon "
"which will be automatically added to the Visual Shader Editor. The "
"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
"methods.\n"
"In order for the node to be registered as an editor addon, you must use the "
"[code]tool[/code] keyword and provide a [code]class_name[/code] for your "
"custom script. For example:\n"
"[codeblock]\n"
"tool\n"
"extends VisualShaderNodeCustom\n"
"class_name VisualShaderNodeNoise\n"
"[/codeblock]"
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the category of the associated custom node in "
"the Visual Shader Editor's members dialog. The path may look like "
"[code]\"MyGame/MyFunctions/Noise\"[/code].\n"
"Defining this method is [b]optional[/b]. If not overridden, the node will be "
"filed under the \"Custom\" category."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the actual shader code of the associated "
"custom node. The shader code should be returned as a string, which can have "
"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
"used for convenience).\n"
"The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the "
"string names of the various input and output variables, as defined by "
"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
"this class.\n"
"The output ports can be assigned values in the shader code. For example, "
"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
"You can customize the generated code based on the shader [code]mode[/code] "
"(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader."
"Type]).\n"
"Defining this method is [b]required[/b]."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the description of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to add shader code on top of the global shader, to "
"define your own standard library of reusable methods, varyings, constants, "
"uniforms, etc. The shader code should be returned as a string, which can "
"have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
"be used for convenience).\n"
"Be careful with this functionality as it can cause name conflicts with other "
"custom nodes, so be sure to give the defined entities unique names.\n"
"You can customize the generated code based on the shader [code]mode[/code] "
"(see [enum Shader.Mode]).\n"
"Defining this method is [b]optional[/b]."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the amount of input ports of the associated "
"custom node.\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"input ports."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the names of input ports of the associated "
"custom node. The names are used both for the input slots in the editor and "
"as identifiers in the shader code, and are passed in the [code]input_vars[/"
"code] array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports are named as [code]\"in\" + str(port)[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the returned type of each input port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
"type."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the name of the associated custom node in the "
"Visual Shader Editor's members dialog and graph.\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"the node will be named as \"Unnamed\"."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the amount of output ports of the associated "
"custom node.\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"output ports."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the names of output ports of the associated "
"custom node. The names are used both for the output slots in the editor and "
"as identifiers in the shader code, and are passed in the [code]output_vars[/"
"code] array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports are named as [code]\"out\" + str(port)[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the returned type of each output port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
"type."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the return icon of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, no return icon "
"is shown."
msgstr ""
#: doc/classes/VisualShaderNodeCustom.xml
msgid ""
"Override this method to define the subcategory of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, the node will be "
"filed under the root of the main category (see [method _get_category])."
msgstr ""
#: doc/classes/VisualShaderNodeDeterminant.xml
msgid ""
"Calculates the determinant of a [Transform] within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeDeterminant.xml
msgid "Translates to [code]determinant(x)[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Calculates a dot product of two vectors within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeDotProduct.xml
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeExpression.xml
msgid ""
"A custom visual shader graph expression written in Godot Shading Language."
msgstr ""
#: doc/classes/VisualShaderNodeExpression.xml
msgid ""
"Custom Godot Shading Language expression, with a custom amount of input and "
"output ports.\n"
"The provided code is directly injected into the graph's matching shader "
"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/"
"code]), so it cannot be used to declare functions, varyings, uniforms, or "
"global constants. See [VisualShaderNodeGlobalExpression] for such global "
"definitions."
msgstr ""
#: doc/classes/VisualShaderNodeExpression.xml
msgid ""
"An expression in Godot Shading Language, which will be injected at the start "
"of the graph's matching shader function ([code]vertex[/code], "
"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to "
"declare functions, varyings, uniforms, or global constants."
msgstr ""
#: doc/classes/VisualShaderNodeFaceForward.xml
msgid ""
"Returns the vector that points in the same direction as a reference vector "
"within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeFaceForward.xml
msgid ""
"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
"The function has three vector parameters: [code]N[/code], the vector to "
"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
"N[/code] is returned."
msgstr ""
#: doc/classes/VisualShaderNodeFresnel.xml
msgid "A Fresnel effect to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeFresnel.xml
msgid ""
"Returns falloff based on the dot product of surface normal and view "
"direction of camera (pass associated inputs to it)."
msgstr ""
"Vrátí sklon na základě skalárního součinu normály povrchu a směru pohledu "
"kamery (zde zadejte vstup)."
#: doc/classes/VisualShaderNodeGlobalExpression.xml
msgid ""
"A custom global visual shader graph expression written in Godot Shading "
"Language."
msgstr ""
#: doc/classes/VisualShaderNodeGlobalExpression.xml
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"generated shader. You can place various function definitions inside to call "
"later in [VisualShaderNodeExpression]s (which are injected in the main "
"shader functions). You can also declare varyings, uniforms and global "
"constants."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Base class for a family of nodes with variable amount of input and output "
"ports within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Currently, has no direct usage, use the derived classes instead."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Adds an input port with the specified [code]type[/code] (see [enum "
"VisualShaderNode.PortType]) and [code]name[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Adds an output port with the specified [code]type[/code] (see [enum "
"VisualShaderNode.PortType]) and [code]name[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Removes all previously specified input ports."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Removes all previously specified output ports."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a free input port ID which can be used in [method add_input_port]."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a free output port ID which can be used in [method add_output_port]."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns the number of input ports in use. Alternative for [method "
"get_free_input_port_id]."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a [String] description of the input ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns the number of output ports in use. Alternative for [method "
"get_free_output_port_id]."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns a [String] description of the output ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified input port exists."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Returns [code]true[/code] if the specified output port exists."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Returns [code]true[/code] if the specified port name does not override an "
"existed port name and is valid within the shader."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Removes the specified input port."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Removes the specified output port."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Renames the specified input port."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Defines all input ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "Renames the specified output port."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid ""
"Defines all output ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
#: doc/classes/VisualShaderNodeGroupBase.xml
msgid "The size of the node in the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeInput.xml
msgid ""
"Gives access to input variables (built-ins) available for the shader. See "
"the shading reference for the list of available built-ins for each shader "
"type (check [code]Tutorials[/code] section for link)."
msgstr ""
#: doc/classes/VisualShaderNodeInput.xml
msgid ""
"One of the several input constants in lower-case style like: "
"\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
msgstr ""
#: doc/classes/VisualShaderNodeIs.xml
msgid ""
"A boolean comparison operator to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeIs.xml
msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
msgstr ""
#: doc/classes/VisualShaderNodeIs.xml
msgid "The comparison function. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeIs.xml
msgid "Comparison with [code]INF[/code] (Infinity)."
msgstr ""
#: doc/classes/VisualShaderNodeIs.xml
msgid ""
"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
"results, e.g. division by zero)."
msgstr ""
#: doc/classes/VisualShaderNodeOuterProduct.xml
msgid ""
"Calculates an outer product of two vectors within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeOuterProduct.xml
msgid ""
"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
"column vector (matrix with one column) and the second parameter [code]r[/"
"code] as a row vector (matrix with one row) and does a linear algebraic "
"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows "
"is the number of components in [code]c[/code] and whose number of columns is "
"the number of components in [code]r[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeOutput.xml
msgid "Represents the output shader parameters within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeOutput.xml
msgid ""
"This visual shader node is present in all shader graphs in form of "
"\"Output\" block with multiple output value ports."
msgstr ""
#: doc/classes/VisualShaderNodeScalarClamp.xml
msgid "Clamps a scalar value within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeScalarClamp.xml
msgid ""
"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
"values."
msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
msgid "Calculates a scalar derivative within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid ""
"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
"visual shaders."
msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
msgid "The derivative type. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Derivative in [code]x[/code] using local differencing."
msgstr ""
#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Derivative in [code]y[/code] using local differencing."
msgstr ""
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid ""
"Linearly interpolates between two scalars within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeScalarInterp.xml
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
msgid "Calculates a scalar SmoothStep function within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeScalarSmoothStep.xml
msgid ""
"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
"language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
#: doc/classes/VisualShaderNodeScalarSwitch.xml
msgid "A boolean/scalar function for use within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeScalarSwitch.xml
msgid ""
"Returns an associated scalar if the provided boolean value is [code]true[/"
"code] or [code]false[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"A hint applied to the uniform, which controls the values it can take when "
"set through the inspector."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"Minimum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"Maximum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"Step (increment) value for the range hint with step. Used if [member hint] "
"is set to [constant HINT_RANGE_STEP]."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid "No hint used."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"A range hint for scalar value, which limits possible input values between "
"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
"code] in shader code."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
msgid ""
"A range hint for scalar value with step, which limits possible input values "
"between [member min] and [member max], with a step (increment) of [member "
"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
msgstr ""
#: doc/classes/VisualShaderNodeScalarUniform.xml
#, fuzzy
msgid "Represents the size of the [enum Hint] enum."
msgstr "Vrátí sinus parametru."
#: doc/classes/VisualShaderNodeSwitch.xml
msgid "A boolean/vector function for use within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeSwitch.xml
msgid ""
"Returns an associated vector if the provided boolean value is [code]true[/"
"code] or [code]false[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Performs a texture lookup within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid ""
"Performs a lookup operation on the provided texture, with support for "
"multiple texture sources to choose from."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Determines the source for the lookup. See [enum Source] for options."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "The source texture, if needed for the selected [member source]."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid ""
"Specifies the type of the texture if [member source] is set to [constant "
"SOURCE_TEXTURE]. See [enum TextureType] for options."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the texture given as an argument for this function."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the current viewport's texture as the source."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid ""
"Use the texture from this shader's texture built-in (e.g. a texture of a "
"[Sprite])."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the texture from this shader's normal map built-in."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the depth texture available for this shader."
msgstr ""
#: doc/classes/VisualShaderNodeTexture.xml
msgid "Use the texture provided in the input port for this function."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Performs a uniform texture lookup within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Sets the default color if no texture is assigned to the uniform."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid ""
"Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a "
"flowmap."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Defaults to white color."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniform.xml
msgid "Defaults to black color."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
msgstr ""
#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader, with support for triplanar mapping."
msgstr ""
#: doc/classes/VisualShaderNodeTransformCompose.xml
msgid ""
"Composes a [Transform] from four [Vector3]s within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformCompose.xml
msgid ""
"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
"0, 0, 1)[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformConstant.xml
msgid "A [Transform] constant for use within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformConstant.xml
msgid "A constant [Transform], which can be used as an input node."
msgstr ""
#: doc/classes/VisualShaderNodeTransformConstant.xml
msgid "A [Transform] constant which represents the state of this node."
msgstr ""
#: doc/classes/VisualShaderNodeTransformDecompose.xml
msgid ""
"Decomposes a [Transform] into four [Vector3]s within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformDecompose.xml
msgid ""
"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
"values, one from each row of the matrix."
msgstr ""
#: doc/classes/VisualShaderNodeTransformFunc.xml
msgid "Computes a [Transform] function within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformFunc.xml
msgid "Computes an inverse or transpose function on the provided [Transform]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformFunc.xml
msgid "The function to be computed. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeTransformFunc.xml
msgid "Perform the inverse operation on the [Transform] matrix."
msgstr ""
#: doc/classes/VisualShaderNodeTransformFunc.xml
msgid "Perform the transpose operation on the [Transform] matrix."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid "Multiplies [Transform] by [Transform] within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"A multiplication operation on two transforms (4x4 matrices), with support "
"for different multiplication operators."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"The multiplication type to be performed on the transforms. See [enum "
"Operator] for options."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"Performs a component-wise multiplication of transform [code]a[/code] by the "
"transform [code]b[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformMult.xml
msgid ""
"Performs a component-wise multiplication of transform [code]b[/code] by the "
"transform [code]a[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformUniform.xml
msgid "A [Transform] uniform for use within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformUniform.xml
msgid "Translated to [code]uniform mat4[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"Multiplies a [Transform] and a [Vector3] within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"A multiplication operation on a transform (4x4 matrix) and a vector, with "
"support for different multiplication operators."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"The multiplication type to be performed. See [enum Operator] for options."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
"the last row and column of the transform."
msgstr ""
#: doc/classes/VisualShaderNodeTransformVecMult.xml
msgid ""
"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
"the last row and column of the transform."
msgstr ""
#: doc/classes/VisualShaderNodeUniform.xml
msgid "A base type for the uniforms within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeUniform.xml
msgid ""
"A uniform represents a variable in the shader which is set externally, i.e. "
"from the [ShaderMaterial]. Uniforms are exposed as properties in the "
"[ShaderMaterial] and can be assigned from the inspector or from a script."
msgstr ""
#: doc/classes/VisualShaderNodeUniform.xml
msgid ""
"Name of the uniform, by which it can be accessed through the "
"[ShaderMaterial] properties."
msgstr ""
#: doc/classes/VisualShaderNodeUniformRef.xml
msgid "A reference to an existing [VisualShaderNodeUniform]."
msgstr ""
#: doc/classes/VisualShaderNodeUniformRef.xml
msgid ""
"Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this "
"uniform in different shaders or shader stages easily."
msgstr ""
#: doc/classes/VisualShaderNodeUniformRef.xml
msgid "The name of the uniform which this reference points to."
msgstr ""
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A [Vector3] constant to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A constant [Vector3], which can be used as an input node."
msgstr ""
#: doc/classes/VisualShaderNodeVec3Constant.xml
msgid "A [Vector3] constant which represents the state of this node."
msgstr ""
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "A [Vector3] uniform to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVec3Uniform.xml
msgid "Translated to [code]uniform vec3[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeVectorClamp.xml
msgid "Clamps a vector value within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorClamp.xml
msgid ""
"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
"values. The operation is performed on each component of the vector "
"individually."
msgstr ""
#: doc/classes/VisualShaderNodeVectorCompose.xml
msgid "Composes a [Vector3] from three scalars within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorCompose.xml
msgid ""
"Creates a [code]vec3[/code] using three scalar values that can be provided "
"from separate inputs."
msgstr ""
#: doc/classes/VisualShaderNodeVectorDecompose.xml
msgid ""
"Decomposes a [Vector3] into three scalars within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorDecompose.xml
msgid ""
"Takes a [code]vec3[/code] and decomposes it into three scalar values that "
"can be used as separate inputs."
msgstr ""
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "Calculates a vector derivative within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
msgid "A derivative type. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeVectorDistance.xml
msgid ""
"Returns the distance between two points. To be used within the visual shader "
"graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorDistance.xml
msgid ""
"Calculates distance from point represented by vector [code]p0[/code] to "
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "A vector function to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "A visual shader node able to perform different functions using vectors."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "The function to be performed. See [enum Function] for options."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid ""
"Normalizes the vector so that it has a length of [code]1[/code] but points "
"in the same direction."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the opposite value of the parameter."
msgstr "Vrátí opačnou hodnotu parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1/vector[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
msgstr "Převede vektor RGB na ekvivalentní HSV."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts HSV vector to RGB equivalent."
msgstr "Převede vektor HSV na ekvivalentní RGB."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the absolute value of the parameter."
msgstr "Vrátí absolutní hodnotu parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the arc-cosine of the parameter."
msgstr "Vrátí arkus kosinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "Vrátí inverzní hyperbolický kosinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the arc-sine of the parameter."
msgstr "Vrátí arkus sinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "Vrátí inverzní hyperbolický sinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the arc-tangent of the parameter."
msgstr "Vrátí arkus tangent parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "Vrátí inverzní hyperbolický tangent parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr ""
"Nalezne nejbližší celé číslo, které je větší nebo stejné jako parametr."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the cosine of the parameter."
msgstr "Vrátí kosinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "Vrátí hyperbolický kosinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts a quantity in radians to degrees."
msgstr "Konvertuje hodnotu v radiánech na stupně."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Base-e Exponential."
msgstr "Exponenciál se základem e."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Base-2 Exponential."
msgstr "Exponenciál se základem 2."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "Nalezne nejbližší celé číslo menší nebo stejné jako parametr."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Computes the fractional part of the argument."
msgstr "Vypočítá desetinnou část argumentu."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse of the square root of the parameter."
msgstr "Vrátí inverzní odmocninu z parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Natural logarithm."
msgstr "Přirozený logaritmus."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Base-2 logarithm."
msgstr "Logaritmus se základem 2."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts a quantity in degrees to radians."
msgstr "Konvertuje hodnotu ve stupních na radiány."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Finds the nearest integer to the parameter."
msgstr "Nalezne nejbližší celé číslo k parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Finds the nearest even integer to the parameter."
msgstr "Nalezne nejbližší sudé celé číslo k parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid ""
"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
"otherwise."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the sine of the parameter."
msgstr "Vrátí sinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the hyperbolic sine of the parameter."
msgstr "Vrátí hyperbolický sinus parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the square root of the parameter."
msgstr "Vrátí odmocninu parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the tangent of the parameter."
msgstr "Vrátí tangens parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "Vrátí hyperbolický tangens parametru."
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid ""
"Returns a value equal to the nearest integer to the parameter whose absolute "
"value is not larger than the absolute value of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1.0 - vector[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeVectorInterp.xml
msgid ""
"Linearly interpolates between two vectors within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorInterp.xml
msgid ""
"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
"[code]weight[/code] is a [Vector3] with weights for each component."
msgstr ""
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Returns the length of a [Vector3] within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorLen.xml
msgid "Translated to [code]length(p0)[/code] in the shader language."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "A vector operator to be used within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid ""
"A visual shader node for use of vector operators. Operates on vector "
"[code]a[/code] and vector [code]b[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "The operator to be used. See [enum Operator] for options."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Adds two vectors."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Subtracts a vector from a vector."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Multiplies two vectors."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Divides vector by vector."
msgstr "Vydělí vektor vektorem."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Returns the remainder of the two vectors."
msgstr "Vrátí zbytek po dělení dvou vektorů."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid ""
"Returns the value of the first parameter raised to the power of the second, "
"for each component of the vectors."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Returns the greater of two values, for each component of the vectors."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Returns the lesser of two values, for each component of the vectors."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Calculates the cross product of two vectors."
msgstr "Spočítá vektorový produkt dvou vektorů."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Returns the arc-tangent of the parameters."
msgstr "Vrátí arkus tangent parametrů."
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid ""
"Returns the vector that points in the direction of reflection. [code]a[/"
"code] is incident vector and [code]b[/code] is the normal vector."
msgstr ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid ""
"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
"than [code]b[/code] and [code]1.0[/code] otherwise."
msgstr ""
#: doc/classes/VisualShaderNodeVectorRefract.xml
msgid ""
"Returns the [Vector3] that points in the direction of refraction. For use "
"within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorRefract.xml
msgid ""
"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
"and [code]eta[/code] is the ratio of the indices of the refraction."
msgstr ""
#: doc/classes/VisualShaderNodeVectorScalarMix.xml
msgid ""
"Linearly interpolates between two vectors using a scalar. For use within the "
"visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorScalarMix.xml
msgid ""
"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
"[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a "
"scalar."
msgstr ""
#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
msgid ""
"Calculates a vector SmoothStep function using scalar within the visual "
"shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
msgid ""
"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
"language, where [code]x[/code] is a scalar.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
#: doc/classes/VisualShaderNodeVectorScalarStep.xml
msgid "Calculates a vector Step function within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorScalarStep.xml
msgid ""
"Translates to [code]step(edge, x)[/code] in the shader language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
msgid "Calculates a vector SmoothStep function within the visual shader graph."
msgstr ""
#: doc/classes/VisualShaderNodeVectorSmoothStep.xml
msgid ""
"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
"language, where [code]x[/code] is a vector.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
"and [code]1.0[/code] using Hermite polynomials."
msgstr ""
#: doc/classes/VScrollBar.xml
msgid "Vertical scroll bar."
msgstr ""
#: doc/classes/VScrollBar.xml
msgid ""
"Vertical version of [ScrollBar], which goes from top (min) to bottom (max)."
msgstr ""
#: doc/classes/VScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] up. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
#: doc/classes/VScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] down. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
#: doc/classes/VSeparator.xml
msgid "Vertical version of [Separator]."
msgstr ""
#: doc/classes/VSeparator.xml
msgid ""
"Vertical version of [Separator]. Even though it looks vertical, it is used "
"to separate objects horizontally."
msgstr ""
#: doc/classes/VSeparator.xml
msgid ""
"The width of the area covered by the separator. Effectively works like a "
"minimum width."
msgstr ""
#: doc/classes/VSeparator.xml
msgid ""
"The style for the separator line. Works best with [StyleBoxLine] (remember "
"to enable [member StyleBoxLine.vertical])."
msgstr ""
#: doc/classes/VSlider.xml
msgid "Vertical slider."
msgstr ""
#: doc/classes/VSlider.xml
msgid ""
"Vertical slider. See [Slider]. This one goes from bottom (min) to top "
"(max).\n"
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
#: doc/classes/VSlider.xml
msgid "The background of the area below the grabber."
msgstr ""
#: doc/classes/VSlider.xml
msgid ""
"The background for the whole slider. Determines the width of the "
"[code]grabber_area[/code]."
msgstr ""
#: doc/classes/VSplitContainer.xml
msgid "Vertical split container."
msgstr ""
#: doc/classes/VSplitContainer.xml
msgid ""
"Vertical split container. See [SplitContainer]. This goes from top to bottom."
msgstr ""
#: doc/classes/WeakRef.xml
msgid ""
"Holds an [Object], but does not contribute to the reference count if the "
"object is a reference."
msgstr ""
#: doc/classes/WeakRef.xml
msgid ""
"A weakref can hold a [Reference], without contributing to the reference "
"counter. A weakref can be created from an [Object] using [method @GDScript."
"weakref]. If this object is not a reference, weakref still works, however, "
"it does not have any effect on the object. Weakrefs are useful in cases "
"where multiple classes have variables that refer to each other. Without "
"weakrefs, using these classes could lead to memory leaks, since both "
"references keep each other from being released. Making part of the variables "
"a weakref can prevent this cyclic dependency, and allows the references to "
"be released."
msgstr ""
#: doc/classes/WeakRef.xml
msgid ""
"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
"if that object no longer exists."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Closes this data channel, notifying the other peer."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns the number of bytes currently queued to be sent over this channel."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns the id assigned to this channel during creation (or auto-assigned "
"during negotiation).\n"
"If the channel is not negotiated out-of-band the id will only be available "
"after the connection is established (will return [code]65535[/code] until "
"then)."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Returns the label assigned to this channel during creation."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns the [code]maxRetransmits[/code] value assigned to this channel "
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns the sub-protocol assigned to this channel during creation. An empty "
"string if not specified."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Returns the current state of this channel, see [enum ChannelState]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns [code]true[/code] if this channel was created with out-of-band "
"configuration."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns [code]true[/code] if this channel was created with ordering enabled "
"(default)."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "Reserved, but not used for now."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Returns [code]true[/code] if the last received packet was transferred as "
"text. See [member write_mode]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"The transfer mode to use when sending outgoing packet. Either text or binary."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Tells the channel to send data over this channel as text. An external peer "
"(non-Godot) would receive this as a string."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"Tells the channel to send data over this channel as binary. An external peer "
"(non-Godot) would receive this as array buffer or blob."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "The channel was created, but it's still trying to connect."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "The channel is currently open, and data can flow over it."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid ""
"The channel is being closed, no new messages will be accepted, but those "
"already in queue will be flushed."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCDataChannel.xml
msgid "The channel was closed, or connection failed."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"A simple interface to create a peer-to-peer mesh network composed of "
"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
"for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n"
"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
"via [method remove_peer]. Peers must be added in [constant "
"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
"channels. This class will not create offers nor set descriptions, it will "
"only poll them, and notify connections and disconnections.\n"
"[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal "
"NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless "
"[code]server_compatibility[/code] is [code]true[/code] in [method "
"initialize]. Beside that data transfer works like in a "
"[NetworkedMultiplayerPeer]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Add a new peer to the mesh with the given [code]peer_id[/code]. The "
"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
"STATE_NEW].\n"
"Three channels will be created for reliable, unreliable, and ordered "
"transport. The value of [code]unreliable_lifetime[/code] will be passed to "
"the [code]maxPacketLifetime[/code] option when creating unreliable and "
"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid "Close all the add peer connections and channels, freeing all resources."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Return a dictionary representation of the peer with given [code]peer_id[/"
"code] with three keys. [code]connection[/code] containing the "
"[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three "
"[WebRTCDataChannel], and [code]connected[/code] a boolean representing if "
"the peer connection is currently connected (all three channels are open)."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Returns a dictionary which keys are the peer ids and values the peer "
"representation as in [method get_peer]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
"map (it might not be connected though)."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Initialize the multiplayer peer with the given [code]peer_id[/code] (must be "
"between 1 and 2147483647).\n"
"If [code]server_compatibilty[/code] is [code]false[/code] (default), the "
"multiplayer peer will be immediately in state [constant "
"NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal "
"NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n"
"If [code]server_compatibilty[/code] is [code]true[/code] the peer will "
"suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until "
"a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] "
"connects and then emit [signal NetworkedMultiplayerPeer."
"connection_succeeded]. After that the signal [signal "
"NetworkedMultiplayerPeer.peer_connected] will be emitted for every already "
"connected peer, and any new peer that might connect. If the server peer "
"disconnects after that, signal [signal NetworkedMultiplayerPeer."
"server_disconnected] will be emitted and state will become [constant "
"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
msgid ""
"Remove the peer with given [code]peer_id[/code] from the mesh. If the peer "
"was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was "
"emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] "
"will be emitted."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "Interface to a WebRTC peer connection."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"A WebRTC connection between the local computer and a remote peer. Provides "
"an interface to connect, maintain and monitor the connection.\n"
"Setting up a WebRTC connection between two peers from now on) may not seem a "
"trivial task, but it can be broken down into 3 main steps:\n"
"- The peer that wants to initiate the connection ([code]A[/code] from now "
"on) creates an offer and send it to the other peer ([code]B[/code] from now "
"on).\n"
"- [code]B[/code] receives the offer, generate and answer, and sends it to "
"[code]A[/code]).\n"
"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
"candidates with each other.\n"
"After these steps, the connection should become connected. Keep on reading "
"or look into the tutorial for more information."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Add an ice candidate generated by a remote peer (and received over the "
"signaling server). See [signal ice_candidate_created]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Close the peer connection and all data channels associated with it.\n"
"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
"call [method initialize]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
"given [code]label[/code] and optionally configured via the [code]options[/"
"code] dictionary. This method can only be called when the connection is in "
"state [constant STATE_NEW].\n"
"There are two ways to create a working data channel: either call [method "
"create_data_channel] on only one of the peer and listen to [signal "
"data_channel_received] on the other, or call [method create_data_channel] on "
"both peers, with the same values, and the [code]negotiated[/code] option set "
"to [code]true[/code].\n"
"Valid [code]options[/code] are:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # When set to true (default off), means the "
"channel is negotiated out of band. \"id\" must be set too. "
"\"data_channel_received\" will not be called.\n"
" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
"the same value on both peer.\n"
"\n"
" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
"both. They make the channel unreliable (but also better at real time).\n"
" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
"will make to retransmits packets if they are not acknowledged.\n"
" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
" \"ordered\": true, # When in unreliable mode (i.e. either "
"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
"default) specify if packet ordering is to be enforced.\n"
"\n"
" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
"this channel.\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] You must keep a reference to channels created this way, or it "
"will be closed."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
"least one [WebRTCDataChannel] must have been created before calling this "
"method.\n"
"If this functions returns [constant OK], [signal "
"session_description_created] will be called when the session is ready to be "
"sent."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "Returns the connection state. See [enum ConnectionState]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Re-initialize this peer connection, closing any previously active "
"connection, and going back to state [constant STATE_NEW]. A dictionary of "
"[code]options[/code] can be passed to configure the peer connection.\n"
"Valid [code]options[/code] are:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
"servers.\n"
" },\n"
" {\n"
" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
"servers.\n"
" \"username\": \"a_username\", # Optional username for the TURN "
"server.\n"
" \"credential\": \"a_password\", # Optional password for the TURN "
"server.\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Call this method frequently (e.g. in [method Node._process] or [method Node."
"_physics_process]) to properly receive signals."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Sets the SDP description of the local peer. This should be called in "
"response to [signal session_description_created].\n"
"After calling this function the peer will start emitting [signal "
"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
"is returned)."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Sets the SDP description of the remote peer. This should be called with the "
"values generated by a remote peer and received over the signaling server.\n"
"If [code]type[/code] is [code]offer[/code] the peer will emit [signal "
"session_description_created] with the appropriate answer.\n"
"If [code]type[/code] is [code]answer[/code] the peer will start emitting "
"[signal ice_candidate_created]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Emitted when a new in-band channel is received, i.e. when the channel was "
"created with [code]negotiated: false[/code] (default).\n"
"The object will be an instance of [WebRTCDataChannel]. You must keep a "
"reference of it or it will be closed automatically. See [method "
"create_data_channel]."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Emitted when a new ICE candidate has been created. The three parameters are "
"meant to be passed to the remote peer over the signaling server."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"Emitted after a successful call to [method create_offer] or [method "
"set_remote_description] (when it generates an answer). The parameters are "
"meant to be passed to [method set_local_description] on this object, and "
"sent to the remote peer over the signaling server."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"The connection is new, data channels and an offer can be created in this "
"state."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"The peer is connecting, ICE is in progress, none of the transports has "
"failed."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "The peer is connected, all ICE transports are connected."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "At least one ICE transport is disconnected."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid "One or more of the ICE transports failed."
msgstr ""
#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
msgid ""
"The peer connection is closed (after calling [method close] for example)."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "A WebSocket client implementation."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"This class implements a WebSocket client compatible with any RFC 6455-"
"compliant WebSocket server.\n"
"This client can be optionally used as a network peer for the "
"[MultiplayerAPI].\n"
"After starting the client ([method connect_to_url]), you will need to "
"[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside "
"[method Node._process]).\n"
"You will receive appropriate signals when connecting, disconnecting, or when "
"new data is available."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Connects to the given URL requesting one of the given [code]protocols[/code] "
"as sub-protocol. If the list empty (default), no sub-protocol will be "
"requested.\n"
"If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will "
"behave like a network peer for the [MultiplayerAPI], connections to non-"
"Godot servers will not work, and [signal data_received] will not be "
"emitted.\n"
"If [code]false[/code] is passed instead (default), you must call "
"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
"etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not "
"on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n"
"You can optionally pass a list of [code]custom_headers[/code] to be added to "
"the handshake HTTP request.\n"
"[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may "
"have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) "
"instead of [code]ws://[/code]. When doing so, make sure to use the fully "
"qualified domain name that matches the one defined in the server's SSL "
"certificate. Do not connect directly via the IP address for [code]wss://[/"
"code] connections, as it won't match with the SSL certificate.\n"
"[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in "
"HTML5 exports due to browsers restrictions."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Disconnects this client from the connected host. See [method WebSocketPeer."
"close] for more information."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Return the IP address of the currently connected host."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Return the IP port of the currently connected host."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"If specified, this [X509Certificate] will be the only one accepted when "
"connecting to an SSL host. Any other certificate provided by the server will "
"be regarded as invalid.\n"
"[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not "
"supported in HTML5 exports due to browsers restrictions."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"If [code]true[/code], SSL certificate verification is enabled.\n"
"[b]Note:[/b] You must specify the certificates to be used in the Project "
"Settings for it to work when exported."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Emitted when the connection to the server is closed. [code]was_clean_close[/"
"code] will be [code]true[/code] if the connection was shutdown cleanly."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid "Emitted when the connection to the server fails."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Emitted when a connection with the server is established, [code]protocol[/"
"code] will contain the sub-protocol agreed with the server."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Emitted when a WebSocket message is received.\n"
"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
"multiplayer peer."
msgstr ""
#: modules/websocket/doc_classes/WebSocketClient.xml
msgid ""
"Emitted when the server requests a clean close. You should keep polling "
"until you get a [signal connection_closed] signal to achieve the clean "
"close. See [method WebSocketPeer.close] for more details."
msgstr ""
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid "Base class for WebSocket server and client."
msgstr ""
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
"Base class for WebSocket server and client, allowing them to be used as "
"network peer for the [MultiplayerAPI]."
msgstr ""
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
"Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
msgstr ""
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
"Configures the buffer sizes for this WebSocket peer. Default values can be "
"specified in the Project Settings under [code]network/limits[/code]. For "
"server, values are meant per connected peer.\n"
"The first two parameters define the size and queued packets limits of the "
"input buffer, the last two of the output buffer.\n"
"Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. "
"All parameters will be rounded up to the nearest power of two.\n"
"[b]Note:[/b] HTML5 exports only use the input buffer since the output one is "
"managed by browsers."
msgstr ""
#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
msgid ""
"Emitted when a packet is received from a peer.\n"
"[b]Note:[/b] This signal is only emitted when the client or server is "
"configured to use Godot multiplayer API."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "A class representing a specific WebSocket connection."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"This class represents a specific WebSocket connection, allowing you to do "
"lower level operations with it.\n"
"You can choose to write to the socket in binary or text mode, and you can "
"recognize the mode used for writing by the other peer."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Closes this WebSocket connection. [code]code[/code] is the status code for "
"the closure (see RFC 6455 section 7.4 for a list of valid status codes). "
"[code]reason[/code] is the human readable reason for closing the connection "
"(can be any UTF-8 string that's smaller than 123 bytes).\n"
"[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
"either [signal WebSocketClient.connection_closed] or [signal WebSocketServer."
"client_disconnected] is received.\n"
"[b]Note:[/b] The HTML5 export might not support all status codes. Please "
"refer to browser-specific documentation for more details."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Returns the IP address of the connected peer.\n"
"[b]Note:[/b] Not available in the HTML5 export."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Returns the remote port of the connected peer.\n"
"[b]Note:[/b] Not available in the HTML5 export."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Returns the current amount of data in the outbound websocket buffer. [b]Note:"
"[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
"an internal buffer."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Gets the current selected write mode. See [enum WriteMode]."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Returns [code]true[/code] if this peer is currently connected."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Disable Nagle's algorithm on the underling TCP socket (default). See [method "
"StreamPeerTCP.set_no_delay] for more information.\n"
"[b]Note:[/b] Not available in the HTML5 export."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid "Sets the socket to use the given [enum WriteMode]."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Specifies that WebSockets messages should be transferred as text payload "
"(only valid UTF-8 is allowed)."
msgstr ""
#: modules/websocket/doc_classes/WebSocketPeer.xml
msgid ""
"Specifies that WebSockets messages should be transferred as binary payload "
"(any byte combination is allowed)."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "A WebSocket server implementation."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"This class implements a WebSocket server that can also support the high-"
"level multiplayer API.\n"
"After starting the server ([method listen]), you will need to [method "
"NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method "
"Node._process]). When clients connect, disconnect, or send data, you will "
"receive the appropriate signal.\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Disconnects the peer identified by [code]id[/code] from the server. See "
"[method WebSocketPeer.close] for more information."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Returns [code]true[/code] if a peer with the given ID is connected."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Returns [code]true[/code] if the server is actively listening on a port."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Starts listening on the given port.\n"
"You can specify the desired subprotocols via the \"protocols\" array. If the "
"list empty (default), no sub-protocol will be requested.\n"
"If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will "
"behave like a network peer for the [MultiplayerAPI], connections from non-"
"Godot clients will not work, and [signal data_received] will not be "
"emitted.\n"
"If [code]false[/code] is passed instead (default), you must call "
"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
"etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to "
"communicate with the peer with given [code]id[/code] (e.g. "
"[code]get_peer(id).get_available_packet_count[/code])."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Sets additional headers to be sent to clients during the HTTP handshake."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid "Stops the server and clear its state."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"When not set to [code]*[/code] will restrict incoming connections to the "
"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
"will cause the server to listen only to the local host."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"When using SSL (see [member private_key] and [member ssl_certificate]), you "
"can set this to a valid [X509Certificate] to be provided as additional CA "
"chain information during the SSL handshake."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"The time in seconds before a pending client (i.e. a client that has not yet "
"finished the HTTP handshake) is considered stale and forcefully disconnected."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"When set to a valid [CryptoKey] (along with [member ssl_certificate]) will "
"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
"[/code] protocol)."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"When set to a valid [X509Certificate] (along with [member private_key]) will "
"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
"[/code] protocol)."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a client requests a clean close. You should keep polling until "
"you get a [signal client_disconnected] signal with the same [code]id[/code] "
"to achieve the clean close. See [method WebSocketPeer.close] for more "
"details."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a new client connects. \"protocol\" will be the sub-protocol "
"agreed with the client."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a client disconnects. [code]was_clean_close[/code] will be "
"[code]true[/code] if the connection was shutdown cleanly."
msgstr ""
#: modules/websocket/doc_classes/WebSocketServer.xml
msgid ""
"Emitted when a new message is received.\n"
"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
"multiplayer peer."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "AR/VR interface using WebXR."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"WebXR is an open standard that allows creating VR and AR applications that "
"run in the web browser.\n"
"As such, this interface is only available when running in an HTML5 export.\n"
"WebXR supports a wide range of devices, from the very capable (like Valve "
"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
"Since WebXR is based on Javascript, it makes extensive use of callbacks, "
"which means that [WebXRInterface] is forced to use signals, where other AR/"
"VR interfaces would instead use functions that return a result immediately. "
"This makes [WebXRInterface] quite a bit more complicated to initialize than "
"other AR/VR interfaces.\n"
"Here's the minimum code required to start an immersive VR session:\n"
"[codeblock]\n"
"extends Spatial\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # We assume this node has a button as a child.\n"
" # This button is for the user to consent to entering immersive VR mode.\n"
" $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n"
"\n"
" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # Map to the standard button/axis ids when possible.\n"
" webxr_interface.xr_standard_mapping = true\n"
"\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
" webxr_interface.connect(\"session_supported\", self, "
"\"_webxr_session_supported\")\n"
" webxr_interface.connect(\"session_started\", self, "
"\"_webxr_session_started\")\n"
" webxr_interface.connect(\"session_ended\", self, "
"\"_webxr_session_ended\")\n"
" webxr_interface.connect(\"session_failed\", self, "
"\"_webxr_session_failed\")\n"
"\n"
" # This returns immediately - our _webxr_session_supported() method\n"
" # (which we connected to the \"session_supported\" signal above) "
"will\n"
" # be called sometime later to let us know if it's supported or not.\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_Button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
"a\n"
" # simple 3DoF viewer ('viewer').\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
" # experience (it puts you 1.6m above the ground if you have 3DoF "
"headset),\n"
" # whereas as 'local' puts you down at the ARVROrigin.\n"
" # This list means it'll first try to request 'bounded-floor', then\n"
" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
" # supported.\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
" # mark the features as required or optional.\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # This will return false if we're unable to even request the session,\n"
" # however, it can still fail asynchronously later in the process, so we\n"
" # only know if it's really succeeded or failed when our\n"
" # _webxr_session_started() or _webxr_session_failed() methods are "
"called.\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # This tells Godot to start rendering to the headset.\n"
" get_viewport().arvr = true\n"
" # This will be the reference space type you ultimately got, out of the\n"
" # types that you requested above. This is useful if you want the game "
"to\n"
" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # If the user exits immersive mode, then we tell Godot to render to the "
"web\n"
" # page again.\n"
" get_viewport().arvr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"There are several ways to handle \"controller\" input:\n"
"- Using [ARVRController] nodes and their [signal ARVRController."
"button_pressed] and [signal ARVRController.button_release] signals. This is "
"how controllers are typically handled in AR/VR apps in Godot, however, this "
"will only work with advanced VR controllers like the Oculus Touch or Index "
"controllers, for example. The buttons codes are defined by [url=https://"
"immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-"
"mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
"- Using [method Node._unhandled_input] and [InputEventJoypadButton] or "
"[InputEventJoypadMotion]. This works the same as normal joypads, except the "
"[member InputEvent.device] starts at 100, so the left controller is 100 and "
"the right controller is 101, and the button codes are also defined by "
"[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-"
"gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
"- Using the [signal select], [signal squeeze] and related signals. This "
"method will work for both advanced VR controllers, and non-traditional "
"\"controllers\" like a tap on the screen, a spoken voice command or a button "
"press on the device itself. The [code]controller_id[/code] passed to these "
"signals is the same id as used in [member ARVRController.controller_id].\n"
"You can use one or all of these methods to allow your game or app to support "
"a wider or narrower set of devices and input methods, or to allow more "
"advanced interactions with more advanced devices."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "How to make a VR game for WebXR with Godot"
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n"
"In the context of WebXR, a \"controller\" can be an advanced VR controller "
"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
"spoken voice command or a button press on the device itself. When a non-"
"traditional controller is used, interpret the position and orientation of "
"the [ARVRPositionalTracker] as a ray pointing at the object the user wishes "
"to interact with.\n"
"Use this method to get information about the controller that triggered one "
"of these signals:\n"
"- [signal selectstart]\n"
"- [signal select]\n"
"- [signal selectend]\n"
"- [signal squeezestart]\n"
"- [signal squeeze]\n"
"- [signal squeezestart]"
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Returns the target ray mode for the given [code]controller_id[/code].\n"
"This can help interpret the input coming from that controller. See "
"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Checks if the given [code]session_mode[/code] is supported by the user's "
"browser.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
"This method returns nothing, instead it emits the [signal session_supported] "
"signal with the result."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"The vertices of a polygon which defines the boundaries of the user's play "
"area.\n"
"This will only be available if [member reference_space_type] is "
"[code]\"bounded-floor\"[/code] and only on certain browsers and devices that "
"support it.\n"
"The [signal reference_space_reset] signal may indicate when this changes."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"A comma-seperated list of optional features used by [method ARVRInterface."
"initialize] when setting up the WebXR session.\n"
"If a user's browser or device doesn't support one of the given features, "
"initialization will continue, but you won't be able to use the requested "
"feature.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"The reference space type (from the list of requested types set in the "
"[member requested_reference_space_types] property), that was ultimately used "
"by [method ARVRInterface.initialize] when setting up the WebXR session.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"A comma-seperated list of reference space types used by [method "
"ARVRInterface.initialize] when setting up the WebXR session.\n"
"The reference space types are requested in order, and the first on supported "
"by the users device or browser will be used. The [member "
"reference_space_type] property contains the reference space type that was "
"ultimately used.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"A comma-seperated list of required features used by [method ARVRInterface."
"initialize] when setting up the WebXR session.\n"
"If a user's browser or device doesn't support one of the given features, "
"initialization will fail and [signal session_failed] will be emitted.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"The session mode used by [method ARVRInterface.initialize] when setting up "
"the WebXR session.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Indicates if the WebXR session's imagery is visible to the user.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
"blurred\"[/code]."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"If set to true, the button and axes ids will be converted to match the "
"standard ids used by other AR/VR interfaces, when possible.\n"
"Otherwise, the ids will be passed through unaltered from WebXR."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted to indicate that the reference space has been reset or "
"reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
"but may include when the user has changed the dimensions of their play space "
"(which you may be able to access via [member bounds_geometry]) or pressed/"
"held a button to recenter their position.\n"
"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted after one of the \"controllers\" has finished its \"primary "
"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted when one of the \"controllers\" has finished its \"primary "
"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted when one of the \"controllers\" has started its \"primary action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted when the user ends the WebXR session (which can be done using UI "
"from the browser or device).\n"
"At this point, you should do [code]get_viewport().arvr = false[/code] to "
"instruct Godot to resume rendering to the screen."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted by [method ARVRInterface.initialize] if the session fails to start.\n"
"[code]message[/code] may optionally contain an error message from WebXR, or "
"an empty string if no message is available."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted by [method ARVRInterface.initialize] if the session is successfully "
"started.\n"
"At this point, it's safe to do [code]get_viewport().arvr = true[/code] to "
"instruct Godot to start rendering to the AR/VR device."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted by [method is_session_supported] to indicate if the given "
"[code]session_mode[/code] is supported or not."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted after one of the \"controllers\" has finished its \"primary squeeze "
"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted when one of the \"controllers\" has finished its \"primary squeeze "
"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Emitted when one of the \"controllers\" has started its \"primary squeeze "
"action\".\n"
"Use [method get_controller] to get more information about the controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Emitted when [member visibility_state] has changed."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "We don't know the target ray mode."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid ""
"Target ray originates at the viewer's eyes and points in the direction they "
"are looking."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Target ray from a handheld pointer, most likely a VR touch controller."
msgstr ""
#: modules/webxr/doc_classes/WebXRInterface.xml
msgid "Target ray from touch screen, mouse or other tactile input device."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "Base class for window dialogs."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid ""
"Windowdialog is the base class for all window-based dialogs. It's a by-"
"default toplevel [Control] that draws a window decoration and allows motion "
"and resizing."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid ""
"Returns the close [TextureButton].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "If [code]true[/code], the user can resize the window."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The text displayed in the window's title bar."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The color of the title text."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The horizontal offset of the close button."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid ""
"The thickness of the border that can be dragged when scaling the window (if "
"[member resizable] is enabled)."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The vertical offset of the title text."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The font used to draw the title."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid "The icon for the close button."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid ""
"The icon used for the close button when it's hovered with the mouse cursor."
msgstr ""
#: doc/classes/WindowDialog.xml
msgid ""
"The style for both the content background of the [WindowDialog] and the "
"title bar. The title bar is created with a top border and an expand margin "
"using the [code]panel[/code] stylebox."
msgstr ""
#: doc/classes/World.xml
msgid "Class that has everything pertaining to a world."
msgstr ""
#: doc/classes/World.xml
msgid ""
"Class that has everything pertaining to a world. A physics space, a visual "
"scenario, a navigation map and a sound space. Spatial nodes register their "
"resources into the current world."
msgstr ""
#: doc/classes/World.xml
msgid ""
"Direct access to the world's physics 3D space state. Used for querying "
"current and potential collisions."
msgstr ""
#: doc/classes/World.xml
msgid "The World's [Environment]."
msgstr ""
#: doc/classes/World.xml
msgid ""
"The World's fallback environment will be used if [member environment] fails "
"or is missing."
msgstr ""
#: doc/classes/World.xml
#, fuzzy
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/World.xml
msgid "The World's visual scenario."
msgstr ""
#: doc/classes/World.xml
msgid "The World's physics space."
msgstr ""
#: doc/classes/World2D.xml
msgid "Class that has everything pertaining to a 2D world."
msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Class that has everything pertaining to a 2D world. A physics space, a "
"visual scenario, a navigation map and a sound space. 2D nodes register their "
"resources into the current 2D world."
msgstr ""
#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D "
"drawing."
msgstr ""
#: doc/classes/World2D.xml
msgid ""
"Direct access to the world's physics 2D space state. Used for querying "
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [code]_physics_process(delta)[/code] in the main thread."
msgstr ""
#: doc/classes/World2D.xml
#, fuzzy
msgid ""
"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
msgstr "Vrátí sinus parametru."
#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
#: doc/classes/WorldEnvironment.xml
msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
#: doc/classes/WorldEnvironment.xml
msgid ""
"The [WorldEnvironment] node is used to configure the default [Environment] "
"for the scene.\n"
"The parameters defined in the [WorldEnvironment] can be overridden by an "
"[Environment] node set on the current [Camera]. Additionally, only one "
"[WorldEnvironment] may be instanced in a given scene at a time.\n"
"The [WorldEnvironment] allows the user to specify default lighting "
"parameters (e.g. ambient lighting), various post-processing effects (e.g. "
"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, "
"skybox). Usually, these are added in order to improve the realism/color "
"balance of the scene."
msgstr ""
#: doc/classes/WorldEnvironment.xml
msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid "An X509 certificate (e.g. for SSL)."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
"They can be used as the server certificate in [method StreamPeerSSL."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an SSL server via "
"[method StreamPeerSSL.connect_to_stream]."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
msgstr ""
#: doc/classes/X509Certificate.xml
msgid ""
"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
"file)."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"This class can serve as base to make custom XML parsers. Since XML is a very "
"flexible standard, this interface is low-level so it can be applied to any "
"possible schema."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Gets the amount of attributes in the current element."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the name of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of the attribute specified by the index in [code]idx[/code] "
"argument."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Gets the current line in the parsed file (currently not implemented)."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will raise an error if the element has no such attribute."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the value of a certain attribute of the current element by name. This "
"will return an empty [String] if the attribute is not found."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the name of the current element node. This will raise an error if the "
"current node type is neither [constant NODE_ELEMENT] nor [constant "
"NODE_ELEMENT_END]."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the byte offset of the current node since the beginning of the file or "
"buffer."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Gets the type of the current node. Compare with [enum NodeType] constants."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Check whether the current element has a certain attribute."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Opens an XML file for parsing. This returns an error code."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Opens an XML raw buffer for parsing. This returns an error code."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Reads the next node of the file. This returns an error code."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and read "
"the next node there. This returns an error code."
msgstr ""
#: doc/classes/XMLParser.xml
msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "There's no node (no file or buffer opened)."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Element (tag)."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "End of element."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Text node."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Comment node."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "CDATA content."
msgstr ""
#: doc/classes/XMLParser.xml
msgid "Unknown node."
msgstr ""
#: doc/classes/YSort.xml
msgid "Sort all child nodes based on their Y positions."
msgstr ""
#: doc/classes/YSort.xml
msgid ""
"Sort all child nodes based on their Y positions. The child node must inherit "
"from [CanvasItem] for it to be sorted. Nodes that have a higher Y position "
"will be drawn later, so they will appear on top of nodes that have a lower Y "
"position.\n"
"Nesting of YSort nodes is possible. Children YSort nodes will be sorted in "
"the same space as the parent YSort, allowing to better organize a scene or "
"divide it in multiple ones, yet keep the unique sorting."
msgstr ""
#: doc/classes/YSort.xml
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
|