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|
# LANGUAGE 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.
#
# EVOKZH <avip.ady@gmail.com>, 2020.
# f0roots <f0rootss@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# FlooferLand <yunaflarf@gmail.com>, 2021.
# N3mEee <n3mebusiness@gmail.com>, 2021.
# Psynt <nichita@cadvegra.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-15 09:39+0000\n"
"Last-Translator: Psynt <nichita@cadvegra.com>\n"
"Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ro/>\n"
"Language: ro\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==0 || (n%100 > 0 && n%100 < "
"20)) ? 1 : 2;\n"
"X-Generator: Weblate 4.13-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
msgstr "Descriere"
#: doc/tools/make_rst.py
msgid "Tutorials"
msgstr "Tutoriale"
#: doc/tools/make_rst.py
msgid "Properties"
msgstr "Proprietăți"
#: doc/tools/make_rst.py
msgid "Methods"
msgstr "Metode"
#: doc/tools/make_rst.py
msgid "Theme Properties"
msgstr "Proprietățile Temei"
#: doc/tools/make_rst.py
msgid "Signals"
msgstr "Semnale"
#: doc/tools/make_rst.py
msgid "Enumerations"
msgstr "Enumerări"
#: doc/tools/make_rst.py
msgid "Constants"
msgstr "Constante"
#: doc/tools/make_rst.py
msgid "Property Descriptions"
msgstr "Descrieri Proprietate"
#: doc/tools/make_rst.py
msgid "Method Descriptions"
msgstr "Descrierile Metodei"
#: doc/tools/make_rst.py
msgid "Theme Property Descriptions"
msgstr "Descrieri Proprietate Tema"
#: doc/tools/make_rst.py
msgid "Inherits:"
msgstr "Mosteneste:"
#: doc/tools/make_rst.py
msgid "Inherited By:"
msgstr "Mostenit de:"
#: doc/tools/make_rst.py
msgid "(overrides %s)"
msgstr "(suprascrie %s)"
#: doc/tools/make_rst.py
msgid "Default"
msgstr "Implicit"
#: doc/tools/make_rst.py
msgid "Setter"
msgstr "setter"
#: doc/tools/make_rst.py
msgid "value"
msgstr "valoare"
#: doc/tools/make_rst.py
msgid "Getter"
msgstr "getter"
#: doc/tools/make_rst.py
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr "Pentru a avea efectul dorit, metoda trebuie suprascrisa de utilizator."
#: doc/tools/make_rst.py
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr "Metoda nu are efecte adverse. Nu modifica niciun camp al obiectului."
#: doc/tools/make_rst.py
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "Metoda accepta oricate argumente in urma celor definite aici."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
msgstr "Metoda folosita la construirea unui tip."
#: 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 ""
"Nu e nevoie de o instanta. Metoda asta poate fi apelata direct folosind "
"numele clasei."
#: doc/tools/make_rst.py
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr "Operator cu tipul descris la stanga."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Built-in GDScript functions."
msgstr "Funcții incorporate GDScript."
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"List of core built-in GDScript functions. Math functions and other "
"utilities. Everything else is provided by objects. (Keywords: builtin, built "
"in, global functions.)"
msgstr ""
"Lista funcţiilor de bază GDScript încorporate. Funcții matematice și alte "
"utilități. Orice altceva este oferit de obiecte. (Cuvinte cheie: "
"încorporate, integrate, funcţii globale.)"
#: 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 ""
"Returnează o culoare construită din canalele cu valori întregi roșu, verde, "
"albastru, și alpha. Fiecare canal ar trebui să aibă 8 biți de informație de "
"la 0 la 255.\n"
"[code] r8 [/code] canalul roșu\n"
"[code] g8 [/code] canalul verde\n"
"[code] b8 [/code] canalul albastru\n"
"[code] a8 [/code] canalul alpha\n"
"[codeblock]\n"
"roșu = 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 ""
#: 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 ""
"Întoarce valoarea absolută parametrului [code]s[/code] (adică valoarea "
"pozitivă).\n"
"[codeblock]\n"
"a = abs(-1) # a este 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
"Schimbă un punct 2D din sistemul de coordonate cartezian (axa X si Z) la "
"sistemul de coordonate polar (o distanță de la origine și un unghi)."
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Converts from decibels to linear energy (audio)."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid "Deprecated alias for [method step_decimals]."
msgstr ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
"[codeblock]\n"
"for i in 7:\n"
" var x = 0.5 * i - 1.5\n"
" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"-1.5 -0.0 0.0\n"
"-1.0 -1.0 0.5\n"
"-0.5 -0.5 1.0\n"
" 0.0 0.0 0.0\n"
" 0.5 0.5 0.5\n"
" 1.0 1.0 1.0\n"
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an array of dictionaries representing the current call stack.\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"would print\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]"
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [code]from[/code] and [code]to[/code], and the interpolated "
"value specified in [code]weight[/code]. The returned value will be between "
"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
"located outside this range, then an extrapolation factor will be returned "
"(return value lower than [code]0.0[/code] or greater than [code]1.0[/"
"code]).\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# `middle` is now 27.5.\n"
"# Now, we pretend to have forgotten the original ratio and want to get it "
"back.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# `ratio` is now 0.75.\n"
"[/codeblock]\n"
"See also [method lerp] which performs the reverse of this operation."
msgstr ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is an infinity value (either positive "
"infinity or negative infinity)."
msgstr ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
msgstr ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Linearly interpolates between two values by the factor defined in "
"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
"outside this range are allowed and can be used to perform [i]extrapolation[/"
"i].\n"
"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
"[float], the return value is a [float].\n"
"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
"return value will be of the same type ([code]lerp[/code] then calls the "
"vector type's [code]linear_interpolate[/code] method).\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Linearly interpolates between two angles (in radians) by a normalized "
"value.\n"
"Similar to [method lerp], but interpolates correctly when the angles wrap "
"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg2rad(0.0)\n"
" var max_angle = deg2rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
"code] and [code]to[/code]. However, when these two angles are approximately "
"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
"obvious which way they lerp due to floating-point precision errors. For "
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
"elsewhere, e.g. in another script or in the scene), which might cause slight "
"delay, especially when loading scenes. To avoid unnecessary delays when "
"loading something multiple times, either store the resource in a variable or "
"use [method preload].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file "
"from the FileSystem dock into the script.\n"
"[codeblock]\n"
"# Load a scene called main located in the root of the project directory and "
"cache it in a variable.\n"
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
"resource.\n"
"[/codeblock]\n"
"[b]Important:[/b] The path must be absolute, a local path will just return "
"[code]null[/code].\n"
"This method is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios."
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
"[codeblock]\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"-3 0 0\n"
"-2 -2 1\n"
"-1 -1 2\n"
" 0 0 0\n"
" 1 1 1\n"
" 2 2 2\n"
" 3 0 0\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
"[codeblock]\n"
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
#: 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 track at code location, only works when running with debugger "
"turned on.\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]"
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblock]\n"
"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
"as error call\n"
"[/codeblock]\n"
"[b]Note:[/b] Errors printed this way will not pause project execution. To "
"print an error message and pause project execution in debug builds, use "
"[code]assert(false, \"test error\")[/code] instead."
msgstr ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
"rad2deg(0.523599) # Returns 30.0\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a random floating point value between [code]from[/code] and "
"[code]to[/code] (both endpoints inclusive).\n"
"[codeblock]\n"
"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
"[/codeblock]\n"
"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
msgstr ""
#: 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 ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
"2^32).\n"
"[codeblock]\n"
"randi() # Returns random integer between 0 and 2^32 - 1\n"
"randi() % 20 # Returns random integer between 0 and 19\n"
"randi() % 100 # Returns random integer between 0 and 99\n"
"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
"[/codeblock]"
msgstr ""
#: 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].\n"
"[codeblock]\n"
"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
"[/codeblock]"
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
"rounded away from zero.\n"
"[codeblock]\n"
"a = round(2.49) # a is 2.0\n"
"a = round(2.5) # a is 3.0\n"
"a = round(2.51) # a is 3.0\n"
"[/codeblock]\n"
"See also [method floor], [method ceil], [method stepify], and [int]."
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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
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 ""
#: 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
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 ""
#: 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
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 ""
#: 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 "Singletonul [AudioServer]."
#: 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
#, fuzzy
msgid "The [Navigation2DServer] singleton."
msgstr "Singletonul [AudioServer]."
#: doc/classes/@GlobalScope.xml
#, fuzzy
msgid "The [NavigationMeshGenerator] singleton."
msgstr "Singletonul [AudioServer]."
#: doc/classes/@GlobalScope.xml
#, fuzzy
msgid "The [NavigationServer] singleton."
msgstr "Singletonul [AudioServer]."
#: 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
#, fuzzy
msgid "The [Time] singleton."
msgstr "Singletonul [AudioServer]."
#: 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 "Colțul din stânga sus."
#: doc/classes/@GlobalScope.xml
msgid "Top-right corner."
msgstr "Colțul din dreapta sus."
#: doc/classes/@GlobalScope.xml
msgid "Bottom-right corner."
msgstr "Colțul din dreapta jos."
#: doc/classes/@GlobalScope.xml
msgid "Bottom-left corner."
msgstr "Colțul din stânga jos."
#: 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 "Tasta de ieșire."
#: doc/classes/@GlobalScope.xml
msgid "Tab key."
msgstr "Tasta tab."
#: doc/classes/@GlobalScope.xml
msgid "Shift+Tab key."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Backspace key."
msgstr "Tasta backspace."
#: 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 "Tasta de pauza."
#: 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 "Tasta F1."
#: doc/classes/@GlobalScope.xml
msgid "F2 key."
msgstr "Tasta F2."
#: doc/classes/@GlobalScope.xml
msgid "F3 key."
msgstr "Tasta F3."
#: doc/classes/@GlobalScope.xml
msgid "F4 key."
msgstr "Tasta F4."
#: doc/classes/@GlobalScope.xml
msgid "F5 key."
msgstr "Tasta F5."
#: doc/classes/@GlobalScope.xml
msgid "F6 key."
msgstr "Tasta F6."
#: doc/classes/@GlobalScope.xml
msgid "F7 key."
msgstr "Tasta F7."
#: doc/classes/@GlobalScope.xml
msgid "F8 key."
msgstr "Tasta F8."
#: doc/classes/@GlobalScope.xml
msgid "F9 key."
msgstr "Tasta F9."
#: doc/classes/@GlobalScope.xml
msgid "F10 key."
msgstr "Tasta F10."
#: doc/classes/@GlobalScope.xml
msgid "F11 key."
msgstr "Tasta F11."
#: doc/classes/@GlobalScope.xml
msgid "F12 key."
msgstr "Tasta F12."
#: doc/classes/@GlobalScope.xml
msgid "F13 key."
msgstr "Tasta F13."
#: doc/classes/@GlobalScope.xml
msgid "F14 key."
msgstr "Tasta F14."
#: doc/classes/@GlobalScope.xml
msgid "F15 key."
msgstr "Tasta F15."
#: doc/classes/@GlobalScope.xml
msgid "F16 key."
msgstr "Tasta F16."
#: 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 "Tasta ! ."
#: doc/classes/@GlobalScope.xml
msgid "\" key."
msgstr "Tasta \"."
#: doc/classes/@GlobalScope.xml
msgid "# key."
msgstr "Tasta #."
#: doc/classes/@GlobalScope.xml
msgid "$ key."
msgstr "Tasta $."
#: doc/classes/@GlobalScope.xml
msgid "% key."
msgstr "Tasta %."
#: doc/classes/@GlobalScope.xml
msgid "& key."
msgstr "Tasta &."
#: doc/classes/@GlobalScope.xml
msgid "' key."
msgstr "Tasta '"
#: doc/classes/@GlobalScope.xml
msgid "( key."
msgstr "Tasta (."
#: doc/classes/@GlobalScope.xml
msgid ") key."
msgstr "Tasta )"
#: doc/classes/@GlobalScope.xml
msgid "* key."
msgstr "Tasta *"
#: doc/classes/@GlobalScope.xml
msgid "+ key."
msgstr "Tasta +"
#: doc/classes/@GlobalScope.xml
msgid ", key."
msgstr "Tasta ,"
#: doc/classes/@GlobalScope.xml
msgid "- key."
msgstr "Tasta -"
#: doc/classes/@GlobalScope.xml
msgid ". key."
msgstr "Tasta ."
#: doc/classes/@GlobalScope.xml
msgid "/ key."
msgstr "Tasta /"
#: doc/classes/@GlobalScope.xml
msgid "Number 0."
msgstr "Numărul 0."
#: doc/classes/@GlobalScope.xml
msgid "Number 1."
msgstr "Numărul 1."
#: doc/classes/@GlobalScope.xml
msgid "Number 2."
msgstr "Numărul 2."
#: doc/classes/@GlobalScope.xml
msgid "Number 3."
msgstr "Numărul 3."
#: doc/classes/@GlobalScope.xml
msgid "Number 4."
msgstr "Numărul 4."
#: doc/classes/@GlobalScope.xml
msgid "Number 5."
msgstr "Numărul 5."
#: doc/classes/@GlobalScope.xml
msgid "Number 6."
msgstr "Numărul 6."
#: doc/classes/@GlobalScope.xml
msgid "Number 7."
msgstr "Numărul 7."
#: doc/classes/@GlobalScope.xml
msgid "Number 8."
msgstr "Numărul 8."
#: doc/classes/@GlobalScope.xml
msgid "Number 9."
msgstr "Numărul 9."
#: doc/classes/@GlobalScope.xml
msgid ": key."
msgstr "Tasta :"
#: 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 "Tasta A."
#: doc/classes/@GlobalScope.xml
msgid "B key."
msgstr "Tasta B."
#: doc/classes/@GlobalScope.xml
msgid "C key."
msgstr "Tasta C."
#: doc/classes/@GlobalScope.xml
msgid "D key."
msgstr "Tasta D."
#: doc/classes/@GlobalScope.xml
msgid "E key."
msgstr "Tasta E."
#: doc/classes/@GlobalScope.xml
msgid "F key."
msgstr "Tasta F."
#: doc/classes/@GlobalScope.xml
msgid "G key."
msgstr "Tasta G."
#: doc/classes/@GlobalScope.xml
msgid "H key."
msgstr "Tasta H."
#: doc/classes/@GlobalScope.xml
msgid "I key."
msgstr "Tasta I."
#: doc/classes/@GlobalScope.xml
msgid "J key."
msgstr "Tasta J."
#: doc/classes/@GlobalScope.xml
msgid "K key."
msgstr "Tasta K."
#: doc/classes/@GlobalScope.xml
msgid "L key."
msgstr "Tasta L."
#: doc/classes/@GlobalScope.xml
msgid "M key."
msgstr "Tasta M."
#: doc/classes/@GlobalScope.xml
msgid "N key."
msgstr "Tasta N."
#: doc/classes/@GlobalScope.xml
msgid "O key."
msgstr "Tasta O."
#: doc/classes/@GlobalScope.xml
msgid "P key."
msgstr "Tasta P."
#: doc/classes/@GlobalScope.xml
msgid "Q key."
msgstr "Tasta Q."
#: doc/classes/@GlobalScope.xml
msgid "R key."
msgstr "Tasta R."
#: doc/classes/@GlobalScope.xml
msgid "S key."
msgstr "Tasta S."
#: doc/classes/@GlobalScope.xml
msgid "T key."
msgstr "Tasta T."
#: doc/classes/@GlobalScope.xml
msgid "U key."
msgstr "Tasta U."
#: doc/classes/@GlobalScope.xml
msgid "V key."
msgstr "Tasta V."
#: doc/classes/@GlobalScope.xml
msgid "W key."
msgstr "Tasta W."
#: doc/classes/@GlobalScope.xml
msgid "X key."
msgstr "Tasta X."
#: doc/classes/@GlobalScope.xml
msgid "Y key."
msgstr "Tasta Y."
#: doc/classes/@GlobalScope.xml
msgid "Z key."
msgstr "Tasta Z."
#: doc/classes/@GlobalScope.xml
msgid "[ key."
msgstr "Tasta ["
#: doc/classes/@GlobalScope.xml
msgid "\\ key."
msgstr "Tasta \\"
#: doc/classes/@GlobalScope.xml
msgid "] key."
msgstr "Tasta ]"
#: doc/classes/@GlobalScope.xml
msgid "^ key."
msgstr "Tasta ^"
#: doc/classes/@GlobalScope.xml
msgid "_ key."
msgstr "Tasta _"
#: doc/classes/@GlobalScope.xml
msgid "` key."
msgstr "Tasta `"
#: doc/classes/@GlobalScope.xml
msgid "{ key."
msgstr "Tasta {"
#: doc/classes/@GlobalScope.xml
msgid "| key."
msgstr "Tasta |"
#: doc/classes/@GlobalScope.xml
msgid "} key."
msgstr "Tasta }"
#: doc/classes/@GlobalScope.xml
msgid "~ key."
msgstr "Tasta ~"
#: doc/classes/@GlobalScope.xml
msgid "Non-breakable 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 ""
#: 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 "« 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 "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 ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Rect2]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [Vector3]."
msgstr ""
#: 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 ""
#: doc/classes/@GlobalScope.xml
msgid "Variable is of type [PoolVector3Array]."
msgstr ""
#: 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 ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
#: doc/classes/Vector3.xml
msgid "Advanced vector math"
msgstr ""
#: doc/classes/AABB.xml
msgid "Constructs an [AABB] from a position and size."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the volume of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
#: doc/classes/AABB.xml
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the normalized longest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the index of the longest axis of the [AABB] (according to "
"[Vector3]'s [code]AXIS_*[/code] constants)."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to "
"[Vector3]::AXIS* enum)."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the support point in a given direction. This is useful for collision "
"detection algorithms."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns a copy of the [AABB] grown a given amount of units towards all the "
"sides."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] is flat or empty."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] is empty."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] contains a point."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is "
"returned on failure."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr ""
#: doc/classes/AABB.xml
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns [code]true[/code] if the [AABB] intersects the line segment between "
"[code]from[/code] and [code]to[/code]."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are "
"approximately equal, by calling [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/AABB.xml
msgid ""
"Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr ""
#: doc/classes/AABB.xml doc/classes/Rect2.xml
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Base dialog for user notification."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"This dialog is useful for small notifications to the user about an event. It "
"can only be accepted or closed, with the same result."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Adds a button with label [code]text[/code] and a custom [code]action[/code] "
"to the dialog and returns the created button. [code]action[/code] will be "
"passed to the [signal custom_action] signal when pressed.\n"
"If [code]true[/code], [code]right[/code] will place the button to the right "
"of any sibling buttons.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Adds a button with label [code]name[/code] and a cancel action to the dialog "
"and returns the created button.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Returns the label used for built-in text.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Returns the OK [Button] instance.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
"dialog will be accepted."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"Removes the [code]button[/code] from the dialog. Does NOT free the "
"[code]button[/code]. The [code]button[/code] must be a [Button] added with "
"[method add_button] or [method add_cancel] method. After removal, pressing "
"the [code]button[/code] will no longer emit this dialog's [signal "
"custom_action] signal or cancel this dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Sets autowrapping for the text in the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid ""
"If [code]true[/code], the dialog is hidden when the OK button is pressed. "
"You can set it to [code]false[/code] if you want to do e.g. input validation "
"when receiving the [signal confirmed] signal, and handle hiding the dialog "
"in your own logic.\n"
"[b]Note:[/b] Some nodes derived from this class can have a different default "
"value, and potentially their own built-in logic overriding this setting. For "
"example [FileDialog] defaults to [code]false[/code], and has its own input "
"validation code that is called when you press OK, which eventually hides the "
"dialog if the input is valid. As such, this property can't be used in "
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "The text displayed by the dialog."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
msgstr ""
#: doc/classes/AcceptDialog.xml
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr ""
#: 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/Particles2D.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
msgid "Returns the given frame's [Texture]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Sets an additional delay (in seconds) between this frame and the next one, "
"that will be added to the time interval defined by [member fps]. By default, "
"frames have no delay defined. If a delay value is defined, the final time "
"interval between this frame and the next will be [code]1.0 / fps + delay[/"
"code].\n"
"For example, for an animation with 3 frames, 2 FPS and a frame delay on the "
"second frame of 1.2, the resulting playback will be:\n"
"[codeblock]\n"
"Frame 0: 0.5 s (1 / fps)\n"
"Frame 1: 1.7 s (1 / fps + 1.2)\n"
"Frame 2: 0.5 s (1 / fps)\n"
"Total duration: 2.7 s\n"
"[/codeblock]"
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
"frame has ID 0, and the last frame of the animation has ID [member frames] - "
"1.\n"
"You can define any number of textures up to [constant MAX_FRAMES], but keep "
"in mind that only frames from 0 to [member frames] - 1 will be part of the "
"animation."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid "Sets the currently visible frame of the texture."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Animation speed in frames per second. This value defines the default time "
"interval between two frames of the animation, and thus the overall duration "
"of the animation loop based on the [member frames] property. A value of 0 "
"means no predefined number of frames per second, the animation will play "
"according to each frame's frame delay (see [method set_frame_delay]).\n"
"For example, an animation with 8 frames, no frame delay and a [code]fps[/"
"code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"Number of frames to use in the animation. While you can create the frames "
"independently with [method set_frame_texture], you need to set this value "
"for the animation to take new frames into account. The maximum number of "
"frames is [constant MAX_FRAMES]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"If [code]true[/code], the animation will only play once and will not loop "
"back to the first frame after reaching the end. Note that reaching the end "
"will not set [member pause] to [code]true[/code]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"If [code]true[/code], the animation will pause where it currently is (i.e. "
"at [member current_frame]). The animation will continue from where it was "
"paused when changing this property to [code]false[/code]."
msgstr ""
#: doc/classes/AnimatedTexture.xml
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need "
"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
msgstr ""
#: doc/classes/Animation.xml
msgid "Contains data used to animate everything in the engine."
msgstr ""
#: doc/classes/Animation.xml
msgid ""
"An Animation resource contains data used to animate everything in the "
"engine. Animations are divided into tracks, and each track must be linked to "
"a node. The state of that node can be changed through time, by adding timed "
"keys (events) to the track.\n"
"[codeblock]\n"
"# This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"# 100 pixels in 0.5 seconds.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/codeblock]\n"
"Animations are just data containers, and must be added to nodes such as an "
"[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation "
"tracks have different types, each with its own set of dedicated methods. "
"Check [enum TrackType] to see available types."
msgstr ""
#: doc/classes/Animation.xml
msgid "Adds a track to the Animation."
msgstr ""
#: 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 "Gets the text caption for this node (used by some editors)."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Gets a child node by index (used by editors inheriting from "
"[AnimationRootNode])."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
"Only useful when inheriting [AnimationRootNode]."
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 ""
"Gets the default value of a parameter. Parameters are custom local memory "
"used for your nodes, given a resource can be reused in multiple trees."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Gets the property information for parameter. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Returns [code]true[/code] whether you want the blend tree editor to display "
"filter editing on this node."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns whether the given path is filtered."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"User-defined callback called when a custom node is processed. The "
"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
"[code]true[/code], in which case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
"This function should return the time left for the current animation to "
"finish (if unsure, pass the value from the main blend being called)."
msgstr ""
#: 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][/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 key [code]name[/code] or [code]null[/code] if "
"not found."
msgstr ""
#: doc/classes/AnimationPlayer.xml
msgid "Returns the list of stored animation names."
msgstr ""
#: 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
msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Shifts position in the animation timeline. [code]delta[/code] is the time in "
"seconds to shift. Events between the current frame and [code]delta[/code] "
"are handled."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the [AnimationPlayer]'s [Animation] bound to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the name of the [member master_player]'s [Animation] bound to this "
"animation node."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the absolute playback timestamp of the animation node with name "
"[code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Binds a new [Animation] from the [member master_player] to the "
"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the animation node with ID "
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Binds the [Animation] named [code]source[/code] from [member master_player] "
"to the animation node [code]id[/code]. Recalculates caches."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
"at the specified slot."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend2 node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the blend amount of a Blend2 node given its name and value.\n"
"A Blend2 node blends two animations (A and B) with the amount between 0 and "
"1.\n"
"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
"influence of B gets raised. At 1, output is input B."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the Blend2 node with name "
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend3 node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the blend amount of a Blend3 node given its name and value.\n"
"A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 "
"and 1.\n"
"At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, "
"the influence of A gets raised and the influence of B+ is 0. At 0, output is "
"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
"gets raised and the influence of B+ is 0. At 1, output is input B+."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the blend amount of a Blend4 node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the blend amount of a Blend4 node given its name and value.\n"
"A Blend4 Node blends two pairs of animations.\n"
"The two pairs are blended like Blend2 and then added together."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
"slot."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Disconnects nodes connected to [code]id[/code] at the specified input slot."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns a [PoolStringArray] containing the name of all nodes."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the mix amount of a Mix node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the mix amount of a Mix node given its name and value.\n"
"A Mix node adds input b to input a by the amount given by ratio."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Check if a node exists (by name)."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Returns the input count for a given node. Different types of nodes have "
"different amount of inputs."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the input source for a given node input."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns position of a node in the graph given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Gets the node type, will return from [enum NodeType] enum."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Renames a node in the graph."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Sets the position of a node in the graph given its name and position."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart delay of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the autostart random delay of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the fade in time of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns the fade out time of a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node will auto restart given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Returns whether a OneShot node is active given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart property of a OneShot node given its name and value."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart delay of a OneShot node given its name and value in "
"seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the autorestart random delay of a OneShot node given its name and value "
"in seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade in time of a OneShot node given its name and value in seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Sets the fade out time of a OneShot node given its name and value in seconds."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], the OneShot node with ID "
"[code]id[/code] turns off the track modifying the property at [code]path[/"
"code]. The modified node's children continue to animate."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Starts a OneShot node given its name."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Stops the OneShot node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid ""
"Manually recalculates the cache of track information generated from "
"animation nodes. Needed when external sources modify the animation nodes' "
"state."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Removes the animation node with name [code]id[/code]."
msgstr ""
#: doc/classes/AnimationTreePlayer.xml
msgid "Resets this [AnimationTreePlayer]."
msgstr ""
#: 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 custom audio buses."
msgstr ""
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
msgid "GUI in 3D Demo"
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Returns a list of intersecting [Area]s. The overlapping area's [member "
"CollisionObject.collision_layer] must be part of this area's [member "
"CollisionObject.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
"[member CollisionObject.collision_layer] must be part of this area's [member "
"CollisionObject.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"If [code]true[/code], the given area overlaps the Area.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"If [code]true[/code], the given physics body overlaps the Area.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] "
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
#: doc/classes/Area.xml
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
msgstr ""
#: 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."
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]"
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] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array using a custom method. The arguments are an object that "
"holds the method and the name of such method. The custom method receives two "
"arguments (a pair of elements from the array) and must return either "
"[code]true[/code] or [code]false[/code].\n"
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
"expects a deterministic result. Doing so will result in unexpected "
"behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
"as arrays.\n"
"The most basic example is the creation of a single triangle:\n"
"[codeblock]\n"
"var vertices = PoolVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"# Initialize the ArrayMesh.\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
"# Create the Mesh.\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance.new()\n"
"m.mesh = arr_mesh\n"
"[/codeblock]\n"
"The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n"
"See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for "
"procedural geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Creates a new surface.\n"
"Surfaces are created to be rendered using a [code]primitive[/code], which "
"may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, "
"when using indices, it is recommended to only use points, lines, or "
"triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/"
"code] for this new surface.\n"
"The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] "
"for the values used in this array. For example, [code]arrays[0][/code] is "
"the array of vertices. That first vertex sub-array is always required; the "
"others are optional. Adding an index array puts this function into \"index "
"mode\" where the vertex and other arrays become the sources of data and the "
"index array defines the vertex order. All sub-arrays must have the same "
"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
"it is used."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Returns the name of the blend shape at this index."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
"lightmapping."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Gets the name assigned to this surface."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Removes a surface at position [code]surf_idx[/code], shifting greater "
"surfaces one [code]surf_idx[/code] slot down."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets a name for a given surface."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"Updates a specified region of mesh arrays on the GPU.\n"
"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
"cause crashes by calling this function with improper arguments."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
msgstr ""
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
"Overrides the [AABB] with one defined by user for use with frustum culling. "
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Value used internally when no indices are present."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Amount of weights/bone indices per vertex (always 4)."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector3Array] of vertex normals."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, "
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolColorArray] of vertex colors."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for UV coordinates."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolVector2Array] for second UV coordinates."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
"4 floats."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid ""
"[PoolIntArray] of integers used as indices referencing vertices, colors, "
"normals, tangents, and textures. All of those arrays must have the same "
"number of elements as the vertex array. No index can be beyond the vertex "
"array size. When this index array is present, it puts the function into "
"\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, "
"color, UV, etc. This means if you want to have different normals or colors "
"along an edge, you have to duplicate the vertices.\n"
"For triangles, the index array is interpreted as triples, referring to the "
"vertices of each triangle. For lines, the index array is in pairs indicating "
"the start and end of each line."
msgstr ""
#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
msgid "Represents the size of the [enum ArrayType] enum."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include vertices (mandatory)."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include normals."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include tangents."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include a color array."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include UVs."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include another set of UVs."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include bone indices."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Array format will include bone weights."
msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Index array will be used."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid "An anchor point in AR space."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"The [ARVRAnchor] point is a spatial node that maps a real world location "
"identified by the AR platform to a position within the game world. For "
"example, as long as plane detection in ARKit is on, ARKit will identify and "
"update the position of planes (tables, floors, etc) and create anchors for "
"them.\n"
"This node is mapped to one of the anchors through its unique ID. When you "
"receive a signal that a new anchor is available, you should add this node to "
"your scene for that anchor. You can predefine nodes and set the ID; the "
"nodes will simply remain on 0,0,0 until a plane is recognized.\n"
"Keep in mind that, as long as plane detection is enabled, the size, placing "
"and orientation of an anchor will be updated as the detection logic learns "
"more about the real world out there especially if only part of the surface "
"is in view."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid "Returns the name given to this anchor."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
"code] if no anchor with this ID is currently known."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"If provided by the [ARVRInterface], this returns a mesh object for the "
"anchor. For an anchor, this can be a shape related to the object being "
"tracked or it can be a mesh that provides topology related to the anchor and "
"can be used to create shadows/reflections on surfaces or for generating "
"collision shapes."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns a plane aligned with our anchor; handy for intersection testing."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Returns the estimated size of the plane that was detected. Say when the "
"anchor relates to a table in the real world, this is the estimated size of "
"the surface of that table."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"The anchor's ID. You can set this before the anchor itself exists. The first "
"anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], "
"etc. When anchors get removed, the engine can then assign the corresponding "
"ID to new anchors. The most common situation where anchors \"disappear\" is "
"when the AR server identifies that two anchors represent different parts of "
"the same plane and merges them."
msgstr ""
#: doc/classes/ARVRAnchor.xml
msgid ""
"Emitted when the mesh associated with the anchor changes or when one becomes "
"available. This is especially important for topology that is constantly "
"being [code]mesh_updated[/code]."
msgstr ""
#: doc/classes/ARVRCamera.xml
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
msgstr ""
#: doc/classes/ARVRCamera.xml
msgid ""
"This is a helper spatial node for our camera; note that, if stereoscopic "
"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
"as the HMD information overrides them. The only properties that can be "
"trusted are the near and far planes.\n"
"The position and orientation of this node is automatically updated by the "
"ARVR Server to represent the location of the HMD if such tracking is "
"available and can thus be used by game logic. Note that, in contrast to the "
"ARVR Controller, the render thread has access to the most up-to-date "
"tracking data of the HMD and the location of the ARVRCamera can lag a few "
"milliseconds behind what is used for rendering as a result."
msgstr ""
#: doc/classes/ARVRController.xml
msgid "A spatial node representing a spatially-tracked controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"This is a helper spatial node that is linked to the tracking of controllers. "
"It also offers several handy passthroughs to the state of buttons and such "
"on the controllers.\n"
"Controllers are linked by their ID. You can create controller nodes before "
"the controllers are available. If your game always uses two controllers (one "
"for each hand), you can predefine the controllers with ID 1 and 2; they will "
"become active as soon as the controllers are identified. If you expect "
"additional controllers to be used, you should react to the signals and add "
"ARVRController nodes to your scene.\n"
"The position of the controller node is automatically updated by the "
"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
"controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"If active, returns the name of the associated controller if provided by the "
"AR/VR SDK used."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"ARVRPositionalTracker.TrackerHand]."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns [code]true[/code] if the bound controller is active. ARVR systems "
"attempt to track active controllers."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns the value of the given axis for things like triggers, touchpads, "
"etc. that are embedded into the controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns the ID of the joystick object bound to this. Every controller "
"tracked by the [ARVRServer] that has buttons and axis will also be "
"registered as a joystick within Godot. This means that all the normal "
"joystick tracking and input mapping will work for buttons and axis found on "
"the AR/VR controllers. This ID is purely offered as information so you can "
"link up the controller with its joystick entry."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"Returns [code]true[/code] if the button at index [code]button[/code] is "
"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
"constants."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The controller's ID.\n"
"A controller ID of 0 is unbound and will always result in an inactive node. "
"Controller ID 1 is reserved for the first controller that identifies itself "
"as the left-hand controller and ID 2 is reserved for the first controller "
"that identifies itself as the right-hand controller.\n"
"For any other controller that the [ARVRServer] detects, we continue with "
"controller ID 3.\n"
"When a controller is turned off, its slot is freed. This ensures controllers "
"will keep the same ID even when controllers with lower IDs are turned off."
msgstr ""
#: doc/classes/ARVRController.xml
msgid ""
"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
"accordingly.\n"
"This is a useful property to animate if you want the controller to vibrate "
"for a limited duration."
msgstr ""
#: doc/classes/ARVRController.xml
msgid "Emitted when a button on this controller is pressed."
msgstr ""
#: 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/AudioEffectRecord.xml
#: doc/classes/AudioServer.xml doc/classes/AudioStream.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 a microphone, 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."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Clears the internal ring buffer."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Gets the next [code]frames[/code] audio samples from the internal ring "
"buffer.\n"
"Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio "
"samples if available, or an empty [PoolVector2Array] if insufficient data "
"was available."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Returns the total size of the internal ring buffer in frames."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid "Returns the number of audio frames inserted from the audio bus."
msgstr ""
#: doc/classes/AudioEffectCapture.xml
msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "Adds a chorus audio effect."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid ""
"Adds a chorus audio effect. The effect applies a filter with voices to "
"duplicate the audio source and manipulate it through the filter."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The effect's raw signal."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's cutoff frequency."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's signal delay."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice filter's depth."
msgstr ""
#: doc/classes/AudioEffectChorus.xml
msgid "The voice's volume."
msgstr ""
#: 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 doc/classes/AudioEffectFilter.xml
#: doc/classes/AudioEffectHighShelfFilter.xml
#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
msgid "Audio buses"
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."
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 get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
"On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio output device. The value "
"[code]\"Default\"[/code] will play audio on the system-wide default audio "
"output. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
"code] will make the audio be played twice as fast)."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Emitted when the [AudioBusLayout] changes."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Two or fewer speakers were detected."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "A 3.1 channel surround setup was detected."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "A 5.1 channel surround setup was detected."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "A 7.1 channel surround setup was detected."
msgstr ""
#: doc/classes/AudioStream.xml
msgid "Base class for audio streams."
msgstr ""
#: doc/classes/AudioStream.xml
msgid ""
"Base class for audio streams. Audio streams are used for sound effects and "
"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
"[AudioStreamOGGVorbis]) file formats."
msgstr ""
#: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
msgid "Audio streams"
msgstr ""
#: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
#: doc/classes/AudioStreamGeneratorPlayback.xml
#: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
msgid "Audio Generator Demo"
msgstr ""
#: doc/classes/AudioStream.xml
msgid "Returns the length of the audio stream in seconds."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid "Audio stream that generates sounds procedurally."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid ""
"This audio stream does not play back sounds, but expects a script to "
"generate audio data for it instead. See also "
"[AudioStreamGeneratorPlayback].\n"
"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
"spectrum analysis.\n"
"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
"or from a compiled language via GDNative. If you still want to use this "
"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
"Hz or 22,050 Hz."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, "
"resulting in increased CPU usage and more risk for audio cracking if the CPU "
"can't keep up."
msgstr ""
#: doc/classes/AudioStreamGenerator.xml
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
"are generating lower-pitched sounds such as voices, lower sample rates such "
"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"This class is meant to be used with [AudioStreamGenerator] to play back the "
"generated audio in real-time."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
"pushed to the audio sample data buffer without overflowing it, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid "Clears the audio sample data buffer."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Returns the number of audio data frames left to play. If this returned "
"number reaches [code]0[/code], the audio will stop playing until frames are "
"added again. Therefore, make sure your script can always generate and push "
"new audio frames fast enough to avoid audio cracking."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Pushes several audio data frames to the buffer. This is usually more "
"efficient than [method push_frame] in C# and compiled languages via "
"GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Pushes a single audio data frame to the buffer. This is usually less "
"efficient than [method push_buffer] in C# and compiled languages via "
"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
#: modules/minimp3/doc_classes/AudioStreamMP3.xml
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 screen center.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
#: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
msgid "Returns the position in the [AudioStream]."
msgstr ""
#: 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
msgid "Returns when the baker cannot save per-mesh textures to file."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The size of the generated lightmaps is too large."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "Returns if user cancels baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"Returns if lightmapper can't be created. Unless you are using a custom "
"lightmapper, please report this as bug."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid ""
"There is no root node to start baking from. Either provide [code]from_node[/"
"code] argument or attach this node to a parent that should be used as root."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "No environment is used during baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "The baked environment is automatically picked from the current scene."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "A custom sky is used as environment during baking."
msgstr ""
#: doc/classes/BakedLightmap.xml
msgid "A custom solid color is used as environment during baking."
msgstr ""
#: doc/classes/BakedLightmapData.xml
msgid ""
"Global energy multiplier for baked and dynamic capture objects. This can be "
"changed at run-time without having to bake lightmaps again.\n"
"To adjust only the energy of indirect lighting (without affecting direct "
"lighting or emissive materials), adjust [member BakedLightmap."
"bounce_indirect_energy] and bake lightmaps again."
msgstr ""
#: doc/classes/BakedLightmapData.xml
msgid ""
"Controls whether dynamic capture objects receive environment lighting or not."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "Base class for different kinds of buttons."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"BaseButton is the abstract base class for buttons, so it shouldn't be used "
"directly (it doesn't display anything). Other types of buttons inherit from "
"it."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is pressed. If you need to know the button's pressed "
"state (and [member toggle_mode] is active), use [method _toggled] instead."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Returns the visual state used to draw the button. This is useful mainly when "
"implementing your own draw code by either overriding _draw() or connecting "
"to \"draw\" signal. The visual state of the button is defined by the [enum "
"DrawMode] enum."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Changes the [member pressed] state of the button, without emitting [signal "
"toggled]. Use when you just want to change the state of the button without "
"sending the pressed event (e.g. when initializing scene). Only works if "
"[member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
"group]."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Determines when the button is considered clicked, one of the [enum "
"ActionMode] constants."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"Binary mask to choose which mouse buttons this button will respond to.\n"
"To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
"BUTTON_MASK_RIGHT[/code]."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked "
"or toggled."
msgstr ""
#: doc/classes/BaseButton.xml
msgid ""
"[i]Deprecated.[/i] This property has been deprecated due to redundancy and "
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
#: doc/classes/BaseButton.xml
msgid "[ButtonGroup] associated to the button."
msgstr ""
#: 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
msgid "Resizes the image to [code]new_size[/code]."
msgstr ""
#: 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
msgid "Returns the camera's RID from the [VisualServer]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns the transform of the camera plus the vertical ([member v_offset]) "
"and horizontal ([member h_offset]) offsets; and any other adjustments made "
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
"cull_mask] is enabled, [code]false[/code] otherwise."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns the camera's frustum planes in world space units as an array of "
"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
"be confused with [member frustum_offset]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns [code]true[/code] if the given position is behind the camera.\n"
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Makes this camera the current camera for the [Viewport] (see class "
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector from the screen point location directed along the "
"camera. Orthogonal cameras are normalized. Perspective cameras account for "
"perspective, screen width/height, etc."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns the 3D point in world space that maps to the given 2D coordinate in "
"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
"distance into the scene away from the camera."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Enables or disables the given [code]layer[/code] in the [member cull_mask]."
msgstr ""
#: doc/classes/Camera.xml
msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
"world space units."
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]."
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 measured as 1/2 the width or height. Only applicable in "
"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"[code]size[/code] sets the other axis' size length."
msgstr ""
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
msgstr ""
#: 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
msgid "If [code]true[/code], the camera view rotates with the target."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], the camera smoothly moves towards the target at "
"[member smoothing_speed]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"smoothing_enabled] is [code]true[/code]."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's zoom relative to the viewport. Values larger than "
"[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an "
"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's position is fixed so that the top-left corner is always at the "
"origin."
msgstr ""
#: doc/classes/Camera2D.xml
msgid ""
"The camera's position takes into account vertical/horizontal offsets and the "
"screen size."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr ""
#: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
#: doc/classes/InterpolatedCamera.xml
msgid "The camera updates with the [code]_process[/code] callback."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera "
"which can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
"textures and need to be combined in a shader. Godot does this automatically "
"for you if you set the environment to show the camera image in the "
"background."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Returns the unique ID for this feed."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Returns the camera's name."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Returns the position of camera on the device."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "If [code]true[/code], the feed is active."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "The transform applied to the camera's image."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "No image set for the feed."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Feed supplies RGB images."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Feed supplies YCbCr images that need to be converted to RGB."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid ""
"Feed supplies separate Y and CbCr images that need to be combined and "
"converted to RGB."
msgstr ""
#: doc/classes/CameraFeed.xml
msgid "Unspecified position."
msgstr ""
#: 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
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given "
"[code]index[/code]."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "Returns the number of [CameraFeed]s registered."
msgstr ""
#: doc/classes/CameraServer.xml
msgid "Removes the specified camera [code]feed[/code]."
msgstr ""
#: 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] must be called, then "
"[constant NOTIFICATION_DRAW] will be received on idle time to request "
"redraw. Because of this, canvas items don't need to be redrawn on every "
"frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
"functions). However, they can only be used inside the [method Object."
"_notification], signal or [method _draw] virtual functions.\n"
"Canvas items are drawn in tree order. By default, children are on top of "
"their parents so a root [CanvasItem] will be drawn behind everything. This "
"behavior can be changed on a per-item basis.\n"
"A [CanvasItem] can also be hidden, which will also hide its children. It "
"provides many ways to change parameters such as modulation (for itself and "
"its children) and self modulation (only for itself), as well as its blend "
"mode.\n"
"Ultimately, a transform notification can be requested, which will notify the "
"node that its global position changed in case the parent tree changed.\n"
"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
"parameters must have angles specified as [i]radians[/i]. To convert degrees "
"to radians, use [method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
#: doc/classes/InputEvent.xml doc/classes/Viewport.xml
msgid "Viewport and canvas transforms"
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
msgid "Custom drawing in 2D"
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Overridable function called by the engine (if defined) to draw the canvas "
"item."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a unfilled arc between the given angles. The larger the value of "
"[code]point_count[/code], the smoother the curve. See also [method "
"draw_circle].\n"
"[b]Note:[/b] Line drawing is not accelerated by batching if "
"[code]antialiased[/code] is [code]true[/code].\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent lines and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
"mipmaps to perform antialiasing. 2D batching is also still supported with "
"those antialiased lines."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a string character using a custom font. Returns the advance, depending "
"on the character width and kerning with an optional next character."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, 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 doc/classes/Spatial.xml
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
"the scene tree."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid "Assigns [code]screen_point[/code] as this node's new local transform."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Transformations issued by [code]event[/code]'s inputs are applied in local "
"space instead of global space."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
"be changed to make it draw on top of other [CanvasItem]s that are not set as "
"top-level. The [CanvasItem] will effectively act as if it was placed as a "
"child of a bare [Node]. See also [method is_set_as_toplevel]."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], this node will receive "
"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
"changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"If [code]enable[/code] is [code]true[/code], this node will receive "
"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
"setting [member visible] to [code]true[/code]. For controls that inherit "
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
"called on idle time to request redraw."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr ""
#: 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. This can only be connected "
"realtime, as deferred will not allow drawing."
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."
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 ""
"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
"effect."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Scales the layer when using [member follow_viewport_enable]. Layers moving "
"into the foreground should have increasing scales, while layers moving into "
"the background should have decreasing scales."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid "Layer index for draw order. Lower values are drawn first."
msgstr ""
#: 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
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"The camera's collision mask. Only objects in at least one collision layer "
"matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid ""
"The camera's collision margin. The camera can't get closer than this "
"distance to a colliding object."
msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "The camera's process callback. See [enum ProcessMode]."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Base node for collision objects."
msgstr ""
#: 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 the [member collision_layer].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_layer]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the the [member collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the the [member collision_mask]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the [code]owner_id[/code] of the given shape."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Adds a [Shape] to the shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes all shapes from the shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the parent object of the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Returns the [Shape] with the given id from the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Returns the number of shapes the given shape owner contains."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"Returns the child index of the [Shape] with the given id from the given "
"shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"The physics layers this CollisionObject3D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
"object B scans, or object B is in any layers that object A scans. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"The physics layers this CollisionObject3D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
"object B scans, or object B is in any layers that object A scans. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"If [code]true[/code], the [CollisionObject] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid ""
"If [code]true[/code], this object is pickable. A pickable object can detect "
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid ""
"Emitted when the object receives an unhandled [InputEvent]. [code]position[/"
"code] is the location in world space of the mouse pointer on the surface of "
"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
"normal vector of the surface at that point."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer enters any of this object's shapes."
msgstr ""
#: doc/classes/CollisionObject.xml
msgid "Emitted when the mouse pointer exits all this object's shapes."
msgstr ""
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
msgstr ""
#: 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. You "
"can use this node to represent all sorts of collision shapes, for example, "
"add this to an [Area] to give it a detection shape, or add it to a "
"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
"only helper to create shapes, use [method CollisionObject."
"shape_owner_get_shape] to get the actual shape."
msgstr ""
#: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
msgid "Physics introduction"
msgstr ""
#: 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. You "
"can use this node to represent all sorts of collision shapes, for example, "
"add this to an [Area2D] to give it a detection shape, or add it to a "
"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
"Editor-only helper to create shapes, use [method CollisionObject2D."
"shape_owner_get_shape] to get the actual shape."
msgstr ""
#: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
#: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Kinematic Character Demo"
msgstr ""
#: 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
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
msgstr ""
#: 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."
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."
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
msgid ""
"Creates a local override for a theme constant with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"See also [method get_constant], [method remove_constant_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme [Font] with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_font_override] instead.\n"
"See also [method get_font]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme icon with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_icon_override] instead.\n"
"See also [method get_icon]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme shader with the specified [code]name[/"
"code]. Local overrides always take precedence when fetching theme items for "
"the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_shader_override] instead."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Creates a local override for a theme [StyleBox] with the specified "
"[code]name[/code]. Local overrides always take precedence when fetching "
"theme items for the control.\n"
"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
"value. This behavior is deprecated and will be removed in 4.0, use [method "
"remove_stylebox_override] instead.\n"
"See also [method get_stylebox].\n"
"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
"[codeblock]\n"
"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"# Resources are shared across instances, so we need to duplicate it\n"
"# to avoid modifying the appearance of all other buttons.\n"
"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# Remove the stylebox override.\n"
"$MyButton.add_stylebox_override(\"normal\", null)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Godot calls this method to test if [code]data[/code] from a control's "
"[method get_drag_data] can be dropped at [code]position[/code]. "
"[code]position[/code] is local to this control.\n"
"This method should only be used to test the data. Process the data in "
"[method drop_data].\n"
"[codeblock]\n"
"func can_drop_data(position, data):\n"
" # Check position if it is relevant to you\n"
" # Otherwise, just check data\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Godot calls this method to pass you the [code]data[/code] from a control's "
"[method get_drag_data] result. Godot first calls [method can_drop_data] to "
"test if [code]data[/code] is allowed to drop at [code]position[/code] where "
"[code]position[/code] is local to this control.\n"
"[codeblock]\n"
"func can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func drop_data(position, data):\n"
" color = data[\"color\"]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Finds the next (below in the tree) [Control] that can receive the focus."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Forces drag and bypasses [method get_drag_data] and [method "
"set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. "
"Drag will start even if the mouse is neither over nor pressed on this "
"control.\n"
"The methods [method can_drop_data] and [method drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum. A getter method for [member anchor_bottom], [member "
"anchor_left], [member anchor_right] and [member anchor_top]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [member margin_left] and [member margin_top]. See also [member "
"rect_position]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
"considered; controls without a [member theme] assigned are skipped. If no "
"matching [Theme] is found in the tree, a custom project [Theme] (see [member "
"ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n"
"[codeblock]\n"
"func _ready():\n"
" # Get the font color defined for the current Control's class, if it "
"exists.\n"
" modulate = get_color(\"font_color\")\n"
" # Get the font color defined for the Button class.\n"
" modulate = get_color(\"font_color\", \"Button\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns combined minimum size from [member rect_min_size] and [method "
"get_minimum_size]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See "
"[enum CursorShape]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Godot calls this method to get data that can be dragged and dropped onto "
"controls that expect drop data. Returns [code]null[/code] if there is no "
"data to drag. Controls that want to receive drop data should implement "
"[method can_drop_data] and [method drop_data]. [code]position[/code] is "
"local to this control. Drag may be forced with [method force_drag].\n"
"A preview that will follow the mouse that should represent the data can be "
"set with [method set_drag_preview]. A good time to set the preview is in "
"this method.\n"
"[codeblock]\n"
"func get_drag_data(position):\n"
" var mydata = make_data()\n"
" set_drag_preview(make_preview(mydata))\n"
" return mydata\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Control.xml
msgid "Returns [member margin_right] and [member margin_bottom]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the focus neighbour identified by [code]margin[/code] constant from "
"[enum Margin] enum. A getter method for [member focus_neighbour_bottom], "
"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
"focus_neighbour_top]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the control that has the keyboard focus or [code]null[/code] if none."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the screen. See [member rect_position] and [member rect_size]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the anchor identified by [code]margin[/code] constant from [enum "
"Margin] enum. A getter method for [member margin_bottom], [member "
"margin_left], [member margin_right] and [member margin_top]."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the minimum size for this control. See [member rect_min_size]."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the width/height occupied in the parent control."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the parent control node."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns the position and size of the control relative to the top-left corner "
"of the parent Control. See [member rect_position] and [member rect_size]."
msgstr ""
#: doc/classes/Control.xml
msgid "Returns the rotation (in radians)."
msgstr ""
#: 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])."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a color item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_color_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a constant item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_constant_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a font item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_font_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
"code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [code]name[/code] in this [Control] node.\n"
"See [method add_icon_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Virtual method to be implemented by the user. Returns whether the given "
"[code]point[/code] is inside this control.\n"
"If not overridden, default behavior is checking if the point is within "
"control's Rect.\n"
"[b]Note:[/b] If you want to check if a point is inside the control, you can "
"use [code]get_rect().has_point(point)[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a local override for a theme shader "
"with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_shader_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a stylebox item with the specified [code]name[/code] and "
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if there is a local override for a theme "
"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
"See [method add_stylebox_override]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Returns [code]true[/code] if a drag operation is successful. Alternative to "
"[method Viewport.gui_is_drag_successful].\n"
"Best used with [constant Node.NOTIFICATION_DRAG_END]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Invalidates the size cache in this node and in parent nodes up to toplevel. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member rect_min_size] directly calls this method "
"automatically."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Give up the focus. No other control will be able to receive keyboard input."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Removes a theme override for a [Color] with the given [code]name[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Removes a theme override for a constant with the given [code]name[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid "Removes a theme override for an icon with the given [code]name[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid "Removes a theme override for a shader with the given [code]name[/code]."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"Removes a theme override for a [StyleBox] with the given [code]name[/code]."
msgstr ""
#: 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."
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
msgid ""
"Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s "
"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
#: doc/classes/Curve2D.xml
msgid "Returns the cache of points as a [PoolVector2Array]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
"be used in [method interpolate_baked].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the closest baked point (in curve's local space) to [code]to_point[/"
"code].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position of the control point leading to the vertex [code]idx[/"
"code]. The returned position is relative to the vertex [code]idx[/code]. If "
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position of the control point leading out of the vertex "
"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position of the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0)"
"[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns the position between the vertex [code]idx[/code] and the vertex "
"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
"<=1[/code]) give strange, but predictable results.\n"
"If [code]idx[/code] is out of bounds it is truncated to the first or last "
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"Returns a point within the curve at position [code]offset[/code], where "
"[code]offset[/code] is measured as a pixel distance along the curve.\n"
"To do that, it finds the two cached points where the [code]offset[/code] "
"lies between, then interpolates the values. This interpolation is cubic if "
"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
"[code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the position at the vertex [code]fofs[/code]. It calls [method "
"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
"code], and its fractional part as [code]t[/code]."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
"console if [code]idx[/code] is out of bounds."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position of the control point leading to the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position of the control point leading out of the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position for the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console."
msgstr ""
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns a list of points along the curve, with a curvature controlled point "
"density. That is, the curvier parts will have more points than the "
"straighter parts.\n"
"This approximation makes straight segments between each point, then "
"subdivides those segments until the resulting shape is similar enough.\n"
"[code]max_stages[/code] controls how many subdivisions a curve segment may "
"face before it is considered approximate enough. Each subdivision splits the "
"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
"curve segment. Increase with care!\n"
"[code]tolerance_degrees[/code] controls how many degrees the midpoint of a "
"segment may deviate from the real curve, before the segment has to be "
"subdivided."
msgstr ""
#: doc/classes/Curve2D.xml
msgid ""
"The distance in pixels between two adjacent cached points. Changing it "
"forces the cache to be recomputed the next time the [method "
"get_baked_points] or [method get_baked_length] function is called. The "
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"This class describes a Bézier curve in 3D space. It is mainly used to give a "
"shape to a [Path], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s "
"position, with control points [code]in[/code] and [code]out[/code].\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid "Returns the cache of tilts as a [PoolRealArray]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the cache of up vectors as a [PoolVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
"be used in [method interpolate_baked] or [method "
"interpolate_baked_up_vector].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position of the control point leading to the vertex [code]idx[/"
"code]. The returned position is relative to the vertex [code]idx[/code]. If "
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position of the control point leading out of the vertex "
"[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position of the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the tilt angle in radians for the point [code]idx[/code]. If the "
"index is out of bounds, the function sends an error to the console, and "
"returns [code]0[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns the position between the vertex [code]idx[/code] and the vertex "
"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
"<=1[/code]) give strange, but predictable results.\n"
"If [code]idx[/code] is out of bounds it is truncated to the first or last "
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns a point within the curve at position [code]offset[/code], where "
"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
"To do that, it finds the two cached points where the [code]offset[/code] "
"lies between, then interpolates the values. This interpolation is cubic if "
"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
"[code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Returns an up vector within the curve at position [code]offset[/code], where "
"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
"To do that, it finds the two cached up vectors where the [code]offset[/code] "
"lies between, then interpolates the values. If [code]apply_tilt[/code] is "
"[code]true[/code], an interpolated tilt is applied to the interpolated up "
"vector.\n"
"If the curve has no up vectors, the function sends an error to the console, "
"and returns [code](0, 1, 0)[/code]."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"Sets the tilt angle in radians for the point [code]idx[/code]. If the index "
"is out of bounds, the function sends an error to the console.\n"
"The tilt controls the rotation along the look-at axis an object traveling "
"the path would have. In the case of a curve controlling a [PathFollow], this "
"tilt is an offset over the natural tilt the [PathFollow] calculates."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"The distance in meters between two adjacent cached points. Changing it "
"forces the cache to be recomputed the next time the [method "
"get_baked_points] or [method get_baked_length] function is called. The "
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
#: doc/classes/Curve3D.xml
msgid ""
"If [code]true[/code], the curve will bake up vectors used for orientation. "
"This is used when [member PathFollow.rotation_mode] is set to [constant "
"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
msgstr ""
#: doc/classes/CurveTexture.xml
msgid "A texture that shows a curve."
msgstr ""
#: doc/classes/CurveTexture.xml
msgid ""
"Renders a given [Curve] provided to it. Simplifies the task of drawing "
"curves and/or saving them as image files."
msgstr ""
#: doc/classes/CurveTexture.xml
msgid "The [Curve] that is rendered onto the texture."
msgstr ""
#: 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 "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
msgid ""
"Returns [code]true[/code] if the dictionary has all the keys in the given "
"array."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Returns a hashed 32-bit integer value representing the dictionary contents. "
"This can be used to compare dictionaries by value:\n"
"[codeblock]\n"
"var dict1 = {0: 10}\n"
"var dict2 = {0: 10}\n"
"# The line below prints `true`, whereas it would have printed `false` if "
"both variables were compared directly.\n"
"print(dict1.hash() == dict2.hash())\n"
"[/codeblock]\n"
"[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
"will have a different hash.\n"
"[b]Note:[/b] Dictionaries with equal content will always produce identical "
"hash values. However, the reverse is not true. Returning identical hash "
"values does [i]not[/i] imply the dictionaries are equal, because different "
"dictionaries can have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns the list of keys in the [Dictionary]."
msgstr ""
#: doc/classes/Dictionary.xml
msgid ""
"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
msgstr ""
#: doc/classes/Dictionary.xml
msgid "Returns the list of values in the [Dictionary]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "Directional light from a distance, as from the Sun."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"A directional light is a type of [Light] node that models an infinite number "
"of parallel rays covering the entire scene. It is used for lights with "
"strong intensity that are located far away from the scene to model sunlight "
"or moonlight. The worldspace location of the DirectionalLight transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them. This "
"is ignored when [member directional_shadow_mode] is [constant "
"SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Optimizes shadow rendering for detail versus movement. See [enum "
"ShadowDepthRange]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Can be used to fix special cases of self shadowing when objects are "
"perpendicular to the light."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Renders the entire scene's shadow map from an orthogonal point of view. This "
"is the fastest directional shadow mode. May result in blurrier shadows on "
"close objects."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Splits the view frustum in 2 areas, each with its own shadow map. This "
"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Splits the view frustum in 4 areas, each with its own shadow map. This is "
"the slowest directional shadow mode."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Keeps the shadow stable when the camera moves, at the cost of lower "
"effective shadow resolution."
msgstr ""
#: doc/classes/DirectionalLight.xml
msgid ""
"Tries to achieve maximum shadow resolution. May result in saw effect on "
"shadow edges. This mode typically works best in games where the camera will "
"often move at high speeds, such as most racing games."
msgstr ""
#: doc/classes/Directory.xml
msgid "Type used to handle the filesystem."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Directory type. It is used to manage directories and their content (not "
"restricted to the project folder).\n"
"When creating a new [Directory], its default opened directory will be "
"[code]res://[/code]. This may change in the future, so it is advised to "
"always use [method open] to initialize your [Directory] where you want to "
"operate, with explicit error checking.\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. Use [ResourceLoader] to access imported "
"resources.\n"
"Here is an example on how to iterate through the files of a directory:\n"
"[codeblock]\n"
"func dir_contents(path):\n"
" var dir = Directory.new()\n"
" if dir.open(path) == OK:\n"
" dir.list_dir_begin()\n"
" var file_name = dir.get_next()\n"
" while file_name != \"\":\n"
" if dir.current_is_dir():\n"
" print(\"Found directory: \" + file_name)\n"
" else:\n"
" print(\"Found file: \" + file_name)\n"
" file_name = dir.get_next()\n"
" else:\n"
" print(\"An error occurred when trying to access the path.\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Changes the currently opened directory to the one passed as an argument. The "
"argument can be relative to the current directory (e.g. [code]newdir[/code] "
"or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
"code] or [code]res://somedir/newdir[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Copies the [code]from[/code] file to the [code]to[/code] destination. Both "
"arguments should be paths to files, either relative or absolute. If the "
"destination file exists and is not access-protected, it will be "
"overwritten.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns whether the current item processed with the last [method get_next] "
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns whether the target directory exists. The argument can be relative to "
"the current directory, or an absolute path."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns whether the target file exists. The argument can be relative to the "
"current directory, or an absolute path."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns the absolute path to the currently opened directory (e.g. "
"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns the currently opened directory's drive index. See [method get_drive] "
"to convert returned index to the name of the drive."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"On Windows, returns the name of the drive (partition) passed as an argument "
"(e.g. [code]C:[/code]).\n"
"On macOS, returns the path to the mounted volume passed as an argument.\n"
"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
"an argument.\n"
"On other platforms, or if the requested drive does not exist, the method "
"returns an empty String."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"On Windows, returns the number of drives (partitions) mounted on the current "
"filesystem.\n"
"On macOS, returns the number of mounted volumes.\n"
"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
"On other platforms, the method returns 0."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Returns the next element (file or directory) in the current directory "
"(including [code].[/code] and [code]..[/code], unless "
"[code]skip_navigational[/code] was given to [method list_dir_begin]).\n"
"The name of the file or directory is returned (and not its full path). Once "
"the stream has been fully processed, the method returns an empty String and "
"closes the stream automatically (i.e. [method list_dir_end] would not be "
"mandatory in such a case)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"On UNIX desktop systems, returns the available space on the current "
"directory's disk. On other platforms, this information is not available and "
"the method returns 0 or -1."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Initializes the stream used to list all files and directories using the "
"[method get_next] function, closing the currently opened stream if needed. "
"Once the stream has been processed, it should typically be closed with "
"[method list_dir_end].\n"
"If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and "
"[code]..[/code] are filtered out.\n"
"If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
"out."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Creates a directory. The argument can be relative to the current directory, "
"or an absolute path. The target directory should be placed in an already "
"existing directory (to create the full path recursively, see [method "
"make_dir_recursive]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Creates a target directory and all necessary intermediate directories in its "
"path, by calling [method make_dir] recursively. The argument can be relative "
"to the current directory, or an absolute path.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Opens an existing directory of the filesystem. The [code]path[/code] "
"argument can be within the project tree ([code]res://folder[/code]), the "
"user directory ([code]user://folder[/code]) or an absolute path of the user "
"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Permanently deletes the target file or an empty directory. The argument can "
"be relative to the current directory, or an absolute path. If the target "
"directory is not empty, the operation will fail.\n"
"If you don't want to delete the file/directory permanently, use [method OS."
"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/Directory.xml
msgid ""
"Renames (move) the [code]from[/code] file or directory to the [code]to[/"
"code] destination. Both arguments should be paths to files or directories, "
"either relative or absolute. If the destination file or directory exists and "
"is not access-protected, it will be overwritten.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
#: doc/classes/DTLSServer.xml
msgid "Helper class to implement a DTLS server."
msgstr ""
#: doc/classes/DTLSServer.xml
msgid ""
"This class is used to store the state of a DTLS server. Upon [method setup] "
"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
"[method take_connection] as DTLS clients. Under the hood, this class is used "
"to store the DTLS state and cookies of the server. The reason of why the "
"state and cookies are needed is outside of the scope of this documentation.\n"
"Below a small example of how to use it:\n"
"[codeblock]\n"
"# server.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # Your private key.\n"
" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # It is normal that 50% of the connections fails due to "
"cookie exchange.\n"
" print(\"Peer connected!\")\n"
" peers.append(dtls_peer)\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"Received message from client: %s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
"[/codeblock]\n"
"[codeblock]\n"
"# client.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # Use true in production for "
"certificate validation!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # Try to contact server\n"
" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/codeblock]"
msgstr ""
#: doc/classes/DTLSServer.xml
msgid ""
"Setup the DTLS server to use the given [code]private_key[/code] and provide "
"the given [code]certificate[/code] to clients. You can pass the optional "
"[code]chain[/code] parameter to provide additional CA chain information "
"along with the certificate."
msgstr ""
#: doc/classes/DTLSServer.xml
msgid ""
"Try to initiate the DTLS handshake with the given [code]udp_peer[/code] "
"which must be already connected (see [method PacketPeerUDP."
"connect_to_host]).\n"
"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "DynamicFont renders vector font files at runtime."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"DynamicFont renders vector font files dynamically at runtime instead of "
"using a prerendered texture atlas like [BitmapFont]. This trades the faster "
"loading time of [BitmapFont]s for the ability to change font parameters like "
"size and spacing during runtime. [DynamicFontData] is used for referencing "
"the font file paths. DynamicFont also supports defining one or more fallback "
"fonts, which will be used when displaying a character not supported by the "
"main font.\n"
"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
"and Web Open Font Format 2 ([code].woff2[/code]).\n"
"[codeblock]\n"
"var dynamic_font = DynamicFont.new()\n"
"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
"dynamic_font.size = 64\n"
"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
"[/codeblock]\n"
"[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-"
"left typesetting, ligatures, text shaping, variable fonts and optional font "
"features yet. If you wish to \"bake\" an optional font feature into a TTF "
"font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. "
"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
"the desired features then generate the font."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Adds a fallback font."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Returns a string containing all the characters available in the main and all "
"the fallback fonts.\n"
"If a given character is included in more than one font, it appears only once "
"in the returned string."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Returns the number of fallback fonts."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Removes the fallback font at index [code]idx[/code]."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Sets the fallback font at index [code]idx[/code]."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
"[code]value[/code] in pixels (not relative to the font size)."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Extra spacing for each character in pixels.\n"
"This can be a negative number to make the distance between characters "
"smaller."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"Extra spacing for the space character (in addition to [member "
"extra_spacing_char]) in pixels.\n"
"This can be a negative number to make the distance between words smaller."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "The font data."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid ""
"The font outline's color.\n"
"[b]Note:[/b] It's recommended to leave this at the default value so that you "
"can adjust it in individual controls. For example, if the outline is made "
"black here, it won't be possible to change its color using a Label's font "
"outline modulate theme item."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "The font outline's thickness in pixels (not relative to the font size)."
msgstr ""
#: doc/classes/DynamicFont.xml
msgid "The font size in pixels."
msgstr ""
#: 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
msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr ""
#: 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
msgid ""
"Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
"The plugin name is the same as its directory name."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Opens the scene at the given path."
msgstr ""
#: doc/classes/EditorInterface.xml
msgid "Plays the currently active scene."
msgstr ""
#: 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."
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
msgid ""
"Returns [code]true[/code] if the setting specified by [code]name[/code] "
"exists, [code]false[/code] otherwise."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns [code]true[/code] if the setting specified by [code]name[/code] can "
"have its value reverted to the default value, [code]false[/code] otherwise. "
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Returns the default value of the setting specified by [code]name[/code]. "
"This is the value that would be applied when clicking the Revert button in "
"the Editor Settings."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the initial value of the setting specified by [code]name[/code] to "
"[code]value[/code]. This is used to provide a value for the Revert button in "
"the Editor Settings. If [code]update_current[/code] is true, the current "
"value of the setting will be set to [code]value[/code] as well."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets project-specific metadata with the [code]section[/code], [code]key[/"
"code] and [code]data[/code] specified. This metadata is stored outside the "
"project folder and therefore won't be checked into version control. See also "
"[method get_project_metadata]."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the list of recently visited folders in the file dialog for this "
"project."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Sets the [code]value[/code] of the setting specified by [code]name[/code]. "
"This is equivalent to using [method Object.set] on the EditorSettings "
"instance."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"Emitted after any editor setting has changed. It's used by various editor "
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid "Custom gizmo for editing Spatial objects."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Custom gizmo that is used for providing custom visualization and editing "
"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
"information."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds a list of handles (points) which can be used to deform the object being "
"edited.\n"
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds a mesh to the gizmo with the specified [code]billboard[/code] state, "
"[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] "
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds an unscaled billboard for visualization. Call this function during "
"[method redraw]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Commit a handle being edited (handles must have been previously added by "
"[method add_handles]).\n"
"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
"restore the edited value to the original is provided."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets the name of an edited handle (handles must have been previously added "
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets actual value of a handle. This value can be anything and used for "
"eventually undoing the motion when calling [method commit_handle]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid "Returns the Spatial node associated with this gizmo."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns [code]true[/code] if the handle at index [code]index[/code] is "
"highlighted by being hovered with the mouse."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"This function is called when the [Spatial] this gizmo refers to changes (the "
"[method Spatial.update_gizmo] is called)."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"This function is used when the user drags a gizmo handle (previously added "
"with [method add_handles]) in screen coordinates.\n"
"The [Camera] is also provided so screen coordinates can be converted to "
"raycasts."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid "Used by the editor to define Spatial gizmo types."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the "
"tutorial in the documentation for more info.\n"
"To use [EditorSpatialGizmoPlugin], register it using the [method "
"EditorPlugin.add_spatial_gizmo_plugin] method first."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Adds a new material to the internal material list for the plugin. It can "
"then be accessed with [method get_material]. Should not be overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define whether the gizmo can be hidden or not. "
"Returns [code]true[/code] if not overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to commit gizmo handles. Called for this plugin's "
"active gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to return a custom [EditorSpatialGizmo] for the spatial "
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method has_gizmo]."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Creates a handle material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorSpatialGizmo.add_handles]. "
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Creates an icon material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorSpatialGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Creates an unshaded material with its variants (selected and/or editable) "
"and adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to provide gizmo's handle names. Called for this "
"plugin's active gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets actual value of a handle from gizmo. Called for this plugin's active "
"gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets material from the internal list of materials. If an "
"[EditorSpatialGizmo] is provided, it will try to get the corresponding "
"variant (selected and/or editable)."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to set the gizmo's priority. Higher values correspond "
"to higher priority. If a gizmo with higher priority conflicts with another "
"gizmo, only the gizmo with higher priority will be used.\n"
"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
"overridden, this method will return [code]0[/code], which means custom "
"gizmos will automatically override built-in gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define which Spatial nodes have a gizmo from this "
"plugin. Whenever a [Spatial] node is added to a scene this method is called, "
"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Gets whether a handle is highlighted or not. Called for this plugin's active "
"gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Override this method to define whether a Spatial with this gizmo should be "
"selectable even when the gizmo is hidden."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Callback to redraw the provided gizmo. Called for this plugin's active "
"gizmos."
msgstr ""
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
"Update the value of a handle after it has been updated. Called for this "
"plugin's active gizmos."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
msgid "Godot editor's control for editing numeric values."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
"same behavior."
msgstr ""
#: doc/classes/EditorSpinSlider.xml
msgid "If [code]true[/code], the slider is hidden."
msgstr ""
#: 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
msgid "Returns the name of the underlying VCS provider."
msgstr ""
#: 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
msgid "Returns the external texture name."
msgstr ""
#: 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].\n"
"Text is interpreted as being UTF-8 encoded."
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
msgid "Returns the current line count."
msgstr ""
#: 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."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns the font ascent (number of pixels above the baseline)."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
"following contents:\n"
"[code]points[/code] - [PoolVector3Array], containing outline points. "
"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
"the type of the point, using the [enum ContourPointTag] values.\n"
"[code]contours[/code] - [PoolIntArray], containing indices the end "
"points of each contour.\n"
"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
"code], clockwise contours must be filled."
msgstr ""
#: doc/classes/Font.xml
msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided. Note that the height returned is the font "
"height (see [method get_height]) and has no relation to the glyph height."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns resource id of the cache texture containing the char."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns size of the cache texture containing the char."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns char offset from the baseline."
msgstr ""
#: doc/classes/Font.xml
msgid "Returns size of the char."
msgstr ""
#: 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 ramp will "
"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
"will initially have 2 colors (black and white), one (black) at ramp lower "
"offset 0 and the other (white) at the ramp higher offset 1."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"Adds the specified color to the end of the ramp, with the specified offset."
msgstr ""
#: doc/classes/Gradient.xml
msgid "Returns the color of the ramp color at index [code]point[/code]."
msgstr ""
#: 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
msgid "The [Gradient] used to fill the texture."
msgstr ""
#: 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
msgid "Returns the [Color] of the input connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled input slots (connections) to the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the position of the input connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the type of the input connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the [Color] of the output connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Returns the number of enabled output slots (connections) of the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the position of the output connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the type of the output connection [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the left (input) type of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Returns the right (output) type of the slot [code]idx[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
"is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
"code] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets properties of the slot with ID [code]idx[/code].\n"
"If [code]enable_left[/code]/[code]right[/code], a port will appear and the "
"slot will be able to be connected from this side.\n"
"[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. "
"Only ports with the same type values can be connected.\n"
"[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on "
"this side.\n"
"[code]custom_left[/code]/[code]right[/code] is a custom texture for this "
"side's port.\n"
"[b]Note:[/b] This method only sets properties of the slot. To create the "
"slot, add a [Control]-derived child to the GraphNode.\n"
"Individual properties can be set using one of the [code]set_slot_*[/code] "
"methods. You must enable at least one side of the slot to do so."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
"[code]color_left[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
"[code]color_right[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Toggles the left (input) side of the slot [code]idx[/code]. If "
"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
"left side and the slot will be able to be connected from this side."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Toggles the right (output) side of the slot [code]idx[/code]. If "
"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
"right side and the slot will be able to be connected from this side."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
"code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Sets the right (output) type of the slot [code]idx[/code] to "
"[code]type_right[/code]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is a comment node."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The offset of the GraphNode, relative to the scroll offset of the "
"[GraphEdit].\n"
"[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
"[Container]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"If [code]true[/code], the user can resize the GraphNode.\n"
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphNode needs to be resized manually."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "If [code]true[/code], the GraphNode is selected."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"If [code]true[/code], the close button will be visible.\n"
"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
"the GraphNode needs to be removed manually."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The text displayed in the GraphNode's title bar."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be closed. Happens on clicking "
"the close button (see [member show_close])."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Emitted when the GraphNode is dragged."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Emitted when the GraphNode is moved."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be displayed over other ones. "
"Happens on focusing (clicking into) the GraphNode."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"Emitted when the GraphNode is requested to be resized. Happens on dragging "
"the resizer handle (see [member resizable])."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Emitted when any GraphNode's slot is updated."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "No overlay is shown."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Show overlay set in the [code]breakpoint[/code] theme property."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Show overlay set in the [code]position[/code] theme property."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the close button icon."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The color modulation applied to the resizer icon."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Color of the title text."
msgstr ""
#: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml
msgid "The vertical offset of the close button."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Horizontal offset for the ports."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The vertical distance between ports."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Vertical offset of the title text."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "Font used for the title text."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The icon for the close button, visible when [member show_close] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The icon used for representing ports."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The icon used for resizer, visible when [member resizable] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_BREAKPOINT]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The [StyleBox] used when [member comment] is enabled."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
"focused."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The default background for [GraphNode]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_POSITION]."
msgstr ""
#: doc/classes/GraphNode.xml
msgid "The background used when the [GraphNode] is selected."
msgstr ""
#: doc/classes/GridContainer.xml
msgid ""
"Grid container used to arrange Control-derived children in a grid like "
"layout."
msgstr ""
#: doc/classes/GridContainer.xml
msgid ""
"GridContainer will arrange its Control-derived children in a grid like "
"structure, the grid columns are specified using the [member columns] "
"property and the number of rows will be equal to the number of children in "
"the container divided by the number of columns. For example, if the "
"container has 5 children, and 2 columns, there will be 3 rows in the "
"container.\n"
"Notice that grid layout will preserve the columns and rows for every size of "
"the container, and that empty columns will be expanded automatically.\n"
"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
"Control. It won't rearrange child nodes inheriting from Node2D."
msgstr ""
#: doc/classes/GridContainer.xml
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
msgid "The horizontal separation of children nodes."
msgstr ""
#: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
#: doc/classes/VFlowContainer.xml
msgid "The vertical separation of children nodes."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Node for 3D tile-based maps."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"GridMap lets you place meshes on a grid interactively. It works both from "
"the editor and from scripts, which can help you create in-game level "
"editors.\n"
"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
"mesh with materials plus optional collision and navigation shapes.\n"
"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
"Internally, a GridMap is split into a sparse collection of octants for "
"efficient rendering and physics processing. Every octant has the same "
"dimensions and can contain several cells.\n"
"[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be "
"hidden or cull masked based on [member VisualInstance.layers]. If you make a "
"light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Using gridmaps"
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Clear all cells."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [ArrayMesh]es and [Transform] references of all bake "
"meshes that exist within the current GridMap."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The [MeshLibrary] item index located at the grid-based X, Y and Z "
"coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be "
"returned."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
"returned if the cell is empty."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Returns an individual bit on the [member collision_layer]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Returns an individual bit on the [member collision_mask]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [Transform] and [Mesh] references corresponding to the "
"non-empty cells in the grid. The transforms are specified in world space."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the "
"grid map."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns the position of a grid cell in the GridMap's local coordinate space."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Sets the mesh index for the cell referenced by its grid-based X, Y and Z "
"coordinates.\n"
"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
"cell.\n"
"Optionally, the item's orientation can be passed. For valid orientation "
"values, see [method Basis.get_orthogonal_index]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Sets an individual bit on the [member collision_layer]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Sets an individual bit on the [member collision_mask]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Returns the coordinates of the grid cell containing the given point.\n"
"[code]pos[/code] should be in the GridMap's local coordinate space."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"If [code]true[/code], this GridMap uses cell navmesh resources to create "
"navigation regions."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the Y axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "If [code]true[/code], grid items are centered on the Z axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The size of each octant measured in number of cells. This applies to all "
"three axis."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The scale of the cell items.\n"
"This does not affect the size of the grid cells themselves, only the items "
"in them. This can be used to make cell items overlap their neighbors."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The dimensions of the grid's cells.\n"
"This does not affect the size of the meshes. See [member cell_scale]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The physics layers this GridMap is in.\n"
"GridMaps act as static bodies, meaning they aren't affected by gravity or "
"other forces. They only affect other physics bodies that collide with them."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "The assigned [MeshLibrary]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "The navigation layers the GridMap generates its navigation regions in."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Controls whether this GridMap will be baked in a [BakedLightmap] or not."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid "Emitted when [member cell_size] changes."
msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml
msgid ""
"Invalid cell item that can be used in [method set_cell_item] to clear cells "
"(or represent an empty cell in [method get_cell_item])."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid "Groove constraint for 2D physics."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid ""
"Groove constraint for 2D physics. This is useful for making a body \"slide\" "
"through a segment placed in another."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid ""
"The body B's initial anchor position defined by the joint's origin and a "
"local offset [member initial_offset] along the joint's Y axis (along the "
"groove)."
msgstr ""
#: doc/classes/GrooveJoint2D.xml
msgid ""
"The groove's length. The groove is from the joint's origin towards [member "
"length] along the joint's local Y axis."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr ""
#: doc/classes/HashingContext.xml
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. This is useful for example when computing "
"hashes of big files (so you don't have to load them all in memory), network "
"streams, and data streams in general (so you don't have to hold buffers).\n"
"The [enum HashType] enum shows the supported hashing algorithms.\n"
"[codeblock]\n"
"const CHUNK_SIZE = 1024\n"
"\n"
"func hash_file(path):\n"
" var ctx = HashingContext.new()\n"
" var file = File.new()\n"
" # Start a SHA-256 context.\n"
" ctx.start(HashingContext.HASH_SHA256)\n"
" # Check that file exists.\n"
" if not file.file_exists(path):\n"
" return\n"
" # Open the file to hash.\n"
" file.open(path, File.READ)\n"
" # Update the context after reading each chunk.\n"
" while not file.eof_reached():\n"
" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
" # Get the computed hash.\n"
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Closes the current context, and return the computed hash."
msgstr ""
#: doc/classes/HashingContext.xml
msgid ""
"Starts a new hash computation of the given [code]type[/code] (e.g. [constant "
"HASH_SHA256] to start computation of a SHA-256)."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Updates the computation with the given [code]chunk[/code] of data."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: MD5."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: SHA-1."
msgstr ""
#: doc/classes/HashingContext.xml
msgid "Hashing algorithm: SHA-256."
msgstr ""
#: doc/classes/HBoxContainer.xml
msgid "Horizontal box container."
msgstr ""
#: doc/classes/HBoxContainer.xml
msgid "Horizontal box container. See [BoxContainer]."
msgstr ""
#: doc/classes/HBoxContainer.xml
msgid "The horizontal space between the [HBoxContainer]'s elements."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid "Height map shape for 3D physics."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Height map data, pool array must be of [member map_width] * [member "
"map_depth] size."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Number of vertices in the depth of the height map. Changing this will resize "
"the [member map_data]."
msgstr ""
#: doc/classes/HeightMapShape.xml
msgid ""
"Number of vertices in the width of the height map. Changing this will resize "
"the [member map_data]."
msgstr ""
#: doc/classes/HFlowContainer.xml
msgid "Horizontal flow container."
msgstr ""
#: doc/classes/HFlowContainer.xml
msgid "Horizontal version of [FlowContainer]."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid "A hinge between two 3D PhysicsBodies."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"A HingeJoint normally uses the Z axis of body A as the hinge axis, another "
"axis can be specified when adding it manually though. See also "
"[Generic6DOFJoint]."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
#: doc/classes/SpriteBase3D.xml
msgid "Returns the value of the specified flag."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
#: doc/classes/PinJoint.xml
msgid "Returns the value of the specified parameter."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid "If [code]true[/code], enables the specified flag."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml
msgid "Sets the value of the specified parameter."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The speed with which the rotation across the axis perpendicular to the hinge "
"gets corrected."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "The lower this value, the more the rotation gets slowed down."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
#: doc/classes/HingeJoint.xml
msgid "When activated, a motor turns the hinge."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "Maximum acceleration for the motor."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid "Target speed for the motor."
msgstr ""
#: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
msgid ""
"The speed with which the two bodies get pulled together when they move in "
"different directions."
msgstr ""
#: doc/classes/HMACContext.xml
msgid "Used to create an HMAC for a message using a key."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"The HMACContext class is useful for advanced HMAC use cases, such as "
"streaming the message as it supports creating the message over time rather "
"than providing it all at once.\n"
"[codeblock]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8()\n"
" var msg2 = \"super duper secret\".to_utf8()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"[/codeblock]\n"
"And in C# we can use the following.\n"
"[codeblock]\n"
"using Godot;\n"
"using System;\n"
"using System.Diagnostics;\n"
"\n"
"public class CryptoNode : Node\n"
"{\n"
" private HMACContext ctx = new HMACContext();\n"
" public override void _Ready()\n"
" {\n"
" PoolByteArray key = String(\"supersecret\").to_utf8();\n"
" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
" GD.Assert(err == OK);\n"
" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
" err = ctx.Update(msg1);\n"
" GD.Assert(err == OK);\n"
" err = ctx.Update(msg2);\n"
" GD.Assert(err == OK);\n"
" PoolByteArray hmac = ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Not available in HTML5 exports."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
"returned."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"Initializes the HMACContext. This method cannot be called again on the same "
"HMACContext until [method finish] has been called."
msgstr ""
#: doc/classes/HMACContext.xml
msgid ""
"Updates the message to be HMACed. This can be called multiple times before "
"[method finish] is called to append [code]data[/code] to the message, but "
"cannot be called until [method start] has been called."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid "Horizontal scroll bar."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid ""
"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the decrement button."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the decrement button is being pressed."
msgstr ""
#: doc/classes/HScrollBar.xml
msgid ""
"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the mouse cursor hovers over the increment button."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Displayed when the increment button is being pressed."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid ""
"Used as texture for the grabber, the draggable element representing current "
"scroll."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used when the mouse hovers over the grabber."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used when the grabber is being dragged."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used as background of this [ScrollBar]."
msgstr ""
#: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
msgid "Used as background when the [ScrollBar] has the GUI focus."
msgstr ""
#: doc/classes/HSeparator.xml
msgid "Horizontal separator."
msgstr ""
#: 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. [b]See the "
"[HTTPRequest] node for a higher-level alternative.[/b]\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
"as the client is already connected to a host. See [method request] for a "
"full example and to get started.\n"
"A [HTTPClient] should be reused between multiple requests or to connect to "
"different hosts instead of creating one client per request. Supports SSL and "
"SSL server certificate verification. HTTP status codes in the 2xx range "
"indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx "
"something was wrong with the request, and 5xx something went wrong on the "
"server's side.\n"
"For more information on HTTP, see https://developer.mozilla.org/en-US/docs/"
"Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools."
"ietf.org/html/rfc2616).\n"
"[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, "
"keep in mind the remote server may not allow requests from foreign origins "
"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
"url]. If you host the server in question, you should modify its backend to "
"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
"Origin: *[/code] HTTP header.\n"
"[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and "
"TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an "
"error.\n"
"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Connects to a host. This needs to be done before any requests are sent.\n"
"The host should not have http:// prepended but will strip the protocol "
"identifier if provided.\n"
"If no [code]port[/code] is specified (or [code]-1[/code] is used), it is "
"automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] "
"is enabled).\n"
"[code]verify_host[/code] will check the SSL identity of the host if set to "
"[code]true[/code]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Returns the response's body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Returns the response's HTTP status code."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Returns the response headers."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
"\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
"values is kept like the server delivers it. A value is a simple String, this "
"string can have more than one value where \"; \" is used as separator.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response available."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"This needs to be called in order to have any request processed. Check "
"results with [method get_status]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Generates a GET/POST application/x-www-form-urlencoded style query string "
"from a provided dictionary, e.g.:\n"
"[codeblock]\n"
"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"username=user&password=pass\"\n"
"[/codeblock]\n"
"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
"added, without equal sign and value. If the value is an array, for each "
"value in it a pair with the same key is added.\n"
"[codeblock]\n"
"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
"44]}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Reads one chunk from the response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Sends a request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"To create a POST request with query strings to push to the server, do:\n"
"[codeblock]\n"
"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
"\"Content-Length: \" + str(query_string.length())]\n"
"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
"headers, query_string)\n"
"[/codeblock]\n"
"[b]Note:[/b] The [code]request_data[/code] parameter is ignored if "
"[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET "
"methods can't contain request data. As a workaround, you can pass request "
"data as a query string in the URL. See [method String.http_escape] for an "
"example."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
"is -1."
msgstr ""
#: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
msgid ""
"Sets the proxy server for HTTPS requests.\n"
"The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
"is -1."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"If [code]true[/code], execution will block until all data is read from the "
"response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "The connection to use for this client."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP GET method. The GET method requests a representation of the specified "
"resource. Requests using GET should only retrieve data."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
"GET request, but without the response body. This is useful to request "
"metadata like HTTP headers or to check if a resource exists."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP POST method. The POST method is used to submit an entity to the "
"specified resource, often causing a change in state or side effects on the "
"server. This is often used for forms and submitting data or uploading files."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP PUT method. The PUT method asks to replace all current representations "
"of the target resource with the request payload. (You can think of POST as "
"\"create or update\" and PUT as \"update\", although many services tend to "
"not make a clear distinction or change their meaning)."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP DELETE method. The DELETE method requests to delete the specified "
"resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
"communication options for the target resource. Rarely used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP TRACE method. The TRACE method performs a message loop-back test along "
"the path to the target resource. Returns the entire HTTP request received in "
"the response body. Rarely used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
"identified by the target resource. Rarely used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP PATCH method. The PATCH method is used to apply partial modifications "
"to a resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Represents the size of the [enum Method] enum."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Disconnected from the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Currently resolving the hostname for the given URL into an IP."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Currently connecting to server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Can't connect to the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Connection established."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Currently sending request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: HTTP body received."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Error in HTTP connection."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid "Status: Error in SSL handshake."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
"everything so far is OK and that the client should continue with the request "
"(or ignore this status if already finished)."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
"[code]Upgrade[/code] request header by the client. Indicates the protocol "
"the server is switching to."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
"server has received and is processing the request, but no response is "
"available yet."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
"response for successful requests. Meaning varies depending on the request. "
"GET: The resource has been fetched and is transmitted in the message body. "
"HEAD: The entity headers are in the message body. POST: The resource "
"describing the result of the action is transmitted in the message body. "
"TRACE: The message body contains the request message as received by the "
"server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
"new resource has been created as a result of it. This is typically the "
"response sent after a PUT request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]202 Accepted[/code]. The request has been received "
"but not yet acted upon. It is non-committal, meaning that there is no way in "
"HTTP to later send an asynchronous response indicating the outcome of "
"processing the request. It is intended for cases where another process or "
"server handles the request, or for batch processing."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
"response code means returned meta-information set is not exact set as "
"available from the origin server, but collected from a local or a third "
"party copy. Except this condition, 200 OK response should be preferred "
"instead of this response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]204 No Content[/code]. There is no content to send "
"for this request, but the headers may be useful. The user-agent may update "
"its cached headers for this resource with the new ones."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
"the request and desires that the client resets the \"document view\" that "
"caused the request to be sent to its original state as received from the "
"origin server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]206 Partial Content[/code]. This response code is "
"used because of a range header sent by the client to separate download into "
"multiple streams."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
"response conveys information about multiple resources in situations where "
"multiple status codes might be appropriate."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
"DAV: propstat response element to avoid enumerating the internal members of "
"multiple bindings to the same collection repeatedly."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
"a GET request for the resource, and the response is a representation of the "
"result of one or more instance-manipulations applied to the current instance."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
"one possible responses and there is no standardized way to choose one of the "
"responses. User-agent or user should choose one of them."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
"response code means the URI of requested resource has been changed. The new "
"URI is usually included in the response."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]302 Found[/code]. Temporary redirection. This "
"response code means the URI of requested resource has been changed "
"temporarily. New changes in the URI might be made in the future. Therefore, "
"this same URI should be used by the client in future requests."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
"user agent to a different resource, as indicated by a URI in the Location "
"header field, which is intended to provide an indirect response to the "
"original request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
"request has been received and would have resulted in a 200 OK response if it "
"were not for the fact that the condition evaluated to [code]false[/code]."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
"i]"
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
"resides temporarily under a different URI and the user agent MUST NOT change "
"the request method if it performs an automatic redirection to that URI."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
"has been assigned a new permanent URI and any future references to this "
"resource ought to use one of the enclosed URIs."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
"server cannot or will not process the request due to something that is "
"perceived to be a client error (e.g., malformed request syntax, invalid "
"request message framing, invalid request contents, or deceptive request "
"routing)."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
"request has not been applied because it lacks valid authentication "
"credentials for the target resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]402 Payment Required[/code]. This response code is "
"reserved for future use. Initial aim for creating this code was using it for "
"digital payment systems, however this is not currently used."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
"rights to the content, i.e. they are unauthorized, so server is rejecting to "
"give proper response. Unlike [code]401[/code], the client's identity is "
"known to the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]404 Not Found[/code]. The server can not find "
"requested resource. Either the URL is not recognized or the endpoint is "
"valid but the resource itself does not exist. May also be sent instead of "
"403 to hide existence of a resource if the client is not authorized."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
"method is known by the server but has been disabled and cannot be used. For "
"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
"GET and HEAD, must never be disabled and should not return this error code."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
"not have a current representation that would be acceptable to the user "
"agent, according to the proactive negotiation header fields received in the "
"request. Used when negotiation content."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
"401 Unauthorized, but it indicates that the client needs to authenticate "
"itself in order to use a proxy."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]408 Request Timeout[/code]. The server did not "
"receive a complete request message within the time that it was prepared to "
"wait."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]409 Conflict[/code]. The request could not be "
"completed due to a conflict with the current state of the target resource. "
"This code is used in situations where the user might be able to resolve the "
"conflict and resubmit the request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
"available at the origin server and this condition is likely permanent."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]411 Length Required[/code]. The server refuses to "
"accept the request without a defined Content-Length header."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]412 Precondition Failed[/code]. One or more "
"conditions given in the request header fields evaluated to [code]false[/"
"code] when tested on the server."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
"to process a request because the request payload is larger than the server "
"is willing or able to process."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
"refusing to service the request because the request-target is longer than "
"the server is willing to interpret."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
"is refusing to service the request because the payload is in a format not "
"supported by this method on the target resource."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
"the ranges in the request's Range header field overlap the current extent of "
"the selected resource or the set of ranges requested has been rejected due "
"to invalid ranges or an excessive request of small or overlapping ranges."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
"in the request's Expect header field could not be met by at least one of the "
"inbound servers."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
"with a teapot should result in the error code \"418 I'm a teapot\". The "
"resulting entity body MAY be short and stout."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]421 Misdirected Request[/code]. The request was "
"directed at a server that is not able to produce a response. This can be "
"sent by a server that is not configured to produce responses for the "
"combination of scheme and authority that are included in the request URI."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
"understands the content type of the request entity (hence a 415 Unsupported "
"Media Type status code is inappropriate), and the syntax of the request "
"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
"was unable to process the contained instructions."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
"resource of a method is locked."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
"could not be performed on the resource because the requested action depended "
"on another action and that action failed."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
"perform the request using the current protocol but might be willing to do so "
"after the client upgrades to a different protocol."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]428 Precondition Required[/code]. The origin server "
"requires the request to be conditional."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
"many requests in a given amount of time (see \"rate limiting\"). Back off "
"and increase time between requests or try again later."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
"server is unwilling to process the request because its header fields are too "
"large. The request MAY be resubmitted after reducing the size of the request "
"header fields."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
"The server is denying access to the resource as a consequence of a legal "
"demand."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]500 Internal Server Error[/code]. The server "
"encountered an unexpected condition that prevented it from fulfilling the "
"request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]501 Not Implemented[/code]. The server does not "
"support the functionality required to fulfill the request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
"gateway or proxy, received an invalid response from an inbound server it "
"accessed while attempting to fulfill the request. Usually returned by load "
"balancers or proxies."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]503 Service Unavailable[/code]. The server is "
"currently unable to handle the request due to a temporary overload or "
"scheduled maintenance, which will likely be alleviated after some delay. Try "
"again later."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
"as a gateway or proxy, did not receive a timely response from an upstream "
"server it needed to access in order to complete the request. Usually "
"returned by load balancers or proxies."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
"does not support, or refuses to support, the major version of HTTP that was "
"used in the request message."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
"internal configuration error: the chosen variant resource is configured to "
"engage in transparent content negotiation itself, and is therefore not a "
"proper end point in the negotiation process."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
"be performed on the resource because the server is unable to store the "
"representation needed to successfully complete the request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
"operation because it encountered an infinite loop while processing a request "
"with \"Depth: infinity\". This status indicates that the entire operation "
"failed."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
"resource has not been met in the request. The server should send back all "
"the information necessary for the client to issue an extended request."
msgstr ""
#: doc/classes/HTTPClient.xml
msgid ""
"HTTP status code [code]511 Network Authentication Required[/code]. The "
"client needs to authenticate to gain network access."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "A node with the ability to send HTTP(S) requests."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
"Can be used to make HTTP requests, i.e. download or upload files or web "
"content via HTTP.\n"
"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
"especially regarding SSL security.\n"
"[b]Example of contacting a REST API and printing one of its returned fields:"
"[/b]\n"
"[codeblock]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
"\"_http_request_completed\")\n"
"\n"
" # Perform a GET request. The URL below returns JSON as of writing.\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
" # Perform a POST request. The URL below returns JSON as of writing.\n"
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var response = parse_json(body.get_string_from_utf8())\n"
"\n"
" # Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
" print(response.headers[\"User-Agent\"])\n"
"[/codeblock]\n"
"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
"[codeblock]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.connect(\"request_completed\", self, "
"\"_http_request_completed\")\n"
"\n"
" # Perform the HTTP request. The URL below returns a PNG image as of "
"writing.\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var image = Image.new()\n"
" var error = image.load_png_from_buffer(body)\n"
" if error != OK:\n"
" push_error(\"Couldn't load the image.\")\n"
"\n"
" var texture = ImageTexture.new()\n"
" texture.create_from_image(image)\n"
"\n"
" # Display the image in a TextureRect node.\n"
" var texture_rect = TextureRect.new()\n"
" add_child(texture_rect)\n"
" texture_rect.texture = texture\n"
"[/codeblock]"
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Cancels the current request."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Returns the response body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Returns the amount of bytes this HTTPRequest downloaded."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Returns the current status of the underlying [HTTPClient]. See [enum "
"HTTPClient.Status]."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Creates request on the underlying [HTTPClient]. If there is no configuration "
"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
"passes parameters onto [method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host.\n"
"[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], "
"the payload sent via [code]request_data[/code] might be ignored by the "
"server or even cause the server to reject the request (check [url=https://"
"datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/"
"url] for more details). As a workaround, you can send data as a query string "
"in the URL. See [method String.http_escape] for an example."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Creates request on the underlying [HTTPClient] using a raw array of bytes "
"for the request body. If there is no configuration errors, it tries to "
"connect using [method HTTPClient.connect_to_host] and passes parameters onto "
"[method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
"When only small files are expected, this can be used to prevent disallow "
"receiving files that are too large, preventing potential denial of service "
"attacks."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[member HTTPClient.read_chunk_size].\n"
"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
"to decrease memory usage at the cost of download speeds."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"The file to download into. If set to a non-empty string, the request output "
"will be written to the file located at the path. If a file already exists at "
"the specified location, it will be overwritten as soon as body data begins "
"to be received.\n"
"[b]Note:[/b] Folders are not automatically created when the file is created. "
"If [member download_file] points to a subfolder, it's recommended to create "
"the necessary folders beforehand using [method Directory.make_dir_recursive] "
"to ensure the file can be written."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"Maximum number of allowed redirects. This is used to prevent endless "
"redirect loops."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Emitted when a request is completed."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request successful."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed while connecting."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed while resolving."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed due to connection (read/write) error."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed on SSL handshake."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request does not have a response (yet)."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request failed (currently unused)."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't open the download file."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "HTTPRequest couldn't write to the download file."
msgstr ""
#: doc/classes/HTTPRequest.xml
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr ""
#: doc/classes/Image.xml
msgid "Image datatype."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Native image datatype. Contains image data which can be converted to an "
"[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
"The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
"[constant MAX_HEIGHT].\n"
"An [Image] cannot be assigned to a [code]texture[/code] property of an "
"object directly (such as [Sprite]), and has to be converted manually to an "
"[ImageTexture] first.\n"
"[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
"hardware limitations. Larger images may fail to import."
msgstr ""
#: doc/classes/Image.xml doc/classes/ImageTexture.xml
msgid "Importing images"
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
"at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
"This image and [code]src[/code] image [b]must[/b] have the same format. "
"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
"using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
"accordingly to both image bounds. Alpha channels are required for both "
"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
"value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
"have the same size (width and height) but they can have different formats. "
"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
"coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
"image and [code]src[/code] image [b]must[/b] have the same format. "
"[code]src_rect[/code] with not positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
"at the coordinates given by [code]dst[/code], clipped accordingly to both "
"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
"image and [code]mask[/code] image [b]must[/b] have the same size (width and "
"height) but they can have different formats. [code]src_rect[/code] with not "
"positive size is treated as empty."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-"
"pixel, while a normalmap provides a normal direction per pixel."
msgstr ""
#: doc/classes/Image.xml
msgid "Removes the image's mipmaps."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available. See [enum CompressMode] and [enum CompressSource] "
"constants."
msgstr ""
#: doc/classes/Image.xml
msgid "Converts the image's format. See [enum Format] constants."
msgstr ""
#: doc/classes/Image.xml
msgid "Copies [code]src[/code] image to this image."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Creates an empty image of given size and format. See [enum Format] "
"constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate "
"mipmaps for this image. See the [method generate_mipmaps]."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Creates a new image of given size and format. See [enum Format] constants. "
"Fills the image with the given raw data. If [code]use_mipmaps[/code] is "
"[code]true[/code] then loads mipmaps for this image from [code]data[/code]. "
"See [method generate_mipmaps]."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Crops the image to the given [code]width[/code] and [code]height[/code]. If "
"the specified size is larger than the current size, the extra area is filled "
"with black pixels."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Decompresses the image if it is compressed. Returns an error if decompress "
"function is not available."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
msgstr ""
#: doc/classes/Image.xml
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
msgstr ""
#: doc/classes/Image.xml
msgid "Fills the image with [code]color[/code]."
msgstr ""
#: doc/classes/Image.xml
msgid "Fills [code]rect[/code] with [code]color[/code]."
msgstr ""
#: doc/classes/Image.xml
msgid "Blends low-alpha pixels with nearby pixels."
msgstr ""
#: doc/classes/Image.xml
msgid "Flips the image horizontally."
msgstr ""
#: 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
msgid "Returns a copy of the image's raw data."
msgstr ""
#: doc/classes/Image.xml
msgid "Returns the image's format. See [enum Format] constants."
msgstr ""
#: 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
msgid "Returns the format of the texture, one of [enum Image.Format]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"Loads an image from a file path and creates a texture from it.\n"
"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use "
"[method Image.load] and [method create_from_image] instead."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"Replaces the texture's data with a new [Image].\n"
"[b]Note:[/b] The texture has to be initialized first with the [method "
"create_from_image] method before it can be updated. The new image "
"dimensions, format, and mipmaps configuration should match the existing "
"texture's image configuration, otherwise it has to be re-created with the "
"[method create_from_image] method.\n"
"Use this method over [method create_from_image] if you need to update the "
"texture frequently, which is faster than allocating additional memory for a "
"new texture each time."
msgstr ""
#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml
msgid "Resizes the texture to the specified dimensions."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "The storage type (raw, lossy, or compressed)."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "[Image] data is stored raw and unaltered."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid ""
"[Image] data is compressed with a lossy algorithm. You can set the storage "
"quality with [member lossy_quality]."
msgstr ""
#: doc/classes/ImageTexture.xml
msgid "[Image] data is compressed with a lossless algorithm."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Draws simple geometry from code."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n"
"See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh "
"data that change every frame. It will be slow when handling large amounts of "
"mesh data. If mesh data doesn't change often, use [ArrayMesh], "
"[MeshDataTool] or [SurfaceTool] instead.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes.\n"
"[b]Note:[/b] In case of missing points when handling large amounts of mesh "
"data, try increasing its buffer size limit under [member ProjectSettings."
"rendering/limits/buffers/immediate_buffer_size_kb]."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Adds a vertex in local coordinate space with the currently set color/uv/etc."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Begin drawing (and optionally pass a texture override). When done call "
"[method end]. For more information on how this works, search for "
"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's normal."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's tangent (and binormal facing)."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's UV."
msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "The next vertex's second layer UV."
msgstr ""
#: doc/classes/Input.xml
msgid "A singleton that deals with inputs."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"A singleton that deals with inputs. This includes key presses, mouse buttons "
"and movement, joypads, and input actions. Actions and their events can be "
"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
"with the [InputMap] class."
msgstr ""
#: doc/classes/Input.xml
msgid "Inputs tutorial index"
msgstr ""
#: doc/classes/Input.xml
msgid ""
"This will simulate pressing the specified action.\n"
"The strength can be used for non-boolean actions, it's ranged between 0 and "
"1 representing the intensity of the given action.\n"
"[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
"is intended to be used with [method is_action_pressed] and [method "
"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
"[method parse_input_event] instead."
msgstr ""
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Adds a new mapping entry (in SDL2 format) to the mapping database. "
"Optionally update already connected devices."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
"want precise control over the timing of event handling."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the acceleration of the device's accelerometer sensor, if the device "
"has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor "
"even when your device has an accelerometer. You must export your project to "
"a supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on iOS, Android, and UWP. On other "
"platforms, it always returns [constant Vector3.ZERO]. On Android the unit of "
"measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
"the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use "
"[method get_action_strength] instead.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns a value between 0 and 1 representing the intensity of the given "
"action. In a joypad, for example, the further away the axis (analog sticks "
"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
"1. If the action is mapped to a control that has no axis as the keyboard, "
"the value returned will be 0 or 1.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Get axis input by specifying two actions, one negative and one positive.\n"
"This is a shorthand for writing [code]Input."
"get_action_strength(\"positive_action\") - Input."
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns an [Array] containing the device IDs of all currently connected "
"joypads."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the gravity of the device's accelerometer sensor, if the device has "
"one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]. On Android the unit of "
"measurement for each axis is m/s² while on iOS it's a multiple of the "
"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Receives a [enum JoystickList] axis and returns its equivalent name as a "
"string."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the index of the provided button name."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
msgstr ""
#: doc/classes/Input.xml
msgid "Returns the duration of the current vibration effect in seconds."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the strength of the joypad vibration: x is the strength of the weak "
"motor, and y is the strength of the strong motor."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the mouse speed for the last time the cursor was moved, and this "
"until the next frame where the mouse moves. This means that even if the "
"mouse is not moving, this function will still return the value of the last "
"motion."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
"platforms, it always returns [constant Vector3.ZERO]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
"This method is useful when getting vector input, such as from a joystick, "
"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
"has a circular deadzone, which is useful for using vector input as "
"movement.\n"
"By default, the deadzone is automatically calculated from the average of the "
"action deadzones. However, you can override the deadzone to be whatever you "
"want (on the range of 0 to 1)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] when the user starts pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user pressed down "
"the button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] when the user stops pressing the action event, "
"meaning it's [code]true[/code] only on the frame that the user released the "
"button.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the action event. Note that if "
"an action has multiple buttons assigned and more than one of them is "
"pressed, releasing one button will release the action, even if some other "
"button assigned to this action is still pressed.\n"
"If [code]exact[/code] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoystickList])."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if the system knows the specified device. This "
"means that it sets all button and axis indices exactly as defined in [enum "
"JoystickList]. Unknown joypads are not expected to match these constants, "
"but you can still retrieve events from them."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the key in the current "
"keyboard layout. You can pass a [enum KeyList] constant.\n"
"[method is_key_pressed] is only recommended over [method "
"is_physical_key_pressed] in non-game applications. This ensures that "
"shortcut keys behave as expected depending on the user's keyboard layout, as "
"keyboard shortcuts are generally dependent on the keyboard layout in non-"
"game applications. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the mouse button specified "
"with [enum ButtonList]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Returns [code]true[/code] if you are pressing the key in the physical "
"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
"KeyList] constant.\n"
"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
"for in-game actions, as it will make W/A/S/D layouts work regardless of the "
"user's keyboard layout. [method is_physical_key_pressed] will also ensure "
"that the top row number keys work on any keyboard layout. If in doubt, use "
"[method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Notifies the [Input] singleton that a connection has changed, to update the "
"state for the [code]device[/code] index.\n"
"This is used internally and should not have to be called from user scripts. "
"See [signal joy_connection_changed] for the signal emitted when this is "
"triggered internally."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
"events from code. Also generates [method Node._input] calls.\n"
"Example:\n"
"[codeblock]\n"
"var a = InputEventAction.new()\n"
"a.action = \"ui_cancel\"\n"
"a.pressed = true\n"
"Input.parse_input_event(a)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Removes all mappings from the internal database that match the given GUID."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the acceleration value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets a custom mouse cursor image, which is only visible inside the game "
"window. The hotspot can also be specified. Passing [code]null[/code] to the "
"image parameter resets to the system cursor. See [enum CursorShape] for the "
"list of shapes.\n"
"[code]image[/code]'s size must be lower than 256×256.\n"
"[code]hotspot[/code] must be within [code]image[/code]'s size.\n"
"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
"compression mode can't be used for custom cursors."
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 Android and iOS devices.\n"
"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
"permission in the export preset.\n"
"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
"later."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Sets the mouse position to the specified vector, provided in pixels and "
"relative to an origin at the upper left corner of the game window.\n"
"Mouse position is clipped to the limits of the screen resolution, or to the "
"limits of the game window if [enum MouseMode] is set to [constant "
"MOUSE_MODE_CONFINED]."
msgstr ""
#: doc/classes/Input.xml
msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"If [code]true[/code], similar input events sent by the operating system are "
"accumulated. When input accumulation is enabled, all input events generated "
"during a frame will be merged and emitted when the frame is done rendering. "
"Therefore, this limits the number of input method calls per second to the "
"rendering FPS.\n"
"Input accumulation can be disabled to get slightly more precise/reactive "
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor visible if it is hidden."
msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor hidden if it is visible."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Captures the mouse. The mouse will be hidden and its position locked at the "
"center of the screen.\n"
"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
"need to use [member InputEventMouseMotion.relative]."
msgstr ""
#: doc/classes/Input.xml
msgid "Makes the mouse cursor visible but confines it to the game window."
msgstr ""
#: doc/classes/Input.xml
msgid "Arrow cursor. Standard, default pointing cursor."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"I-beam cursor. Usually used to show where the text cursor will appear when "
"the mouse is clicked."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
"other interactable item."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Cross cursor. Typically appears over regions in which a drawing operation "
"can be performed or for selections."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application is still usable during the "
"operation."
msgstr ""
#: doc/classes/Input.xml
msgid "Drag cursor. Usually displayed when dragging something."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Can drop cursor. Usually displayed when dragging something to indicate that "
"it can be dropped at the current position."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Forbidden cursor. Indicates that the current action is forbidden (for "
"example, when dragging something) or that the control at a position is "
"disabled."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
"user they can resize the window or the panel vertically."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
"the user they can resize the window or the panel horizontally."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the bottom left to the top right. It tells the user they can resize the "
"window or the panel both horizontally and vertically."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the top left to the bottom right, the opposite of [constant "
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
#: doc/classes/Input.xml
msgid "Move cursor. Indicates that something can be moved."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
msgstr ""
#: doc/classes/Input.xml
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
msgstr ""
#: doc/classes/Input.xml
msgid "Help cursor. Usually a question mark."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "Generic input event."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "Base class of all sort of input event. See [method Node._input]."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "InputEvent"
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the given input event and this input event can "
"be added together (only for events of type [InputEventMouseMotion]).\n"
"The given input event's position, global position and speed will be copied. "
"The resulting [code]relative[/code] is a sum of both events. Both events' "
"modifiers have to be identical."
msgstr ""
#: doc/classes/InputEvent.xml
msgid "Returns a [String] representation of the event."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action "
"of any type.\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not "
"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not "
"pressed). Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event's type is one that can be "
"assigned to an input action."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey])."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns [code]true[/code] if the specified [code]event[/code] matches this "
"event. Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"Returns a copy of the given input event which has been offset by "
"[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for "
"events of type [InputEventMouseButton], [InputEventMouseMotion], "
"[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
"and [InputEventPanGesture]."
msgstr ""
#: doc/classes/InputEvent.xml
msgid ""
"The event's device ID.\n"
"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
"mouse input from a touchscreen. This can be used to distinguish emulated "
"mouse input from physical mouse input."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid "Input event type for actions."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid ""
"Contains a generic action which can be targeted from several types of "
"inputs. Actions can be created from the [b]Input Map[/b] tab in the "
"[b]Project > Project Settings[/b] menu. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid "InputEvent: Actions"
msgstr ""
#: doc/classes/InputEventAction.xml
msgid "The action's name. Actions are accessed via this [String]."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid ""
"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
"the action's state is released."
msgstr ""
#: doc/classes/InputEventAction.xml
msgid ""
"The action's strength between 0 and 1. This value is considered as equal to "
"0 if pressed is [code]false[/code]. The event strength allows faking analog "
"joypad motion events, by specifying how strongly the joypad axis is bent or "
"pressed."
msgstr ""
#: doc/classes/InputEventGesture.xml
msgid "Base class for touch control gestures."
msgstr ""
#: doc/classes/InputEventGesture.xml
msgid ""
"The local gesture position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] that "
"received this gesture."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid "Input event for gamepad buttons."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"Input event type for gamepad buttons. For gamepad analog sticks and "
"joysticks, see [InputEventJoypadMotion]."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid "Button identifier. One of the [enum JoystickList] button constants."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
"the button's state is released."
msgstr ""
#: doc/classes/InputEventJoypadButton.xml
msgid ""
"Represents the pressure the user puts on the button with their finger, if "
"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid ""
"Input event type for gamepad joysticks and other motions. For buttons, see "
"[code]InputEventJoypadButton[/code]."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
msgstr ""
#: doc/classes/InputEventJoypadMotion.xml
msgid ""
"Current position of the joystick on the given axis. The value ranges from "
"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
"axis is in its resting position."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid "Input event type for keyboard events."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Stores key presses on the keyboard. Supports key presses, key releases and "
"[member echo] events."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Returns the physical scancode combined with modifier keys such as "
"[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with "
"modifiers, use [code]OS.get_scancode_string(event."
"get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
"the [InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Returns the scancode combined with modifier keys such as [code]Shift[/code] "
"or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with "
"modifiers, use [code]OS.get_scancode_string(event."
"get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
"[InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"If [code]true[/code], the key was already pressed before this event. It "
"means the user is holding the key down."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"Key physical scancode, which corresponds to one of the [enum KeyList] "
"constants. Represent the physical location of a key on the 101/102-key US "
"QWERTY keyboard.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] "
"is the [InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
"key's state is released."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"The key scancode, which corresponds to one of the [enum KeyList] constants. "
"Represent key in the current keyboard layout.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_scancode_string(event.scancode)[/code] where [code]event[/code] is the "
"[InputEventKey]."
msgstr ""
#: doc/classes/InputEventKey.xml
msgid ""
"The key Unicode identifier (when relevant). Unicode identifiers for the "
"composite characters and complex scripts may not be available unless IME "
"input mode is active. See [method OS.set_ime_active] for more information."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "Input event for MIDI inputs."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"InputEventMIDI allows receiving input events from MIDI devices such as a "
"piano. MIDI stands for Musical Instrument Digital Interface.\n"
"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
"device supports both be sure to check the settings in the device to see "
"which output it's using.\n"
"To receive input events from MIDI devices, you need to call [method OS."
"open_midi_inputs]. You can check which devices are detected using [method OS."
"get_connected_midi_inputs].\n"
"Note that Godot does not currently support MIDI output, so there is no way "
"to emit MIDI signals from Godot. Only MIDI input works."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "MIDI Message Status Byte List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "Wikipedia General MIDI Instrument List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid "Wikipedia Piano Key Frequencies List"
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The MIDI channel of this input event. There are 16 channels, so this value "
"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
"instruments, the rest of the channels are for non-percussion instruments."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
"the controller number, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
"the controller value, otherwise this is zero. Controllers include devices "
"such as pedals and levers."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The instrument of this input event. This value ranges from 0 to 127. Refer "
"to the instrument list on the General MIDI wikipedia article to see a list "
"of instruments, except that this value is 0-index, so subtract one from "
"every number on that chart. A standard piano will have an instrument number "
"of 0."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"Returns a value indicating the type of message for this MIDI signal. This is "
"a member of the [enum @GlobalScope.MidiMessageList] enum.\n"
"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
"returned as this value, as the other part is the channel (ex: 0x94 becomes "
"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they "
"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, "
"therefore your code should treat the input as stopped if some period of time "
"has passed.\n"
"For more information, see the MIDI message status byte list chart linked "
"above."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr ""
#: doc/classes/InputEventMIDI.xml
msgid ""
"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
"piano, this corresponds to how quickly the key was pressed, and is rarely "
"above about 110 in practice."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid "Base input event type for mouse events."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid "Stores general mouse events information."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"The mouse button mask identifier, one of or a bitwise combination of the "
"[enum ButtonList] button masks."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the root [Viewport] using the coordinate "
"system of the root [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position "
"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
"the [CanvasLayer]."
msgstr ""
#: doc/classes/InputEventMouse.xml
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the [Viewport] this [Node] is in using the "
"coordinate system of this [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position "
"in the [Control] using the local coordinate system of the [Control]."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid "Input event type for mouse button events."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid "Contains mouse click information. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid ""
"The mouse button identifier, one of the [enum ButtonList] button or button "
"wheel constants."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid "If [code]true[/code], the mouse button's state is a double-click."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid ""
"The amount (or delta) of the event. When used for high-precision scroll "
"events, this indicates the scroll amount (vertical or horizontal). This is "
"only supported on some platforms; the reported sensitivity varies depending "
"on the platform. May be [code]0[/code] if not supported."
msgstr ""
#: doc/classes/InputEventMouseButton.xml
msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Input event type for mouse motion events."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"The mouse position relative to the previous position (position at the last "
"frame).\n"
"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
"code] when the user stops moving the mouse."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid "The mouse speed in pixels per second."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the angles of tilt of the pen. Positive X-coordinate value "
"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
"axes."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid ""
"Input event type for screen drag events. Only available on mobile devices."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "Contains screen drag information. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag event index in the case of a multi-drag event."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag position."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid ""
"The drag position relative to the previous position (position at the last "
"frame)."
msgstr ""
#: doc/classes/InputEventScreenDrag.xml
msgid "The drag speed."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"Input event type for screen touch events.\n"
"(only available on mobile devices)"
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"Stores multi-touch press/release information. Supports touch press, touch "
"release and [member index] for multi-touch count and order."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid "The touch position."
msgstr ""
#: doc/classes/InputEventScreenTouch.xml
msgid ""
"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
"the touch's state is released."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "Base class for keys events with modifiers."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid ""
"Contains keys events information with modifiers support like [code]Shift[/"
"code] or [code]Alt[/code]. See [method Node._input]."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Alt[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Command[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Ctrl[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Meta[/code] modifier."
msgstr ""
#: doc/classes/InputEventWithModifiers.xml
msgid "State of the [code]Shift[/code] modifier."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Singleton that manages [InputEventAction]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Manages all [InputEventAction] which can be created/modified from the "
"project settings menu [b]Project > Project Settings > Input Map[/b] or in "
"code with [method add_action] and [method action_add_event]. See [method "
"Node._input]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Removes all events from an action."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns a deadzone value for the action."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an empty action to the [InputMap] with a configurable [code]deadzone[/"
"code].\n"
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Removes an action from the [InputMap]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the given event is part of an existing action. "
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
"If [code]exact_match[/code] is [code]false[/code], it ignores additional "
"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
"the direction for [InputEventJoypadMotion] events."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns an array of [InputEvent]s associated with a given action.\n"
"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
"this method will return events for the editor action. If you want to access "
"your project's input binds from the editor, read the [code]input/*[/code] "
"settings from [ProjectSettings]."
msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Turning on the option [b]Load As Placeholder[/b] for an instanced scene in "
"the editor causes it to be replaced by an InstancePlaceholder when running "
"the game. This makes it possible to delay actually loading the scene until "
"calling [method replace_by_instance]. This is useful to avoid loading large "
"scenes all at once by loading parts of it selectively.\n"
"The InstancePlaceholder does not have a transform. This causes any child "
"nodes to be positioned relatively to the Viewport from point (0,0), rather "
"than their parent as displayed in the editor. Replacing the placeholder with "
"a scene with a transform will transform children relatively to their parent "
"again."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Gets the path to the [PackedScene] resource file that is loaded by default "
"when calling [method replace_by_instance]. Not thread-safe. Use [method "
"Object.call_deferred] if calling from a thread."
msgstr ""
#: doc/classes/InstancePlaceholder.xml
msgid ""
"Replaces this placeholder by the scene handed as an argument, or the "
"original scene if no argument is given. As for all resources, the scene is "
"loaded only if it's not loaded already. By manually loading the scene "
"beforehand, delays caused by this function can be avoided."
msgstr ""
#: doc/classes/int.xml
msgid "Integer built-in type."
msgstr ""
#: 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
msgid ""
"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Returns the floor's collision angle at the last collision point according to "
"[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This "
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns the surface normal of the floor at the last collision point. Only "
"valid after calling [method move_and_slide] or [method "
"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
"code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns the linear velocity of the floor at the last collision point. Only "
"valid after calling [method move_and_slide] or [method "
"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
"code]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Returns a [KinematicCollision], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Returns a [KinematicCollision], which contains information about a collision "
"that occurred during the last call to [method move_and_slide] or [method "
"move_and_slide_with_snap]. Since the body can collide several times in a "
"single call to [method move_and_slide], you must specify the index of the "
"collision in the range 0 to ([method get_slide_count] - 1)."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns the number of times the body collided and changed direction during "
"the last call to [method move_and_slide] or [method "
"move_and_slide_with_snap]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns [code]true[/code] if the body collided with the ceiling on the last "
"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
"Otherwise, returns [code]false[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns [code]true[/code] if the body collided with the floor on the last "
"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
"Otherwise, returns [code]false[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Returns [code]true[/code] if the body collided with a wall on the last call "
"of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, "
"returns [code]false[/code]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
"it collides. Returns a [KinematicCollision], which contains information "
"about the collision when stopped, or when touching another body along the "
"motion.\n"
"If [code]test_only[/code] is [code]true[/code], the body does not move but "
"the would-be collision information is given."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Moves the body along a vector. If the body collides with another, it will "
"slide along the other body rather than stop immediately. If the other body "
"is a [KinematicBody] or [RigidBody], it will also be affected by the motion "
"of the other body. You can use this to make moving and rotating platforms, "
"or to make nodes push other nodes.\n"
"This method should be used in [method Node._physics_process] (or in a method "
"called by [method Node._physics_process]), as it uses the physics step's "
"[code]delta[/code] value automatically in calculations. Otherwise, the "
"simulation will run at an incorrect speed.\n"
"[code]linear_velocity[/code] is the velocity vector (typically meters per "
"second). Unlike in [method move_and_collide], you should [i]not[/i] multiply "
"it by [code]delta[/code] — the physics engine handles applying the "
"velocity.\n"
"[code]up_direction[/code] is the up direction, used to determine what is a "
"wall and what is a floor or a ceiling. If set to the default value of "
"[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n"
"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
"slopes when you include gravity in [code]linear_velocity[/code] and the body "
"is standing still.\n"
"If the body collides, it will change direction a maximum of "
"[code]max_slides[/code] times before it stops.\n"
"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
"is still considered a floor (or a ceiling), rather than a wall. The default "
"value equals 45 degrees.\n"
"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
"push [RigidBody] nodes, but it won't also detect any collisions with them. "
"If [code]false[/code], it will interact with [RigidBody] nodes like with "
"[StaticBody].\n"
"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
"slide collision occurred. To get detailed information about collisions that "
"occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Moves the body while keeping it attached to slopes. Similar to [method "
"move_and_slide].\n"
"As long as the [code]snap[/code] vector is in contact with the ground, the "
"body will remain attached to the surface. This means you must disable snap "
"in order to jump, for example. You can do this by setting [code]snap[/code] "
"to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Locks or unlocks the specified [code]axis[/code] depending on the value of "
"[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
"[member move_lock_z]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Checks for collisions without moving the body. Virtually sets the node's "
"position, scale and rotation to that of the given [Transform], then tries to "
"move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
"code] if a collision would stop the body from moving along the whole path.\n"
"Use [method move_and_collide] instead for detecting collision with touching "
"bodies."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's X axis movement."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's Y axis movement."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid "Lock the body's Z axis movement."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Extra margin used for collision recovery in motion functions (see [method "
"move_and_collide], [method move_and_slide], [method "
"move_and_slide_with_snap]).\n"
"If the body is at least this close to another body, it will consider them to "
"be colliding and will be pushed away before performing the actual motion.\n"
"A higher value means it's more flexible for detecting collision, which helps "
"with consistently detecting walls and floors.\n"
"A lower value forces the collision algorithm to use more exact detection, so "
"it can be used in cases that specifically require precision, e.g at very low "
"scale to avoid visible jittering, or for stability with a stack of kinematic "
"bodies."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the "
"physics frame. This is useful when animating movement via [AnimationPlayer], "
"for example on moving platforms. Do [b]not[/b] use together with [method "
"move_and_slide] or [method move_and_collide] functions."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's X axis movement. Deprecated alias for [member "
"axis_lock_motion_x]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Y axis movement. Deprecated alias for [member "
"axis_lock_motion_y]."
msgstr ""
#: doc/classes/KinematicBody.xml
msgid ""
"Lock the body's Z axis movement. Deprecated alias for [member "
"axis_lock_motion_z]."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Sets the behavior to apply when you leave a moving platform. By default, to "
"be physically accurate, when you leave the last platform velocity is "
"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
"available behavior."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Add the last platform velocity when you leave a moving platform."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid ""
"Add the last platform velocity when you leave a moving platform, but any "
"downward motion is ignored. It's useful to keep full jump height even when "
"the platform is moving down."
msgstr ""
#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
msgid "Do nothing when leaving a platform."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid "Kinematic body 2D node."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Kinematic bodies are special types of bodies that are meant to be user-"
"controlled. They are not affected by physics at all; to other types of "
"bodies, such as a character or a rigid body, these are the same as a static "
"body. However, they have two main uses:\n"
"[b]Simulated motion:[/b] When these bodies are moved manually, either from "
"code or from an [AnimationPlayer] (with [member AnimationPlayer."
"playback_process_mode] set to \"physics\"), the physics will automatically "
"compute an estimate of their linear and angular velocity. This makes them "
"very useful for moving platforms or other AnimationPlayer-controlled objects "
"(like a door, a bridge that opens, etc).\n"
"[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving "
"objects (the [method move_and_collide] and [method move_and_slide] methods) "
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid "Using KinematicBody2D"
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Returns the floor's collision angle at the last collision point according to "
"[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This "
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Returns a [KinematicCollision2D], which contains information about the "
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Returns a [KinematicCollision2D], which contains information about a "
"collision that occurred during the last call to [method move_and_slide] or "
"[method move_and_slide_with_snap]. Since the body can collide several times "
"in a single call to [method move_and_slide], you must specify the index of "
"the collision in the range 0 to ([method get_slide_count] - 1).\n"
"[b]Example usage:[/b]\n"
"[codeblock]\n"
"for i in get_slide_count():\n"
" var collision = get_slide_collision(i)\n"
" print(\"Collided with: \", collision.collider.name)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
"it collides. Returns a [KinematicCollision2D], which contains information "
"about the collision when stopped, or when touching another body along the "
"motion.\n"
"If [code]test_only[/code] is [code]true[/code], the body does not move but "
"the would-be collision information is given."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Moves the body along a vector. If the body collides with another, it will "
"slide along the other body rather than stop immediately. If the other body "
"is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"This method should be used in [method Node._physics_process] (or in a method "
"called by [method Node._physics_process]), as it uses the physics step's "
"[code]delta[/code] value automatically in calculations. Otherwise, the "
"simulation will run at an incorrect speed.\n"
"[code]linear_velocity[/code] is the velocity vector in pixels per second. "
"Unlike in [method move_and_collide], you should [i]not[/i] multiply it by "
"[code]delta[/code] — the physics engine handles applying the velocity.\n"
"[code]up_direction[/code] is the up direction, used to determine what is a "
"wall and what is a floor or a ceiling. If set to the default value of "
"[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful "
"for topdown games.\n"
"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
"slopes when you include gravity in [code]linear_velocity[/code] and the body "
"is standing still.\n"
"If the body collides, it will change direction a maximum of "
"[code]max_slides[/code] times before it stops.\n"
"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
"is still considered a floor (or a ceiling), rather than a wall. The default "
"value equals 45 degrees.\n"
"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
"push [RigidBody2D] nodes, but it won't also detect any collisions with them. "
"If [code]false[/code], it will interact with [RigidBody2D] nodes like with "
"[StaticBody2D].\n"
"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
"slide collision occurred. To get detailed information about collisions that "
"occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Moves the body while keeping it attached to slopes. Similar to [method "
"move_and_slide].\n"
"As long as the [code]snap[/code] vector is in contact with the ground, the "
"body will remain attached to the surface. This means you must disable snap "
"in order to jump, for example. You can do this by setting [code]snap[/code] "
"to [code](0, 0)[/code] or by using [method move_and_slide] instead."
msgstr ""
#: doc/classes/KinematicBody2D.xml
msgid ""
"Checks for collisions without moving the body. Virtually sets the node's "
"position, scale and rotation to that of the given [Transform2D], then tries "
"to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
"code] if a collision would stop the body from moving along the whole path.\n"
"Use [method move_and_collide] instead for detecting collision with touching "
"bodies."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid "Collision data for [KinematicBody] collisions."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid ""
"Contains collision data for [KinematicBody] collisions. When a "
"[KinematicBody] is moved using [method KinematicBody.move_and_collide], it "
"stops if it detects a collision with another body. If a collision is "
"detected, a KinematicCollision object is returned.\n"
"This object contains information about the collision, including the "
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector3.UP[/code] by default. This value is always positive."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid ""
"The colliding body's unique instance ID. See [method Object.get_instance_id]."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's metadata. See [Object]."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid "The colliding body's [RID] used by the [PhysicsServer]."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape."
msgstr ""
#: doc/classes/KinematicCollision.xml
msgid "The colliding shape's index. See [CollisionObject]."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding object's velocity."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The moving object's colliding shape."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body's shape's normal at the point of collision."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The point of collision, in global coordinates."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The moving object's remaining movement vector."
msgstr ""
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The distance the moving object traveled before collision."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid "Collision data for [KinematicBody2D] collisions."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid ""
"Contains collision data for [KinematicBody2D] collisions. When a "
"[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], "
"it stops if it detects a collision with another body. If a collision is "
"detected, a KinematicCollision2D object is returned.\n"
"This object contains information about the collision, including the "
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector2.UP[/code] by default. This value is always positive."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding body's [RID] used by the [Physics2DServer]."
msgstr ""
#: doc/classes/KinematicCollision2D.xml
msgid "The colliding shape's index. See [CollisionObject2D]."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
#: doc/classes/Label.xml
msgid ""
"Label displays plain text on the screen. It gives you control over the "
"horizontal and vertical alignment and can wrap the text inside the node's "
"bounding rectangle. It doesn't support bold, italics, or other formatting. "
"For that, use [RichTextLabel] instead.\n"
"[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control."
"mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it "
"doesn't react to mouse input events). This implies that a label won't "
"display any configured [member Control.hint_tooltip], unless you change its "
"mouse filter.\n"
"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
#: doc/classes/Label.xml
msgid "Returns the amount of lines of text the Label has."
msgstr ""
#: doc/classes/Label.xml
msgid "Returns the font size in pixels."
msgstr ""
#: 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
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr ""
#: 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
msgid "If [code]true[/code], wraps the text to the [member width]."
msgstr ""
#: 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
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
msgstr ""
#: 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
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"label."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
"to one of the [enum VAlign] constants."
msgstr ""
#: doc/classes/Label3D.xml
msgid "Text width (in pixels), used for autowrap and fill alignment."
msgstr ""
#: doc/classes/Label3D.xml
msgid "If set, lights in the environment affect the label."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
#: doc/classes/SpriteBase3D.xml
msgid ""
"Disables the depth test, so this object is drawn on top of all others. "
"However, objects drawn after it in the draw order may cover it."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"Label is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
msgid "Represents the size of the [enum DrawFlags] enum."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"This mode performs standard alpha blending. It can display translucent "
"areas, but transparency sorting issues may be visible when multiple "
"transparent materials are overlapping."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"This mode only allows fully transparent or fully opaque pixels. This mode is "
"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
#: doc/classes/Label3D.xml
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower "
"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
"allows displaying translucent areas and smooth edges while using proper "
"sorting.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
"offsets."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of "
"storing many smaller textures with offsets.\n"
"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
"different offsets."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
"[code]ofs[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Clears the [LargeTexture]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Returns the number of pieces currently in this [LargeTexture]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Returns the offset of the piece with the index [code]idx[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
"code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid ""
"Sets the [Texture] of the piece with index [code]idx[/code] to "
"[code]texture[/code]."
msgstr ""
#: doc/classes/LargeTexture.xml
msgid "Sets the size of this [LargeTexture]."
msgstr ""
#: doc/classes/Light.xml
msgid "Provides a base class for different kinds of light nodes."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Light is the [i]abstract[/i] base class for light nodes. As it can't be "
"instanced, it shouldn't be used directly. Other types of light nodes inherit "
"from it. Light contains the common variables and parameters used for "
"lighting."
msgstr ""
#: doc/classes/Light.xml doc/classes/SpotLight.xml
msgid "3D lights and shadows"
msgstr ""
#: doc/classes/Light.xml
msgid "Returns the value of the specified [enum Light.Param] parameter."
msgstr ""
#: doc/classes/Light.xml
msgid "Sets the value of the specified [enum Light.Param] parameter."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], the light only appears in the editor and will not be "
"visible at runtime."
msgstr ""
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a "
"result equivalent to increasing the light's [member light_energy]."
msgstr ""
#: doc/classes/Light.xml
msgid "The light will affect objects in the selected layers."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight] and [SpotLight], changing this value will only change the light "
"color's intensity, not the light's radius."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"Secondary multiplier used with indirect light (light bounces). This works on "
"both [BakedLightmap] and [GIProbe]."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"If [code]true[/code], the light's effect is reversed, darkening areas and "
"casting bright shadows."
msgstr ""
#: doc/classes/Light.xml
msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
"simulate area lights to an extent."
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 at the [code]position[/code]. Appends the point at the end of "
"the line.\n"
"If [code]at_position[/code] is given, the point is inserted before the point "
"number [code]at_position[/code], moving that point (and every point after) "
"after the inserted point. If [code]at_position[/code] is not given, or is an "
"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Removes all points from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Returns the Line2D's amount of points."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Returns point [code]i[/code]'s position."
msgstr ""
#: doc/classes/Line2D.xml
msgid "Removes the point at index [code]i[/code] from the line."
msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"Overwrites the position in point [code]i[/code] with the supplied "
"[code]position[/code]."
msgstr ""
#: 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
msgid "Returns [code]true[/code] if the user has selected text."
msgstr ""
#: 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
msgid ""
"If [code]true[/code], the selected text will be deselected when focus is "
"lost."
msgstr ""
#: 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
msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
msgstr ""
#: doc/classes/Listener2D.xml
msgid ""
"Makes the [Listener2D] active, setting it as the hearing point for the "
"sounds. If there is already another active [Listener2D], it will be "
"disabled.\n"
"This method will have no effect if the [Listener2D] is not added to "
"[SceneTree]."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Abstract base class for the game's main loop."
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
"inherited by [SceneTree], which is the default game loop implementation used "
"in Godot projects, though it is also possible to write and use one's own "
"[MainLoop] subclass instead of the scene tree.\n"
"Upon the application start, a [MainLoop] implementation must be provided to "
"the OS; otherwise, the application will exit. This happens automatically "
"(and a [SceneTree] is created) unless a main [Script] is provided from the "
"command line (with e.g. [code]godot -s my_loop.gd[/code], which should then "
"be a [MainLoop] implementation.\n"
"Here is an example script implementing a simple [MainLoop]:\n"
"[codeblock]\n"
"extends MainLoop\n"
"\n"
"var time_elapsed = 0\n"
"var keys_typed = []\n"
"var quit = false\n"
"\n"
"func _initialize():\n"
" print(\"Initialized:\")\n"
" print(\" Starting time: %s\" % str(time_elapsed))\n"
"\n"
"func _idle(delta):\n"
" time_elapsed += delta\n"
" # Return true to end the main loop.\n"
" return quit\n"
"\n"
"func _input_event(event):\n"
" # Record keys.\n"
" if event is InputEventKey and event.pressed and !event.echo:\n"
" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
" # Quit on Escape press.\n"
" if event.scancode == KEY_ESCAPE:\n"
" quit = true\n"
" # Quit on any mouse click.\n"
" if event is InputEventMouseButton:\n"
" quit = true\n"
"\n"
"func _finalize():\n"
" print(\"Finalized:\")\n"
" print(\" End time: %s\" % str(time_elapsed))\n"
" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/MainLoop.xml
msgid ""
"Called when files are dragged from the OS file manager and dropped in the "
"game window. The arguments are a list of file paths and the identifier of "
"the screen where the drag originated."
msgstr ""
#: doc/classes/MainLoop.xml
msgid "Called before the program exits."
msgstr ""
#: 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 doc/classes/VisualServer.xml
msgid "Flag used to mark a compressed (half float) color array."
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."
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 to reuse geometry and save on resources. When a "
"[Mesh] has to be instanced more than thousands of times at close proximity, "
"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [StaticBody] child node with a [ConvexPolygonShape] "
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing.\n"
"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
"simplified to reduce the amount of vertices. Disabled by default."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [MeshInstance] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [StaticBody] child node with multiple "
"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
"convex decomposition. It's mainly used for testing."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"This helper creates a [StaticBody] child node with a [ConcavePolygonShape] "
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing."
msgstr ""
#: doc/classes/MeshInstance.xml
msgid ""
"Returns the [Material] that will be used by the [Mesh] when drawing. This "
"can return the [member GeometryInstance.material_override], the surface "
"override [Material] defined in this [MeshInstance], or the surface "
"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
"material_override] is used, all surfaces will return the override material."
msgstr ""
#: doc/classes/MeshInstance.xml
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
msgid "Returns the number of surface override materials."
msgstr ""
#: 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
msgid "Returns the transform applied to the item's mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's name."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the item's navigation mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Returns the transform applied to the item's navigation mesh."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"When running in the editor, returns a generated item preview (a 3D rendering "
"in isometric perspective). When used in a running project, returns the "
"manually-defined item preview which can be set using [method "
"set_item_preview]. Returns an empty [Texture] if no preview was manually set "
"in a running project."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid ""
"Returns an item's collision shapes.\n"
"The array consists of each [Shape] followed by its [Transform]."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Gets an unused ID for a new item."
msgstr ""
#: doc/classes/MeshLibrary.xml
msgid "Removes the item."
msgstr ""
#: 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."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets custom data for a specific instance. Although [Color] is used, it is "
"just a container for 4 floating point numbers. The format of the number can "
"change depending on the [enum CustomDataFormat] used."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Sets the [Transform] for a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Sets the [Transform2D] for a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of colors in color array that gets passed to shader."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of custom data in custom data array that gets passed to shader."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Number of instances that will get drawn. This clears and (re)sizes the "
"buffers. By default, all instances are drawn but you can limit this with "
"[member visible_instance_count]."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use this when using 2D transforms."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use this when using 3D transforms."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance [Color]s."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Compress [Color] data into 8 bits when passing to shader. This uses less "
"memory and can be faster, but the [Color] loses precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"The [Color] passed into [method set_instance_color] will use 4 floats. Use "
"this for highest precision [Color]."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Use when you are not using per-instance custom data."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Compress custom_data into 8 bits when passing to shader. This uses less "
"memory and can be faster, but loses precision and range. Floats packed into "
"8 bits can only represent values between 0 and 1, numbers outside that range "
"will be clamped."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid ""
"[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s "
"based on a [MultiMesh] resource.\n"
"This is useful to optimize the rendering of a high amount of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance]."
msgstr ""
#: doc/classes/MultiMeshInstance2D.xml
msgid "Node that instances a [MultiMesh] in 2D."
msgstr ""
#: doc/classes/MultiMeshInstance2D.xml
msgid ""
"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance]."
msgstr ""
#: doc/classes/MultiMeshInstance2D.xml
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid "High-level multiplayer API."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"This class implements most of the logic behind the high-level multiplayer "
"API. See also [NetworkedMultiplayerPeer].\n"
"By default, [SceneTree] has a reference to this class that is used to "
"provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n"
"It is possible to override the MultiplayerAPI instance used by specific "
"Nodes by setting the [member Node.custom_multiplayer] property, effectively "
"allowing to run both client and server in the same scene.\n"
"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
"detail and isn't meant to be used by non-Godot servers. It may change "
"without notice."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Clears the current MultiplayerAPI network state (you shouldn't call this "
"unless you know what you are doing)."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
"network_peer]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
#: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
msgid "Returns [code]true[/code] if there is a [member network_peer] set."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
"in server mode (listening for connections)."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Method used for polling the MultiplayerAPI. You only need to worry about "
"this if you are using [member Node.custom_multiplayer] override or you set "
"[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, "
"[SceneTree] will poll its MultiplayerAPI for you.\n"
"[b]Note:[/b] This method results in RPCs and RSETs being called, so they "
"will be executed in the same context of this function (e.g. [code]_process[/"
"code], [code]physics[/code], [Thread])."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Sends the given raw [code]bytes[/code] to a specific peer identified by "
"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
"Default ID is [code]0[/code], i.e. broadcast to all peers."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
"allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
"allow encoding and decoding of object during RPCs/RSETs.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"The peer object to handle the RPC system (effectively enabling networking "
"when set). Depending on the peer itself, the MultiplayerAPI will become a "
"network server (check with [method is_network_server]) and will set root "
"node's network mode to master, or it will become a regular peer with root "
"node set to puppet. All child nodes are set to inherit the network mode by "
"default. Handling of networking-related events (connection, disconnection, "
"new clients) is done by connecting to MultiplayerAPI's signals."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
"incoming connections."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"The root node to use for RPCs. Instead of an absolute path, a relative path "
"will be used to find the node upon which the RPC should be executed.\n"
"This effectively allows to have different branches of the scene tree to be "
"managed by different MultiplayerAPI, allowing for example to run both client "
"and server in the same scene."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
"a connection to a server. Only emitted on clients."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] connects with a new "
"peer. ID is the peer ID of the new peer. Clients get notified when other "
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] disconnects from a "
"peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] receive a "
"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
"peer ID of the peer that sent the packet."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
"server. Only emitted on clients."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to disable a "
"method or property for all RPC calls, making it unavailable. Default for all "
"methods."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
"method to be called or a property to be changed only on the remote end, not "
"locally. Analogous to the [code]remote[/code] keyword. Calls and property "
"changes are accepted from all remote peers, no matter if they are node's "
"master or puppets."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
"method to be called or a property to be changed only on the network master "
"for this node. Analogous to the [code]master[/code] keyword. Only accepts "
"calls or property changes from the node's network puppets, see [method Node."
"set_network_master]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
"method to be called or a property to be changed only on puppets for this "
"node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or "
"property changes from the node's network master, see [method Node."
"set_network_master]."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
"[code]slave[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
"change locally. Analogous to the [code]remotesync[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
"the [code]sync[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
"change locally. Analogous to the [code]mastersync[/code] keyword."
msgstr ""
#: doc/classes/MultiplayerAPI.xml
msgid ""
"Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
"change locally. Analogous to the [code]puppetsync[/code] keyword."
msgstr ""
#: doc/classes/Mutex.xml
msgid "A synchronization mutex (mutual exclusion)."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"A synchronization mutex (mutual exclusion). This is used to synchronize "
"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
"that only one thread can ever acquire the lock at a time. A mutex can be "
"used to protect a critical section; however, be careful to avoid deadlocks."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
"[b]Note:[/b] This function returns without blocking if the thread already "
"has ownership of the mutex."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"Tries locking this [Mutex], but does not block. Returns [constant OK] on "
"success, [constant ERR_BUSY] otherwise.\n"
"[b]Note:[/b] This function returns [constant OK] if the thread already has "
"ownership of the mutex."
msgstr ""
#: doc/classes/Mutex.xml
msgid ""
"Unlocks this [Mutex], leaving it to other threads.\n"
"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
"times while already having ownership of the mutex, it must also call [method "
"unlock] the same number of times in order to unlock it correctly."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_class_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_method_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_property_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Returns the documentation string that was previously set with "
"[code]godot_nativescript_set_signal_documentation[/code]."
msgstr ""
#: modules/gdnative/doc_classes/NativeScript.xml
msgid ""
"Constructs a new object of the base type with a script of this type already "
"attached.\n"
"[b]Note:[/b] Any arguments passed to this function will be ignored and not "
"passed to the native constructor function. This will change with in a future "
"API extension."
msgstr ""
#: doc/classes/Navigation.xml
msgid "Mesh-based navigation and pathfinding node."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
"NavigationServer.map_get_path] instead.\n"
"Provides navigation and pathfinding within a collection of "
"[NavigationMesh]es. By default, these will be automatically collected from "
"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
#: doc/classes/NavigationServer.xml
msgid "3D Navmesh Demo"
msgstr ""
#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
msgid ""
"Returns the navigation point closest to the point given. Points are in local "
"coordinate space."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the surface normal at the navigation point closest to the point "
"given. Useful for rotating a navigation agent according to the navigation "
"mesh it moves on."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the owner of the [NavigationMesh] which contains the navigation "
"point closest to the point given. This is usually a [NavigationMeshInstance]."
msgstr ""
#: doc/classes/Navigation.xml
msgid ""
"Returns the navigation point closest to the given line segment. When "
"enabling [code]use_collision[/code], only considers intersection points "
"between segment and navigation meshes. If multiple intersection points are "
"found, the one closest to the segment start point is returned."
msgstr ""
#: doc/classes/Navigation.xml
msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
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"
"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
msgid "Returns [code]true[/code] if the map got changed the previous frame."
msgstr ""
#: 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
msgid "Puts the agent in the map."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Sets the maximum number of other agents the agent takes into account in the "
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the maximum speed of the agent. Must be positive."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
"Sets the maximum distance to other agents this agent takes into account in "
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the position of the agent in world space."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the radius of the agent."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the new target velocity."
msgstr ""
#: 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
msgid "Sets the current velocity of the agent."
msgstr ""
#: 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
msgid "Returns the map cell size."
msgstr ""
#: 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
msgid "Returns [code]true[/code] if the map is active."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map active."
msgstr ""
#: 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
msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
msgstr ""
#: 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
msgid "Returns the region's navigation layers."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
msgstr ""
#: 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
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the map for the region."
msgstr ""
#: doc/classes/Navigation2DServer.xml
msgid ""
"Set the region's navigation layers. This allows selecting regions from a "
"path request (when using [method Navigation2DServer.map_get_path])."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the navigation mesh for the region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the global transformation for the region."
msgstr ""
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
msgstr ""
#: 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."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the distance to the target location, using the agent's global "
"position. The user must set the target location with [method "
"set_target_location] in order for this to be accurate."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the reachable final location in global coordinates. This can change "
"if the navigation path is altered in any way. Because of this, it would be "
"best to check this each frame."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns this agent's current path from start to finish in global "
"coordinates. The path only updates when the target location is changed or "
"the agent requires a repath. The path array is not intended to be used in "
"direct path movement as the agent has its own internal path logic that would "
"get corrupted by changing the path array manually. Use the intended [method "
"get_next_location] once every physics frame to receive the next path point "
"for the agents movement as this function also updates the internal path "
"logic."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector3Array]."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"Returns the [Navigation] node that the agent is using for its navigation "
"system."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the [RID] of the navigation map for this NavigationAgent node. This "
"function returns always the map set on the NavigationAgent node and not the "
"map of the abstract agent on the NavigationServer. If the agent map is "
"changed directly with the NavigationServer API the NavigationAgent node will "
"not be aware of the map change. Use [method set_navigation_map] to change "
"the navigation map for the NavigationAgent and also update the agent on the "
"NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the next location in global coordinates that can be moved to, making "
"sure that there are no static objects in the way. If the agent does not have "
"a navigation path, it will return the position of the agent's parent. The "
"use of this function once every physics frame is required to update the "
"internal path logic of the NavigationAgent."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid "Returns the [RID] of this agent on the [NavigationServer]."
msgstr ""
#: 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
msgid ""
"Returns [code]true[/code] if the navigation path's final location has been "
"reached."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns [code]true[/code] if the target location is reachable. The target "
"location is set using [method set_target_location]."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Returns [code]true[/code] if the target location is reached. The target "
"location is set using [method set_target_location]. It may not always be "
"possible to reach the target location. It should always be possible to reach "
"the final location though. See [method get_final_location]."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"Sets the [Navigation] node used by the agent. Useful when you don't want to "
"make the agent a child of a [Navigation] node."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the [RID] of the navigation map this NavigationAgent node should use "
"and also updates the [code]agent[/code] on the NavigationServer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the user desired final location. This will clear the current navigation "
"path."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"Sends the passed in velocity to the collision avoidance algorithm. It will "
"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
"is complete, it will emit the [signal velocity_computed] signal."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"The NavigationAgent height offset is subtracted from the y-axis value of any "
"vector path position for this NavigationAgent. The NavigationAgent height "
"offset does not change or influence the navigation mesh or pathfinding query "
"result. Additional navigation maps that use regions with navigation meshes "
"that the developer baked with appropriate agent radius or height values are "
"required to support different-sized agents."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback "
"on the [NavigationServer]. When [method set_velocity] is used and the "
"processing is completed a [code]safe_velocity[/code] Vector3 is received "
"with a signal connection to [signal velocity_computed]. Avoidance processing "
"with many registered agents has a significant performance cost and should "
"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
"horizontal plane."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum number of neighbors for the agent to consider."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The maximum speed that an agent can move."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationAgent] "
"belongs to. On path requests the agent will ignore navmeshes without at "
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid "The distance to search for other agents."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final location. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
#: doc/classes/NavigationAgent.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
"other agents. The larger the number, the sooner the agent will respond to "
"other agents, but the less freedom in choosing its velocities. Must be "
"positive."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
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]."
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."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PoolVector2Array]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Returns the [Navigation2D] node that the agent is using for its navigation "
"system."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"Sets the [Navigation2D] node used by the agent. Useful when you don't want "
"to make the agent a child of a [Navigation2D] node."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback "
"on the [Navigation2DServer]. When [method set_velocity] is used and the "
"processing is completed a [code]safe_velocity[/code] Vector2 is received "
"with a signal connection to [signal velocity_computed]. Avoidance processing "
"with many registered agents has a significant performance cost and should "
"only be enabled on agents that currently require it."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationAgent2D] "
"belongs to. On path requests the agent will ignore navmeshes without at "
"least one matching layer."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"A navigation mesh is a collection of polygons that define which areas of an "
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Adds a polygon using the indices of the vertices you get when calling "
"[method get_vertices]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Clears the array of polygons, but it doesn't clear the array of vertices."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Initializes the navigation mesh by setting the vertices and indices "
"according to a [Mesh]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Returns whether the specified [code]bit[/code] of the [member "
"geometry_collision_mask] is set."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolIntArray] containing the indices of the vertices of a created "
"polygon."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Returns the number of polygons in the navigation mesh."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Returns a [PoolVector3Array] containing all the vertices being used to "
"create the polygons."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
"code] in the [member geometry_collision_mask].\n"
"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
"code] in the [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
"multiple of [member cell_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The maximum slope that is considered walkable, in degrees."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The Y axis cell size to use for fields."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum distance the detail mesh surface should deviate from "
"heightfield, in cell unit."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum distance a simplfied contour's border edges should deviate the "
"original raw contour."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"If [code]true[/code], marks walkable spans as not walkable if the clearance "
"above the span is less than [member agent_height]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The name of the group to scan for geometry.\n"
"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The maximum number of vertices allowed for polygons generated during the "
"contour to polygon conversion process."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Any regions with a size smaller than this will be merged with larger regions "
"if possible.\n"
"[b]Note:[/b] This value will be squared to calculate the number of cells. "
"For example, a value of 20 will set the number of cells to 400."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"The minimum size of a region for it to be created.\n"
"[b]Note:[/b] This value will be squared to calculate the minimum number of "
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Watershed partitioning. Generally the best choice if you precompute the "
"navigation mesh, use this if you have large open areas."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Monotone partitioning. Use this if you want fast navigation mesh generation."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Represents the size of the [enum SamplePartitionType] enum."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
"and [GridMap] nodes."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Parses [StaticBody] colliders as geometry. The collider should be in any of "
"the layers specified by [member geometry_collision_mask]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Represents the size of the [enum ParsedGeometryType] enum."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"geometry_source_group_name]."
msgstr ""
#: doc/classes/NavigationMesh.xml
msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid "Helper class for creating and clearing navigation meshes."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes "
"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
"[NavigationMeshGenerator] has very limited to no use for 2D as the "
"navigation mesh baking process expects 3D node types and 3D source geometry "
"to parse.\n"
"The entire navigation mesh baking is best done in a separate thread as the "
"voxelization, collision tests and mesh optimization steps involved are very "
"performance and time hungry operations.\n"
"Navigation mesh baking happens in multiple steps and the result depends on "
"3D source geometry and properties of the [NavigationMesh] resource. In the "
"first step, starting from a root node and depending on [NavigationMesh] "
"properties all valid 3D source geometry nodes are collected from the "
"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
"geometry data and a combined 3D mesh is build. Due to the many different "
"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
"various [CollisionObject]s, some operations to collect geometry data can "
"trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
"synchronization can have a negative effect on baking time or framerate as it "
"often involves [Mutex] locking for thread security. Many parsable objects "
"and the continuous synchronization with other threaded Servers can increase "
"the baking time significantly. On the other hand only a few but very large "
"and complex objects will take some time to prepare for the Servers which can "
"noticeably stall the next frame render. As a general rule the total amount "
"of parsable objects and their individual size and complexity should be "
"balanced to avoid framerate issues or very long baking times. The combined "
"mesh is then passed to the Recast Navigation Object to test the source "
"geometry for walkable terrain suitable to [NavigationMesh] agent properties "
"by creating a voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
"nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has "
"no concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
"nodes under the provided [code]root_node[/code] or a specific group of nodes "
"for potential source geometry. The parse behavior can be controlled with the "
"[member NavigationMesh.geometry_parsed_geometry_type] and [member "
"NavigationMesh.geometry_source_geometry_mode] properties on the "
"[NavigationMesh] resource."
msgstr ""
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
"Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
"resource."
msgstr ""
#: 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
msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
msgstr ""
#: 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
msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
msgstr ""
#: doc/classes/NavigationObstacle2D.xml
msgid ""
"Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
"want to make the obstacle a child of a [Navigation2D] node."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"A node that has methods to draw outlines or use indices of vertices to "
"create navigation polygons."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"There are two ways to create polygons. Either by using the [method "
"add_outline] method, or using the [method add_polygon] method.\n"
"Using [method add_outline]:\n"
"[codeblock]\n"
"var polygon = NavigationPolygon.new()\n"
"var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
"50), Vector2(50, 0)])\n"
"polygon.add_outline(outline)\n"
"polygon.make_polygons_from_outlines()\n"
"$NavigationPolygonInstance.navpoly = polygon\n"
"[/codeblock]\n"
"Using [method add_polygon] and indices of the vertices array.\n"
"[codeblock]\n"
"var polygon = NavigationPolygon.new()\n"
"var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
"50), Vector2(50, 0)])\n"
"polygon.set_vertices(vertices)\n"
"var indices = PoolIntArray([0, 1, 2, 3])\n"
"polygon.add_polygon(indices)\n"
"$NavigationPolygonInstance.navpoly = polygon\n"
"[/codeblock]"
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Appends a [PoolVector2Array] that contains the vertices of an outline to the "
"internal array that contains all the outlines. You have to call [method "
"make_polygons_from_outlines] in order for this array to be converted to "
"polygons that the engine will use."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Adds a [PoolVector2Array] that contains the vertices of an outline to the "
"internal array that contains all the outlines at a fixed position. You have "
"to call [method make_polygons_from_outlines] in order for this array to be "
"converted to polygons that the engine will use."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Clears the array of the outlines, but it doesn't clear the vertices and the "
"polygons that were created by them."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Clears the array of polygons, but it doesn't clear the array of outlines and "
"vertices."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns the [NavigationMesh] resulting from this navigation polygon. This "
"navmesh can be used to update the navmesh of a region with the [method "
"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
"behind the scene)."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns the number of outlines that were created in the editor or by script."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid "Returns the count of all polygons."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Returns a [PoolVector2Array] containing all the vertices being used to "
"create the polygons."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid "Creates polygons from the outlines added in the editor or by script."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
#: doc/classes/NavigationPolygon.xml
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid "A region of the 2D navigation map."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"A region of the navigation map. It tells the [Navigation2DServer] what can "
"be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
"By default this node will register to the default [World2D] navigation map. "
"If this node is a child of a [Navigation2D] node it will register to the "
"navigation map of the navigation node.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
"two regions. They must share a similar edge.\n"
"The pathfinding cost of entering this region from another region can be "
"controlled with the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start "
"position is already inside this region.\n"
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
"[method Navigation2DServer.map_get_closest_point_owner] can be used to "
"identify the [NavigationPolygonInstance] closest to a point on the merged "
"navigation map."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
msgid ""
"A bitfield determining all navigation map layers the [NavigationPolygon] "
"belongs to. On path requests with [method Navigation2DServer.map_get_path] "
"navmeshes without matching layers will be ignored and the navigation map "
"will only proximity merge different navmeshes with matching layers."
msgstr ""
#: doc/classes/NavigationPolygonInstance.xml
#, fuzzy
msgid "The [NavigationPolygon] resource to use."
msgstr "Singletonul [AudioServer]."
#: 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"
"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
msgid "Returns the map cell height."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Returns the map's up direction."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Set the map cell height used to weld the navigation mesh polygons."
msgstr ""
#: doc/classes/NavigationServer.xml
msgid "Sets the map up direction."
msgstr ""
#: 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)."
msgstr ""
#: doc/classes/NetworkedMultiplayerCustom.xml
msgid ""
"Set the state of the connection. See [enum NetworkedMultiplayerPeer."
"ConnectionStatus]."
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 ""
#: 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
msgid ""
"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
"code], [code]target[/code], and [code]method[/code]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Send a given notification to the object, which will also trigger a call to "
"the [method _notification] method of all classes that the object inherits "
"from.\n"
"If [code]reversed[/code] is [code]true[/code], [method _notification] is "
"called first on the object's own class, and then up to its successive parent "
"classes. If [code]reversed[/code] is [code]false[/code], [method "
"_notification] is called first on the highest ancestor ([Object] itself), "
"and then down to its successive inheriting classes."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Notify the editor that the property list has changed, so that editor plugins "
"can take the new values into account. Does nothing on export builds."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Removes a given entry from the object's metadata. See also [method set_meta]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the given property. If the [code]property[/code] does "
"not exist or the given value's type doesn't match, nothing will happen.\n"
"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
"is defined by a built-in Godot node. This doesn't apply to user-defined "
"properties where you should use the same convention as in the C# source "
"(typically PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid "If set to [code]true[/code], signal emission is blocked."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the given property, after the current frame's physics "
"step. This is equivalent to calling [method set] via [method call_deferred], "
"i.e. [code]call_deferred(\"set\", property, value)[/code].\n"
"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
"is defined by a built-in Godot node. This doesn't apply to user-defined "
"properties where you should use the same convention as in the C# source "
"(typically PascalCase)."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a new value to the property identified by the [NodePath]. The node "
"path should be relative to the current object and can use the colon "
"character ([code]:[/code]) to access nested properties. Example:\n"
"[codeblock]\n"
"set_indexed(\"position\", Vector2(42, 0))\n"
"set_indexed(\"position:y\", -10)\n"
"print(position) # (42, -10)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Defines whether the object can translate strings (with calls to [method "
"tr]). Enabled by default."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Adds, changes or removes a given entry in the object's metadata. Metadata "
"are serialized and can take any [Variant] value.\n"
"To remove a given entry from the object's metadata, use [method "
"remove_meta]. Metadata is also removed if its value is set to [code]null[/"
"code]. This means you can also use [code]set_meta(\"name\", null)[/code] to "
"remove metadata for [code]\"name\"[/code]."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Assigns a script to the object. Each object can have a single script "
"assigned to it, which are used to extend its functionality.\n"
"If the object already had a script, the previous script instance will be "
"freed and its variables and state will be lost. The new script's [method "
"_init] method will be called."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Returns a [String] representing the object. If not overridden, defaults to "
"[code]\"[ClassName:RID]\"[/code].\n"
"Override the method [method _to_string] to customize the [String] "
"representation."
msgstr ""
#: doc/classes/Object.xml
msgid ""
"Translates a message using translation catalogs configured in the Project "
"Settings.\n"
"Only works if message translation is enabled (which it is by default), "
"otherwise it returns the [code]message[/code] unchanged. See [method "
"set_message_translation]."
msgstr ""
#: doc/classes/Object.xml
msgid "Emitted whenever the object's script is changed."
msgstr ""
#: 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."
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
msgid "Returns the tooltip of the item at index [code]idx[/code]."
msgstr ""
#: 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
msgid "Sets the tooltip of the item at index [code]idx[/code]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Emitted when the user navigates to an item using the [code]ui_up[/code] or "
"[code]ui_down[/code] actions. The index of the item selected is passed as "
"argument."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Emitted when the current item has been changed by the user. The index of the "
"item selected is passed as argument."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Default text [Color] of the [OptionButton]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is disabled."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"Text [Color] used when the [OptionButton] is focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being hovered."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Text [Color] used when the [OptionButton] is being pressed."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"The horizontal space between the arrow icon and the right edge of the button."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "The horizontal space between [OptionButton]'s icon and text."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[Font] of the [OptionButton]'s text."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "The arrow icon to be drawn on the right end of the button."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is disabled."
msgstr ""
#: doc/classes/OptionButton.xml
msgid ""
"[StyleBox] used when the [OptionButton] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being hovered."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "Default [StyleBox] for the [OptionButton]."
msgstr ""
#: doc/classes/OptionButton.xml
msgid "[StyleBox] used when the [OptionButton] is being pressed."
msgstr ""
#: doc/classes/OS.xml
msgid "Operating System functions."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Operating System functions. OS wraps the most common functionality to "
"communicate with the host operating system, such as the clipboard, video "
"driver, date and time, timers, environment variables, execution of binaries, "
"command line, etc."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Displays a modal dialog box using the host OS' facilities. Execution is "
"blocked until the dialog is closed."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns [code]true[/code] if the host OS allows drawing."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the current host platform is using multiple "
"threads."
msgstr ""
#: doc/classes/OS.xml
msgid "Centers the window on the screen if in windowed mode."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Crashes the engine (or the editor if called within a [code]tool[/code] "
"script). This should [i]only[/i] be used for testing the system's crash "
"handler, not for any other purpose. For general error reporting, use (in "
"order of preference) [method @GDScript.assert], [method @GDScript."
"push_error] or [method alert]. See also [method kill]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Delays execution of the current thread by [code]msec[/code] milliseconds. "
"[code]msec[/code] must be greater than or equal to [code]0[/code]. "
"Otherwise, [method delay_msec] will do nothing and will print an error "
"message.\n"
"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]yield[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_msec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Delays execution of the current thread by [code]usec[/code] microseconds. "
"[code]usec[/code] must be greater than or equal to [code]0[/code]. "
"Otherwise, [method delay_usec] will do nothing and will print an error "
"message.\n"
"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]yield[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_usec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Dumps the memory allocation ringlist to a file (only works in debug).\n"
"Entry format per line: \"Address - Size - Description\"."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Dumps all used resources to file (only works in debug).\n"
"Entry format per line: \"Resource Type : Resource Location\".\n"
"At the end of the file is a statistic of all used Resource Types."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Execute the file at the given path with the arguments passed as an array of "
"strings. Platform path resolution will take place. The resolved file must "
"exist and be executable.\n"
"The arguments are used in the given order and separated by a space, so "
"[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
"code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's "
"shell.\n"
"This method has slightly different behavior based on whether the "
"[code]blocking[/code] mode is enabled.\n"
"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause "
"its execution while waiting for the process to terminate. The shell output "
"of the process will be written to the [code]output[/code] array as a single "
"string. When the process terminates, the Godot thread will resume "
"execution.\n"
"If [code]blocking[/code] is [code]false[/code], the Godot thread will "
"continue while the new process runs. It is not possible to retrieve the "
"shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
"On Windows, if [code]open_console[/code] is [code]true[/code] and process is "
"console app, new terminal window will be opened, it's ignored on other "
"platforms.\n"
"The return value also depends on the blocking mode. When blocking, the "
"method will return an exit code of the process. When non-blocking, the "
"method returns a process ID, which you can use to monitor the process (and "
"potentially terminate it with [method kill]). If the process forking (non-"
"blocking) or opening (blocking) fails, the method will return [code]-1[/"
"code] or another exit code.\n"
"Example of blocking mode and retrieving the shell output:\n"
"[codeblock]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
"[/codeblock]\n"
"Example of non-blocking mode, running another instance of the project and "
"storing its process ID:\n"
"[codeblock]\n"
"var pid = OS.execute(OS.get_executable_path(), [], false)\n"
"[/codeblock]\n"
"If you wish to access a shell built-in or perform a composite command, a "
"platform-specific shell can be invoked. For example:\n"
"[codeblock]\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
"specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the "
"first argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a PowerShell built-in command, specify "
"[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as "
"the first argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
"executable name in [code]path[/code], [code]-c[/code] as the first argument, "
"and the desired command as the second argument."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the scancode of the given string (e.g. \"Escape\")."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the total number of available audio drivers."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the audio driver name for the given index."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
"system's standards. On desktop platforms, this path can be overridden by "
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--"
"key value[/code] and [code]--key=value[/code] forms so they can be properly "
"parsed, as long as custom command-line arguments do not conflict with engine "
"arguments.\n"
"You can also incorporate environment variables using the [method "
"get_environment] method.\n"
"You can set [member ProjectSettings.editor/main_run_args] to define command-"
"line arguments to be passed by the editor when running the project.\n"
"Here's a minimal example on how to parse command-line arguments into a "
"dictionary using the [code]--key=value[/code] form for arguments:\n"
"[codeblock]\n"
"var arguments = {}\n"
"for argument in OS.get_cmdline_args():\n"
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" 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 desktop platforms, this path can be "
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
"html]File paths in Godot projects[/url] in the documentation for more "
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns an array of MIDI device names.\n"
"The returned array will be empty if the system MIDI driver has not "
"previously been initialised with [method open_midi_inputs].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the currently used video driver, using one of the values from [enum "
"VideoDriver]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
"system's standards. On desktop platforms, this path can be overridden by "
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_date_dict_from_system] instead.\n"
"Returns current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
"(Daylight Savings Time)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n"
"Returns current datetime as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
"(Daylight Savings Time), [code]hour[/code], [code]minute[/code], "
"[code]second[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n"
"Gets a dictionary of time values corresponding to the given UNIX epoch time "
"(in seconds).\n"
"The returned Dictionary's values will be the same as [method get_datetime], "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
"display cutout or notch. These are non-functional areas on edge-to-edge "
"screens used by cameras and sensors. Returns an empty array if the device "
"does not have cutouts. See also [method get_window_safe_area].\n"
"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
"return an empty array even if they do have display cutouts or notches."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the total amount of dynamic memory used (only works in debug)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the value of an environment variable. Returns an empty string if the "
"environment variable doesn't exist.\n"
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the path to the current engine executable."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"With this function, you can get the list of dangerous permissions that have "
"been granted to the Android application.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the IME cursor position (the currently-edited portion of the string) "
"relative to the characters in the composition string.\n"
"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
"notify it of changes to the IME cursor position.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the IME intermediate composition string.\n"
"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
"notify it of changes to the IME composition string.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current latin keyboard variant as a String.\n"
"Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/"
"code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/"
"code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns "
"[code]\"QWERTY\"[/code] on unsupported platforms."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the host OS locale as a string of the form "
"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
"language code and not the fully specified locale from the OS, you can use "
"[method get_locale_language].\n"
"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
"[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
"ISO_15924]script code[/url], in title case.\n"
"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]country code[/url], in upper case.\n"
"[code]VARIANT[/code] - optional, language variant, region and sort order. "
"Variant can have any number of underscored keywords.\n"
"[code]extra[/code] - optional, semicolon separated list of additional key "
"words. Currency, calendar, sort order and numbering system information."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
"consistent on all platforms. This is equivalent to extracting the "
"[code]language[/code] part of the [method get_locale] string.\n"
"This can be used to narrow down fully specified locale strings to only the "
"\"common\" language code, when you don't need the additional information "
"about country code or variants. For example, for a French Canadian user with "
"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the model name of the current device.\n"
"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the name of the host OS. Possible values are: [code]\"Android\"[/"
"code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
"[code]\"X11\"[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns internal structure pointers for use in GDNative plugins.\n"
"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
"soon be supported)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the amount of battery left in the device as a percentage. Returns "
"[code]-1[/code] if power state is unknown.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns an estimate of the time left in seconds before the device runs out "
"of battery. Returns [code]-1[/code] if power state is unknown.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current state of the device regarding battery and power. See "
"[enum PowerState] constants.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the project's process ID.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the window size including decorations like window borders."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the given scancode as a string (e.g. Return values: "
"[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
"See also [member InputEventKey.scancode] and [method InputEventKey."
"get_scancode_with_modifiers]."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of displays attached to the host machine."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the dots per inch density of the specified screen. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
"scaling mode is used.\n"
"[b]Note:[/b] On Android devices, the actual screen densities are grouped "
"into six generalized densities:\n"
"[codeblock]\n"
" ldpi - 120 dpi\n"
" mdpi - 160 dpi\n"
" hdpi - 240 dpi\n"
" xhdpi - 320 dpi\n"
" xxhdpi - 480 dpi\n"
"xxxhdpi - 640 dpi\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows. Returns [code]72[/code] on unsupported platforms."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Return the greatest scale factor of all screens.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at "
"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all "
"other cases.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the position of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current refresh rate of the specified screen. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
"will always return [code]-1.0[/code] as there is no way to retrieve the "
"refresh rate on that platform.\n"
"To fallback to a default refresh rate if the method fails, try:\n"
"[codeblock]\n"
"var refresh_rate = OS.get_screen_refresh_rate()\n"
"if refresh_rate < 0:\n"
" refresh_rate = 60.0\n"
"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Return the scale factor of the specified screen by index. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
"screen, and [code]1.0[/code] for all other cases.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the dimensions in pixels of the specified screen. If [code]screen[/"
"code] is [code]-1[/code] (the default value), the current screen will be "
"used."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the amount of time in milliseconds it took for the boot logo to "
"appear."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the actual path to commonly used folders across different platforms. "
"Available locations are specified in [enum SystemDir].\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] Shared storage is implemented on Android and allows to "
"differentiate between app specific and shared directories. Shared "
"directories have additional restrictions on Android."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the epoch time of the operating system in milliseconds."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the epoch time of the operating system in seconds."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the total number of available tablet drivers.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the tablet driver name for the given index.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the ID of the current thread. This can be used in logs to ease "
"debugging of multi-threaded applications.\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_ticks_msec] instead.\n"
"Returns the amount of time passed in milliseconds since the engine started."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_ticks_usec] instead.\n"
"Returns the amount of time passed in microseconds since the engine started."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Deprecated, use [method Time.get_time_dict_from_system] instead.\n"
"Returns current time as a dictionary of keys: hour, minute, second."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current time zone as a dictionary with the keys: bias and name."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns a string that is unique to the device.\n"
"[b]Note:[/b] This string may change without notice if the user reinstalls/"
"upgrades their operating system or changes their hardware. This means it "
"should generally not be used to encrypt persistent data as the data saved "
"before an unexpected ID change would become inaccessible. The returned "
"string may also be falsified using external programs, so do not rely on the "
"string returned by [method get_unique_id] for security purposes.\n"
"[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
"implemented on those platforms yet."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the current UNIX epoch timestamp in seconds.\n"
"[b]Important:[/b] This is the system clock that the user can manually set. "
"[b]Never use[/b] this method for precise time calculation since its results "
"are also subject to automatic adjustments by the operating system. [b]Always "
"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
"calculation instead, since they are guaranteed to be monotonic (i.e. never "
"decrease)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Gets an epoch time value from a dictionary of time values.\n"
"[code]datetime[/code] must be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], [code]second[/code].\n"
"If the dictionary is empty [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the UNIX epoch timestamp "
"0 (1970-01-01 at 00:00:00 UTC).\n"
"You can pass the output from [method get_datetime_from_unix_time] directly "
"into this function. Daylight Savings Time ([code]dst[/code]), if present, is "
"ignored."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the absolute directory path where user data is written ([code]user://"
"[/code]).\n"
"On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/"
"code], or [code]~/.local/share/[custom_name][/code] if "
"[code]use_custom_user_dir[/code] is set.\n"
"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
"code] if [code]use_custom_user_dir[/code] is set.\n"
"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
"code], or [code]%APPDATA%\\[custom_name][/code] if "
"[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to "
"[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
"If the project name is empty, [code]user://[/code] falls back to [code]res://"
"[/code].\n"
"Not to be confused with [method get_data_dir], which returns the [i]global[/"
"i] (non-project-specific) user data directory."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of video drivers supported on the current platform."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the name of the video driver matching the given [code]driver[/code] "
"index. This index is a value from [enum VideoDriver], and you can use "
"[method get_current_video_driver] to get the current backend's index."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
"keyboard or if it is currently hidden."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns unobscured area of the window where interactive controls should be "
"rendered."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add "
"item to the macOS dock icon menu.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Add a separator between items. Separators also occupy an index.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Clear the global menu, in effect removing all items.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Removes the item at index \"idx\" from the global menu. Note that the "
"indexes of items after the removed item are going to be shifted by one.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
#: doc/classes/OS.xml
msgid "Returns [code]true[/code] if there is content on the clipboard."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the environment variable with the name "
"[code]variable[/code] exists.\n"
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the feature for the given feature tag is "
"supported in the currently running instance, depending on the platform, "
"build etc. Can be used to check whether you're currently running a debug "
"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more "
"details.\n"
"[b]Note:[/b] Tag names are case-sensitive."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the device has a touchscreen or emulates one."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the platform has a virtual keyboard, "
"[code]false[/code] otherwise."
msgstr ""
#: doc/classes/OS.xml
msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the Godot binary used to run the project is a "
"[i]debug[/i] export template, or when running in the editor.\n"
"Returns [code]false[/code] if the Godot binary used to run the project is a "
"[i]release[/i] export template.\n"
"To check whether the Godot binary used to run the project is an export "
"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
"instead."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
"and [b]Cancel[/b] on the right."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
"still running or [code]false[/code] if it has terminated.\n"
"Must be a valid ID generated from [method execute].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
"character."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
"(verbose stdout)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
"that its state is the same after a player quits and starts the game again. "
"Relevant to the HTML5 platform, where this persistence may be unavailable."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the window should always be on top of other "
"windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if the window is currently focused.\n"
"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
"will always return [code]true[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns active keyboard layout index.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the number of keyboard layouts.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
"[code]index[/code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the localized name of the keyboard layout at position [code]index[/"
"code].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
"keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Kill (terminate) the process identified by the given process ID ([code]pid[/"
"code]), e.g. the one returned by [method execute] in non-blocking mode. See "
"also [method crash].\n"
"[b]Note:[/b] This method can also be used to kill processes that were not "
"spawned by the game.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Moves the file or directory to the system's recycle bin. See also [method "
"Directory.remove].\n"
"The method takes only global paths, so you may need to use [method "
"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
"code] as it will not work in exported project.\n"
"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
"file will be permanently deleted instead.\n"
"[codeblock]\n"
"var file_to_remove = \"user://slot1.sav\"\n"
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Moves the window to the front.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns [code]true[/code] if native video is playing.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Pauses native video playback.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Plays native video from the specified path, at the given volume and with "
"audio and subtitle tracks.\n"
"[b]Note:[/b] This method is only implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Stops native video playback.\n"
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Resumes native video playback.\n"
"[b]Note:[/b] This method is implemented on iOS."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Initialises the singleton for the system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Shows all resources in the game. Optionally, the list can be written to a "
"file by specifying a file path in [code]tofile[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid "Shows the list of loaded textures sorted by size in memory."
msgstr ""
#: doc/classes/OS.xml
msgid "Shows the number of resources loaded by the game of the given types."
msgstr ""
#: doc/classes/OS.xml
msgid "Shows all resources currently used by the game."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Request the user attention to the window. It'll flash the taskbar button on "
"Windows or bounce the dock icon on OSX.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
"to request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"With this function, you can request dangerous permissions since normal "
"permissions are automatically granted at install time in Android "
"applications.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the value of the environment variable [code]variable[/code] to "
"[code]value[/code]. The environment variable will be set for the Godot "
"process and any process executed with [method execute] after running [method "
"set_environment]. The environment variable will [i]not[/i] persist to "
"processes run after the Godot process was terminated.\n"
"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the game's icon using an [Image] resource.\n"
"The same image is used for window caption, taskbar/dock and window selection "
"dialog. Image is scaled as needed.\n"
"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets whether IME input mode should be enabled.\n"
"If active IME handles key events before the application and creates an "
"composition string and suggestion list.\n"
"Application can retrieve the composition status by using [method "
"get_ime_selection] and [method get_ime_text] functions.\n"
"Completed composition string is committed when input is finished.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets position of IME suggestion list popup (in window coordinates).\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the game's icon using a multi-size platform-specific icon file ([code]*."
"ico[/code] on Windows and [code]*.icns[/code] on macOS).\n"
"Appropriate size sub-icons are used for window caption, taskbar/dock and "
"window selection dialog.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid "Sets the name of the current thread."
msgstr ""
#: doc/classes/OS.xml
msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets whether the window should always be on top.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblock]\n"
"# Set region, using Path2D node.\n"
"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
"# Set region, using Polygon2D node.\n"
"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# Reset region to default.\n"
"OS.set_window_mouse_passthrough([])\n"
"[/codeblock]\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
"region is not drawn, while on Linux and macOS it is.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Sets the window title to the specified string.\n"
"[b]Note:[/b] This should be used sporadically. Don't set this every frame, "
"as that will negatively affect performance on some window managers.\n"
"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
"opens the file explorer at the user's Downloads folder.\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
"and Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Shows the virtual keyboard if the platform has one.\n"
"The [code]existing_text[/code] parameter is useful for implementing your own "
"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
"already been typed (the virtual keyboard uses it for auto-correct and "
"predictions).\n"
"The [code]multiline[/code] parameter needs to be set to [code]true[/code] to "
"be able to enter multiple lines of text, as in [TextEdit].\n"
"[b]Note:[/b] This method is implemented on Android, iOS and UWP."
msgstr ""
#: doc/classes/OS.xml
msgid "The clipboard from the host OS. Might be unavailable on some platforms."
msgstr ""
#: doc/classes/OS.xml
msgid "The current screen index (starting from 0)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the engine filters the time delta measured between "
"each frame, and attempts to compensate for random variation. This will only "
"operate on systems where V-Sync is active."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The exit code passed to the OS when the main loop exits. By convention, an "
"exit code of [code]0[/code] indicates success whereas a non-zero exit code "
"indicates an error. For portability reasons, the exit code should be set "
"between 0 and 125 (inclusive).\n"
"[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] "
"with an [code]exit_code[/code] argument passed."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the engine tries to keep the screen on while the game "
"is running. Useful on mobile."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the engine optimizes for low processor usage by only "
"refreshing the screen if needed. Can improve battery consumption on mobile."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The maximum size of the window (without counting window manager "
"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
"reset to the system default value."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The minimum size of the window in pixels (without counting window manager "
"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
"reset to the system's default value.\n"
"[b]Note:[/b] By default, the project window has a minimum size of "
"[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the "
"window is resized to a near-zero size."
msgstr ""
#: doc/classes/OS.xml
msgid "The current screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "The current tablet driver in use."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating "
"system's window compositor will be used for vsync when the compositor is "
"enabled and the game is in windowed mode.\n"
"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
"experienced by some users. However, some users have experienced a Vsync "
"framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
"[b]Note:[/b] This property is only implemented on Windows."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], removes the window frame.\n"
"[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
"disables per-pixel transparency."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is fullscreen."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is maximized."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is minimized."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"If [code]true[/code], the window background is transparent and the window "
"frame is removed.\n"
"Use [code]get_tree().get_root().set_transparent_background(true)[/code] to "
"disable main viewport background rendering.\n"
"[b]Note:[/b] This property has no effect if [member ProjectSettings.display/"
"window/per_pixel_transparency/allowed] setting is disabled.\n"
"[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, "
"and Android. It can't be changed at runtime for Android. Use [member "
"ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at "
"startup instead."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The window position relative to the screen, the origin is the top left "
"corner, +Y axis goes to the bottom and +X axis goes to the right."
msgstr ""
#: doc/classes/OS.xml
msgid "If [code]true[/code], the window is resizable by the user."
msgstr ""
#: doc/classes/OS.xml
msgid "The size of the window (without counting window manager decorations)."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
"2.1 on desktop platforms and WebGL 1.0 on the web."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
"3.3 on desktop platforms and WebGL 2.0 on the web."
msgstr ""
#: doc/classes/OS.xml
msgid "Sunday."
msgstr "Duminică."
#: doc/classes/OS.xml
msgid "Monday."
msgstr "Luni."
#: doc/classes/OS.xml
msgid "Tuesday."
msgstr "Marți."
#: doc/classes/OS.xml
msgid "Wednesday."
msgstr "Miercuri."
#: doc/classes/OS.xml
msgid "Thursday."
msgstr "Joi."
#: doc/classes/OS.xml
msgid "Friday."
msgstr "Vineri."
#: doc/classes/OS.xml
msgid "Saturday."
msgstr "Sâmbătă."
#: doc/classes/OS.xml
msgid "January."
msgstr "Ianuarie."
#: doc/classes/OS.xml
msgid "February."
msgstr "Februarie."
#: doc/classes/OS.xml
msgid "March."
msgstr "Martie."
#: doc/classes/OS.xml
msgid "April."
msgstr "Aprilie."
#: doc/classes/OS.xml
msgid "May."
msgstr "Mai."
#: doc/classes/OS.xml
msgid "June."
msgstr "Iunie."
#: doc/classes/OS.xml
msgid "July."
msgstr "Iulie."
#: doc/classes/OS.xml
msgid "August."
msgstr "August."
#: doc/classes/OS.xml
msgid "September."
msgstr "Septembrie."
#: doc/classes/OS.xml
msgid "October."
msgstr "Octombrie."
#: doc/classes/OS.xml
msgid "November."
msgstr "Noiembrie."
#: doc/classes/OS.xml
msgid "December."
msgstr "Decembrie."
#: doc/classes/OS.xml
msgid ""
"Application handle:\n"
"- Windows: [code]HINSTANCE[/code] of the application\n"
"- MacOS: [code]NSApplication*[/code] of the application (not yet "
"implemented)\n"
"- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Display handle:\n"
"- Linux: [code]X11::Display*[/code] for the display"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Window handle:\n"
"- Windows: [code]HWND[/code] of the main window\n"
"- Linux: [code]X11::Window*[/code] of the main window\n"
"- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n"
"- Android: [code]jObject[/code] the main android activity (not yet "
"implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Window view:\n"
"- Windows: [code]HDC[/code] of the main window drawing context\n"
"- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid ""
"OpenGL Context:\n"
"- Windows: [code]HGLRC[/code]\n"
"- Linux: [code]X11::GLXContext[/code]\n"
"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
msgstr ""
#: doc/classes/OS.xml
msgid "Landscape screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Portrait screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Reverse landscape screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Reverse portrait screen orientation."
msgstr ""
#: doc/classes/OS.xml
msgid "Uses landscape or reverse landscape based on the hardware sensor."
msgstr ""
#: doc/classes/OS.xml
msgid "Uses portrait or reverse portrait based on the hardware sensor."
msgstr ""
#: doc/classes/OS.xml
msgid "Uses most suitable orientation based on the hardware sensor."
msgstr ""
#: doc/classes/OS.xml
msgid "Desktop directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "DCIM (Digital Camera Images) directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Documents directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Downloads directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Movies directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Music directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Pictures directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Ringtones directory path."
msgstr ""
#: doc/classes/OS.xml
msgid "Unknown powerstate."
msgstr ""
#: doc/classes/OS.xml
msgid "Unplugged, running on battery."
msgstr ""
#: doc/classes/OS.xml
msgid "Plugged in, no battery available."
msgstr ""
#: doc/classes/OS.xml
msgid "Plugged in, battery charging."
msgstr ""
#: doc/classes/OS.xml
msgid "Plugged in, battery fully charged."
msgstr ""
#: doc/classes/PackedDataContainerRef.xml
msgid "Reference version of [PackedDataContainer]."
msgstr ""
#: doc/classes/PackedScene.xml
msgid "An abstraction of a serialized scene."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"A simplified interface to a scene file. Provides access to operations and "
"checks that can be performed on the scene resource itself.\n"
"Can be used to save a node to a file. When saving, the node as well as all "
"the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n"
"[b]Note:[/b] The node doesn't need to own itself.\n"
"[b]Example of loading a saved scene:[/b]\n"
"[codeblock]\n"
"# Use `load()` instead of `preload()` if the path isn't known at compile-"
"time.\n"
"var scene = preload(\"res://scene.tscn\").instance()\n"
"# Add the node as a child of the node the script is attached to.\n"
"add_child(scene)\n"
"[/codeblock]\n"
"[b]Example of saving a node with different owners:[/b] The following example "
"creates 3 objects: [code]Node2D[/code] ([code]node[/code]), "
"[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/"
"code] ([code]collision[/code]). [code]collision[/code] is a child of "
"[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/"
"code] is owned by [code]node[/code] and [code]pack[/code] will therefore "
"only save those two nodes, but not [code]collision[/code].\n"
"[codeblock]\n"
"# Create the objects.\n"
"var node = Node2D.new()\n"
"var rigid = RigidBody2D.new()\n"
"var collision = CollisionShape2D.new()\n"
"\n"
"# Create the object hierarchy.\n"
"rigid.add_child(collision)\n"
"node.add_child(rigid)\n"
"\n"
"# Change owner of `rigid`, but not of `collision`.\n"
"rigid.owner = node\n"
"\n"
"var scene = PackedScene.new()\n"
"# Only `node` and `rigid` are now packed.\n"
"var result = scene.pack(node)\n"
"if result == OK:\n"
" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or "
"\"user://...\"\n"
" if error != OK:\n"
" push_error(\"An error occurred while saving the scene to disk.\")\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PackedScene.xml
msgid "Returns [code]true[/code] if the scene file has nodes."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"Returns the [code]SceneState[/code] representing the scene file contents."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"Instantiates the scene's node hierarchy. Triggers child scene "
"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
"notification on the root node."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"Pack will ignore any sub-nodes not owned by given node. See [member Node."
"owner]."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"A dictionary representation of the scene contents.\n"
"Available keys include \"rnames\" and \"variants\" for resources, "
"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
"connections, and \"version\" for the format style of the PackedScene."
msgstr ""
#: doc/classes/PackedScene.xml
msgid "If passed to [method instance], blocks edits to the scene state."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"If passed to [method instance], provides local scene resources to the local "
"scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"If passed to [method instance], provides local scene resources to the local "
"scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: doc/classes/PackedScene.xml
msgid ""
"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
"scene is being instantiated to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
#: modules/gltf/doc_classes/PackedSceneGLTF.xml
msgid ""
"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
"loading and saving is [i]not[/i] available in exported projects. References "
"to [PackedSceneGLTF] within a script will cause an error in an exported "
"project."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Abstraction and base class for packet-based protocols."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"PacketPeer is an abstraction and base class for packet-based protocols (such "
"as UDP). It provides an API for sending and receiving packets both as raw "
"data or variables. This makes it easy to transfer data over a protocol, "
"without having to encode data as low-level bytes or having to worry about "
"network ordering."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Returns the number of packets currently available in the ring-buffer."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Gets a raw packet."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"Gets a Variant. If [code]allow_objects[/code] (or [member "
"allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid "Sends a raw packet."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
"(and can potentially include code)."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
"parameters instead.\n"
"If [code]true[/code], the PacketPeer will allow encoding and decoding of "
"object via [method get_var] and [method put_var].\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
"Do not use this option if the serialized object comes from untrusted sources "
"to avoid potential security threats such as remote code execution."
msgstr ""
#: doc/classes/PacketPeer.xml
msgid ""
"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
"support heavier memory allocations.\n"
"The [method put_var] method allocates memory on the stack, and the buffer "
"used will grow automatically to the closest power of two to match the size "
"of the [Variant]. If the [Variant] is bigger than "
"[code]encode_buffer_max_size[/code], the method will error out with "
"[constant ERR_OUT_OF_MEMORY]."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "DTLS packet peer."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"This class represents a DTLS peer connection. It can be used to connect to a "
"DTLS server, and is returned by [method DTLSServer.take_connection].\n"
"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"Connects a [code]peer[/code] beginning the DTLS handshake using the "
"underlying [PacketPeerUDP] which must be connected (see [method "
"PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is "
"[code]true[/code], [PacketPeerDTLS] will validate that the certificate "
"presented by the remote peer and match it with the [code]for_hostname[/code] "
"argument. You can specify a custom [X509Certificate] to use for validation "
"via the [code]valid_certificate[/code] argument."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "Disconnects this peer, terminating the DTLS session."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
msgid "Returns the status of the connection. See [enum Status] for values."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"Poll the connection to check for incoming packets. Call this frequently to "
"update the status and keep the connection working."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
msgstr ""
#: doc/classes/PacketPeerDTLS.xml
msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid "Wrapper to use a PacketPeer over a StreamPeer."
msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid ""
"PacketStreamPeer provides a wrapper for working using packets over a stream. "
"This allows for using packet based code with StreamPeers. PacketPeerStream "
"implements a custom protocol over the StreamPeer, so the user should not "
"read or write to the wrapped StreamPeer directly."
msgstr ""
#: doc/classes/PacketPeerStream.xml
msgid "The wrapped [StreamPeer] object."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "UDP packet peer."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Calling this method connects this UDP peer to the given [code]host[/code]/"
"[code]port[/code] pair. UDP is in reality connectionless, so this option "
"only means that incoming packets from different addresses are automatically "
"discarded, and that outgoing packets are always sent to the connected "
"address (future calls to [method set_dest_address] are not allowed). This "
"method does not send any data to the remote peer, to do that, use [method "
"PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also "
"[UDPServer].\n"
"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
"malicious attacks like IP spoofing, etc. Think about using an encryption "
"technique like SSL or DTLS if you feel like your application is transferring "
"sensitive information."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the IP of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected "
"to a remote address. See [method connect_to_host]."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid "Returns whether this [PacketPeerUDP] is listening."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Joins the multicast group specified by [code]multicast_address[/code] using "
"the interface identified by [code]interface_name[/code].\n"
"You can join the same multicast group with multiple interfaces. Use [method "
"IP.get_local_interfaces] to know which are available.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Removes the interface identified by [code]interface_name[/code] from the "
"multicast group specified by [code]multicast_address[/code]."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to "
"[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n"
"If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the "
"peer will listen on all available addresses (both IPv4 and IPv6).\n"
"If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) "
"or [code]\"::\"[/code] (for IPv6), the peer will listen on all available "
"addresses matching that IP type.\n"
"If [code]bind_address[/code] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Enable or disable sending of broadcast packets (e.g. "
"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
"disabled by default.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
"enabled to receive broadcast packets too."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Sets the destination address and port for sending packets and variables. A "
"hostname will be resolved using DNS if needed.\n"
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
#: doc/classes/PacketPeerUDP.xml
msgid ""
"Waits for a packet to arrive on the listening port. See [method listen].\n"
"[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
"This can be worked around by allowing the other party to send a specific "
"\"death pill\" packet like this:\n"
"[codeblock]\n"
"# Server\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii())\n"
"\n"
"# Client\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
" return\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Panel.xml
msgid "Provides an opaque background for [Control] children."
msgstr ""
#: doc/classes/Panel.xml
msgid ""
"Panel is a [Control] that displays an opaque background. It's commonly used "
"as a parent and container for other types of [Control] nodes."
msgstr ""
#: doc/classes/Panel.xml
msgid "2D Finite State Machine Demo"
msgstr ""
#: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
msgid "3D Inverse Kinematics Demo"
msgstr ""
#: doc/classes/Panel.xml
msgid "The style of this [Panel]."
msgstr ""
#: doc/classes/PanelContainer.xml
msgid "Panel container type."
msgstr ""
#: doc/classes/PanelContainer.xml
msgid ""
"Panel container type. This container fits controls inside of the delimited "
"area of a stylebox. It's useful for giving controls an outline."
msgstr ""
#: doc/classes/PanelContainer.xml
msgid "The style of [PanelContainer]'s background."
msgstr ""
#: doc/classes/PanoramaSky.xml
msgid "A type of [Sky] used to draw a background texture."
msgstr ""
#: doc/classes/PanoramaSky.xml
msgid ""
"A resource referenced in an [Environment] that is used to draw a background. "
"The Panorama sky functions similar to skyboxes in other engines, except it "
"uses an equirectangular sky map instead of a cube map.\n"
"Using an HDR panorama is strongly recommended for accurate, high-quality "
"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
"([code].exr[/code]) image formats for this purpose.\n"
"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]this tool[/url] to convert a cube map to an "
"equirectangular sky map."
msgstr ""
#: doc/classes/PanoramaSky.xml
msgid "[Texture] to be applied to the PanoramaSky."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "A node used to create a parallax scrolling background."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
"a parallax effect. Each [ParallaxLayer] can move at a different speed using "
"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
"2D game. If not used with a [Camera2D], you must manually calculate the "
"[member scroll_offset]."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "The base position offset for all [ParallaxLayer] children."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid "The base motion scale for all [ParallaxLayer] children."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
"the zoom level of the camera."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"Top-left limits for scrolling to begin. If the camera is outside of this "
"limit, the background will stop scrolling. Must be lower than [member "
"scroll_limit_end] to work."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"Bottom-right limits for scrolling to end. If the camera is outside of this "
"limit, the background will stop scrolling. Must be higher than [member "
"scroll_limit_begin] to work."
msgstr ""
#: doc/classes/ParallaxBackground.xml
msgid ""
"The ParallaxBackground's scroll value. Calculated automatically when using a "
"[Camera2D], but can be used to manually manage scrolling when no camera is "
"present."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
"ParallaxLayer can be set to move at different speeds relative to the camera "
"movement or the [member ParallaxBackground.scroll_offset] value.\n"
"This node's children will be affected by its scroll offset.\n"
"[b]Note:[/b] Any changes to this node's position and scale made after it "
"enters the scene will be ignored."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite "
"scrolling background. If an axis is set to [code]0[/code], the [Texture] "
"will not be mirrored."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
"[member ParallaxBackground.scroll_offset]."
msgstr ""
#: doc/classes/ParallaxLayer.xml
msgid ""
"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
"it will not scroll."
msgstr ""
#: doc/classes/Particles.xml
msgid "GPU-based 3D particle emitter."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"3D particle node used to create a variety of particle systems and effects. "
"[Particles] features an emitter that generates some number of particles at a "
"given rate.\n"
"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
"to configure particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles.\n"
"[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using "
"the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] "
"to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
"at the top of the 3D editor viewport then choosing [b]Convert to "
"CPUParticles[/b].\n"
"[b]Note:[/b] On macOS, [Particles] rendering is much slower than "
"[CPUParticles] due to transform feedback being implemented on the CPU "
"instead of the GPU. Consider using [CPUParticles] instead when targeting "
"macOS.\n"
"[b]Note:[/b] After working on a Particles node, remember to update its "
"[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
"at the top of the 3D editor viewport then choose [b]Generate Visibility "
"AABB[/b]. Otherwise, particles may suddenly disappear depending on the "
"camera position and angle."
msgstr ""
#: doc/classes/Particles.xml
msgid "Controlling thousands of fish with Particles"
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Returns the axis-aligned bounding box that contains all the particles that "
"are active in the current frame."
msgstr ""
#: doc/classes/Particles.xml
msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
msgstr ""
#: doc/classes/Particles.xml
msgid "Restarts the particle emission, clearing existing particles."
msgstr ""
#: doc/classes/Particles.xml
msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the first draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the second draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the third draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "[Mesh] that is drawn for the fourth draw pass."
msgstr ""
#: doc/classes/Particles.xml
msgid "The number of draw passes when rendering particles."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Amount of time to preprocess the particles before animation starts. Lets you "
"start the animation some time after particles have started emitting."
msgstr ""
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
msgid ""
"[Material] for processing particles. Can be a [ParticlesMaterial] or a "
"[ShaderMaterial]."
msgstr ""
#: doc/classes/Particles.xml
msgid "Emission randomness ratio."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
msgstr ""
#: doc/classes/Particles.xml
msgid ""
"The [AABB] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the box if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [AABB] can be grown via code or with the [b]Particles "
"→ Generate AABB[/b] editor tool.\n"
"[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast "
"shadows, you may want to enlarge this AABB to ensure the shadow is updated "
"when particles are off-screen."
msgstr ""
#: doc/classes/Particles.xml
msgid "Maximum number of draw passes supported."
msgstr ""
#: doc/classes/Particles2D.xml
msgid "GPU-based 2D particle emitter."
msgstr ""
#: doc/classes/Particles2D.xml
msgid ""
"2D particle node used to create a variety of particle systems and effects. "
"[Particles2D] features an emitter that generates some number of particles at "
"a given rate.\n"
"Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
"to configure particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles.\n"
"[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using "
"the GLES2 renderer, use [CPUParticles2D] instead. You can convert "
"[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
"[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
"[b]Convert to CPUParticles2D[/b].\n"
"[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than "
"[CPUParticles2D] due to transform feedback being implemented on the CPU "
"instead of the GPU. Consider using [CPUParticles2D] instead when targeting "
"macOS.\n"
"[b]Note:[/b] After working on a Particles node, remember to update its "
"[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
"at the top of the 2D editor viewport then choose [b]Generate Visibility "
"Rect[/b]. Otherwise, particles may suddenly disappear depending on the "
"camera position and angle.\n"
"[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
"texture region defined in [AtlasTexture]s."
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Restarts all the existing particles."
msgstr ""
#: doc/classes/Particles2D.xml
msgid ""
"The [Rect2] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the rect if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
"→ Generate Visibility Rect[/b] editor tool."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Particle properties for [Particles] and [Particles2D] nodes."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"ParticlesMaterial defines particle properties and behavior. It is used in "
"the [code]process_material[/code] of [Particles] and [Particles2D] emitter "
"nodes.\n"
"Some of this material's properties are applied to each particle when "
"emitted, while others can have a [CurveTexture] applied to vary values over "
"the lifetime of the particle.\n"
"When a randomness ratio is applied to a property it is used to scale that "
"property by a random amount. The random ratio is used to interpolate between "
"[code]1.0[/code] and a random number less than one, the result is multiplied "
"by the property to obtain the randomized property. For example a random "
"ratio of [code]0.4[/code] would scale the original property between "
"[code]0.4-1.0[/code] of its original value."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns [code]true[/code] if the specified flag is enabled."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the randomness ratio associated with the specified parameter."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Returns the [Texture] used by the specified parameter."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"If [code]true[/code], enables the specified flag. See [enum Flags] for "
"options."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the specified [enum Parameter]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the randomness ratio for the specified [enum Parameter]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Sets the [Texture] for the specified [enum Parameter]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Initial rotation applied to each particle, in degrees.\n"
"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Initial angular velocity applied to each particle in [i]degrees[/i] per "
"second. Sets the speed of rotation of the particle.\n"
"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's angular velocity will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation offset will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's animation speed will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's initial color. If the [Particles2D]'s [code]texture[/code] "
"is defined, it will be multiplied by this color. To have particle display "
"color in a [SpatialMaterial] make sure to set [member SpatialMaterial."
"vertex_color_use_as_albedo] to [code]true[/code]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Damping will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The box's extents if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particle color will be modulated by color determined by sampling this "
"texture at the same point as the [member emission_point_texture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particle velocity and rotation will be set by sampling this texture at the "
"same point as the [member emission_point_texture]. Used only in [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The number of emission points if [code]emission_shape[/code] is set to "
"[constant EMISSION_SHAPE_POINTS] or [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted at positions determined by sampling this texture "
"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
"the \"Particles\" tool in the toolbar."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The inner radius of the ring when using the emitter [constant "
"EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted inside this region. Use [enum EmissionShape] "
"constants for values."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"The sphere's radius if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Amount of [member spread] along the Y axis."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's hue will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's linear acceleration will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second.\n"
"[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/"
"code]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Each particle's scale will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' color will vary along this [GradientTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
"particles. The remaining particles will be used as trail(s)."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Trail particles' size will vary along this [CurveTexture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set initial velocity properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set angular velocity properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set orbital velocity properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set linear acceleration properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set radial acceleration properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set tangential acceleration properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set damping properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set angle properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set scale properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set hue variation properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set animation speed properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_texture] to set animation offset properties."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_align_y]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_rotate_y]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid "Use with [method set_flag] to set [member flag_disable_z]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted at a position determined by sampling a random "
"point on the [member emission_point_texture]. Particle color will be "
"modulated by [member emission_color_texture]."
msgstr ""
#: doc/classes/ParticlesMaterial.xml
msgid ""
"Particles will be emitted at a position determined by sampling a random "
"point on the [member emission_point_texture]. Particle velocity and rotation "
"will be set based on [member emission_normal_texture]. Particle color will "
"be modulated by [member emission_color_texture]."
msgstr ""
#: doc/classes/Path.xml
msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
msgstr ""
#: doc/classes/Path.xml
msgid ""
"Can have [PathFollow] child nodes moving along the [Curve3D]. See "
"[PathFollow] for more information on the usage.\n"
"Note that the path is considered as relative to the moved nodes (children of "
"[PathFollow]). As such, the curve should usually start with a zero vector "
"[code](0, 0, 0)[/code]."
msgstr ""
#: doc/classes/Path.xml
msgid "A [Curve3D] describing the path."
msgstr ""
#: doc/classes/Path.xml
msgid "Emitted when the [member curve] changes."
msgstr ""
#: doc/classes/Path2D.xml
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
msgstr ""
#: doc/classes/Path2D.xml
msgid ""
"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
"[PathFollow2D] for more information on usage.\n"
"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
#: doc/classes/Path2D.xml
msgid "A [Curve2D] describing the path."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Point sampler for a [Path]."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"This node takes its parent [Path], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting an offset in this "
"node."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve3D] of the [Path] are precomputed before use, for "
"faster calculations. The point at the requested offset is then calculated "
"interpolating between two adjacent cached points. This may present a problem "
"if the curve makes sharp turns, as the cached points may not follow the "
"curve closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset along the curve."
msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid ""
"If [code]true[/code], any offset outside the path's length will wrap around, "
"instead of stopping at the ends. Use it for cyclic paths."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"The distance from the first vertex, measured in 3D units along the path. "
"This sets this node's position to a point within the path."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"Allows or forbids rotation on one or more axes, depending on the [enum "
"RotationMode] constants being used."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"The distance from the first vertex, considering 0.0 as the first vertex and "
"1.0 as the last. This is just another way of expressing the offset within "
"the path, as the offset supplied is multiplied internally by the path's "
"length."
msgstr ""
#: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
msgid "The node's offset perpendicular to the curve."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Forbids the PathFollow to rotate."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Allows the PathFollow to rotate in the Y axis only."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Allows the PathFollow to rotate in both the X, and Y axes."
msgstr ""
#: doc/classes/PathFollow.xml
msgid "Allows the PathFollow to rotate in any axis."
msgstr ""
#: doc/classes/PathFollow.xml
msgid ""
"Uses the up vector information in a [Curve3D] to enforce orientation. This "
"rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] "
"property to be set to [code]true[/code]."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "Point sampler for a [Path2D]."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"This node takes its parent [Path2D], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting an offset in this "
"node."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then "
"calculated interpolating between two adjacent cached points. This may "
"present a problem if the curve makes sharp turns, as the cached points may "
"not follow the curve closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"How far to look ahead of the curve to calculate the tangent if the node is "
"rotating. E.g. shorter lookaheads will lead to faster rotations."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid "The distance along the path in pixels."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"If [code]true[/code], this node rotates to follow the path, making its "
"descendants rotate."
msgstr ""
#: doc/classes/PathFollow2D.xml
msgid ""
"The distance along the path as a number in the range 0.0 (for the first "
"vertex) to 1.0 (for the last). This is just another way of expressing the "
"offset within the path, as the offset supplied is multiplied internally by "
"the path's length."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid "Creates packages that can be loaded into a running project."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"The [PCKPacker] is used to create packages that can be loaded into a running "
"project using [method ProjectSettings.load_resource_pack].\n"
"[codeblock]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/codeblock]\n"
"The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
"file named [code]text.txt[/code] at the root of the package."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"Adds the [code]source_path[/code] file to the current PCK package at the "
"[code]pck_path[/code] internal path (should start with [code]res://[/code])."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"Writes the files specified using all [method add_file] calls since the last "
"flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
"will be printed to the console for easier debugging."
msgstr ""
#: doc/classes/PCKPacker.xml
msgid ""
"Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/"
"code] file extension isn't added automatically, so it should be part of "
"[code]pck_name[/code] (even though it's not required)."
msgstr ""
#: doc/classes/Performance.xml
msgid "Exposes performance-related data."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"This class provides access to a number of different monitors related to "
"performance, such as memory usage, draw calls, and FPS. These are the same "
"as the values displayed in the [b]Monitor[/b] tab in the editor's "
"[b]Debugger[/b] panel. By using the [method get_monitor] method of this "
"class, you can access this data from your code.\n"
"[b]Note:[/b] A few of these monitors are only available in debug mode and "
"will always return 0 when used in a release build.\n"
"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
"may be a short delay between changes."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Returns the value of one of the available monitors. You should provide one "
"of the [enum Monitor] constants as the argument, like this:\n"
"[codeblock]\n"
"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
"console\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of frames per second."
msgstr ""
#: doc/classes/Performance.xml
msgid "Time it took to complete one frame, in seconds."
msgstr ""
#: doc/classes/Performance.xml
msgid "Time it took to complete one physics frame, in seconds."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Static memory currently used, in bytes. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Dynamic memory currently used, in bytes. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid "Available static memory. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid "Available dynamic memory. Not available in release builds."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Largest amount of memory the message queue buffer has used, in bytes. The "
"message queue is used for deferred functions calls and notifications."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of objects currently instanced (including nodes)."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of resources currently used."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Number of nodes currently instanced in the scene tree. This also includes "
"the root node."
msgstr ""
#: doc/classes/Performance.xml
msgid ""
"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
"scene tree."
msgstr ""
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
msgstr ""
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Material changes per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Shader changes per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Render surface changes per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Draw calls per frame. 3D only."
msgstr ""
#: doc/classes/Performance.xml
msgid "Items or joined items drawn per frame."
msgstr ""
#: doc/classes/Performance.xml
msgid "Draw calls per frame."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid ""
"The amount of video memory used, i.e. texture and vertex memory combined."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid "The amount of texture memory used."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid "The amount of vertex memory used."
msgstr ""
#: doc/classes/Performance.xml doc/classes/VisualServer.xml
msgid ""
"Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody2D] nodes in the game."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 2D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of islands in the 2D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of collision pairs in the 3D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Number of islands in the 3D physics engine."
msgstr ""
#: doc/classes/Performance.xml
msgid "Output latency of the [AudioServer]."
msgstr ""
#: doc/classes/Performance.xml
msgid "Represents the size of the [enum Monitor] enum."
msgstr ""
#: doc/classes/PHashTranslation.xml
msgid "Optimized translation."
msgstr ""
#: doc/classes/PHashTranslation.xml
msgid ""
"Optimized translation. Uses real-time compressed translations, which results "
"in very small dictionaries."
msgstr ""
#: doc/classes/PHashTranslation.xml
msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid "Direct access object to a physics body in the [Physics2DServer]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Provides direct access to a physics body in the [Physics2DServer], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of rigid/character bodies, and is intended for changing the "
"direct state of that body. See [method RigidBody2D._integrate_forces]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/Physics2DDirectSpaceState.xml
#: doc/classes/PhysicsDirectBodyState.xml
#: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
msgid "Ray-casting"
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant directional force without affecting rotation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid ""
"Adds a positioned force to the body. Both the force and the offset from the "
"body origin are in global coordinates."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Adds a constant rotational force."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Applies a directional impulse without affecting rotation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Applies a positioned impulse to the body. An impulse is time-independent! "
"Applying an impulse every frame would result in a framerate-dependent force. "
"For this reason, it should only be used when simulating one-time impacts "
"(use the \"_force\" functions otherwise). The offset uses the rotation of "
"the global coordinate system, but is centered at the object's origin."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "Applies a rotational impulse to the body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's [RID]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's object id."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's shape index."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collided shape's metadata. This metadata is different from "
"[method Object.get_meta], and is set with [method Physics2DServer."
"shape_set_data]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local normal at the contact point."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local position of the contact point."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the local shape index of the collision."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the current state of the space, useful for queries."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Returns the body's velocity at the given relative position, including both "
"translation and rotation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Calls the built-in force integration code."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
msgid "The body's rotational velocity in [i]radians[/i] per second."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the inertia of the body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The inverse of the mass of the body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
msgid "The body's linear velocity in pixels per second."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "If [code]true[/code], this body is currently sleeping (not active)."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The timestep (delta) used for the simulation."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"The rate at which the body stops rotating, if there are not any other forces "
"moving it."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The total gravity vector being currently applied to this body."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"The rate at which the body stops moving, if there are not any other forces "
"moving it."
msgstr ""
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The body's transformation matrix."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid "Direct access object to a space in the [Physics2DServer]."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Direct access object to a space in the [Physics2DServer]. It's used mainly "
"to do queries against objects and areas residing in a given space."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks how far a [Shape2D] can move without colliding. All the parameters "
"for the query, including the shape and the motion, are supplied through a "
"[Physics2DShapeQueryParameters] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape2D]s that the shape is already colliding with."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space. The resulting "
"array contains a list of points where the shape intersects another. Like "
"with [method intersect_shape], the number of returned results can be limited "
"to save processing time."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space. If it collides "
"with more than one shape, the nearest one is selected. If the shape did not "
"intersect anything, then an empty dictionary is returned instead.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object. The returned object is a dictionary containing the "
"following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks whether a point is inside any solid shape. The shapes the point is "
"inside of are returned in an array containing dictionaries with the "
"following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively.\n"
"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks whether a point is inside any solid shape, in a specific canvas layer "
"given by [code]canvas_instance_id[/code]. The shapes the point is inside of "
"are returned in an array containing dictionaries with the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively.\n"
"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Intersects a ray in a given space. The returned object is a dictionary with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]position[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
"respectively."
msgstr ""
#: doc/classes/Physics2DDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
"different from [method Object.get_meta], and is set with [method "
"Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Server interface for low-level 2D physics access."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Physics2DServer is the server responsible for all 2D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Adds a shape to the area, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Assigns the area to a descendant of [Object], so it can exist in the node "
"tree."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Removes all shapes from an area. It does not delete the shapes, so they can "
"be reassigned later."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates an [Area2D]. After creating an [Area2D] with this method, assign it "
"to a space using [method area_set_space] to use the created [Area2D] in the "
"physics world."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Gets the instance ID of the object the area is assigned to."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns an area parameter value. See [enum AreaParameter] for a list of "
"available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix of a shape within an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the space assigned to the area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the space override mode for the area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix for an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Removes a shape from an area. It does not delete the shape, so it can be "
"reassigned later."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns the area to one or many physics layers."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets which physics layers the area will monitor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the function to call when any body/area enters or exits the area. This "
"callback will be called for any object interacting with the area, and takes "
"five parameters:\n"
"1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
"whether the object entered or exited the area.\n"
"2: [RID] of the object that entered/exited the area.\n"
"3: Instance ID of the object that entered/exited the area.\n"
"4: The shape index of the object that entered/exited the area.\n"
"5: The shape index of the area where the object entered/exited."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the value for an area parameter. See [enum AreaParameter] for a list of "
"available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Substitutes a given area shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Disables a given shape in an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area shape."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the area."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
"for a list of available modes."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Adds a body to the list of bodies exempt from collisions."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Adds a positioned force to the applied force and torque. As with [method "
"body_apply_impulse], both the force and the offset from the body origin are "
"in global coordinates. A force differs from an impulse in that, while the "
"two are forces, the impulse clears itself after being applied."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Adds a shape to the body, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Adds a positioned impulse to the applied force and torque. Both the force "
"and the offset from the body origin are in global coordinates."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Removes all shapes from a body."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Creates a physics body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body belongs to."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the physics layer or layers a body can collide with."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the continuous collision detection mode."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
"code] if the body is destroyed or removed from the physics space."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the body mode."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns the value of a body parameter. See [enum BodyParameter] for a list "
"of available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the metadata of a shape of a body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the transform matrix of a body shape."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the space assigned to a body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns a body state."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Removes a body from the list of bodies exempt from collisions."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Removes a shape from a body. The shape is not deleted, so it can be reused "
"afterwards."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
#: doc/classes/RigidBody.xml
msgid ""
"Sets an axis velocity. The velocity in the given vector axis will be set as "
"the given vector length. This is useful for jumping behavior."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the physics layer or layers a body belongs to."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the physics layer or layers a body can collide with."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the continuous collision detection mode using one of the [enum CCDMode] "
"constants.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the function used to calculate physics for an object, if that object "
"allows it (see [method body_set_omit_force_integration])."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
"with other bodies, this is enabled by setting the maximum amount of contacts "
"reported to a number greater than 0."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Sets the body mode using one of the [enum BodyMode] constants."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body parameter. See [enum BodyParameter] for a list of available "
"parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables one way collision on body if [code]enable[/code] is [code]true[/"
"code]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets metadata of a shape within a body. This metadata is different from "
"[method Object.set_meta], and can be retrieved on shape queries."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Sets the transform matrix for a body shape."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Assigns a space to the body (see [method space_create])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a body state using one of the [enum BodyState] constants.\n"
"Note that the method doesn't take effect immediately. The state will change "
"on the next physics frame."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns [code]true[/code] if a collision would result from moving in the "
"given direction from a given point in space. Margin increases the size of "
"the shapes involved in the collision detection. [Physics2DTestMotionResult] "
"can be passed to return additional information in."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates a damped spring joint between two bodies. If not specified, the "
"second body is assumed to be the joint itself."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the value of a damped spring joint parameter."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
"list of available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Destroys any of the objects created by Physics2DServer. If the [RID] passed "
"is not one of the objects that can be created by Physics2DServer, an error "
"will be sent to the console."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns information about the current state of the 2D physics engine. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates a groove joint between two bodies. If not specified, the bodies are "
"assumed to be the joint itself."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns the value of a joint parameter."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns a joint's type (see [enum JointType])."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Creates a pin joint between two bodies. If not specified, the second body is "
"assumed to be the joint itself."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Activates or deactivates the 2D physics engine."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the amount of iterations for calculating velocities of colliding "
"bodies. The greater the amount of iterations, the more accurate the "
"collisions will be. However, a greater amount of iterations requires more "
"CPU power, which can decrease performance. The default value is [code]8[/"
"code]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the shape data."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Returns a shape's type (see [enum ShapeType])."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Sets the shape data that defines its shape and size. The data to be passed "
"depends on the kind of shape created [method shape_get_type]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Creates a space. A space is a collection of parameters for the physics "
"engine that can be assigned to an area or a body. It can be assigned to an "
"area with [method area_set_space], or to a body with [method body_set_space]."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Returns the state of a space, a [Physics2DDirectSpaceState]. This object can "
"be used to make collision/intersection queries."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the value of a space parameter."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns whether the space is active."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Marks a space as active. It will not have an effect, unless it is assigned "
"to an area or body."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
"of available parameters."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body "
"marked as potentially inactive for both linear and angular velocity will be "
"put to sleep after the time given."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the default solver bias for all physics constraints. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating line shapes. A line shape is an infinite "
"line with an origin point, and a normal. Thus, it can be used for front/"
"behind checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating segment shapes. A segment shape is a line "
"from a point A to a point B. It can be checked for intersections."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating circle shapes. A circle shape only has a "
"radius. It can be used for intersections and inside/outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating rectangle shapes. A rectangle shape is "
"defined by a width and a height. It can be used for intersections and inside/"
"outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating capsule shapes. A capsule shape is defined "
"by a radius and a length. It can be used for intersections and inside/"
"outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating convex polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections and inside/"
"outside checks. Unlike the [member CollisionPolygon2D.polygon] property, "
"polygons modified with [method shape_set_data] do not verify that the points "
"supplied form is a convex polygon."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"This is the constant for creating concave polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections checks, but "
"not for inside/outside checks."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity strength in an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get gravity vector/center in an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to set/get the falloff factor for point gravity of an area. The "
"greater this value is, the faster the strength of gravity decreases with the "
"square of distance."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This constant was used to set/get the falloff factor for point gravity. It "
"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the linear dampening factor of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the angular dampening factor of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the priority (order of processing) of an area."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area does not affect gravity/damp. These are generally areas that exist "
"only to detect collisions, and objects entering or exiting them."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. This way, many overlapping areas can combine their physics to make "
"interesting effects."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. Then stops taking into account the rest of the areas, even the default "
"one."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area replaces any gravity/damp, even the default one, and stops taking "
"into account the rest of the areas."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"This area replaces any gravity/damp calculated so far, but keeps calculating "
"the rest of the areas, down to the default one."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for static bodies."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant for rigid bodies in character mode. In this mode, a body can not "
"rotate, and only its linear velocity is affected by physics."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's bounce factor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's friction."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's mass."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to set/get a body's inertia."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's gravity multiplier."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's linear dampening factor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get a body's angular dampening factor."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum BodyParameter] enum."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current transform matrix of the body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current linear velocity of the body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get the current angular velocity of the body."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to set/get whether the body can sleep."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to create pin joints."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to create groove joints."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid "Constant to create damped spring joints."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the resting length of the spring joint. The joint will always try to go "
"to back this length when pulled apart."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the stiffness of the spring joint. The joint applies a force equal to "
"the stiffness times the distance from its resting length."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Sets the damping ratio of the spring joint. A value of 0 indicates an "
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping)."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Disables continuous collision detection. This is the fastest way to detect "
"body collisions, but can miss small, fast-moving objects."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
msgstr ""
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"The value of the first parameter and area callback function receives, when "
"an object enters one of its shapes."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"The value of the first parameter and area callback function receives, when "
"an object exits one of its shapes."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of objects that are not sleeping."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant to get the number of possible collisions."
msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
"Constant to get the number of space regions where a collision could occur."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "Parameters to be sent to a 2D shape physics query."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"This class contains the shape and other parameters for 2D intersection/"
"collision queries."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"Sets the [Shape2D] that will be used for collision/intersection queries."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area2D]s into account."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid ""
"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"The physics layer(s) the query will take into account (as a bitmask). See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"The list of objects or object [RID]s that will be excluded from collisions."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The collision margin for the shape."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
msgid "The motion of the shape being queried for."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The queried shape's [RID]. See also [method set_shape]."
msgstr ""
#: doc/classes/Physics2DShapeQueryParameters.xml
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "The queried shape's transform matrix."
msgstr ""
#: doc/classes/PhysicsBody.xml
msgid "Base class for all objects affected by physics in 3D space."
msgstr ""
#: doc/classes/PhysicsBody.xml
msgid ""
"PhysicsBody is an abstract base class for implementing a physics body. All "
"*Body types inherit from it."
msgstr ""
#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
#: doc/classes/SoftBody.xml
msgid "Adds a body to the list of bodies that this body can't collide with."
msgstr ""
#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
#: doc/classes/SoftBody.xml
msgid ""
"Returns an array of nodes that were added as collision exceptions for this "
"body."
msgstr ""
#: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
#: doc/classes/SoftBody.xml
msgid ""
"Removes a body from the list of bodies that this body can't collide with."
msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid "Base class for all objects affected by physics in 2D space."
msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid ""
"PhysicsBody2D is an abstract base class for implementing a physics body. All "
"*Body2D types inherit from it."
msgstr ""
#: doc/classes/PhysicsBody2D.xml
msgid ""
"Both collision_layer and collision_mask. Returns collision_layer when "
"accessed. Updates collision_layer and collision_mask when modified."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Direct access object to a physics body in the [PhysicsServer]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Provides direct access to a physics body in the [PhysicsServer], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of rigid/character bodies, and is intended for changing the "
"direct state of that body. See [method RigidBody._integrate_forces]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Adds a constant directional force without affecting rotation.\n"
"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Adds a constant rotational force without affecting position."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Applies a single directional impulse without affecting rotation.\n"
"This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Applies a positioned impulse to the body. An impulse is time-independent! "
"Applying an impulse every frame would result in a framerate-dependent force. "
"For this reason it should only be used when simulating one-time impacts. The "
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Apply a torque impulse (which will be affected by the body mass and shape). "
"This will rotate the body around the vector [code]j[/code] passed as "
"parameter."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider object."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody.contact_monitor]."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Impulse created by the contact. Only implemented for Bullet physics."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml
msgid ""
"The body's rotational velocity in axis-angle format. The magnitude of the "
"vector is the rotation rate in [i]radians[/i] per second."
msgstr ""
#: doc/classes/PhysicsDirectBodyState.xml
msgid "The body's linear velocity in units per second."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid "Direct access object to a space in the [PhysicsServer]."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Direct access object to a space in the [PhysicsServer]. It's used mainly to "
"do queries against objects and areas residing in a given space."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks how far a [Shape] can move without colliding. All the parameters for "
"the query, including the shape, are supplied through a "
"[PhysicsShapeQueryParameters] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape]s that the shape is already colliding with."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters] object, against the space. The resulting array "
"contains a list of points where the shape intersects another. Like with "
"[method intersect_shape], the number of returned results can be limited to "
"save processing time."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters] object, against the space. If it collides with "
"more than one shape, the nearest one is selected. The returned object is a "
"dictionary containing the following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
"the object is an [Area], the result is [code](0, 0, 0)[/code].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the shape did not intersect anything, then an empty dictionary is "
"returned instead."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks whether a point is inside any solid shape. The shapes the point is "
"inside of are returned in an array containing dictionaries with the "
"following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Intersects a ray in a given space. The returned object is a dictionary with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]position[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead.\n"
"Additionally, the method can take an [code]exclude[/code] array of objects "
"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
"code] bitmask representing the physics layers to check in, or booleans to "
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid "A material for physics properties."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"If [code]true[/code], subtracts the bounciness from the colliding object's "
"bounciness instead of adding it."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
#: doc/classes/PhysicsMaterial.xml
msgid ""
"If [code]true[/code], the physics engine will use the friction of the object "
"marked as \"rough\" when two objects collide. If [code]false[/code], the "
"physics engine will use the lowest friction of all colliding objects "
"instead. If [code]true[/code] for both colliding objects, the physics engine "
"will use the highest friction."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Server interface for low-level physics access."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"PhysicsServer is the server responsible for all 3D physics. It can create "
"many kinds of physics objects, but does not insert them on the node tree."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns an area parameter value. A list of available parameters is on the "
"[enum AreaParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], area collides with rays."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the value for an area parameter. A list of available parameters is on "
"the [enum AreaParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets object pickable with rays."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the space override mode for the area. The modes are described in the "
"[enum AreaSpaceOverrideMode] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gives the body a push at a [code]position[/code] in the direction of the "
"[code]impulse[/code]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gives the body a push to rotate it."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Creates a physics body. The first parameter can be any value from [enum "
"BodyMode] constants, for the type of body created. Additionally, the body "
"can be created in sleeping state to save processing time."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
"if the body is destroyed or removed from the physics space."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the body can be detected by rays."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Removes a body from the list of bodies exempt from collisions.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a body parameter. A list of available parameters is on the [enum "
"BodyParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns [code]true[/code] if a collision would result from moving in the "
"given direction from a given point in space. [PhysicsTestMotionResult] can "
"be passed to return additional information in."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Destroys any of the objects created by PhysicsServer. If the [RID] passed is "
"not one of the objects that can be created by PhysicsServer, an error will "
"be sent to the console."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns information about the current state of the 3D physics engine. See "
"[enum ProcessInfo] for a list of available states. Only implemented for "
"Godot Physics."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [ConeTwistJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [Generic6DOFJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [HingeJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [PinJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates a [SliderJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets the priority value of the Joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of the Joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the priority value of the Joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body a of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body b of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body a of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body b of the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the amount of iterations for calculating velocities of colliding "
"bodies. The greater the amount of iterations, the more accurate the "
"collisions will be. However, a greater amount of iterations requires more "
"CPU power, which can decrease performance. The default value is [code]8[/"
"code].\n"
"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the "
"default Bullet physics engine."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Creates a shape of a type from [enum ShapeType]. Does not assign it to a "
"body or an area. To do so, you must use [method area_set_shape] or [method "
"body_set_shape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns the state of a space, a [PhysicsDirectSpaceState]. This object can "
"be used to make collision/intersection queries."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [PinJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [HingeJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [SliderJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [ConeTwistJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [Generic6DOFJoint]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The strength with which the pinned objects try to stay in positional "
"relation to each other.\n"
"The higher, the stronger."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The minimum rotation across the Hinge."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If [code]true[/code], a motor turns the Hinge."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The maximum difference between the pivot points on their X axis before "
"damping happens."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The minimum difference between the pivot points on their X axis before "
"damping happens."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the movement across the slider axis once the limits get "
"surpassed. The lower, the slower the movement."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocityenergy gets lost."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping once the slider limits are surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"A factor applied to the movement across the slider axis as long as the "
"slider is in the limits. The lower, the slower the movement."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution inside the slider limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping inside the slider limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "A factor applied to the movement across axes orthogonal to the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution when movement is across axes orthogonal to the "
"slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of damping when movement is across axes orthogonal to the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The upper limit of rotation in the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The lower limit of rotation in the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "A factor applied to the all rotation once the limit is surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution of the rotation when the limit is surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping of the rotation when the limit is surpassed."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "A factor that gets applied to the all rotation in the limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of restitution of the rotation in the limits."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid "The amount of damping of the rotation in the limits."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"A factor that gets applied to the all rotation across axes orthogonal to the "
"slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of restitution of the rotation across axes orthogonal to the "
"slider."
msgstr ""
#: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
msgid ""
"The amount of damping of the rotation across axes orthogonal to the slider."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Represents the size of the [enum SliderJointParam] enum."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The ease with which the Joint twists, if it's too low, it takes more force "
"to twist the joint."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"A factor that gets applied to the movement across the axes. The lower, the "
"slower the movement."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The amount of restitution on the axes movement. The lower, the more velocity-"
"energy gets lost."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The velocity that the joint's linear motor will attempt to reach."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"The maximum force that the linear motor can apply while trying to reach the "
"target velocity."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "A factor that gets multiplied onto all rotations across the axes."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"When correcting the crossing of limits in rotation across the axes, this "
"error tolerance factor defines how much the correction gets slowed down. The "
"lower, the slower."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, linear motion is possible within the given limits."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, rotational motion is possible."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "If set, there is a rotational motor across these axes."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid ""
"If set, there is a linear motor on this axis that targets a specific "
"velocity."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [PlaneShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [RayShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [SphereShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [BoxShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [CapsuleShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [CylinderShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [ConvexPolygonShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [ConcavePolygonShape]."
msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "The [Shape] is a [HeightMapShape]."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "Parameters to be sent to a 3D shape physics query."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid ""
"This class contains the shape and other parameters for 3D intersection/"
"collision queries."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "Sets the [Shape] that will be used for collision/intersection queries."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [Area]s into account."
msgstr ""
#: doc/classes/PhysicsShapeQueryParameters.xml
msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
msgstr ""
#: doc/classes/PinJoint.xml
msgid "Pin joint for 3D PhysicsBodies."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
"See also [Generic6DOFJoint]."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"The force with which the pinned objects stay in positional relation to each "
"other. The higher, the stronger."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"The force with which the pinned objects stay in velocity relation to each "
"other. The higher, the stronger."
msgstr ""
#: doc/classes/PinJoint.xml
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
msgstr ""
#: doc/classes/PinJoint2D.xml
msgid "Pin Joint for 2D shapes."
msgstr ""
#: doc/classes/PinJoint2D.xml
msgid ""
"Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together."
msgstr ""
#: doc/classes/PinJoint2D.xml
msgid ""
"The higher this value, the more the bond to the pinned partner can flex."
msgstr ""
#: doc/classes/Plane.xml
msgid "Plane in hessian form."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Plane represents a normalized plane equation. Basically, \"normal\" is the "
"normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
"origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
"the plane is considered the side of the plane towards where the normal is "
"pointing."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Creates a plane from the four parameters. The three components of the "
"resulting plane's [member normal] are [code]a[/code], [code]b[/code] and "
"[code]c[/code], and the plane has a distance of [code]d[/code] from the "
"origin."
msgstr ""
#: doc/classes/Plane.xml
msgid "Creates a plane from the three points, given in clockwise order."
msgstr ""
#: doc/classes/Plane.xml
msgid "Creates a plane from the normal and the plane's distance to the origin."
msgstr ""
#: doc/classes/Plane.xml
msgid "Returns the center of the plane."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the shortest distance from the plane to the position [code]point[/"
"code]."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the center of the plane.\n"
"This method is deprecated, please use [method center] instead."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
"Comparison uses a custom minimum [code]epsilon[/code] threshold."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the intersection point of the three planes [code]b[/code], [code]c[/"
"code] and this plane. If no intersection is found, [code]null[/code] is "
"returned."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the intersection point of a ray consisting of the position "
"[code]from[/code] and the direction normal [code]dir[/code] with this plane. "
"If no intersection is found, [code]null[/code] is returned."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the intersection point of a segment from position [code]begin[/code] "
"to position [code]end[/code] with this plane. If no intersection is found, "
"[code]null[/code] is returned."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if this plane and [code]plane[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
msgstr ""
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"The distance from the origin to the plane, in the direction of [member "
"normal]. This value is typically non-negative.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
#: doc/classes/Plane.xml
msgid ""
"The normal of the plane, which must be normalized.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] "
"property."
msgstr ""
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
msgstr ""
#: doc/classes/Plane.xml
msgid "The Y component of the plane's [member normal] vector."
msgstr ""
#: doc/classes/Plane.xml
msgid "The Z component of the plane's [member normal] vector."
msgstr ""
#: doc/classes/Plane.xml
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
msgstr ""
#: doc/classes/Plane.xml
msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
msgstr ""
#: doc/classes/Plane.xml
msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Class representing a planar [PrimitiveMesh]."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid ""
"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Z axes; this "
"default rotation isn't suited for use with billboarded materials. For "
"billboarded materials, use [QuadMesh] instead.\n"
"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
"may stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth] and [member subdivide_width] until "
"you no longer notice UV jittering."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Offset from the origin of the generated plane. Useful for particles."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Size of the generated plane."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the Z axis."
msgstr ""
#: doc/classes/PlaneMesh.xml
msgid "Number of subdivision along the X axis."
msgstr ""
#: doc/classes/PlaneShape.xml
msgid "Infinite plane shape for 3D collisions."
msgstr ""
#: doc/classes/PlaneShape.xml
msgid ""
"An infinite plane shape for 3D collisions. Note that the [Plane]'s normal "
"matters; anything \"below\" the plane will collide with it. If the "
"[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects "
"placed \"below\" it to teleport \"above\" the plane."
msgstr ""
#: doc/classes/PlaneShape.xml
msgid "The [Plane] used by the [PlaneShape] for collision."
msgstr ""
#: doc/classes/PointMesh.xml
msgid "Mesh with a single Point primitive."
msgstr ""
#: doc/classes/PointMesh.xml
msgid ""
"The PointMesh is made from a single point. Instead of relying on triangles, "
"points are rendered as a single rectangle on the screen with a constant "
"size. They are intended to be used with Particle systems, but can be used as "
"a cheap way to render constant size billboarded sprites (for example in a "
"point cloud).\n"
"PointMeshes, must be used with a material that has a point size. Point size "
"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
"[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] "
"and the variable [member SpatialMaterial.params_point_size].\n"
"When using PointMeshes, properties that normally alter vertices will be "
"ignored, including billboard mode, grow, and cull face."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "A 2D polygon."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"A Polygon2D is defined by a set of points. Each point is connected to the "
"next, with the final point being connected to the first, resulting in a "
"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
"filled with a given texture.\n"
"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
"time. To increase this limit, open the Project Settings and increase [member "
"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
"[member ProjectSettings.rendering/limits/buffers/"
"canvas_polygon_index_buffer_size_kb]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Removes all bones from this [Polygon2D]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Removes the specified bone from this [Polygon2D]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Returns the number of bones in this [Polygon2D]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Returns the path to the node associated with the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Returns the height values of the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Sets the path to the node associated with the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "Sets the weight values for the specified bone."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"If [code]true[/code], attempts to perform antialiasing for polygon edges by "
"drawing a thin OpenGL smooth line on the edges.\n"
"[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
"correct for translucent polygons and may not work on certain platforms. As a "
"workaround, install the [url=https://github.com/godot-extended-libraries/"
"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
"to perform antialiasing."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"The polygon's fill color. If [code]texture[/code] is defined, it will be "
"multiplied by this color. It will also be the default color for vertices not "
"set in [code]vertex_colors[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Added padding applied to the bounding box when using [code]invert[/code]. "
"Setting this value too small may result in a \"Bad Polygon\" error."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The offset applied to each vertex."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"The polygon's list of vertices. The final point will be connected to the "
"first.\n"
"[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a "
"reference."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
"the texture's origin (its top-left corner) will be placed at the polygon's "
"[code]position[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The texture's rotation in radians."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid "The texture's rotation in degrees."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Amount to multiply the [code]uv[/code] coordinates when using a "
"[code]texture[/code]. Larger values make the texture smaller, and vice versa."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Texture coordinates for each vertex of the polygon. There should be one "
"[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
"will use [code](0, 0)[/code]."
msgstr ""
#: doc/classes/Polygon2D.xml
msgid ""
"Color for each vertex. Colors are interpolated between vertices, resulting "
"in smooth gradients. There should be one per polygon vertex. If there are "
"fewer, undefined vertices will use [code]color[/code]."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "A pooled array of bytes."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"An array specifically designed to hold bytes. Optimized for memory usage, "
"does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolByteArray] or "
"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(123)\n"
"array[0] = pool_array\n"
"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "Appends a [PoolByteArray] at the end of this array."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data compressed. Set the compression "
"mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data decompressed. Set "
"[code]buffer_size[/code] to the size of the uncompressed data. Set the "
"compression mode using one of [enum File.CompressionMode]'s constants."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a new [PoolByteArray] with the data decompressed. Set the "
"compression mode using one of [enum File.CompressionMode]'s constants. "
"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
"This method is potentially slower than [code]decompress[/code], as it may "
"have to re-allocate its output buffer multiple times while decompressing, "
"where as [code]decompress[/code] knows its output buffer size from the "
"beginning.\n"
"\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
"will allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Fast alternative to "
"[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 "
"function this function maps every byte to a character in the array. "
"Multibyte sequences will not be interpreted correctly. For parsing user "
"input always use [method get_string_from_utf8]."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a copy of the array's contents as [String]. Slower than [method "
"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
"you are unsure about the source of the data. For user input this function "
"should always be preferred."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
"[codeblock]\n"
"var array = PoolByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # Prints: 0b2eff\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml
msgid "Appends an element at the end of the array."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Removes an element from the array by index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
#: doc/classes/PoolRealArray.xml
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new "
"size.\n"
"[b]Note:[/b] Added elements are not automatically initialized to 0 and will "
"contain garbage, i.e. indeterminate values."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
"new [PoolByteArray]. Any negative index is considered to be from the end of "
"the array."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "A pooled array of [Color]s."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
"An array specifically designed to hold [Color]. Optimized for memory usage, "
"does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolColorArray] or "
"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"array[0] = pool_array\n"
"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
"inside an Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "Appends a [PoolColorArray] at the end of this array."
msgstr ""
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
msgstr ""
#: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml
#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new "
"size."
msgstr ""
#: doc/classes/PoolColorArray.xml
msgid "Changes the [Color] at the given index."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid "A pooled array of integers ([int])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
"An array specifically designed to hold integer values ([int]). Optimized for "
"memory usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolIntArray] or "
"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
"lost:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(1234)\n"
"array[0] = pool_array\n"
"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
"[/codeblock]\n"
"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
"around. In comparison, [int] uses signed 64-bit integers which can hold much "
"larger values."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid "Appends a [PoolIntArray] at the end of this array."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
#: doc/classes/PoolIntArray.xml
msgid "Changes the int at the given index."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid "A pooled array of real numbers ([float])."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
"An array specifically designed to hold floating-point values. Optimized for "
"memory usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolRealArray] or "
"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(12.34)\n"
"array[0] = pool_array\n"
"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
"[/codeblock]\n"
"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
"[PoolRealArray] are 32-bit floats. This means values stored in "
"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
"need to store 64-bit floats in an array, use a generic [Array] with [float] "
"elements as these will still be 64-bit. However, using a generic [Array] to "
"store [float]s will use roughly 6 times more memory compared to a "
"[PoolRealArray]."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid ""
"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid "Appends a [PoolRealArray] at the end of this array."
msgstr ""
#: doc/classes/PoolRealArray.xml
msgid "Changes the float at the given index."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "A pooled array of [String]s."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
"An array specifically designed to hold [String]s. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolStringArray] or "
"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
"be lost:\n"
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(\"hello\")\n"
"array[0] = pool_array\n"
"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "Appends a [PoolStringArray] at the end of this array."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid ""
"Returns a [String] with each element of the array joined with the given "
"[code]delimiter[/code]."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "Appends a string element at end of the array."
msgstr ""
#: doc/classes/PoolStringArray.xml
msgid "Changes the [String] at the given index."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "A pooled array of [Vector2]s."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
"An array specifically designed to hold [Vector2]. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
"will be lost:\n"
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Vector2(12, 34))\n"
"array[0] = pool_array\n"
"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
"Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
#: doc/classes/TileSet.xml
msgid "2D Navigation Astar Demo"
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "Appends a [PoolVector2Array] at the end of this array."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
msgstr ""
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "A pooled array of [Vector3]."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
"An array specifically designed to hold [Vector3]. Optimized for memory "
"usage, does not fragment the memory.\n"
"[b]Note:[/b] This type is passed by value and not by reference. This means "
"that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
"will be lost:\n"
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"var pool_array = array[0]\n"
"pool_array.push_back(Vector3(12, 34, 56))\n"
"array[0] = pool_array\n"
"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
"Array)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "Appends a [PoolVector3Array] at the end of this array."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
msgstr ""
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
msgstr ""
#: doc/classes/Popup.xml
msgid "Base container control for popups and dialogs."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup is a base [Control] used to show dialogs and popups. It's a subwindow "
"and modal by default (see [Control]) and has helpers for custom popup "
"behavior. All popup methods ensure correct placement within the viewport."
msgstr ""
#: doc/classes/Popup.xml
msgid "Popup (show the control in modal form)."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to its current canvas transform, at the current size, or at a size "
"determined by [code]size[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to the current canvas transform, clamping the size to [code]size[/code], "
"then ensuring the popup is no larger than the viewport size multiplied by "
"[code]fallback_ratio[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to the current canvas transform, ensuring the size is never smaller than "
"[code]minsize[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Popup (show the control in modal form) in the center of the screen relative "
"to the current canvas transform, scaled at a ratio of size of the screen."
msgstr ""
#: doc/classes/Popup.xml
msgid "Shrink popup to keep to the minimum size of content."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"If [code]true[/code], the popup will not be hidden when a click event occurs "
"outside of it, or when it receives the [code]ui_cancel[/code] action event.\n"
"[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel "
"buttons' behavior in dialogs that inherit from this class. As a workaround, "
"you can use [method WindowDialog.get_close_button] or [method "
"ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
"their [member CanvasItem.visible] property to [code]false[/code]."
msgstr ""
#: doc/classes/Popup.xml
msgid ""
"Emitted when a popup is about to be shown. This is often used in [PopupMenu] "
"to clear the list of options then create a new one according to the current "
"context."
msgstr ""
#: doc/classes/Popup.xml
msgid "Emitted when a popup is hidden."
msgstr ""
#: 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
msgid ""
"Returns the tooltip associated with the specified index [code]idx[/code]."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the popup will be hidden when the window loses "
"focus or not."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checkable "
"in some way, i.e. if it has a checkbox or radio button.\n"
"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
"don't have any built-in checking behavior and must be checked/unchecked "
"manually."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. "
"When it is disabled it can't be selected, or its action invoked.\n"
"See [method set_item_disabled] for more info on how to disable an item."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item at index [code]idx[/code] has radio "
"button-style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Returns [code]true[/code] if the item is a separator. If it is, it will be "
"displayed as a line. See [method add_separator] for more info on how to add "
"a separator."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid ""
"Removes the item at index [code]idx[/code] from the menu.\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one."
msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the currently focused item as the given [code]index[/code]."
msgstr ""
#: 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]."
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
msgid "Represents the size of the [enum TextureSize] enum."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "General-purpose progress bar."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "General-purpose progress bar. Shows fill percentage from right to left."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "If [code]true[/code], the fill percentage is displayed on the bar."
msgstr ""
#: doc/classes/ProgressBar.xml
msgid "The color of the text."
msgstr ""
#: 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."
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. Only power-of-two values are valid (2, "
"4, 8, 16)."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the number of MSAA samples to use. MSAA is used to reduce aliasing "
"around the edges of polygons. A higher MSAA value results in smoother edges "
"but can be significantly slower on some hardware.\n"
"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If set to a value greater than [code]0.0[/code], contrast-adaptive "
"sharpening will be applied to the 3D viewport. This has a low performance "
"cost and can be used to recover some of the sharpness lost from using FXAA. "
"Values around [code]0.5[/code] generally give the best results. See also "
"[member rendering/quality/filters/use_fxaa]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible. In some cases, debanding may introduce a "
"slightly noticeable dithering pattern. It's recommended to enable debanding "
"only when actually needed since the dithering pattern will make lossless-"
"compressed screenshots larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
"disabled when targeting mobile platforms."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enables FXAA in the root Viewport. FXAA is a popular screen-space "
"antialiasing method, which is fast but will make the image look blurry, "
"especially at lower resolutions. It can still work relatively well at large "
"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
"recovered by enabling contrast-adaptive sharpening (see [member rendering/"
"quality/filters/sharpen_intensity])."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
"mipmaps (also called \"bilinear filtering\"), which will result in visible "
"seams appearing between mipmap stages. This may increase performance in "
"mobile as less memory bandwidth is used. If [code]false[/code], linear "
"mipmap filtering (also called \"trilinear filtering\") is used."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Strategy used for framebuffer allocation. The simpler it is, the less "
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/intended_usage/"
"framebuffer_allocation] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Enable usage of bicubic sampling in baked lightmaps. This results in "
"smoother looking lighting at the expense of more bandwidth usage. On GLES2, "
"changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/lightmapping/"
"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size of the atlas used by reflection probes. A larger size can result in "
"higher visual quality, while a smaller size will be faster and take up less "
"memory."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Number of subdivisions to use for the reflection atlas. A higher number "
"lowers the quality of each atlas, but allows you to use more."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a high amount of samples to create blurred "
"variants of reflection probes and panorama backgrounds (sky). Those blurred "
"variants are used by rough materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/reflections/"
"high_quality_ggx] on mobile devices, due to performance concerns or driver "
"support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Limits the size of the irradiance map which is normally determined by "
"[member Sky.radiance_size]. A higher size results in a higher quality "
"irradiance map similarly to [member rendering/quality/reflections/"
"high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, "
"otherwise keep this as low as possible.\n"
"[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
"maps well and may crash if this is set too high."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
"probes and panorama backgrounds (sky). This reduces jitter noise on "
"reflections, but costs more performance and memory."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/reflections/"
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
"blurred reflections instead of the GGX model."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material "
"lighting model instead of Burley."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
"[ShaderMaterial] rendering. This can be used to improve performance on low-"
"end mobile devices. The downside is that shading becomes much less accurate, "
"with visible linear interpolation between vertices that are joined together. "
"This can be compensated by ensuring meshes have a sufficient level of "
"subdivision (but not too much, to avoid reducing performance). Some material "
"features are also not supported when vertex shading is enabled.\n"
"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
"enable vertex shading on specific materials only.\n"
"[b]Note:[/b] This setting does not affect unshaded materials."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/shading/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
"driver support. If lighting looks broken after exporting the project to a "
"mobile platform, try disabling this setting."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enables new physical light attenuation for "
"[OmniLight]s and [SpotLight]s. This results in more realistic lighting "
"appearance with a very small performance cost. When physical light "
"attenuation is enabled, lights will appear to be darker as a result of the "
"new attenuation formula. This can be compensated by adjusting the lights' "
"energy or attenuation values.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for cubemap into which the shadow is rendered before being copied into "
"the shadow atlas. A higher number can result in higher resolution shadows "
"when used with a higher [member rendering/quality/shadow_atlas/size]. "
"Setting higher than a quarter of the [member rendering/quality/shadow_atlas/"
"size] will not result in a perceptible increase in visual quality."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Subdivision quadrant size for shadow mapping. See shadow mapping "
"documentation."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). 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 "Cuaternion."
#: doc/classes/Quat.xml
msgid ""
"A unit quaternion used for representing 3D rotations. Quaternions need to be "
"normalized to be used for rotation.\n"
"It is similar to Basis, which implements matrix representation of rotations, "
"and can be parametrized using both an axis-angle pair or Euler angles. Basis "
"stores rotation, scale, and shearing, while Quat only stores rotation.\n"
"Due to its compactness and the way it is stored in memory, certain "
"operations (obtaining axis-angle and performing SLERP, in particular) are "
"more efficient and robust against floating-point errors."
msgstr ""
#: doc/classes/Quat.xml
msgid "Constructs a quaternion from the given [Basis]."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Constructs a quaternion that will perform a rotation specified by Euler "
"angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
"last), given in the vector format as (X angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Constructs a quaternion that will rotate around the given axis by the "
"specified angle. The axis must be a normalized vector."
msgstr ""
#: doc/classes/Quat.xml
msgid "Constructs a quaternion defined by the given values."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns the angle between this quaternion and [code]to[/code]. This is the "
"magnitude of the angle you would need to rotate by to get from one to the "
"other.\n"
"[b]Note:[/b] This method has an abnormally high amount of floating-point "
"error, so methods such as [method @GDScript.is_zero_approx] will not work "
"reliably."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Performs a cubic spherical interpolation between quaternions [code]pre_a[/"
"code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
"amount [code]weight[/code]."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the dot product of two quaternions."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns Euler angles (in the YXZ convention: when decomposing, first Z, then "
"X, and Y last) corresponding to the rotation represented by the unit "
"quaternion. Returned vector contains the rotation angles in the format (X "
"angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the inverse of the quaternion."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns whether the quaternion is normalized or not."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the length of the quaternion."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns the length of the quaternion, squared."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns a copy of the quaternion, normalized to unit length."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Sets the quaternion to a rotation which rotates around axis by the specified "
"angle, in radians. The axis must be a normalized vector."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Sets the quaternion to a rotation specified by Euler angles (in the YXZ "
"convention: when decomposing, first Z, then X, and Y last), given in the "
"vector format as (X angle, Y angle, Z angle)."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [code]to[/code] by amount [code]weight[/code].\n"
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [code]to[/code] by amount [code]weight[/code], but without "
"checking if the rotation path is not bigger than 90 degrees."
msgstr ""
#: doc/classes/Quat.xml
msgid "Returns a vector transformed (multiplied) by this quaternion."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"W component of the quaternion (real part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
#: doc/classes/Quat.xml
msgid ""
"The identity quaternion, representing no rotation. Equivalent to an identity "
"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
"will not change."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "A class for generating pseudo-random numbers."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
"currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n"
"[b]Note:[/b] The underlying algorithm is an implementation detail. As a "
"result, it should not be depended upon for reproducible random streams "
"across Godot versions.\n"
"To generate a random float number (within a given range) based on a time-"
"dependant seed:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
" rng.randomize()\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]\n"
"[b]Note:[/b] The default values of [member seed] and [member state] "
"properties are pseudo-random, and changes when calling [method randomize]. "
"The [code]0[/code] value documented here is a placeholder, and not the "
"actual default seed."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "Random number generation"
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
"code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
"distributed[/url] pseudo-random number, using Box-Muller transform with the "
"specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
"also called Gaussian distribution."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
"[code]4294967295[/code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
"and [code]to[/code] (inclusive)."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid "Setups a time-based seed to generator."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"Initializes the random number generator state based on the given seed value. "
"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
"similar random streams given similar seeds. Consider using a hash function "
"to improve your seed quality if they're sourced externally.\n"
"[b]Note:[/b] Setting this property produces a side effect of changing the "
"internal [member state], so make sure to initialize the seed [i]before[/i] "
"modifying the [member state]:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
"rng.state = 100 # Restore to some previously saved state.\n"
"[/codeblock]\n"
"[b]Warning:[/b] the getter of this property returns the previous [member "
"state], and not the initial seed value, which is going to be fixed in Godot "
"4.0."
msgstr ""
#: doc/classes/RandomNumberGenerator.xml
msgid ""
"The current state of the random number generator. Save and restore this "
"property to restore the generator to a previous state:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # Store current state.\n"
"print(rng.randf()) # Advance internal state.\n"
"rng.state = saved_state # Restore the state.\n"
"print(rng.randf()) # Prints the same value as in previous.\n"
"[/codeblock]\n"
"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
"generator requires the state to have certain qualities to behave properly. "
"It should only be set to values that came from the state property itself. To "
"initialize the random number generator with arbitrary input, use [member "
"seed] instead."
msgstr ""
#: doc/classes/Range.xml
msgid "Abstract base class for range-based controls."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
#: doc/classes/Range.xml
msgid "Stops the [Range] from sharing its member variables with any other."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
"[code]value[/code] will be represented exponentially rather than linearly."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Maximum value. Range is clamped if [code]value[/code] is greater than "
"[code]max_value[/code]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Minimum value. Range is clamped if [code]value[/code] is less than "
"[code]min_value[/code]."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
"multiplied by [code]page[/code] over the difference between [code]min_value[/"
"code] and [code]max_value[/code]."
msgstr ""
#: doc/classes/Range.xml
msgid "The value mapped between 0 and 1."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If [code]true[/code], [code]value[/code] will always be rounded to the "
"nearest integer."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"If greater than 0, [code]value[/code] will always be rounded to a multiple "
"of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
"then rounded to the nearest integer."
msgstr ""
#: doc/classes/Range.xml
msgid "Range's current value."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
#: doc/classes/Range.xml
msgid ""
"Emitted when [member value] changes. When used on a [Slider], this is called "
"continuously while dragging (potentially every frame). If you are performing "
"an expensive operation in a function connected to [signal value_changed], "
"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
"value_changed] is also emitted when [code]value[/code] is set directly via "
"code."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Query the closest object intersecting a ray."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"A RayCast represents a line from its origin to its destination position, "
"[code]cast_to[/code]. It is used to query the 3D space in order to find the "
"closest object along the path of the ray.\n"
"RayCast can ignore some objects by adding them to the exception list via "
"[code]add_exception[/code] or by setting proper filtering with collision "
"layers and masks.\n"
"RayCast can be configured to report collisions with [Area]s ([member "
"collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n"
"Only enabled raycasts will be able to query the space and report "
"collisions.\n"
"RayCast calculates intersection every physics frame (see [Node]), and the "
"result is cached so it can be used later until the next frame. If multiple "
"queries are required between physics frames (or during the same frame), use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified node."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "Removes all collision exceptions for this ray."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Updates the collision information for the ray. Use this method to update the "
"collision information immediately instead of waiting for the next "
"[code]_physics_process[/code] call, for example if the ray or its parent has "
"changed state.\n"
"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the first object that the ray intersects, or [code]null[/code] if no "
"object is intersecting the ray (i.e. [method is_colliding] returns "
"[code]false[/code])."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the shape ID of the first object that the ray intersects, or "
"[code]0[/code] if no object is intersecting the ray (i.e. [method "
"is_colliding] returns [code]false[/code])."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"Returns [code]true[/code] if the bit index passed is turned on.\n"
"[b]Note:[/b] Bit indices range from 0-19."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the normal of the intersecting object's shape at the collision point."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Returns whether any object is intersecting with the ray's vector "
"(considering the vector length)."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified node."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"Sets the bit index passed to the [code]value[/code] passed.\n"
"[b]Note:[/b] Bit indexes range from 0-19."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
msgstr ""
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [Area]s will be reported."
msgstr ""
#: doc/classes/RayCast.xml
msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid ""
"The ray's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"The custom color to use to draw the shape in the editor and at run-time if "
"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
"color will be highlighted at run-time if the [RayCast] is colliding with "
"something.\n"
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
"truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible "
"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
"shape to be visible at run-time."
msgstr ""
#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collisions will be reported."
msgstr ""
#: doc/classes/RayCast.xml
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast's "
"immediate parent."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
"A RayCast represents a line from its origin to its destination position, "
"[code]cast_to[/code]. It is used to query the 2D space in order to find the "
"closest object along the path of the ray.\n"
"RayCast2D can ignore some objects by adding them to the exception list via "
"[code]add_exception[/code], by setting proper filtering with collision "
"layers, or by filtering object types with type masks.\n"
"RayCast2D can be configured to report collisions with [Area2D]s ([member "
"collide_with_areas]) and/or [PhysicsBody2D]s ([member "
"collide_with_bodies]).\n"
"Only enabled raycasts will be able to query the space and report "
"collisions.\n"
"RayCast2D calculates intersection every physics frame (see [Node]), and the "
"result is cached so it can be used later until the next frame. If multiple "
"queries are required between physics frames (or during the same frame) use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
"Sets or clears individual bits on the collision mask. This makes selecting "
"the areas scanned easier."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
msgstr ""
#: doc/classes/RayCast2D.xml
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
msgstr ""
#: doc/classes/RayShape.xml
msgid "Ray shape for 3D collisions."
msgstr ""
#: doc/classes/RayShape.xml
msgid ""
"Ray shape for 3D collisions, which can be set into a [PhysicsBody] or "
"[Area]. A ray is not really a collision body; instead, it tries to separate "
"itself from whatever is touching its far endpoint. It's often useful for "
"characters."
msgstr ""
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "The ray's length."
msgstr ""
#: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
msgid "If [code]true[/code], allow the shape to return the correct normal."
msgstr ""
#: doc/classes/RayShape2D.xml
msgid "Ray shape for 2D collisions."
msgstr ""
#: doc/classes/RayShape2D.xml
msgid ""
"Ray shape for 2D collisions. A ray is not really a collision body; instead, "
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
#: doc/classes/Rect2.xml
msgid "2D axis-aligned bounding box."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"[Rect2] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates.\n"
"The 3D counterpart to [Rect2] is [AABB]."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by position and size."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Constructs a [Rect2] by x, y, width, and height."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a [Rect2] with equivalent position and area, modified so that the "
"top-left corner is the origin and [code]width[/code] and [code]height[/code] "
"are positive."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns the intersection of this [Rect2] and b."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if this [Rect2] completely encloses another one."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of this [Rect2] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# position (-3, 2), size (1, 1)\n"
"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
"# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n"
"var rect2 = rect.expand(Vector2(0, -1))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns the center of the [Rect2], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards all the "
"sides."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards each "
"direction individually."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns a copy of the [Rect2] grown a given amount of units towards the "
"[enum Margin] direction."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
"code] otherwise. See also [method get_area].\n"
"[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
"[method has_no_area] will return [code]true[/code]."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
"the right and bottom edges of the [Rect2] are considered exclusive, so "
"points on these edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
"check for contained points."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. "
"they have at least one point in common).\n"
"If [code]include_borders[/code] is [code]true[/code], they will also be "
"considered overlapping if their borders touch, even without intersection."
msgstr ""
#: doc/classes/Rect2.xml
msgid ""
"Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are "
"approximately equal, by calling [code]is_equal_approx[/code] on each "
"component."
msgstr ""
#: doc/classes/Rect2.xml
msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
msgstr ""
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
msgstr ""
#: doc/classes/RectangleShape2D.xml
msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
msgstr ""
#: doc/classes/RectangleShape2D.xml
msgid ""
"The rectangle's half extents. The width and height of this shape is twice "
"the half extents."
msgstr ""
#: doc/classes/Reference.xml
msgid "Base class for reference-counted objects."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Base class for any object that keeps a reference count. [Resource] and many "
"other helper objects inherit this class.\n"
"Unlike other [Object] types, References keep an internal reference counter "
"so that they are automatically released when no longer in use, and only "
"then. References therefore do not need to be freed manually with [method "
"Object.free].\n"
"In the vast majority of use cases, instantiating and using [Reference]-"
"derived types is all you need to do. The methods provided in this class are "
"only for advanced users, and can cause issues if misused.\n"
"[b]Note:[/b] In C#, references will not be freed instantly after they are no "
"longer in use. Instead, garbage collection will run periodically and will "
"free references that are no longer in use. This means that unused references "
"will linger on for a while before being removed."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Initializes the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns whether the initialization was successful."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Increments the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the increment was successful, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/Reference.xml
msgid ""
"Decrements the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the decrement was successful, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Reference frame for GUI."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid ""
"A rectangle box that displays only a [member border_color] border color "
"around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
"display a rectangle filled with a solid color, consider using [ColorRect] "
"instead."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid "Sets the border [Color] of the [ReferenceRect]."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
msgstr ""
#: doc/classes/ReferenceRect.xml
msgid ""
"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
"in editor. Otherwise, [ReferenceRect] will be visible in game."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Captures its surroundings to create fast, accurate reflections from a given "
"point."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Capture its surroundings as a dual paraboloid image, and stores versions of "
"it with increasing levels of blur to simulate different material "
"roughnesses.\n"
"The [ReflectionProbe] is used to create high-quality reflections at a low "
"performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
"[ReflectionProbe]s can be blended together and with the rest of the scene "
"smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-"
"space reflections ([member Environment.ss_reflections_enabled]) to get more "
"accurate reflections in specific areas. [ReflectionProbe]s render all "
"objects within their [member cull_mask], so updating them can be quite "
"expensive. It is best to update them once with the important static objects "
"and then leave them as-is.\n"
"[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their "
"environment from a [WorldEnvironment] node. If you specify an [Environment] "
"resource within a [Camera] node, it will be ignored by the "
"[ReflectionProbe]. This can lead to incorrect lighting within the "
"[ReflectionProbe].\n"
"[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you "
"need more, increase the number of atlas subdivisions. This setting can be "
"found in [member ProjectSettings.rendering/quality/reflections/"
"atlas_subdiv].\n"
"[b]Note:[/b] The GLES2 backend will only display two reflection probes at "
"the same time for a single mesh. If possible, split up large meshes that "
"span over multiple reflection probes into smaller ones."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
"depending on the camera's location.\n"
"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to "
"the grid, you can rotate the [ReflectionProbe] node."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the cull mask which determines what objects are drawn by this probe. "
"Every [VisualInstance] with a layer included in this cull mask will be "
"rendered by the probe. To improve performance, it is best to only include "
"large objects which are likely to take up a lot of space in the reflection."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection probe slower to render; you may want to disable this if using "
"the [constant UPDATE_ALWAYS] [member update_mode]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"The size of the reflection probe. The larger the extents the more space "
"covered by the probe which will lower the perceived resolution. It is best "
"to keep the extents only as large as you need them.\n"
"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
"rotate the [ReflectionProbe] node."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Defines the reflection intensity. Intensity modulates the strength of the "
"reflection."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the ambient light color to be used when this probe is set to [member "
"interior_enable]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the contribution value for how much the reflection affects the ambient "
"light for this reflection probe when set to [member interior_enable]. Useful "
"so that ambient light matches the color of the room."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the energy multiplier for this reflection probe's ambient light "
"contribution when set to [member interior_enable]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Ambient "
"lighting is then controlled by the [code]interior_ambient_*[/code] "
"properties."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"The maximum distance away from the [ReflectionProbe] an object can be before "
"it is culled. Decrease this to improve performance, especially when using "
"the [constant UPDATE_ALWAYS] [member update_mode].\n"
"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
"[member extents]. This means that decreasing [member max_distance] will not "
"always cull objects from reflections, especially if the reflection probe's "
"[member extents] are already large."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
"box_projection] mode. This can be set to a non-zero value to ensure a "
"reflection fits a rectangle-shaped room, while reducing the amount of "
"objects that \"get in the way\" of the reflection."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Update the probe once on the next frame (recommended for most objects). The "
"corresponding radiance map will be generated over the following six frames. "
"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
"lower performance cost and can result in higher-quality reflections. The "
"ReflectionProbe is updated when its transform changes, but not when nearby "
"geometry changes. You can force a [ReflectionProbe] update by moving the "
"[ReflectionProbe] slightly in any direction."
msgstr ""
#: doc/classes/ReflectionProbe.xml
msgid ""
"Update the probe every frame. This provides better results for fast-moving "
"dynamic objects (such as cars). However, it has a significant performance "
"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
"[constant UPDATE_ONCE]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid "Class for searching text for patterns using regular expressions."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"A regular expression (or regex) is a compact language that can be used to "
"recognise strings that follow a specific pattern, such as URLs, email "
"addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/"
"code] would find any string that is [code]ab[/code] followed by any number "
"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
"easily find various tutorials and detailed explanations on the Internet.\n"
"To begin, the RegEx object needs to be compiled with the search pattern "
"using [method compile] before it can be used.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
"The search pattern must be escaped first for GDScript before it is escaped "
"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
"code].\n"
"Using [method search], you can find the pattern within the given text. If a "
"pattern is found, [RegExMatch] is returned and you can retrieve details of "
"the results using methods such as [method RegExMatch.get_string] and [method "
"RegExMatch.get_start].\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
" print(result.get_string()) # Would print n-0123\n"
"[/codeblock]\n"
"The results of capturing groups [code]()[/code] can be retrieved by passing "
"the group number to the various methods in [RegExMatch]. Group 0 is the "
"default and will always refer to the entire pattern. In the above example, "
"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
"This version of RegEx also supports named capturing groups, and the names "
"can be used to retrieve the results. If two or more groups have the same "
"name, the name would only refer to the first one with a match.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<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]. The "
"region to search within can be specified without modifying where the start "
"and end anchor would be."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
"empty array is returned instead. The region to search within can be "
"specified without modifying where the start and end anchor would be."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern and replaces it with the "
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
"replacement). The region to search within can be specified without modifying "
"where the start and end anchor would be."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Contains the results of a [RegEx] search."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Contains the results of a single [RegEx] match returned by [method RegEx."
"search] and [method RegEx.search_all]. It can be used to find the position "
"and range of the match and its capturing groups, and it can extract its "
"substring for you."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Returns the end position of the match within the source string. The end "
"position of capturing groups can be retrieved by providing its group number "
"as an integer or its string name (if it's a named group). The default value "
"of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "Returns the number of capturing groups."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Returns the starting position of the match within the source string. The "
"starting position of capturing groups can be retrieved by providing its "
"group number as an integer or its string name (if it's a named group). The "
"default value of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"Returns the substring of the match from the source string. Capturing groups "
"can be retrieved by providing its group number as an integer or its string "
"name (if it's a named group). The default value of 0 refers to the whole "
"pattern.\n"
"Returns an empty string if the group did not match or doesn't exist."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"A dictionary of named groups and its corresponding group number. Only groups "
"that were matched are included. If multiple groups have the same name, that "
"name would refer to the first matching one."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid "An [Array] of the match and its capturing groups."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
msgid ""
"The source string used with the search pattern to find this matching result."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
"in the scene."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
"(called the remote node) in the scene.\n"
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"[RemoteTransform] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
#: doc/classes/RemoteTransform.xml
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform's "
"position in the scene."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's position is updated."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's rotation is updated."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid "If [code]true[/code], the remote node's scale is updated."
msgstr ""
#: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
"derived Node in the scene."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
"derived Node (called the remote node) in the scene.\n"
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
#: doc/classes/RemoteTransform2D.xml
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
"position in the scene."
msgstr ""
#: doc/classes/Resource.xml
msgid "Base class for all resources."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Resource is the base class for all Godot-specific resource types, serving "
"primarily as data containers. Since they inherit from [Reference], resources "
"are reference-counted and freed when no longer in use. They are also cached "
"once loaded from disk, so that any further attempts to load a resource from "
"a given path will return the same reference (all this in contrast to a "
"[Node], which is not reference-counted and can be instanced from disk as "
"many times as desired). Resources can be saved externally on disk or bundled "
"into another object, such as a [Node] or another resource.\n"
"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
"longer in use. Instead, garbage collection will run periodically and will "
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
#: doc/classes/Resource.xml
msgid "Resources"
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Virtual function which can be overridden to customize the behavior value of "
"[method setup_local_to_scene]."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Duplicates the resource, returning a new resource with the exported members "
"copied. [b]Note:[/b] To duplicate the resource the constructor is called "
"without arguments. This method will error when the constructor doesn't have "
"default values.\n"
"By default, sub-resources are shared between resource copies for efficiency. "
"This can be changed by passing [code]true[/code] to the [code]subresources[/"
"code] argument which will copy the subresources.\n"
"[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method "
"will only perform a shallow copy. Nested resources within subresources will "
"not be duplicated and will still be shared.\n"
"[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed "
"properties are copied. Other properties will be set to their default value "
"in the new resource."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Emits the [signal changed] signal.\n"
"If external objects which depend on this resource should be updated, this "
"method must be called manually whenever the state of this resource has "
"changed (such as modification of properties).\n"
"The method is equivalent to:\n"
"[codeblock]\n"
"emit_signal(\"changed\")\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is called automatically for built-in resources."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"If [member resource_local_to_scene] is enabled and the resource was loaded "
"from a [PackedScene] instantiation, returns the local scene where this "
"resource's unique copy is in use. Otherwise, returns [code]null[/code]."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Returns the RID of the resource (or an empty RID). Many resources (such as "
"[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
"server, so this function will return the original RID."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"This method is called when a resource with [member resource_local_to_scene] "
"enabled is loaded from a [PackedScene] instantiation. Its behavior can be "
"customized by overriding [method _setup_local_to_scene] from script.\n"
"For most resources, this method performs no base logic. [ViewportTexture] "
"performs custom logic to properly set the proxy texture and flags in the "
"local viewport."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Sets the path of the resource, potentially overriding an existing cache "
"entry for this path. This differs from setting [member resource_path], as "
"the latter would error out if another resource was already cached for the "
"given path."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"If [code]true[/code], the resource will be made unique in each instance of "
"its local scene. It can thus be modified in a scene instance without "
"impacting other instances of that same scene."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"The name of the resource. This is an optional identifier. If [member "
"resource_name] is not empty, its value will be displayed to represent the "
"current resource in the editor inspector. For built-in scripts, the [member "
"resource_name] will be displayed as the tab name in the script editor."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"The path to the resource. In case it has its own file, it will return its "
"filepath. If it's tied to the scene, it will return the scene's path, "
"followed by the resource's index."
msgstr ""
#: doc/classes/Resource.xml
msgid ""
"Emitted whenever the resource changes.\n"
"[b]Note:[/b] This signal is not emitted automatically for custom resources, "
"which means that you need to create a setter and emit the signal yourself."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid "Loads a specific resource type from a file."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Godot loads resources in the editor or in exported games using "
"ResourceFormatLoaders. They are queried automatically via the "
"[ResourceLoader] singleton, or when a resource with internal dependencies is "
"loaded. Each file type may load as a different resource type, so multiple "
"ResourceFormatLoaders are registered in the engine.\n"
"Extending this class allows you to define your own loader. Be sure to "
"respect the documented return types and values. You should give it a global "
"class name with [code]class_name[/code] for it to be registered. Like built-"
"in ResourceFormatLoaders, it will be called automatically when loading "
"resources of its handled type(s). You may also implement a "
"[ResourceFormatSaver].\n"
"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
"you need exists but Godot is unable to load its format. Choosing one way "
"over another depends on if the format is suitable or not for the final "
"exported game. For example, it's better to import [code].png[/code] textures "
"as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
"better efficiency on the graphics card."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"If implemented, gets the dependencies of a given resource. If "
"[code]add_types[/code] is [code]true[/code], paths should be appended "
"[code]::TypeName[/code], where [code]TypeName[/code] is the class name of "
"the dependency.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid "Gets the list of extensions for files this loader is able to read."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Gets the class name of the resource associated with the given path. If the "
"loader cannot handle it, it should return [code]\"\"[/code].\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Tells which resource class this loader can load.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"Loads a resource when the engine finds this loader to be compatible. If the "
"loaded resource is the result of an import, [code]original_path[/code] will "
"target the source file. Returns a [Resource] object on success, or an [enum "
"Error] constant in case of failure."
msgstr ""
#: doc/classes/ResourceFormatLoader.xml
msgid ""
"If implemented, renames dependencies within the given resource and saves it. "
"[code]renames[/code] is a dictionary [code]{ String => String }[/code] "
"mapping old dependency paths to new paths.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid "Saves a specific resource type to a file."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid ""
"The engine can save resources when you do it from the editor, or when you "
"use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
"[ResourceFormatSaver]s, each handling its own format and called "
"automatically by the engine.\n"
"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
"res[/code] (binary) or another built-in format, but you can choose to create "
"your own format by extending this class. Be sure to respect the documented "
"return types and values. You should give it a global class name with "
"[code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatSavers, it will be called automatically when saving resources "
"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid ""
"Returns the list of extensions available for saving the resource object, "
"provided it is recognized (see [method recognize])."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid "Returns whether the given resource object can be saved by this saver."
msgstr ""
#: doc/classes/ResourceFormatSaver.xml
msgid ""
"Saves the given resource object to a file at the target [code]path[/code]. "
"[code]flags[/code] is a bitmask composed with [enum ResourceSaver."
"SaverFlags] constants.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "Base class for the implementation of core resource importers."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid ""
"This is the base class for the resource importers implemented in core. To "
"implement your own resource importers using editor plugins, see "
"[EditorImportPlugin]."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "Import plugins"
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid "The default import order."
msgstr ""
#: doc/classes/ResourceImporter.xml
msgid ""
"The import order for scenes, which ensures scenes are imported [i]after[/i] "
"all other core resources such as textures. Custom importers should generally "
"have an import order lower than [code]100[/code] to avoid issues when "
"importing scenes that rely on custom resources."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid "Interactive [Resource] loader."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Interactive [Resource] loader. This object is returned by [ResourceLoader] "
"when performing an interactive load. It allows loading resources with high "
"granularity, which makes it mainly useful for displaying loading bars or "
"percentages."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the loaded resource if the load operation completed successfully, "
"[code]null[/code] otherwise."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the load stage. The total amount of stages can be queried with "
"[method get_stage_count]."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Returns the total amount of stages (calls to [method poll]) needed to "
"completely load this resource."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Polls the loading operation, i.e. loads a data chunk up to the next stage.\n"
"Returns [constant OK] if the poll is successful but the load operation has "
"not finished yet (intermediate stage). This means [method poll] will have to "
"be called again until the last stage is completed.\n"
"Returns [constant ERR_FILE_EOF] if the load operation has completed "
"successfully. The loaded resource can be obtained by calling [method "
"get_resource].\n"
"Returns another [enum Error] code if the poll has failed."
msgstr ""
#: doc/classes/ResourceInteractiveLoader.xml
msgid ""
"Polls the loading operation successively until the resource is completely "
"loaded or a [method poll] fails.\n"
"Returns [constant ERR_FILE_EOF] if the load operation has completed "
"successfully. The loaded resource can be obtained by calling [method "
"get_resource].\n"
"Returns another [enum Error] code if a poll has failed, aborting the "
"operation."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid "Singleton used to load resource files."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Singleton used to load resource files from the filesystem.\n"
"It uses the many [ResourceFormatLoader] classes registered in the engine "
"(either built-in or from a plugin) to load files into memory and convert "
"them to a format that can be used by the engine."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns whether a recognized resource exists for the given [code]path[/"
"code].\n"
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns the dependencies for the resource at the given [code]path[/code]."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid "Returns the list of recognized extensions for a resource type."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Returns whether a cached resource is available for the given [code]path[/"
"code].\n"
"Once a resource has been loaded by the engine, it is cached in memory for "
"faster access, and future calls to the [method load] or [method "
"load_interactive] methods will use the cached version. The cached resource "
"can be overridden by using [method Resource.take_over_path] on a new "
"resource for that same path."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Loads a resource at the given [code]path[/code], caching the result for "
"further access.\n"
"The registered [ResourceFormatLoader]s are queried sequentially to find the "
"first one which can handle the file's extension, and then attempt loading. "
"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]. "
"Anything that inherits from [Resource] can be used as a type hint, for "
"example [Image].\n"
"If [code]no_cache[/code] is [code]true[/code], the resource cache will be "
"bypassed and the resource will be loaded anew. Otherwise, the cached "
"resource will be returned if it exists.\n"
"Returns an empty resource if no [ResourceFormatLoader] could handle the "
"file.\n"
"GDScript has a simplified [method @GDScript.load] built-in method which can "
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Starts loading a resource interactively. The returned "
"[ResourceInteractiveLoader] object allows to load with high granularity, "
"calling its [method ResourceInteractiveLoader.poll] method successively to "
"load chunks.\n"
"An optional [code]type_hint[/code] can be used to further specify the "
"[Resource] type that should be handled by the [ResourceFormatLoader]. "
"Anything that inherits from [Resource] can be used as a type hint, for "
"example [Image]."
msgstr ""
#: doc/classes/ResourceLoader.xml
msgid ""
"Changes the behavior on missing sub-resources. The default behavior is to "
"abort loading."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Resource Preloader Node."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"This node is used to preload sub-resources inside a scene, so when the scene "
"is loaded, all the resources are ready to use and can be retrieved from the "
"preloader.\n"
"GDScript has a simplified [method @GDScript.preload] built-in method which "
"can be used in most situations, leaving the use of [ResourcePreloader] for "
"more advanced scenarios."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Adds a resource to the preloader with the given [code]name[/code]. If a "
"resource with the given [code]name[/code] already exists, the new resource "
"will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
"starting from 2."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Returns the resource associated to [code]name[/code]."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid "Returns the list of resources inside the preloader."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[code]name[/code]."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Removes the resource associated to [code]name[/code] from the preloader."
msgstr ""
#: doc/classes/ResourcePreloader.xml
msgid ""
"Renames a resource inside the preloader from [code]name[/code] to "
"[code]newname[/code]."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Singleton for saving Godot-specific resource types."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Singleton for saving Godot-specific resource types to the filesystem.\n"
"It uses the many [ResourceFormatSaver] classes registered in the engine "
"(either built-in or from a plugin) to save engine-specific resource data to "
"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
"(e.g. [code].res[/code] or [code].scn[/code])."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Returns the list of extensions available for saving a resource of a given "
"type."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
"that recognizes the resource object.\n"
"The [code]flags[/code] bitmask can be specified to customize the save "
"behavior.\n"
"Returns [constant OK] on success."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Save the resource with a path relative to the scene which uses it."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Bundles external resources."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Changes the [member Resource.resource_path] of the saved resource to match "
"its new location."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Do not save editor-specific metadata (identified by their [code]__editor[/"
"code] prefix)."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid "Save as big endian (see [member File.endian_swap])."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
"available for binary resource types."
msgstr ""
#: doc/classes/ResourceSaver.xml
msgid ""
"Take over the paths of the saved subresources (see [method Resource."
"take_over_path])."
msgstr ""
#: doc/classes/RichTextEffect.xml
msgid "A custom effect for use with [RichTextLabel]."
msgstr ""
#: doc/classes/RichTextEffect.xml
msgid ""
"A custom effect for use with [RichTextLabel].\n"
"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
"defined as a member variable called [code]bbcode[/code] in the script.\n"
"[codeblock]\n"
"# The RichTextEffect will be usable like this: `[example]Some text[/"
"example]`\n"
"var bbcode = \"example\"\n"
"[/codeblock]\n"
"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
"[RichTextEffect], it will continuously process the effect unless the project "
"is paused. This may impact battery life negatively."
msgstr ""
#: doc/classes/RichTextEffect.xml
msgid ""
"Override this method to modify properties in [code]char_fx[/code]. The "
"method must return [code]true[/code] if the character could be transformed "
"successfully. If the method returns [code]false[/code], it will skip "
"transformation to avoid displaying broken text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Label that displays rich text."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Rich text can contain custom text, fonts, images and some basic formatting. "
"The label manages these as an internal tag stack. It also adapts itself to "
"given width/heights.\n"
"[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
"reconstruct it from the property's contents. Any edits made to [member "
"bbcode_text] will erase previous edits made from other manual sources such "
"as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
"methods.\n"
"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
"example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], "
"use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
"[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n"
"[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to "
"horizontally align text to the center. Instead, enable [member "
"bbcode_enabled] and surround the text in a [code][center][/code] tag as "
"follows: [code][center]Example[/center][/code]. There is currently no built-"
"in way to vertically align text either, but this can be emulated by relying "
"on anchors/containers and the [member fit_content_height] property.\n"
"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
"characters instead. This will be resolved in Godot 4.0."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Adds an image's opening and closing tags to the tag stack, optionally "
"providing a [code]width[/code] and [code]height[/code] to resize the image.\n"
"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
"will be adjusted in order to keep the original aspect ratio."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_bbcode] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in "
"a future method call, append the [member bbcode_text] instead of using "
"[method append_bbcode].\n"
"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
"is returned for backwards compatibility, which will always be [constant OK]."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the height of the content."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid ""
"Returns the total number of newlines in the tag stack's text tags. Considers "
"wrapped text as one line."
msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "Returns the current selection text. Does not include BBCodes."
msgstr ""
#: 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 functionality may be "
"more difficult to use, so switching the active flag is intended to be used "
"to make sure your [Room] / [Portal] layout works within the editor.\n"
"Switching to [code]active[/code] will have no effect when the [code]room "
"graph[/code] is unloaded (the rooms have not yet been converted)."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Large objects can 'sprawl' over (be present in) more than one room. It can "
"be useful to visualize which objects are sprawling outside the current "
"room.\n"
"Toggling this setting turns this debug view on and off."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Usually we don't want objects that only [b]just[/b] cross a boundary into an "
"adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has "
"an extra margin, or tolerance zone where objects can enter without sprawling "
"to a neighbouring room.\n"
"In most cases you can set this here for all portals. It is possible to "
"override the margin for each portal."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"When using a partial or full PVS, the gameplay monitor allows you to receive "
"callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/"
"b]. The gameplay area is defined as either the primary, or secondary PVS.\n"
"These callbacks allow you to, for example, reduce processing for objects "
"that are far from the player, or turn on and off AI.\n"
"You can either choose to receive callbacks as notifications through the "
"[code]_notification[/code] function, or as signals.\n"
"[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n"
"[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n"
"Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]"
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"If enabled, the system will attempt to merge similar meshes (particularly in "
"terms of materials) within [Room]s during conversion. This can significantly "
"reduce the number of drawcalls and state changes required during rendering, "
"albeit at a cost of reduced culling granularity.\n"
"[b]Note:[/b] This operates at runtime during the conversion process, and "
"will only operate on exported or running projects, in order to prevent "
"accidental alteration to the scene and loss of data."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"When converting rooms, the editor will warn you if overlap is detected "
"between rooms. Overlap can interfere with determining the room that cameras "
"and objects are within. A small amount can be acceptable, depending on your "
"level. Here you can alter the threshold at which the editor warning appears. "
"There are no other side effects."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Portal rendering is recursive - each time a portal is seen through an "
"earlier portal there is some cost. For this reason, and to prevent the "
"possibility of infinite loops, this setting provides a hard limit on the "
"recursion depth.\n"
"[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Portal culling normally operates using the current [Camera] / [Camera]s, "
"however for debugging purposes within the editor, you can use this setting "
"to override this behavior and force it to use a particular camera to get a "
"better idea of what the occlusion culling is doing."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Optionally during conversion the potentially visible set (PVS) of rooms that "
"are potentially visible from each room can be calculated. This can be used "
"either to aid in dynamic portal culling, or to totally replace portal "
"culling.\n"
"In [code]Full[/code] PVS Mode, all objects within the potentially visible "
"rooms will be frustum culled, and rendered if they are within the view "
"frustum."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"In order to reduce processing for roaming objects, an expansion is applied "
"to their AABB as they move. This expanded volume is used to calculate which "
"rooms the roaming object is within. If the object's exact AABB is still "
"within this expanded volume on the next move, there is no need to reprocess "
"the object, which can save considerable CPU.\n"
"The downside is that if the expansion is too much, the object may end up "
"unexpectedly sprawling into neighbouring rooms and showing up where it might "
"otherwise be culled.\n"
"In order to balance roaming performance against culling accuracy, this "
"expansion margin can be customized by the user. It will typically depend on "
"your room and object sizes, and movement speeds. The default value should "
"work reasonably in most circumstances."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"During the conversion process, the geometry of objects within [Room]s, or a "
"custom specified manual bound, are used to generate a [b]convex hull bound[/"
"b].\n"
"This convex hull is [b]required[/b] in the visibility system, and is used "
"for many purposes. Most importantly, it is used to decide whether the "
"[Camera] (or an object) is within a [Room]. The convex hull generating "
"algorithm is good, but occasionally it can create too many (or too few) "
"planes to give a good representation of the room volume.\n"
"The [code]room_simplify[/code] value can be used to gain fine control over "
"this process. It determines how similar planes can be for them to be "
"considered the same (and duplicates removed). The value can be set between 0 "
"(no simplification) and 1 (maximum simplification).\n"
"The value set here is the default for all rooms, but individual rooms can "
"override this value if desired.\n"
"The room convex hulls are shown as a wireframe in the editor."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"For the [Room] conversion process to succeed, you must point the "
"[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which "
"we refer to as the [code]roomlist[/code] (the roomlist is not a special node "
"type, it is normally just a [Spatial])."
msgstr ""
#: doc/classes/RoomManager.xml
msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"When receiving gameplay callbacks when objects enter and exit gameplay, the "
"[b]gameplay area[/b] can be defined by either the primary PVS (potentially "
"visible set) of [Room]s, or the secondary PVS (the primary PVS and their "
"neighbouring [Room]s).\n"
"Sometimes using the larger gameplay area of the secondary PVS may be "
"preferable."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Use only [Portal]s at runtime to determine visibility. PVS will not be "
"generated at [Room]s conversion, and gameplay notifications cannot be used."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Use a combination of PVS and [Portal]s to determine visibility (this is "
"usually fastest and most accurate)."
msgstr ""
#: doc/classes/RoomManager.xml
msgid ""
"Use only the PVS (potentially visible set) of [Room]s to determine "
"visibility."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Editor-only helper for setting up root motion in [AnimationTree]."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid ""
"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
"is used to give impulse to a character. When working with 3D animations, a "
"popular technique is for animators to use the root skeleton bone to give "
"motion to the rest of the skeleton. This allows animating characters in a "
"way where steps actually match the floor below. It also allows precise "
"interaction with objects during cinematics. See also [AnimationTree].\n"
"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
"hidden automatically in the running project, and will also be converted to a "
"plain [Node] in the running project. This means a script attached to a "
"[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
"[code]extends RootMotionView[/code]. Additionally, it must not be a "
"[code]tool[/code] script."
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Using AnimationTree - Root motion"
msgstr ""
#: doc/classes/RootMotionView.xml
msgid "Path to an [AnimationTree] node to use as a basis for root motion."
msgstr ""
#: doc/classes/RootMotionView.xml
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."
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
msgid ""
"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
"handled with [method set_input_as_handled]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
"server mode (listening for connections)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Sends the given notification to all members of the [code]group[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Sends the given notification to all members of the [code]group[/code], "
"respecting the given [enum GroupCallFlags]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Quits the application at the end of the current iteration. A process "
"[code]exit_code[/code] can optionally be passed as an argument. If this "
"argument is [code]0[/code] or greater, it will override the [member OS."
"exit_code] defined before quitting the application.\n"
"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
"iOS Human Interface Guidelines, the user is expected to close apps via the "
"Home button."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Reloads the currently active scene.\n"
"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
"current_scene] cannot be loaded into a [PackedScene], or [constant "
"ERR_CANT_CREATE] if the scene cannot be instantiated."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Sets the given [code]property[/code] to [code]value[/code] on all members of "
"the given group, respecting the given [enum GroupCallFlags]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Marks the most recent [InputEvent] as handled."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Configures screen stretching to the given [enum StretchMode], [enum "
"StretchAspect], minimum size and [code]scale[/code]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the application automatically accepts quitting.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "The current scene."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes."
msgstr ""
#: 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."
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"
"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."
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."
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
msgid "Returns [code]true[/code] if vertex is set to pinned."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"Sets the pinned state of a surface vertex. When set to [code]true[/code], "
"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
"vertex will be attached to."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"The physics layers this SoftBody is in.\n"
"Collidable objects can exist in any of 32 different layers. These layers "
"work like a tagging system, and are not visual. A collidable can use these "
"layers to select with which objects it can collide, using the collision_mask "
"property.\n"
"A contact is detected if object A is in any of the layers that object B "
"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
"[code]false[/code] to pause the physics simulation."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
msgstr ""
#: doc/classes/SoftBody.xml
msgid ""
"Increasing this value will improve the resulting simulation, but can affect "
"performance. Use with care."
msgstr ""
#: doc/classes/SoftBody.xml
msgid "The SoftBody's mass."
msgstr ""
#: 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 ""
"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."
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]."
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."
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."
msgstr ""
#: doc/classes/SpringArm.xml
msgid "A helper node, mostly used in 3rd person cameras."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"The SpringArm node is a node that casts a ray (or collision shape) along its "
"z axis and moves all its direct children to the collision point, minus a "
"margin.\n"
"The most common use case for this is to make a 3rd person camera that reacts "
"to collisions in the environment.\n"
"The SpringArm will either cast a ray, or if a shape is given, it will cast "
"the shape in the direction of its z axis.\n"
"If you use the SpringArm as a camera controller for your player, you might "
"need to exclude the player's collider from the SpringArm's collision check."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"Adds the [PhysicsBody] object with the given [RID] to the list of "
"[PhysicsBody] objects excluded from the collision check."
msgstr ""
#: doc/classes/SpringArm.xml
msgid ""
"Clears the list of [PhysicsBody] objects excluded from the collision check."
msgstr ""
#: doc/classes/SpringArm.xml
msgid "Returns the spring arm's current length."
msgstr ""
#: 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."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "2D sprite node in 3D environment."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "A node that displays 2D texture information in a 3D environment."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "Returns the rectangle representing this sprite."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "If [code]true[/code], the specified flag will be enabled."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "The direction in which the front of the texture faces."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
"mood-coloring or to simulate the color of light.\n"
"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
"the [SpriteBase3D], the material override must be configured to take vertex "
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"The texture's visibility on a scale from [code]0[/code] (fully invisible) to "
"[code]1[/code] (fully visible). [member opacity] is a multiplier for the "
"[member modulate] color's alpha channel.\n"
"[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
"the [SpriteBase3D], the material override must be configured to take vertex "
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If set, the texture's transparency and the opacity are used to make those "
"parts of the sprite invisible."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid "If set, lights in the environment affect the sprite."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"If set, texture can be seen from the back as well, if not, it is invisible "
"when looking at it from behind."
msgstr ""
#: doc/classes/SpriteBase3D.xml
msgid ""
"Sprite is scaled by depth so that it always appears the same size on screen."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid ""
"Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. "
"Contains frames and animation data for playback.\n"
"[b]Note:[/b] You can associate a set of normal maps by creating additional "
"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
"code] will make it so the [code]run[/code] animation uses the normal map."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Adds a new animation to the library."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Adds a frame to the given animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes all frames from the given animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes all animations. A \"default\" animation will be created."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid ""
"Returns an array containing the names associated to each animation. Values "
"are placed in alphabetical order."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "The animation's speed in frames per second."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Returns the animation's selected frame."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Returns the number of frames in the animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "If [code]true[/code], the named animation exists."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes the given animation."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Removes the animation's selected frame."
msgstr ""
#: doc/classes/SpriteFrames.xml
msgid "Changes the animation's name to [code]newname[/code]."
msgstr ""
#: 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
msgid "Returns the current cursor position."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "Returns the size of [member data_array]."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid ""
"Moves the cursor to the specified position. [code]position[/code] must be a "
"valid index of [member data_array]."
msgstr ""
#: doc/classes/StreamPeerBuffer.xml
msgid "The underlying data buffer. Setting this value resets the cursor."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "SSL stream peer."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"SSL stream peer. This object can be used to connect to an SSL server or "
"accept a single SSL client connection."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"Accepts a peer connection as a server using the given [code]private_key[/"
"code] and providing the given [code]certificate[/code] to the client. You "
"can pass the optional [code]chain[/code] parameter to provide additional CA "
"chain information along with the certificate."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If "
"[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will "
"validate that the certificate presented by the peer matches the "
"[code]for_hostname[/code].\n"
"[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
"supported in HTML5 exports due to browsers restrictions."
msgstr ""
#: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
msgid "Disconnects from host."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"Poll the connection to check for incoming bytes. Call this right before "
"[method StreamPeer.get_available_bytes] for it to work properly."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is disconnected."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] during handshaking."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] that is connected to a host."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid "A status representing a [StreamPeerSSL] in error state."
msgstr ""
#: doc/classes/StreamPeerSSL.xml
msgid ""
"An error status that shows a mismatch in the SSL certificate domain "
"presented by the host and the domain requested for validation."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "TCP stream peer."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"TCP stream peer. This object can be used to connect to TCP servers, or also "
"is returned by a TCP server."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"Connects to the specified [code]host:port[/code] pair. A hostname will be "
"resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
"failure."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the IP of this peer."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the port of this peer."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "Returns the status of the connection, see [enum Status]."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"Returns [code]true[/code] if this peer is currently connected or is "
"connecting to a host, [code]false[/code] otherwise."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"If [code]enabled[/code] is [code]true[/code], packets will be sent "
"immediately. If [code]enabled[/code] is [code]false[/code] (the default), "
"packet transfers will be delayed and combined using [url=https://en."
"wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
"[b]Note:[/b] It's recommended to leave this disabled for applications that "
"send large packets or need to transfer a lot of data, as enabling this can "
"decrease the total available bandwidth."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
msgstr ""
#: doc/classes/StreamPeerTCP.xml
msgid "A status representing a [StreamPeerTCP] in error state."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "A [code].stex[/code] texture."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "A texture that is loaded from a [code].stex[/code] file."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "Loads the texture from the given path."
msgstr ""
#: doc/classes/StreamTexture.xml
msgid "The StreamTexture's file path to a [code].stex[/code] file."
msgstr ""
#: doc/classes/String.xml
msgid "Built-in string class."
msgstr ""
#: doc/classes/String.xml
msgid ""
"This is the built-in string class (and the one used by GDScript). It "
"supports Unicode and provides all necessary means for string handling. "
"Strings are reference-counted and use a copy-on-write approach, so passing "
"them around is cheap in resources."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [bool]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [int]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [float]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Vector2]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Rect2]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Vector3]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Transform2D]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Plane]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Quat]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [AABB]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Basis]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Transform]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Color]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [NodePath]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [RID]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Dictionary]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [Array]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolByteArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolIntArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolRealArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolStringArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolVector2Array]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolVector3Array]."
msgstr ""
#: doc/classes/String.xml
msgid "Constructs a new String from the given [PoolColorArray]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
"code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/"
"code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/"
"code], [code]\\v[/code].\n"
"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
"[code]\\uXXXX[/code] escape sequence."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Changes the case of some letters. Replaces underscores with spaces, adds "
"spaces before in-word uppercase characters, converts all letters to "
"lowercase, then capitalizes the first letter and every letter following a "
"space character. For [code]capitalize camelCase mixed_with_underscores[/"
"code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
"code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
"of each string, which roughly matches the alphabetical order.\n"
"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
"mind this length is determined by the number of Unicode codepoints, [i]not[/"
"i] the actual visible characters.\n"
"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
"[code]0[/code] if both strings are empty.\n"
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the number of occurrences of substring [code]what[/code] between "
"[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and "
"[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
"code] equals 0 the remained substring will be used."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the number of occurrences of substring [code]what[/code] (ignoring "
"case) between [code]from[/code] and [code]to[/code] positions. If "
"[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
"used. If only [code]to[/code] equals 0 the remained substring will be used."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if the length of the string equals [code]0[/code]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if the string ends with the given string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Erases [code]chars[/code] characters from the string starting from "
"[code]position[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Finds the first occurrence of a substring. Returns the starting position of "
"the substring or [code]-1[/code] if not found. Optionally, the initial "
"search index can be passed.\n"
"[b]Note:[/b] If you just want to know whether a string contains a substring, "
"use the [code]in[/code] operator as follows:\n"
"[codeblock]\n"
"# Will evaluate to `false`.\n"
"if \"i\" in \"team\":\n"
" pass\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Finds the last occurrence of a substring. Returns the starting position of "
"the substring or [code]-1[/code] if not found."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Finds the first occurrence of a substring, ignoring case. Returns the "
"starting position of the substring or [code]-1[/code] if not found. "
"Optionally, the initial search index can be passed."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats the string by replacing all occurrences of [code]placeholder[/code] "
"with the elements of [code]values[/code].\n"
"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
"[code]placeholder[/code] will be replaced with the corresponding keys in "
"advance. Array elements use their index as keys.\n"
"[codeblock]\n"
"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [code]values[/code] is an array. "
"If [code]placeholder[/code] does not contain an underscore, the elements of "
"the array will be used to replace one occurrence of the placeholder in turn; "
"If an array element is another 2-element array, it'll be interpreted as a "
"key-value pair.\n"
"[codeblock]\n"
"# Prints: User 42 is Godot.\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a valid file path, returns the full file path without the "
"extension."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the extension without the leading period character ([code].[/code]) "
"if the string is a valid file name or path. If the string does not contain "
"an extension, returns an empty string instead.\n"
"[codeblock]\n"
"print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n"
"print(\"file.txt\".get_extension()) # \"txt\"\n"
"print(\"file.sample.txt\".get_extension()) # \"txt\"\n"
"print(\".txt\".get_extension()) # \"txt\"\n"
"print(\"file.txt.\".get_extension()) # \"\" (empty string)\n"
"print(\"file.txt..\".get_extension()) # \"\" (empty string)\n"
"print(\"txt\".get_extension()) # \"\" (empty string)\n"
"print(\"\".get_extension()) # \"\" (empty string)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the filename."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Splits a string using a [code]delimiter[/code] and returns a substring at "
"index [code]slice[/code]. Returns an empty string if the index doesn't "
"exist.\n"
"This is a more performant alternative to [method split] for cases when you "
"need only one element from the array at a fixed index.\n"
"Example:\n"
"[codeblock]\n"
"print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the 32-bit hash value representing the string's contents.\n"
"[b]Note:[/b] [String]s with equal content will always produce identical hash "
"values. However, the reverse is not true. Returning identical hash values "
"does [i]not[/i] imply the strings are equal, because different strings can "
"have identical hash values due to hash collisions."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts a string containing a hexadecimal number into an integer. "
"Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" "
"otherwise [code]0[/code] is returned.\n"
"[codeblock]\n"
"print(\"0xff\".hex_to_int()) # Print \"255\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Escapes (encodes) a string to URL friendly format. Also referred to as 'URL "
"encode'.\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
"http_escape())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL "
"decode'.\n"
"[codeblock]\n"
"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
"http_unescape())\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Converts [code]size[/code] represented as number of bytes to human-readable "
"format using internationalized set of data size units, namely: B, KiB, MiB, "
"GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically "
"to hold at most 1024 units.\n"
"[codeblock]\n"
"var bytes = 133790307\n"
"var size = String.humanize_size(bytes)\n"
"print(size) # prints \"127.5 MiB\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with lines indented with [code]prefix[/code].\n"
"For example, the string can be indented with two tabs using "
"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The "
"prefix can be any string so it can also be used to comment out strings with "
"e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
"[b]Note:[/b] Empty lines are kept empty."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with the substring [code]what[/code] inserted "
"at the given position."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a path to a file or directory, returns [code]true[/code] if "
"the path is absolute."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a path to a file or directory, returns [code]true[/code] if "
"the path is relative."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a subsequence of the given "
"string, without considering case."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is free from characters that aren't "
"allowed in file names, those being:\n"
"[code]: / \\ ? * \" | % < >[/code]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
"print(\"24\".is_valid_float()) # Prints \"True\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid hexadecimal "
"number. If [code]with_prefix[/code] is [code]true[/code], then a validity of "
"the hexadecimal number is determined by [code]0x[/code] prefix, for "
"instance: [code]0xDEADC0DE[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid color in "
"hexadecimal HTML notation. Other HTML notations such as named colors or "
"[code]hsl()[/code] colors aren't considered valid by this method and will "
"return [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns [code]true[/code] if this string contains only a well-formatted IPv4 "
"or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
"code] as valid."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Return a [String] which is the concatenation of the [code]parts[/code]. The "
"separator between elements is the string providing this method.\n"
"Example:\n"
"[codeblock]\n"
"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard."
msgstr ""
#: doc/classes/String.xml
msgid "Returns a number of characters from the left of the string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the string's amount of characters."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns a copy of the string with characters removed from the left. The "
"[code]chars[/code] argument is a string specifying the set of characters to "
"be removed.\n"
"[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method "
"trim_prefix] method that will remove a single prefix string rather than a "
"set of characters."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as an array of bytes."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the MD5 hash of the string as a string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive [i]natural order[/i] comparison to another "
"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater "
"than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are "
"determined by the [url=https://en.wikipedia.org/wiki/"
"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
"roughly matches the alphabetical order. Internally, lowercase characters "
"will be converted to uppercase during the comparison.\n"
"When used for sorting, natural order comparison will order suites of numbers "
"as expected by most people. If you sort the numbers from 1 to 10 using "
"natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, "
"10, 2, 3, ...][/code].\n"
"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
"mind this length is determined by the number of Unicode codepoints, [i]not[/"
"i] the actual visible characters.\n"
"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
"[code]0[/code] if both strings are empty.\n"
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"less than\" or \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
"of each string, which roughly matches the alphabetical order. Internally, "
"lowercase characters will be converted to uppercase during the comparison.\n"
"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
"mind this length is determined by the number of Unicode codepoints, [i]not[/"
"i] the actual visible characters.\n"
"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
"[code]0[/code] if both strings are empty.\n"
"To get a boolean result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to]."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the character code at position [code]at[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] after the "
"decimal point."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Formats a number to have an exact number of [code]digits[/code] before the "
"decimal point."
msgstr ""
#: doc/classes/String.xml
msgid "Decode a percent-encoded string. See [method percent_encode]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
"GET request (and bodies of form-urlencoded POST requests)."
msgstr ""
#: doc/classes/String.xml
msgid ""
"If the string is a path, this concatenates [code]file[/code] at the end of "
"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
"\"this/is/path\"[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns original string repeated a number of times. The number of "
"repetitions is given by the argument."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Replaces occurrences of a case-sensitive substring with the given one inside "
"the string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Replaces occurrences of a case-insensitive substring with the given one "
"inside the string."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-sensitive search for a substring, but starts from the end of "
"the string instead of the beginning."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Performs a case-insensitive search for a substring, but starts from the end "
"of the string instead of the beginning."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the right side of the string from a given position."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Splits the string by a [code]delimiter[/code] string and returns an array of "
"the substrings, starting from right.\n"
"The splits in the returned array are sorted in the same order as the "
"original string, from left to right.\n"
"If [code]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]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]."
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
msgid ""
"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
msgstr ""
#: 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
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns tab [Rect2] with local position and size."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns the title of the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Returns the [Tabs]' rearrange group ID."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid "Removes the tab at index [code]tab_idx[/code]."
msgstr ""
#: doc/classes/Tabs.xml
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr ""
#: doc/classes/Tabs.xml
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 is right-clicked."
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
msgid "Returns the [Color] of the specified [code]keyword[/code]."
msgstr ""
#: 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
msgid "Returns the height of a largest line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
"code]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of times the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns an array of [String]s representing each wrapped index."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
"displayed when right-clicking on the [TextEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the local position for the given [code]line[/code] and [code]column[/"
"code]. If [code]x[/code] or [code]y[/code] of the returned vector equal "
"[code]-1[/code], the position is outside of the viewable area of the "
"control.\n"
"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
"[method get_rect_at_line_column] to get the top side position."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns the local position and size for the grapheme at the given "
"[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/"
"code] position of the returned rect equal [code]-1[/code], the position is "
"outside of the viewable area of the control.\n"
"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
"side."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection begin line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the text inside the selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the selection end line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total width of all gutters and internal padding."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the total amount of lines that could be drawn."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns the number of visible lines, including wrapped text."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns whether the specified [code]keyword[/code] has a color set to it or "
"not."
msgstr ""
#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
msgid "Returns [code]true[/code] if a \"redo\" action is available."
msgstr ""
#: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
msgid "Returns [code]true[/code] if an \"undo\" action is available."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Insert the specified text at the cursor position."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns whether the line at the specified index is folded or not."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns whether the line at the specified index is hidden or not."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] has a "
"breakpoint."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
"safe."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns if the given line is wrapped."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Returns whether the mouse is over selection. If [code]edges[/code] is "
"[code]true[/code], the edges are considered part of the selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Returns [code]true[/code] if the selection is active."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Triggers a right-click menu action by the specified index. See [enum "
"MenuItems] for a list of available indexes."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Paste the current selection."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Perform redo operation."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Removes all the breakpoints. This will not fire the [signal "
"breakpoint_toggled] signal."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Perform a search inside the text. Search flags can be specified in the [enum "
"SearchFlags] enum.\n"
"Returns an empty [code]PoolIntArray[/code] if no result was found. "
"Otherwise, the result line and column can be accessed at indices specified "
"in the [enum SearchResult] enum, e.g:\n"
"[codeblock]\n"
"var result = search(key, flags, line, column)\n"
"if result.size() > 0:\n"
" # Result found.\n"
" var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
"[/codeblock]"
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Perform selection, from line/column to line/column.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Select all the text.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Sets the text for a specific line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
"Bookmarks are shown in the [member breakpoint_gutter]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
"in the [member breakpoint_gutter]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], hides the line of the specified index."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], marks the [code]line[/code] as safe.\n"
"This will show the line number with the color provided in the "
"[code]safe_line_number_color[/code] theme property."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Toggle the folding of the code block at the given line."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Perform undo operation."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "Unfolds the given line, if folded."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"Unhide all lines that were previously set to hidden by [method "
"set_line_as_hidden]."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the bookmark gutter is visible."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], the breakpoint gutter is visible."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], the caret displays as a rectangle.\n"
"If [code]false[/code], the caret displays as a bar."
msgstr ""
#: doc/classes/TextEdit.xml
msgid ""
"If [code]true[/code], a right-click moves the cursor at the mouse position "
"before displaying the context menu.\n"
"If [code]false[/code], the context menu disregards mouse location."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr ""
#: doc/classes/TextEdit.xml
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr ""
#: 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
msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"The texture's [enum Flags]. [enum Flags] are used to set various properties "
"of the [Texture]."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
"FLAG_FILTER] are enabled."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid ""
"Generates mipmaps, which are smaller versions of the same texture to use "
"when zoomed out, keeping the aspect ratio."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Repeats the texture (instead of clamp to edge).\n"
"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
"repetition."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
msgstr ""
#: doc/classes/Texture.xml doc/classes/TextureLayered.xml
#: doc/classes/VisualServer.xml
msgid ""
"Uses anisotropic mipmap filtering. Generates smaller versions of the same "
"texture with different aspect ratios.\n"
"This results in better-looking textures when viewed from oblique angles."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Converts the texture to the sRGB color space."
msgstr ""
#: doc/classes/Texture.xml
msgid ""
"Repeats the texture with alternate sections mirrored.\n"
"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
"repetition."
msgstr ""
#: doc/classes/Texture.xml doc/classes/VisualServer.xml
msgid "Texture is a video surface."
msgstr ""
#: doc/classes/Texture3D.xml
msgid "Texture with 3 dimensions."
msgstr ""
#: doc/classes/Texture3D.xml
msgid ""
"Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. "
"See also [TextureArray].\n"
"[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 "
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
#: doc/classes/Texture3D.xml
msgid ""
"Creates the Texture3D with specified [code]width[/code], [code]height[/"
"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
#: doc/classes/TextureArray.xml
msgid "Array of textures stored in a single primitive."
msgstr ""
#: doc/classes/TextureArray.xml
msgid ""
"[TextureArray]s store an array of [Image]s in a single [Texture] primitive. "
"Each layer of the texture array has its own mipmap chain. This makes it is a "
"good alternative to texture atlases. See also [Texture3D].\n"
"[TextureArray]s must be displayed using shaders. After importing your file "
"as a [TextureArray] and setting the appropriate Horizontal and Vertical "
"Slices, display it by setting it as a uniform to a shader, for example "
"(2D):\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"\n"
"uniform sampler2DArray tex;\n"
"uniform int index;\n"
"\n"
"void fragment() {\n"
" COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
"}\n"
"[/codeblock]\n"
"Set the integer uniform \"index\" to show a particular part of the texture "
"as defined by the Horizontal and Vertical Slices in the importer.\n"
"[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the "
"sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to "
"prevent colors from looking washed out:\n"
"[codeblock]\n"
"shader_type spatial;\n"
"\n"
"uniform sampler2DArray tex : hint_albedo;\n"
"uniform int index;\n"
"\n"
"void fragment() {\n"
" ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 "
"backend. In GLES2, their data can be accessed via scripting, but there is no "
"way to render them in a hardware-accelerated manner."
msgstr ""
#: doc/classes/TextureArray.xml
msgid ""
"Creates the TextureArray with specified [code]width[/code], [code]height[/"
"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"[TextureButton] has the same functionality as [Button], except it uses "
"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
"doesn't support localization like more complex [Control]s.\n"
"The \"normal\" state must contain a texture ([member texture_normal]); other "
"textures are optional.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"If [code]true[/code], the texture stretches to the edges of the node's "
"bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
"the texture will not scale with the node."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Controls the texture's behavior when you resize the node's bounding "
"rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
"one of the [enum StretchMode] constants. See the constants to learn more."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Pure black and white [BitMap] image to use for click detection. On the mask, "
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
msgstr ""
#: doc/classes/TextureButton.xml
msgid "Texture to display when the node has mouse or keyboard focus."
msgstr ""
#: doc/classes/TextureButton.xml
msgid "Texture to display when the mouse hovers the node."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"focused, hover or pressed state."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Texture to display on mouse down over the node, if the node has keyboard "
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Scale to fit the node's bounding rectangle."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid "Tile inside the node's bounding rectangle."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"The texture keeps its original size and stays in the bounding rectangle's "
"top-left corner."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"The texture keeps its original size and stays centered in the node's "
"bounding rectangle."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"Scale the texture to fit the node's bounding rectangle, but maintain the "
"texture's aspect ratio."
msgstr ""
#: doc/classes/TextureButton.xml
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it, and "
"maintain its aspect ratio."
msgstr ""
#: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
msgid ""
"Scale the texture so that the shorter side fits the bounding rectangle. The "
"other side clips to the node's limits."
msgstr ""
#: doc/classes/TextureLayered.xml
msgid "Base class for 3D texture types."
msgstr ""
#: 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
msgid ""
"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of a given theme."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
"name, for use in [method get_color], if the theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Color] types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_color] and/or [method get_color_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constants as a [PoolStringArray] filled with each constant's "
"name, for use in [method get_constant], if the theme has [code]node_type[/"
"code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the constant types as a [PoolStringArray] filled with unique "
"type names, for use in [method get_constant] and/or [method "
"get_constant_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
"code]. If such item does not exist and [member default_font] is set on the "
"theme, the default font will be returned."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
"name, for use in [method get_font], if the theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [Font] types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_font] and/or [method get_font_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the icon [Texture] at [code]name[/code] if the theme has "
"[code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the icon types as a [PoolStringArray] filled with unique type "
"names, for use in [method get_icon] and/or [method get_icon_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the [StyleBox] at [code]name[/code] if the theme has "
"[code]node_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
"[code]node_type[/code].\n"
"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the [StyleBox] types as a [PoolStringArray] filled with unique "
"type names, for use in [method get_stylebox] and/or [method "
"get_stylebox_list]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
"theme has [code]node_type[/code].\n"
"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
"a data type specific method. Valid [code]node_type[/code]s may be found "
"using [method get_theme_item_types] or a data type specific method."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
"filled with each theme items's name, for use in [method get_theme_item] or a "
"data type specific method, if the theme has [code]node_type[/code].\n"
"Valid [code]node_type[/code]s may be found using [method "
"get_theme_item_types] or a data type specific method."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme items of [code]data_type[/code] types as a "
"[PoolStringArray] filled with unique type names, for use in [method "
"get_theme_item], [method get_theme_item_list] or data type specific methods."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns all the theme types as a [PoolStringArray] filled with unique type "
"names, for use in other [code]get_*[/code] functions of this theme.\n"
"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if constant with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if this theme has a valid [member default_font] "
"value."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
"[code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
"[code]name[/code] is in [code]node_type[/code].\n"
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
"[code]other[/code] [Theme].\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two "
"themes together without modifying either one, create a new empty theme and "
"merge the other two into it one after another."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Removes the theme type, gracefully discarding defined theme items. If the "
"type is a variation, this information is also erased. If the type is a base "
"for type variations, those variations lose their base."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
"method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
"this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
"code] is already taken, this method fails."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
"in [code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
"[code]node_type[/code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
"[code]name[/code] in [code]node_type[/code].\n"
"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
"code].\n"
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
"items defined in this theme, but having invalid values. If this value is "
"also invalid, the global default value is used.\n"
"Use [method has_default_font] to check if this value is valid."
msgstr ""
#: doc/classes/Theme.xml
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
msgid "If [code]true[/code], this TileMap bakes a navigation region."
msgstr ""
#: doc/classes/TileMap.xml
msgid "If [code]true[/code], the cell's UVs will be clipped."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The custom [Transform2D] to be applied to the TileMap's cells."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Amount to offset alternating tiles. See [enum HalfOffset] for possible "
"values."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
"this size."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The TileMap's cell size."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Position for tile origin. See [enum TileOrigin] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the TileMap's direct children will be drawn in order "
"of their Y coordinate."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the textures will be centered in the middle of each "
"tile. This is useful for certain isometric or top-down modes when textures "
"are made larger or smaller than the tiles (e.g. to avoid flickering on tile "
"edges). The offset is still applied, but from the center of the tile. If "
"used, [member compatibility_mode] is ignored.\n"
"If [code]false[/code], the texture position start in the top-left corner "
"unless [member compatibility_mode] is enabled."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Bounce value for static body collisions (see [code]collision_use_kinematic[/"
"code])."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"Friction value for static body collisions (see "
"[code]collision_use_kinematic[/code])."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], TileMap collisions will be handled as a kinematic "
"body. If [code]false[/code], collisions will be handled as static body."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], this tilemap's collision shape will be added to the "
"collision shape of the parent. The parent has to be a [CollisionObject2D]."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 "
"or earlier is maintained (textures move when the tile origin changes and "
"rotate if the texture size is not homogeneous). This mode presents problems "
"when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/"
"code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in "
"which the texture could not coincide with the collision, thus it is not "
"recommended for isometric or non-square tiles.\n"
"If [code]false[/code], the textures do not move when doing [code]flip_h[/"
"code], [code]flip_v[/code] operations if no offset is used, nor when "
"changing the tile origin.\n"
"The compatibility mode doesn't work with the [member centered_textures] "
"option, because displacing textures with the [member cell_tile_origin] "
"option or in irregular tiles is not relevant when centering those textures."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The navigation layers the TileMap generates its navigation regions in."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"The light mask assigned to all light occluders in the TileMap. The TileSet's "
"light occluders will cast shadows only from Light2D(s) that have the same "
"light mask(s)."
msgstr ""
#: doc/classes/TileMap.xml
msgid ""
"If [code]true[/code], collision shapes are visible in the editor. Doesn't "
"affect collision shapes visibility at runtime. To show collision shapes at "
"runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
"instead."
msgstr ""
#: doc/classes/TileMap.xml
msgid "The assigned [TileSet]."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Returned when a cell doesn't exist."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Orthogonal orientation mode."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Isometric orientation mode."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Custom orientation mode."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset disabled."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the X coordinate (negative)."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Half offset on the Y coordinate (negative)."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Tile origin at its top-left corner."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Tile origin at its center."
msgstr ""
#: doc/classes/TileMap.xml
msgid "Tile origin at its bottom-left corner."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Tile library for tilemaps."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"A TileSet is a library of tiles for a [TileMap]. It contains a list of "
"tiles, each consisting of a sprite and optional collision shapes.\n"
"Tiles are referenced by a unique integer ID."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Determines when the auto-tiler should consider two different auto-tile IDs "
"to be bound together.\n"
"[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
"TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Clears all bitmask information of the autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the bitmask of the subtile from an autotile given its coordinates.\n"
"The value is the sum of the values in [enum AutotileBindings] present in the "
"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
"left and top right)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the [enum BitmaskMode] of the autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the subtile that's being used as an icon in an atlas/autotile given "
"its coordinates.\n"
"The subtile defined as the icon will be used as a fallback when the atlas/"
"autotile's bitmask information is incomplete. It will also be used to "
"represent it in the TileSet editor."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the light occluder of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the navigation polygon of the subtile from an atlas/autotile given "
"its coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the size of the subtiles in an atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the spacing between subtiles of the atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the priority of the subtile from an autotile given its coordinates.\n"
"When more than one subtile has the same bitmask value, one of them will be "
"picked randomly for drawing. Its priority will define how often it will be "
"picked."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the drawing index of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the bitmask of the subtile from an autotile given its coordinates.\n"
"The value is the sum of the values in [enum AutotileBindings] present in the "
"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
"left and top right)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the [enum BitmaskMode] of the autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the subtile that will be used as an icon in an atlas/autotile given its "
"coordinates.\n"
"The subtile defined as the icon will be used as a fallback when the atlas/"
"autotile's bitmask information is incomplete. It will also be used to "
"represent it in the TileSet editor."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the light occluder of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the navigation polygon of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the size of the subtiles in an atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the spacing between subtiles of the atlas/autotile."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the priority of the subtile from an autotile given its coordinates.\n"
"When more than one subtile has the same bitmask value, one of them will be "
"picked randomly for drawing. Its priority will define how often it will be "
"picked."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the drawing index of the subtile from an atlas/autotile given its "
"coordinates."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Clears all tiles."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Creates a new tile with the given ID."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the first tile matching the given name."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns the ID following the last currently used ID, useful when creating a "
"new tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns an array of all currently used tile IDs."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Removes the given tile ID."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Adds a shape to the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's light occluder."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's material."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's modulation color."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's name."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the navigation polygon of the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's navigation polygon."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's normal map texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the offset of the tile's light occluder."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile sub-region in the texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns a tile's given shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the number of shapes assigned to a tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the offset of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the one-way collision value of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the [Transform2D] of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Returns an array of dictionaries describing the tile's shapes.\n"
"[b]Dictionary structure in the array returned by this method:[/b]\n"
"[codeblock]\n"
"{\n"
" \"autotile_coord\": Vector2,\n"
" \"one_way\": bool,\n"
" \"one_way_margin\": int,\n"
" \"shape\": CollisionShape2D,\n"
" \"shape_transform\": Transform2D,\n"
"}\n"
"[/codeblock]"
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the texture offset of the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's [enum TileMode]."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's material."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the tile's modulation color.\n"
"[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To "
"access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/"
"code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
"property)."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's name."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's navigation polygon."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an offset for the tile's navigation polygon."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the tile's normal map texture.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an offset for the tile's light occluder."
msgstr ""
#: doc/classes/TileSet.xml
msgid ""
"Sets the tile's sub-region in the texture. This is common in texture atlases."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a shape for the tile, enabling collision."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the offset of a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Enables one-way collision on a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's texture."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's texture offset."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
msgstr ""
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
msgstr ""
#: doc/classes/Time.xml
msgid "Time singleton for working with time."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The Time singleton allows converting time between various formats and also "
"getting time information from the system.\n"
"This class conforms with as many of the ISO 8601 standards as possible. All "
"dates follow the Proleptic Gregorian calendar. As such, the day before "
"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
"year before that (2 BC) being [code]-1[/code], etc.\n"
"Conversion methods assume \"the same timezone\", and do not handle timezone "
"conversions or DST automatically. Leap seconds are also not handled, they "
"must be done manually if desired. Suffixes such as \"Z\" are not handled, "
"you need to strip them away manually.\n"
"When getting time information from the system, the time can either be in the "
"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
"the [method get_unix_time_from_system] method always returns the time in "
"UTC.\n"
"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
"that the user can manually set. [b]Never use[/b] this method for precise "
"time calculation since its results are subject to automatic adjustments by "
"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] "
"or [method get_ticks_msec] for precise time calculation instead, since they "
"are guaranteed to be monotonic (i.e. never decrease)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/"
"code] (Daylight Savings Time).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
"excluded (the calculation is relatively expensive).\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], and [code]second[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
"The returned Dictionary's values will be the same as the [method "
"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given dictionary of keys to an ISO 8601 date and time string "
"(YYYY-MM-DDTHH:MM:SS).\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]. Any other entries (including "
"[code]dst[/code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp "
"0 (1970-01-01 at 00:00:00).\n"
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC.\n"
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"If [code]use_space[/code] is true, use a space instead of the letter T in "
"the middle."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given timezone offset in minutes to a timezone offset string. "
"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
"\"+00:00\"."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the amount of time passed in microseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly half a million years)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current time as a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code].\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given time to a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
"The returned values are in the system's local time when [code]utc[/code] is "
"false, otherwise they are in UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts a dictionary of time values to a Unix timestamp.\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]. Any other entries (including "
"[code]dst[/code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp "
"0 (1970-01-01 at 00:00:00).\n"
"You can pass the output from [method get_datetime_dict_from_unix_time] "
"directly into this function and get the same as what was put in.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime dictionary."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime string.\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
"silently."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
"the time in UTC.\n"
"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
"returns the timestamp as a [float] for sub-second precision."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of January, represented numerically as [code]01[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of February, represented numerically as [code]02[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of March, represented numerically as [code]03[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of April, represented numerically as [code]04[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of May, represented numerically as [code]05[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of June, represented numerically as [code]06[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of July, represented numerically as [code]07[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of August, represented numerically as [code]08[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of September, represented numerically as [code]09[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of October, represented numerically as [code]10[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of November, represented numerically as [code]11[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The month of December, represented numerically as [code]12[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Monday, represented numerically as [code]1[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The day of the week Wednesday, represented numerically as [code]3[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The day of the week Thursday, represented numerically as [code]4[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid "The day of the week Friday, represented numerically as [code]5[/code]."
msgstr ""
#: doc/classes/Time.xml
msgid ""
"The day of the week Saturday, represented numerically as [code]6[/code]."
msgstr ""
#: doc/classes/Timer.xml
msgid "A countdown timer."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"Counts down a specified interval and emits a signal on reaching 0. Can be "
"set to repeat or \"one-shot\" mode.\n"
"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
"[method SceneTree.create_timer]."
msgstr ""
#: doc/classes/Timer.xml
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if "
"[code]time_sec > 0[/code]. This also resets the remaining time to "
"[code]wait_time[/code].\n"
"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
msgstr ""
#: doc/classes/Timer.xml
msgid "Stops the timer."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer will automatically start when entering the "
"scene tree.\n"
"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
"the timer enters the scene tree and starts."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
"code], it will restart."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"If [code]true[/code], the timer is paused and will not process until it is "
"unpaused again, even if [method start] is called."
msgstr ""
#: doc/classes/Timer.xml
msgid "Processing mode. See [enum TimerProcessMode]."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
"[b]Note:[/b] You cannot set this value. To change the timer's remaining "
"time, use [method start]."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"The wait time in seconds.\n"
"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
"per physics frame if [member process_mode] is [constant "
"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
"seconds) will behave in significantly different ways depending on the "
"rendered framerate. For very low wait times, it is recommended to use a "
"process loop in a script instead of using a Timer node."
msgstr ""
#: doc/classes/Timer.xml
msgid ""
"Update the timer during the physics step at each frame (fixed framerate "
"processing)."
msgstr ""
#: doc/classes/Timer.xml
msgid "Update the timer during the idle time at each frame."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Flat button helper class."
msgstr ""
#: doc/classes/ToolButton.xml
msgid ""
"This is a helper class to generate a flat [Button] (see [member Button."
"flat]), creating a [ToolButton] is equivalent to:\n"
"[codeblock]\n"
"var btn = Button.new()\n"
"btn.flat = true\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Default text [Color] of the [ToolButton]."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is disabled."
msgstr ""
#: doc/classes/ToolButton.xml
msgid ""
"Text [Color] used when the [ToolButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being hovered."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Text [Color] used when the [ToolButton] is being pressed."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "The horizontal space between [ToolButton]'s icon and text."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[Font] of the [ToolButton]'s text."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is disabled."
msgstr ""
#: doc/classes/ToolButton.xml
msgid ""
"[StyleBox] used when the [ToolButton] is focused. It is displayed over the "
"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
"visual effect."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being hovered."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "Default [StyleBox] for the [ToolButton]."
msgstr ""
#: doc/classes/ToolButton.xml
msgid "[StyleBox] used when the [ToolButton] is being pressed."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Button for touch screen devices for gameplay use."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid ""
"TouchScreenButton allows you to create on-screen buttons for touch devices. "
"It's intended for gameplay use, such as a unit you have to touch to move. "
"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
"Several TouchScreenButtons can be pressed at the same time with touch "
"input.\n"
"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
"set anchors on it. If you want to create menus or user interfaces, you may "
"want to use [Button] nodes instead. To make button nodes react to touch "
"events, you can enable the Emulate Mouse option in the Project Settings.\n"
"You can configure TouchScreenButton to be visible only on touch devices, "
"helping you develop your game both for desktop and mobile devices."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's action. Actions can be handled with [InputEventAction]."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's bitmask."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the normal state."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid ""
"If [code]true[/code], the [signal pressed] and [signal released] signals are "
"emitted whenever a pressed finger goes in and out of the button, even if the "
"pressure started outside the active area of the button.\n"
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
msgstr ""
#: doc/classes/TouchScreenButton.xml
msgid "The button's shape."
msgstr ""
#: 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
msgid "Returns an array of all loaded locales of the project."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
"Returns the current locale of the project.\n"
"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
"the locale of the user system."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
"would return [code]\"English (United States)\"[/code])."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Removes the given translation from the server."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid ""
"Sets the locale of the project. The [code]locale[/code] string will be "
"standardized to match known locales (e.g. [code]en-US[/code] would be "
"matched to [code]en_US[/code]).\n"
"If translations have been loaded beforehand for the new locale, they will be "
"applied."
msgstr ""
#: doc/classes/TranslationServer.xml
msgid "Returns the current locale's translation for the given message (key)."
msgstr ""
#: doc/classes/Tree.xml
msgid "Control to show a tree of items."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
"buttons and popups. It can be useful for structured displays and "
"interactions.\n"
"Trees are built via code, using [TreeItem] objects to create the structure. "
"They have a single root but multiple roots can be simulated if a dummy "
"hidden root is added.\n"
"[codeblock]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
" var root = tree.create_item()\n"
" tree.set_hide_root(true)\n"
" var child1 = tree.create_item(root)\n"
" var child2 = tree.create_item(root)\n"
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/codeblock]\n"
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
"to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Creates an item in the tree and adds it as a child of [code]parent[/code], "
"which can be either a valid [TreeItem] or [code]null[/code].\n"
"If [code]parent[/code] is [code]null[/code], the root item will be the "
"parent, or the new item will be the root itself if the tree is empty.\n"
"The new item will be the [code]idx[/code]th child of parent, or it will be "
"the last child if there are not enough siblings."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Edits the selected tree item as if it was clicked. The item must be set "
"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
"the item could be edited. Fails if no item is selected."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Makes the currently focused cell visible.\n"
"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
"will not do horizontal scrolling, as all the cells in the selected row is "
"focused logically.\n"
"[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
"only visible in [constant SELECT_MULTI] mode."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the button id at [code]position[/code], or -1 if no button is there."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the column index at [code]position[/code], or -1 if no item is there."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the column's title."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the column's width in pixels."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the drop section at [code]position[/code], or -100 if no item is "
"there.\n"
"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
"description of each drop section.\n"
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the currently edited item. Can be used with [signal item_edited] to "
"get the item that was modified.\n"
"[codeblock]\n"
"func _ready():\n"
" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the column for the currently edited item."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
"code] is specified, only get the position and size of that column, otherwise "
"get the rectangle containing all columns."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the tree item at the specified position (relative to the tree origin "
"position)."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the next selected [TreeItem] after the given one, or [code]null[/"
"code] if the end is reached.\n"
"If [code]from[/code] is [code]null[/code], this returns the first selected "
"item."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the last pressed button's index."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the tree's root item, or [code]null[/code] if the tree is empty."
msgstr ""
#: doc/classes/Tree.xml
msgid "Returns the current scrolling position."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the currently focused item, or [code]null[/code] if no item is "
"focused.\n"
"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
"item is same as the selected item. In [constant SELECT_MULTI] mode, the "
"focused item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
#: doc/classes/Tree.xml
msgid ""
"Returns the currently focused column, or -1 if no column is focused.\n"
"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
"under the focus cursor, and there are not necessarily any column selected.\n"
"To tell whether a column of an item is selected, use [method TreeItem."
"is_selected]."
msgstr ""
#: doc/classes/Tree.xml
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
msgstr ""
#: 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
msgid ""
"Returns the button index if there is a button with id [code]id[/code] in "
"column [code]column[/code], otherwise returns -1."
msgstr ""
#: doc/classes/TreeItem.xml
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr ""
#: doc/classes/TreeItem.xml
msgid ""
"Returns the id for the button at index [code]button_idx[/code] in column "
"[code]column[/code]."
msgstr ""
#: 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 "UPNP network functions."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Provides UPNP functionality to discover [UPNPDevice]s on the local network "
"and execute commands on them, like managing port mappings (port forwarding) "
"and querying the local and remote network IP address. Note that methods on "
"this class are synchronous and block the calling thread.\n"
"To forward a specific port:\n"
"[codeblock]\n"
"const PORT = 7777\n"
"var upnp = UPNP.new()\n"
"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
"upnp.add_port_mapping(port)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
"without blocking the main thread, use [Thread]s like this:\n"
"[codeblock]\n"
"# Emitted when UPnP port mapping setup is completed (regardless of success "
"or failure).\n"
"signal upnp_completed(error)\n"
"\n"
"# Replace this with your own server port number between 1025 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
" # UPNP queries take some time.\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
" if err != OK:\n"
" push_error(str(err))\n"
" emit_signal(\"upnp_completed\", err)\n"
" return\n"
"\n"
" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"UDP\")\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"TCP\")\n"
" emit_signal(\"upnp_completed\", OK)\n"
"\n"
"func _ready():\n"
" thread = Thread.new()\n"
" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
"\n"
"func _exit_tree():\n"
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
"[/codeblock]"
msgstr ""
#: 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) on the default gateway (see [method get_gateway]) to the "
"[code]internal_port[/code] on the local machine for the given protocol "
"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
"being the default). If a port mapping for the given port and protocol "
"combination already exists on that gateway device, this method tries to "
"overwrite it. If that is not desired, you can retrieve the gateway manually "
"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [code]port[/"
"code] value).\n"
"The description ([code]desc[/code]) is shown in some router UIs and can be "
"used to point out which application added the mapping. The mapping's lease "
"duration can be limited by specifying a [code]duration[/code] (in seconds). "
"However, some routers are incompatible with one or both of these, so use "
"with caution and add fallback logic in case of errors to retry without them "
"if in doubt.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Clears the list of discovered devices."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
"return values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid ""
"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
"devices.\n"
"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
"manage port forwarding. [code]timeout[/code] is the time to wait for "
"responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
"this if you know what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
#: modules/upnp/doc_classes/UPNP.xml
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
msgstr ""
#: 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 "UPNP device."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
"low-level access to UPNP control commands. Allows to manage port mappings "
"(port forwarding) and to query network information of the device (like local "
"and external IP address and status). Note that methods on this class are "
"synchronous and block the calling thread."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Adds a port mapping to forward the given external port on this [UPNPDevice] "
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid ""
"Returns the external IP address of this [UPNPDevice] or an empty string."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "URL to the device description."
msgstr ""
#: 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 "OK."
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Empty HTTP response."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Returned response contained no URLs."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Not a valid IGD."
msgstr ""
#: modules/upnp/doc_classes/UPNPDevice.xml
msgid "Disconnected."
msgstr "Deconectat."
#: 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 ""
#: doc/classes/Vector2.xml
msgid ""
"2-element structure that can be used to represent positions in 2D space or "
"any other pair of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
"always evaluate to [code]true[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "3Blue1Brown Essence of Linear Algebra"
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns this vector's angle with respect to the positive X axis, or [code]"
"(1, 0)[/code] vector, in radians.\n"
"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]Illustration of the returned angle.[/url]\n"
"Equivalent to the result of [method @GDScript.atan2] when called with the "
"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Deprecated, please use [method limit_length] instead.\n"
"Returns the vector with a maximum length by limiting its length to "
"[code]length[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the 2D analog of the cross product for this vector and [code]with[/"
"code].\n"
"This is the signed area of the parallelogram formed by the two vectors. If "
"the second vector is clockwise from the first vector, then the cross product "
"is the positive area. If counter-clockwise, the cross product is the "
"negative area.\n"
"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
"product's Z component as the analog."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Cubically interpolates between this vector and [code]b[/code] using "
"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the normalized vector pointing from this vector to [code]b[/code]. "
"This is equivalent to using [code](b - a).normalized()[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the squared distance between this vector and [code]b[/code].\n"
"This method runs faster than [method distance_to], so prefer it if you need "
"to compare vectors or need the squared distance for some formula."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Returns the distance between this vector and [code]to[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the dot product of this vector and [code]with[/code]. This can be "
"used to compare the angle between two vectors. For example, this can be used "
"to determine whether an enemy is facing the player.\n"
"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
"angles wider than 90 degrees.\n"
"When using unit (normalized) vectors, the result will always be between "
"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns [code]true[/code] if this vector and [code]v[/code] are "
"approximately equal, by running [method @GDScript.is_equal_approx] on each "
"component."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns the length (magnitude) of this vector."
msgstr ""
#: 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
msgid "Returns this vector projected onto the vector [code]b[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
"defined by the given direction vector [code]n[/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns the vector rotated by [code]angle[/code] (in radians). See also "
"[method @GDScript.deg2rad]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with all components rounded to the nearest integer, "
"with halfway cases rounded away from zero."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns a new vector with each component set to one or negative one, "
"depending on the signs of the components. If a component is zero, it returns "
"positive one."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns the result of spherical linear interpolation between this vector and "
"[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on "
"the range of 0.0 to 1.0, representing the amount of interpolation.\n"
"[b]Note:[/b] Both vectors must be normalized."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Returns this vector slid along a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Returns this vector with each component snapped to the nearest multiple of "
"[code]step[/code]. This can also be used to round to an arbitrary number of "
"decimals."
msgstr ""
#: doc/classes/Vector2.xml
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"The vector's X component. Also accessible by using the index position [code]"
"[0][/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"The vector's Y component. Also accessible by using the index position [code]"
"[1][/code]."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Enumerated value for the X axis."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Enumerated value for the Y axis."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid "One vector, a vector with all components set to [code]1[/code]."
msgstr ""
#: doc/classes/Vector2.xml doc/classes/Vector3.xml
msgid ""
"Infinity vector, a vector with all components set to [constant @GDScript."
"INF]."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Left unit vector. Represents the direction of left."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Right unit vector. Represents the direction of right."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr ""
#: doc/classes/Vector2.xml
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Vector used for 3D math."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"3-element structure that can be used to represent positions in 3D space or "
"any other triplet of numeric values.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns a Vector3 with the given components."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the cross product of this vector and [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Performs a cubic interpolation between this vector and [code]b[/code] using "
"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
"result at position [code]weight[/code]. [code]weight[/code] is on the range "
"of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the distance between this vector and [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the dot product of this vector and [code]b[/code]. This can be used "
"to compare the angle between two vectors. For example, this can be used to "
"determine whether an enemy is facing the player.\n"
"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
"angles wider than 90 degrees.\n"
"When using unit (normalized) vectors, the result will always be between "
"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the result of the linear interpolation between this vector and "
"[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
"range of 0.0 to 1.0, representing the amount of interpolation."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the axis of the vector's largest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant "
"AXIS_X]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant "
"AXIS_Z]."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns the outer product with [code]b[/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Returns this vector reflected from a plane defined by the given normal."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Rotates this vector around a given axis by [code]angle[/code] (in radians). "
"The axis must be a normalized vector."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns the signed angle to the given vector, in radians. The sign of the "
"angle is positive in a counter-clockwise direction and negative in a "
"clockwise direction when viewed from the side specified by the [code]axis[/"
"code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Returns a diagonal matrix with the vector as main diagonal.\n"
"This is equivalent to a Basis with no rotation or shearing and this vector's "
"components set as the scale."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"The vector's Z component. Also accessible by using the index position [code]"
"[2][/code]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the X axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the Y axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Enumerated value for the Z axis. Returned by [method max_axis] and [method "
"min_axis]."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Left unit vector. Represents the local direction of left, and the global "
"direction of west."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Right unit vector. Represents the local direction of right, and the global "
"direction of east."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Up unit vector."
msgstr ""
#: doc/classes/Vector3.xml
msgid "Down unit vector."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north."
msgstr ""
#: doc/classes/Vector3.xml
msgid ""
"Back unit vector. Represents the local direction of back, and the global "
"direction of south."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid "Physics body that simulates the behavior of a car."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"This node implements all the physics logic needed to simulate a car. It is "
"based on the raycast vehicle system commonly found in physics engines. You "
"will need to add a [CollisionShape] for the main body of your vehicle and "
"add [VehicleWheel] nodes for the wheels. You should also add a "
"[MeshInstance] to this node for the 3D model of your car but this model "
"should not include meshes for the wheels. You should control the vehicle by "
"using the [member brake], [member engine_force], and [member steering] "
"properties and not change the position or orientation of this node "
"directly.\n"
"[b]Note:[/b] The origin point of your VehicleBody will determine the center "
"of gravity of your vehicle so it is better to keep this low and move the "
"[CollisionShape] and [MeshInstance] upwards.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
"probably have to write your own physics integration using another "
"[PhysicsBody] class."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Slows down the vehicle by applying a braking force. The vehicle is only "
"slowed down if the wheels are in contact with a surface. The force you need "
"to apply to adequately slow down your vehicle depends on the [member "
"RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a "
"value in the 25 - 30 range for hard braking."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"The steering angle for the vehicle. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving. Wheels that have [member "
"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
"rotated."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Physics object that simulates the behavior of a wheel."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This node needs to be used as a child node of [VehicleBody] and simulates "
"the behavior of one of its wheels. This node also acts as a collider to "
"detect if the wheel is touching a surface.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
"probably have to write your own physics integration using another "
"[PhysicsBody] class."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Returns the contacting body node if valid in the tree, as [Spatial]. At the "
"moment, [GridMap] is not supported so the node will be always of type "
"[PhysicsBody].\n"
"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
"the contact body is not a [PhysicsBody]."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns the rotational speed of the wheel in revolutions per minute."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Slows down the wheel by applying a braking force. The wheel is only slowed "
"down if it is in contact with a surface. The force you need to apply to "
"adequately slow down your vehicle depends on the [member RigidBody.mass] of "
"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
"30 range for hard braking."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The damping applied to the spring when the spring is being compressed. This "
"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The damping applied to the spring when relaxing. This value should be "
"between 0.0 (no damping) and 1.0. This value should always be slightly "
"higher than the [member damping_compression] property. For a [member "
"damping_compression] value of 0.3, try a relaxation value of 0.5."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the wheel reversing."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The steering angle for the wheel. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"The maximum force the spring can resist. This value should be higher than a "
"quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring "
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This value defines the stiffness of the suspension. Use a value lower than "
"50 for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This is the distance the suspension can travel. As Godot units are "
"equivalent to meters, keep this setting relatively low. Try a value between "
"0.1 and 0.3 depending on the type of car."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"If [code]true[/code], this wheel will be turned when the car steers. This "
"value is used in conjunction with [member VehicleBody.steering] and ignored "
"if you are using the per-wheel [member steering] value instead."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"If [code]true[/code], this wheel transfers engine force to the ground to "
"propel the vehicle forward. This value is used in conjunction with [member "
"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
"engine_force] value instead."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This determines how much grip this wheel has. It is combined with the "
"friction setting of the surface the wheel is in contact with. 0.0 means no "
"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
"rear wheels slightly lower than the front wheels, or use a lower value to "
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid "The radius of the wheel in meters."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This is the distance in meters the wheel is lowered from its origin point. "
"Don't set this to 0.0 and move the wheel into position, instead move the "
"origin point of your wheel (the gizmo in Godot) to the position the wheel "
"will take when bottoming out, then use the rest length to move the wheel "
"down to the position it should be in when the car is in rest."
msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
#: doc/classes/VFlowContainer.xml
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
msgid "Returns the current frame as a [Texture]."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"Stops the video playback and sets the stream position to 0.\n"
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "The embedded audio track to play."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], playback starts when the scene loads."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Amount of time in milliseconds to store in buffer while playing."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio bus to use for sound playback."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"If [code]true[/code], the video scales to the control size. Otherwise, the "
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "If [code]true[/code], the video is paused."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "The assigned video stream. See description for supported formats."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid ""
"The current position of the stream, in seconds.\n"
"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
"implemented yet, except in video formats implemented by a GDNative add-on."
msgstr ""
#: doc/classes/VideoPlayer.xml
msgid "Audio volume as a linear value."
msgstr ""
#: 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
msgid "Returns the topmost modal in the stack."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns information about the viewport from the rendering pipeline."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the size override set with [method set_size_override]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the viewport's texture.\n"
"[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is "
"flipped vertically. You can use [method Image.flip_y] on the result of "
"[method Texture.get_data] to flip it back, for example:\n"
"[codeblock]\n"
"var img = get_viewport().get_texture().get_data()\n"
"img.flip_y()\n"
"[/codeblock]"
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the viewport's RID from the [VisualServer]."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns the visible rectangle in global screen coordinates."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control.get_drag_data]."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if there are visible modals on-screen."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Returns [code]true[/code] if the drag operation is successful."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
"operation.\n"
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Returns [code]true[/code] if the size override is enabled. See [method "
"set_size_override]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Attaches this [Viewport] to the root [Viewport] with the specified "
"rectangle. This bypasses the need for another node to display this "
"[Viewport] but makes you responsible for updating the position of this "
"[Viewport] manually."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Stops the input from propagating further down the [SceneTree]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
"but reduces the quality of the shadows. A good practice is to have quadrants "
"with a varying number of subdivisions and to have as few subdivisions as "
"possible."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Sets the size override of the viewport. If the [code]enable[/code] parameter "
"is [code]true[/code] the override is used, otherwise it uses the default "
"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
"size."
msgstr ""
#: doc/classes/Viewport.xml
msgid "Forces update of the 2D and 3D worlds."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Moves the mouse pointer to the specified position in this [Viewport] using "
"the coordinate system of this [Viewport]."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will be used in AR/VR process."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 2D audio streams."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The canvas transform of the viewport, useful for changing the on-screen "
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible. In some cases, debanding may introduce a "
"slightly noticeable dithering pattern. It's recommended to enable debanding "
"only when actually needed since the dithering pattern will make lossless-"
"compressed screenshots larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
"disabling use [code]usage[/code]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"Enables fast approximate antialiasing. FXAA is a popular screen-space "
"antialiasing method, which is fast but will make the image look blurry, "
"especially at lower resolutions. It can still work relatively well at large "
"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
"recovered by enabling contrast-adaptive sharpening (see [member "
"sharpen_intensity])."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the viewport will not receive input events."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport rendering will receive benefits from High "
"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
"values that are outside the 0-1 range. In Godot, HDR uses half floating-"
"point precision (16-bit) by default. To use full floating-point precision "
"(32-bit), enable [member use_32_bpc_depth].\n"
"[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the result after 3D rendering will not have a linear "
"to sRGB color conversion applied. This is important when the viewport is "
"used as a render target where the result is used as a texture on a 3D object "
"rendered in another viewport. It is also important if the viewport is used "
"to create data that is not color based (noise, heightmaps, pickmaps, etc.). "
"Do not enable this when the viewport is used as a texture on a 2D object or "
"if the viewport is your final output. For the GLES2 driver this will convert "
"the sRGB output to linear, this should only be used for VR plugins that "
"require input in linear color space!"
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The multisample anti-aliasing mode. A higher number results in smoother "
"edges at the cost of significantly worse performance. A value of 4 is best "
"unless targeting very high-end systems."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], renders the Viewport directly to the screen instead of "
"to the root viewport. Only available in GLES2. This is a low-level "
"optimization and should not be used in most cases. If used, reading from the "
"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
"information see [method VisualServer.viewport_set_render_direct_to_screen]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The clear mode when viewport used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The update mode when viewport used as a render target."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the result of rendering will be flipped vertically. "
"Since Viewports in Godot 3.x render upside-down, it's recommended to set "
"this to [code]true[/code] in most situations."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the first quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the second quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the third quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
"directional shadows won't be visible. Since user-created viewports default "
"to a value of [code]0[/code], this value must be set above [code]0[/code] "
"manually (typically at least [code]256[/code])."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If set to a value greater than [code]0.0[/code], contrast-adaptive "
"sharpening will be applied to the 3D viewport. This has a low performance "
"cost and can be used to recover some of the sharpness lost from using FXAA. "
"Values around [code]0.5[/code] generally give the best results. See also "
"[member fxaa]."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The width and height of viewport. Must be set to a value greater than or "
"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
msgstr ""
#: doc/classes/Viewport.xml
msgid "If [code]true[/code], the size override affects stretch as well."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The rendering mode of viewport.\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 ""
#: 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
msgid "Return the specified input port's hint string."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified input port's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified input port's type. See the [enum Variant.Type] values."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output [b]sequence[/b] ports."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified [b]sequence[/b] output's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the amount of output value ports."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified output port's hint. See the [enum @GlobalScope."
"PropertyHint] hints."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified output port's hint string."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return the specified output port's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the specified output port's type. See the [enum Variant.Type] values."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the custom node's text, which is shown right next to the input "
"[b]sequence[/b] port (if there is none, on the place that is usually taken "
"by it)."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Return the size of the custom node's working memory. See [method _step] for "
"more details."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "Return whether the custom node has an input [b]sequence[/b] port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Execute the custom node's logic, returning the index of the output sequence "
"port to use or a [String] when there is an error.\n"
"The [code]inputs[/code] array contains the values of the input ports.\n"
"[code]outputs[/code] is an array whose indices should be set to the "
"respective outputs.\n"
"The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], "
"unless you have used the [code]STEP_*[/code] constants.\n"
"[code]working_mem[/code] is an array which can be used to persist "
"information between runs of the custom node. The size needs to be predefined "
"using [method _get_working_memory_size].\n"
"When returning, you can mask the returned value with one of the "
"[code]STEP_*[/code] constants."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid "The start mode used the first time when [method _step] is called."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"The start mode used when [method _step] is called after coming back from a "
"[constant STEP_PUSH_STACK_BIT]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"The start mode used when [method _step] is called after resuming from "
"[constant STEP_YIELD_BIT]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that control should return to it when "
"there is no other node left to execute.\n"
"This is used by [VisualScriptCondition] to redirect the sequence to the "
"\"Done\" port after the [code]true[/code]/[code]false[/code] branch has "
"finished execution."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that control should return back, either "
"hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that control should stop and exit the "
"function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
msgid ""
"Hint used by [method _step] to tell that the function should be yielded.\n"
"Using this requires you to have at least one working memory slot, which is "
"used for the [VisualScriptFunctionState]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid ""
"A Visual Script node which deconstructs a base type instance into its parts."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
msgid "The type to deconstruct."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Add a custom Visual Script node to the editor. It'll be placed under "
"\"Custom Nodes\" with the [code]category[/code] as the parameter."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Remove a custom Visual Script node from the editor. Custom nodes already "
"placed on scripts won't be removed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "Emits a specified signal."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid ""
"Emits a specified signal when it is executed.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]emit[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
msgid "The signal to emit."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "A Visual Script node returning a singleton from [@GlobalScope]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
msgid "The singleton's name."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid "A Visual Script node that can execute a custom expression."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptExpression.xml
msgid ""
"A Visual Script node that can execute a custom expression. Values can be "
"provided for the input and the expression result can be retrieved from the "
"output."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid "A Visual Script node representing a function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunction.xml
msgid ""
"[VisualScriptFunction] represents a function header. It is the starting "
"point for the function body and can be used to tweak the function's "
"properties (e.g. RPC mode)."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "A Visual Script node for calling a function."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"[VisualScriptFunctionCall] is created when you add or drag and drop a "
"function onto the Visual Script graph. It allows to tweak parameters of the "
"call, e.g. what object the function is called on."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The script to be used when [member call_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
"The base type to be used when [member call_mode] is set to [constant "
"CALL_MODE_INSTANCE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The type to be used when [member call_mode] is set to [constant "
"CALL_MODE_BASIC_TYPE]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"[code]call_mode[/code] determines the target object on which the method will "
"be called. See [enum CallMode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The name of the function to be called."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
msgid ""
"The node path to use when [member call_mode] is set to [constant "
"CALL_MODE_NODE_PATH]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
"RPCCallMode] for available options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The singleton to call the method on. Used when [member call_mode] is set to "
"[constant CALL_MODE_SINGLETON]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"Number of default arguments that will be used when calling the function. "
"Can't be higher than the number of available default arguments in the "
"method's declaration."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
"ignored."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on this [Object]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on the given [Node] in the scene tree."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The method will be called on an instanced node with the given type and "
"script."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called on a singleton."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called locally."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely using an unreliable protocol."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid "The method will be called remotely for the given peer."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
msgid ""
"The method will be called remotely for the given peer, using an unreliable "
"protocol."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "A Visual Script node representing a function state."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
"[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
"used to resume a paused function call."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid ""
"Connects this [VisualScriptFunctionState] to a signal in the given object to "
"automatically resume when it's emitted."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Returns whether the function state is valid."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
msgid "Resumes the function to run from the point it was yielded."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
msgid "A Visual Script node returning a constant from [@GlobalScope]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
msgid "The constant to be used."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid "A Visual Script node for getting a value from an array or a dictionary."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
msgid ""
"[VisualScriptIndexGet] will return the value stored in an array or a "
"dictionary under the given index."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid "A Visual Script node for setting a value in an array or a dictionary."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
msgid ""
"[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
"under the given index to the provided new value."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "A Visual Script node returning a state of an action."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid ""
"[VisualScriptInputAction] can be used to check if an action is pressed or "
"released."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "Name of the action."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "State of the action to check. See [enum Mode] for options."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] if action is pressed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] if action is released (i.e. not pressed)."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] on the frame the action was pressed."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptInputAction.xml
msgid "[code]True[/code] on the frame the action was released."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid "Steps through items in a given input."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptIterator.xml
msgid ""
"This node steps through each item in a given input. Input can be any "
"sequence data type, such as an [Array] or [String]. When each item has been "
"processed, execution passed out the [code]exit[/code] Sequence port.\n"
"[b]Input Ports:[/b]\n"
"- Sequence: [code]for (elem) in (input)[/code]\n"
"- Data (variant): [code]input[/code]\n"
"[b]Output Ports:[/b]\n"
"- Sequence: [code]each[/code]\n"
"- Sequence: [code]exit[/code]\n"
"- Data (variant): [code]elem[/code]"
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "A Visual Script virtual class for in-graph editable nodes."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid ""
"A Visual Script virtual class that defines the shape and the default "
"behavior of the nodes that have to be in-graph editable nodes."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Adds an input port to the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Adds an output port to the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Removes an input port from the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Removes an output port from the Visual Script node."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the name of an input port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the type of an input port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the name of an output port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLists.xml
msgid "Sets the type of an output port."
msgstr ""
#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
msgid "Gets a local variable's value."
msgstr ""
#: 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
msgid "Sets the length of the shadow's gradient."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Smoothens the shadow. The lower, the smoother."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the offset of the light's texture. Equivalent to [member Light2D."
"offset]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the canvas light's [Transform2D]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the Z range of objects that will be affected by this light. Equivalent "
"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new light occluder polygon and adds it to the VisualServer. It can "
"be accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets an occluder polygons cull mode. See [enum "
"CanvasOccluderPolygonCullMode] constants."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the shape of the occluder polygon."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the shape of the occluder polygon as lines."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"A copy of the canvas item will be drawn with a local offset of the mirroring "
"[Vector2]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Modulates all colors in the given canvas."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a directional light and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
"[code]light_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Draws a frame. [i]This method is deprecated[/i], please use [method "
"force_draw] instead."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an environment and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]environment_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the values to be used with the \"Adjustment\" post-process effect. See "
"[Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the ambient light parameters. See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
"background_mode]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Color displayed for clear areas of the scene (if using Custom color or "
"Color+Sky background modes)."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the intensity of the background color."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the maximum layer to use if using Canvas background mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the values to be used with the \"DoF Far Blur\" post-process effect. "
"See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the values to be used with the \"DoF Near Blur\" post-process effect. "
"See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the scene fog. See [Environment] for more "
"details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the fog depth effect. See [Environment] "
"for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the fog height effect. See [Environment] "
"for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"glow\" post-process effect. See "
"[Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Sky] to be used as the environment's background when using "
"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a custom field of view for the background [Sky]. Equivalent to [member "
"Environment.background_sky_custom_fov]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
"to [member Environment.background_sky_orientation]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
"(SSAO)\" post-process effect. See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"screen space reflections\" post-"
"process effect. See [Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Removes buffers and clears testcubes."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Forces a frame to be drawn when the function is called. Drawing a frame "
"updates all [Viewport]s that are set to update. Use with extreme caution."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Synchronizes threads."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Tries to free an object in the VisualServer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a certain information, see [enum RenderInfo] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test cube. Creates one if none exists."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of the test texture. Creates one if none exists."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
"SSE2\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the id of a white texture. Creates one if none exists."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a GI probe and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this GI probe to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the bias value for the GI probe. Bias is used to avoid self "
"occlusion. Equivalent to [member GIProbeData.bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the axis-aligned bounding box that covers the full extent of the GI "
"probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the data used by the GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the dynamic range set for this GI probe. Equivalent to [member "
"GIProbe.dynamic_range]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the energy multiplier for this GI probe. Equivalent to [member "
"GIProbe.energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
"normal_bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the propagation value for this GI probe. Equivalent to [member "
"GIProbe.propagation]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the GI probe data associated with this GI probe "
"is compressed. Equivalent to [member GIProbe.compress]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
"does not account for sky light. Equivalent to [member GIProbe.interior]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
"bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the axis-aligned bounding box that covers the extent of the GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the size of individual cells within the GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the compression setting for the GI probe data. Compressed data will "
"take up less space but may look worse. Equivalent to [member GIProbe."
"compress]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the data to be used in the GI probe for lighting calculations. Normally "
"this is created and called internally within the [GIProbe] node. You should "
"not try to set this yourself."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the dynamic range of the GI probe. Dynamic range sets the limit for how "
"bright lights can be. A smaller range captures greater detail but limits how "
"bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the energy multiplier for this GI probe. A higher energy makes the "
"indirect light from the GI probe brighter. Equivalent to [member GIProbe."
"energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the interior value of this GI probe. A GI probe set to interior does "
"not include the sky when calculating lighting. Equivalent to [member GIProbe."
"interior]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the normal bias for this GI probe. Normal bias behaves similar to the "
"other form of bias and may help reduce self-occlusion. Equivalent to [member "
"GIProbe.normal_bias]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the propagation of light within this GI probe. Equivalent to [member "
"GIProbe.propagation]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the to cell [Transform] for this GI probe."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if changes have been made to the VisualServer's "
"data. [method draw] is usually called if this happens.\n"
"As changes are registered as either high or low priority (e.g. dynamic "
"shaders), this function takes an optional argument to query either low or "
"high priority changes, or any changes."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Not yet implemented. Always returns [code]false[/code]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if the OS supports a certain feature. Features "
"might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], "
"[code]pvrtc[/code] and [code]skinning_fallback[/code].\n"
"When rendering with GLES2, returns [code]true[/code] with "
"[code]skinning_fallback[/code] in case the hardware doesn't support the "
"default GPU skinning process."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
"[method ImmediateGeometry.begin]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Clears everything that was set up between [method immediate_begin] and "
"[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an immediate geometry and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]immediate_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this immediate geometry to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
"ImmediateGeometry.end]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the material assigned to the [ImmediateGeometry]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the normal to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_normal]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the material to be used to draw the [ImmediateGeometry]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the tangent to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_tangent]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the UV to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the UV2 to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv2]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds the next vertex using the information provided in advance. Equivalent "
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds the next vertex using the information provided in advance. This is a "
"helper class that calls [method immediate_vertex] under the hood. Equivalent "
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Initializes the visual server. This function is called internally by "
"platform-dependent code during engine initialization. If called from a "
"running game, it will not do anything."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Attaches a unique Object ID to instance. Object ID must be attached to "
"instance for proper culling with [method instances_cull_aabb], [method "
"instances_cull_convex], and [method instances_cull_ray]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Attaches a skeleton to an instance. Removes the previous skeleton from the "
"instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a visual instance and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]instance_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"An instance is a way of placing a 3D object in the scenario. Objects like "
"particles, meshes, and reflection probes need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a visual instance, adds it to the VisualServer, and sets both base "
"and scenario. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]instance_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Not implemented in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
"Equivalent to [member GeometryInstance.cast_shadow]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a material that will be rendered for all surfaces on top of active "
"materials for the mesh associated with this instance. Equivalent to [member "
"GeometryInstance.material_overlay]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a material that will override the material for all surfaces on the mesh "
"associated with this instance. Equivalent to [member GeometryInstance."
"material_override]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the base of the instance. A base can be any of the 3D objects that are "
"created in the VisualServer that can be displayed. For example, any of the "
"light types, mesh, multimesh, immediate geometry, particle system, "
"reflection probe, lightmap capture, and the GI probe are all types that can "
"be set as the base of an instance in order to be displayed in the scenario."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the weight for a given blend shape associated with this instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a custom AABB to use when culling objects from the view frustum. "
"Equivalent to [method GeometryInstance.set_custom_aabb]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Function not implemented in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a margin to increase the size of the AABB when culling objects from the "
"view frustum. This allows you to avoid culling objects that fall outside the "
"view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the render layers that this instance will be drawn to. Equivalent to "
"[member VisualInstance.layers]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the scenario that the instance is in. The scenario is the 3D world that "
"the objects will be displayed in."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the material of a specific surface. Equivalent to [method MeshInstance."
"set_surface_material]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the world space transform of the instance. Equivalent to [member "
"Spatial.transform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the lightmap to use with this instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
"visible]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns an array of object IDs intersecting with the provided AABB. Only "
"visual 3D nodes are considered, such as [MeshInstance] or "
"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
"actual nodes. A scenario RID must be provided, which is available in the "
"[World] you want to query. This forces an update for all resources queued to "
"update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns an array of object IDs intersecting with the provided convex shape. "
"Only visual 3D nodes are considered, such as [MeshInstance] or "
"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
"actual nodes. A scenario RID must be provided, which is available in the "
"[World] you want to query. This forces an update for all resources queued to "
"update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns an array of object IDs intersecting with the provided 3D ray. Only "
"visual 3D nodes are considered, such as [MeshInstance] or "
"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
"actual nodes. A scenario RID must be provided, which is available in the "
"[World] you want to query. This forces an update for all resources queued to "
"update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], this directional light will blend between shadow map "
"splits resulting in a smoother transition between them. Equivalent to "
"[member DirectionalLight.directional_shadow_blend_splits]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the shadow depth range mode for this directional light. Equivalent to "
"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
"LightDirectionalShadowDepthRangeMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the shadow mode for this directional light. Equivalent to [member "
"DirectionalLight.directional_shadow_mode]. See [enum "
"LightDirectionalShadowMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether to use vertical or horizontal detail for this omni light. This "
"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
"OmniLight.omni_shadow_detail]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
"OmniLight.omni_shadow_mode]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the bake mode for this light, see [enum LightBakeMode] for options. The "
"bake mode affects how the light will be baked in [BakedLightmap]s and "
"[GIProbe]s."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the cull mask for this Light. Lights only affect objects in the "
"selected layers. Equivalent to [member Light.light_cull_mask]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], light will subtract light instead of adding light. "
"Equivalent to [member Light.light_negative]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the specified light parameter. See [enum LightParam] for options. "
"Equivalent to [method Light.set_param]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double sided "
"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
"to [member Light.shadow_reverse_cull_face]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
"shadow_enabled]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color of the shadow cast by the light. Equivalent to [member Light."
"shadow_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets whether GI probes capture light information from this light. "
"[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This "
"method is only kept for compatibility reasons and calls [method "
"light_set_bake_mode] internally, setting the bake mode to [constant "
"LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the "
"given parameter."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a lightmap capture and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]lightmap_capture_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this lightmap capture to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the size of the lightmap capture area."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the energy multiplier used by the lightmap capture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the octree used by the lightmap capture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the cell subdivision amount used by this lightmap capture's octree."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the cell transform for this lightmap capture's octree."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the area covered by the lightmap capture. Equivalent to "
"[member BakedLightmapData.bounds]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the energy multiplier for this lightmap capture. Equivalent to [member "
"BakedLightmapData.energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
"BakedLightmapData.interior]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the octree to be used by this lightmap capture. This function is "
"normally used by the [BakedLightmap] node. Equivalent to [member "
"BakedLightmapData.octree]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the subdivision level of this lightmap capture's octree. Equivalent to "
"[member BakedLightmapData.cell_subdiv]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the octree cell transform for this lightmap capture's octree. "
"Equivalent to [member BakedLightmapData.cell_space_transform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns a mesh of a sphere with the given amount of horizontal and vertical "
"subdivisions."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty material and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]material_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the value of a certain material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the default value for the param if available. Returns [code]null[/"
"code] otherwise."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the shader of a certain material's shader. Returns an empty RID if "
"the material doesn't have a shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a material's line width."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets an object's next material."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a material's parameter."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a material's render priority."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a shader material's shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
"constants for types."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Removes all surfaces from a mesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new mesh and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
"VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's blend shape count."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's blend shape mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's custom aabb."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's number of surfaces."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Removes a mesh's surface."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's blend shape count."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's blend shape mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's custom aabb."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's aabb."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's vertex buffer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's amount of indices."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's amount of vertices."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's buffer arrays."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's arrays for blend shapes."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the format of a mesh's surface."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Function is unused in Godot 3.x."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's index buffer."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a mesh's surface's material."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the primitive type of a mesh's surface."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the aabb of a mesh's surface's skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a mesh's surface's material."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Updates a specific region of a vertex buffer for the specified surface. "
"Warning: this function alters the vertex buffer directly with no safety "
"mechanisms, you can easily corrupt your mesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Allocates space for the multimesh data. Format parameters determine how the "
"data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum "
"MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. "
"Equivalent to [member MultiMesh.instance_count]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new multimesh on the VisualServer and returns an [RID] handle. "
"This RID will be used in all [code]multimesh_*[/code] VisualServer "
"functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this multimesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the number of instances allocated for this multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the RID of the mesh that will be used in drawing this multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the number of visible instances for this multimesh."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the color by which the specified instance will be modulated."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the custom data associated with the specified instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] of the specified instance."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns the [Transform2D] of the specified instance. For use when the "
"multimesh is set to use 2D transforms."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the custom data for this instance. Custom data is passed as a [Color], "
"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
"[method MultiMesh.set_instance_custom_data]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform2D] for this instance. For use when multimesh is used in "
"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
"when loading the data from disk or preparing the data from GDNative.\n"
"\n"
"All data is packed in one large float array. An array may look like this: "
"Transform for instance 1, color data for instance 1, custom data for "
"instance 1, transform for instance 2, color data for instance 2, etc.\n"
"\n"
"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of instances visible at a given time. If -1, all instances "
"that have been allocated are drawn. Equivalent to [member MultiMesh."
"visible_instance_count]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a new omni light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a particle system and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]particles_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach these particles to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method Particles.capture_aabb]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns [code]true[/code] if particles are currently set to emitting."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns [code]true[/code] if particles are not emitting and particles are "
"set to inactive."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Add particle system to list of particle systems that need to be updated. "
"Update will take place on the next frame, or on the next call to [method "
"instances_cull_aabb], [method instances_cull_convex], or [method "
"instances_cull_ray]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Reset the particles on the next update. Equivalent to [method Particles."
"restart]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of particles to be drawn and allocates the memory for them. "
"Equivalent to [member Particles.amount]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
"to [member Particles.visibility_aabb]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the draw order of the particles to one of the named enums from [enum "
"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent "
"to [member Particles.draw_order]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
"draw_pass_3], and [member Particles.draw_pass_4]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the number of draw passes to use. Equivalent to [member Particles."
"draw_passes]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [Transform] that will be used by the particles when they first emit."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], particles will emit over time. Setting to false does "
"not reset the particles, but only stops their emission. Equivalent to "
"[member Particles.emitting]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the frame rate that the particle system rendering will be fixed to. "
"Equivalent to [member Particles.fixed_fps]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], uses fractional delta which smooths the movement of "
"the particles. Equivalent to [member Particles.fract_delta]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the lifetime of each particle in the system. Equivalent to [member "
"Particles.lifetime]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], particles will emit once and then stop. Equivalent to "
"[member Particles.one_shot]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the preprocess time for the particles' animation. This lets you delay "
"starting an animation until after the particles have begun emitting. "
"Equivalent to [member Particles.preprocess]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the material for processing the particles.\n"
"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
"to [member Particles.process_material]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the emission randomness ratio. This randomizes the emission of "
"particles within their phase. Equivalent to [member Particles.randomness]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the speed scale of the particle system. Equivalent to [member Particles."
"speed_scale]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
"they use global coordinates. Equivalent to [member Particles.local_coords]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a reflection probe and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]reflection_probe_*[/code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
"to [member ReflectionProbe.interior_enable]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the render cull mask for this reflection probe. Only instances with a "
"matching cull mask will be rendered by this probe. Equivalent to [member "
"ReflectionProbe.cull_mask]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], uses box projection. This can make reflections look "
"more correct in certain situations. Equivalent to [member ReflectionProbe."
"box_projection]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
"enable_shadows]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the area that the reflection probe will capture. Equivalent "
"to [member ReflectionProbe.extents]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the intensity of the reflection probe. Intensity modulates the strength "
"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the ambient light color for this reflection probe when set to interior "
"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the energy multiplier for this reflection probes ambient light "
"contribution when set to interior mode. Equivalent to [member "
"ReflectionProbe.interior_ambient_energy]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the contribution value for how much the reflection affects the ambient "
"light for this reflection probe when set to interior mode. Useful so that "
"ambient light matches the color of the room. Equivalent to [member "
"ReflectionProbe.interior_ambient_contrib]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the max distance away from the probe an object can be before it is "
"culled. Equivalent to [member ReflectionProbe.max_distance]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the origin offset to be used when this reflection probe is in box "
"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets how often the reflection probe updates. Can either be once or every "
"frame. See [enum ReflectionProbeUpdateMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Schedules a callback to the corresponding named [code]method[/code] on "
"[code]where[/code] after a frame has been drawn.\n"
"The callback method must use only 1 argument which will be called with "
"[code]userdata[/code]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a scenario and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]scenario_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
"ScenarioDebugMode] for options."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the environment that will be used with this scenario."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the fallback environment to be used by this scenario. The fallback "
"environment is used if no environment is set. Internally, this is used by "
"the editor to provide a default environment."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the size of the reflection atlas shared by all reflection probes in "
"this scenario."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets a boot image. The color defines the background color. If [code]scale[/"
"code] is [code]true[/code], the image will be scaled to fit the screen size. "
"If [code]use_filter[/code] is [code]true[/code], the image will be scaled "
"with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
"the image will be scaled with nearest-neighbor interpolation."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If [code]true[/code], the engine will generate wireframes for use with the "
"wireframe debug mode."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the default clear color which is used when a specific clear color has "
"not been selected."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"If asynchronous shader compilation is enabled, this controls whether "
"[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n"
"For instance, you may want to enable this temporarily before taking a "
"screenshot. This ensures everything is visible even if shaders with async "
"mode [i]hidden[/i] are not ready yet.\n"
"Reflection probes use this internally to ensure they capture everything "
"regardless the shaders are ready or not."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Sets the scale to apply to the passage of time for the shaders' [code]TIME[/"
"code] builtin.\n"
"The default value is [code]1.0[/code], which means [code]TIME[/code] will "
"count the real time as it goes by, without narrowing or stretching it."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Enables or disables occlusion culling."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty shader and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]shader_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a shader's code."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a default texture from a shader searched by name."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the parameters of a shader."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a shader's code."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a shader's default texture. Overwrites the texture given by name."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU buffers for this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform] set for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform] for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a skeleton and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]skeleton_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the number of bones allocated for this skeleton."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty sky and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]sky_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Sets a sky's texture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a spot light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method.\n"
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Allocates the GPU memory for the texture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Binds the texture to a texture slot."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates an empty texture and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]texture_*[/"
"code] VisualServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Creates a texture, allocates the space for an image, and fills in the image."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns a list of all the textures and their information."
msgstr ""
#: doc/classes/VisualServer.xml
msgid ""
"Returns a copy of a texture's image unless it's a CubeMap, in which case it "
"returns the [RID] of the image at one of the cubes sides."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the depth of the texture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the flags of a texture."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the format of the texture's image."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the texture's height."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the texture's path."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the opengl id of the texture's image."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the type of the texture, can be any of the [enum TextureType]."
msgstr ""
#: doc/classes/VisualServer.xml
msgid "Returns the texture's width."
msgstr ""
#: 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 ""
"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 ""
#: 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
msgid "Represents the size of the [enum Hint] enum."
msgstr ""
#: 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 ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns [code]1/vector[/code]."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts RGB vector to HSV equivalent."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts HSV vector to RGB equivalent."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the absolute value of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the arc-cosine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the arc-sine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the arc-tangent of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the cosine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the hyperbolic cosine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts a quantity in radians to degrees."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Base-e Exponential."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Base-2 Exponential."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Computes the fractional part of the argument."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the inverse of the square root of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Natural logarithm."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Base-2 logarithm."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Converts a quantity in degrees to radians."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Finds the nearest integer to the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Finds the nearest even integer to the parameter."
msgstr ""
#: 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 ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the hyperbolic sine of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the square root of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the tangent of the parameter."
msgstr ""
#: doc/classes/VisualShaderNodeVectorFunc.xml
msgid "Returns the hyperbolic tangent of the parameter."
msgstr ""
#: 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 ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Returns the remainder of the two vectors."
msgstr ""
#: 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 ""
#: doc/classes/VisualShaderNodeVectorOp.xml
msgid "Returns the arc-tangent of the parameters."
msgstr ""
#: 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."
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
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer]."
msgstr ""
#: 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
msgid ""
"The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
msgstr ""
#: doc/classes/World2D.xml
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[Physics2DServer] for 2D physics, treating it as both a space and an area."
msgstr ""
#: doc/classes/WorldEnvironment.xml
msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr ""
#: doc/classes/WorldEnvironment.xml
msgid ""
"The [WorldEnvironment] node is used to configure the default [Environment] "
"for the scene.\n"
"The parameters defined in the [WorldEnvironment] can be overridden by an "
"[Environment] node set on the current [Camera]. Additionally, only one "
"[WorldEnvironment] may be instanced in a given scene at a time.\n"
"The [WorldEnvironment] allows the user to specify default lighting "
"parameters (e.g. ambient lighting), various post-processing effects (e.g. "
"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, "
"skybox). Usually, these are added in order to improve the realism/color "
"balance of the scene."
msgstr ""
#: doc/classes/WorldEnvironment.xml
msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
#: 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 ""
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