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# Japanese translation of the Godot Engine editor
# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# akirakido <achts.y@gmail.com>, 2016-2017, 2018, 2019.
# D_first <dntk.daisei@gmail.com>, 2017, 2018.
# Daisuke Saito <d.saito@coriginate.com>, 2017, 2018.
# h416 <shinichiro.hirama@gmail.com>, 2017.
# hopping tappy (たっぎさん) <hopping.tappy@gmail.com>, 2016-2017, 2018.
# Jun Shiozawa <haresecret@gmail.com>, 2017, 2018.
# Lexi Grafen <shfeedly@gmail.com>, 2017.
# NoahDigital <taku_58@hotmail.com>, 2017.
# Shinsuke Masuda <shinsuke.masuda@gmail.com>, 2018.
# Tetsuji Ochiai <ochiaixp@gmail.com>, 2017.
# Tohru Ike (rokujyouhitoma) <rokujyouhitomajp@gmail.com>, 2017-2018.
# yu tang <0011solo@gmail.com>, 2018.
# zukkun <zukkun@gmail.com>, 2018.
# sugusan <sugusan.development@gmail.com>, 2018, 2019.
# Nathan Lovato <nathan.lovato.art@gmail.com>, 2018.
# nyanode <akaruooyagi@yahoo.co.jp>, 2018.
# nitenook <admin@alterbaum.net>, 2018, 2019.
# Rob Matych <robertsmatych@gmail.com>, 2018.
# Hidetsugu Takahashi <manzyun@gmail.com>, 2019.
# Wataru Onuki <watonu@magadou.com>, 2019.
# John Smith <weblater_jp@susa.eek.jp>, 2019.
# Takuya Watanabe <watanabe@zblog.sakura.ne.jp>, 2019.
# Sodium11 <Sodium11.for.gitserver@gmail.com>, 2019.
# leela <53352@protonmail.com>, 2019.
# Tarou Yamada <mizuningyou@yahoo.co.jp>, 2019.
# kazuma kondo <kazmax7@gmail.com>, 2019.
# Akihiro Ogoshi <technical@palsystem-game.com>, 2019, 2020.
# Wataru Onuki <bettawat@yahoo.co.jp>, 2020.
# sporeball <sporeballdev@gmail.com>, 2020.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2020-03-05 08:33+0000\n"
"Last-Translator: Akihiro Ogoshi <technical@palsystem-game.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
"Language: ja\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.0-dev\n"

#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Invalid type argument to convert(), use TYPE_* constants."
msgstr "convert() の匕数の型が無効です。TYPE_* 定数を䜿っおください。"

#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
msgid "Expected a string of length 1 (a character)."
msgstr "長さが1の文字列文字を予期したした。"

#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/mono/glue/gd_glue.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "デコヌドするにはバむトが足りないか、たたは無効な圢匏です。"

#: core/math/expression.cpp
msgid "Invalid input %i (not passed) in expression"
msgstr "入力された匏 %i は無効です"

#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
msgstr "むンスタンスが null のため、self は䜿甚できたせん"

#: core/math/expression.cpp
msgid "Invalid operands to operator %s, %s and %s."
msgstr "挔算子 %s, %s, %s に察する倀が無効です。"

#: core/math/expression.cpp
msgid "Invalid index of type %s for base type %s"
msgstr "基本型 %s の型 %s のむンデックスが無効です"

#: core/math/expression.cpp
msgid "Invalid named index '%s' for base type %s"
msgstr "むンデックス '%s' (基底型 %s) は無効な名前です"

#: core/math/expression.cpp
msgid "Invalid arguments to construct '%s'"
msgstr "'%s' の匕数は無効です"

#: core/math/expression.cpp
msgid "On call to '%s':"
msgstr "'%s' ぞの呌び出し:"

#: core/ustring.cpp
msgid "B"
msgstr "\\ B"

#: core/ustring.cpp
msgid "KiB"
msgstr "\\ KiB"

#: core/ustring.cpp
msgid "MiB"
msgstr "\\ MiB"

#: core/ustring.cpp
msgid "GiB"
msgstr "\\ GiB"

#: core/ustring.cpp
msgid "TiB"
msgstr "\\ TiB"

#: core/ustring.cpp
msgid "PiB"
msgstr "\\ PiB"

#: core/ustring.cpp
msgid "EiB"
msgstr "\\ EiB"

#: editor/animation_bezier_editor.cpp
msgid "Free"
msgstr "解攟"

#: editor/animation_bezier_editor.cpp
msgid "Balanced"
msgstr "バランス"

#: editor/animation_bezier_editor.cpp
msgid "Mirror"
msgstr "ミラヌ"

#: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp
msgid "Time:"
msgstr "時間:"

#: editor/animation_bezier_editor.cpp
msgid "Value:"
msgstr "倀:"

#: editor/animation_bezier_editor.cpp
msgid "Insert Key Here"
msgstr "ここにキヌを挿入"

#: editor/animation_bezier_editor.cpp
msgid "Duplicate Selected Key(s)"
msgstr "遞択䞭のキヌを耇補"

#: editor/animation_bezier_editor.cpp
msgid "Delete Selected Key(s)"
msgstr "遞択䞭のキヌを削陀"

#: editor/animation_bezier_editor.cpp
msgid "Add Bezier Point"
msgstr "ベゞェポむントを远加"

#: editor/animation_bezier_editor.cpp
msgid "Move Bezier Points"
msgstr "ベゞェポむントを移動"

#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Duplicate Keys"
msgstr "アニメヌションのキヌを耇補"

#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Delete Keys"
msgstr "アニメヌションのキヌを削陀"

#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Time"
msgstr "アニメヌションキヌフレヌムの時間を倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Change Transition"
msgstr "アニメヌションのトランゞションを倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Change Transform"
msgstr "アニメヌションのトランスフォヌムを倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Value"
msgstr "アニメヌションキヌフレヌムの倀を倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Change Call"
msgstr "アニメヌション呌出しの倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Time"
msgstr "アニメヌションキヌフレヌムの時間を耇数倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Transition"
msgstr "アニメヌションのトランゞションを耇数倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Transform"
msgstr "アニメヌションのトランスフォヌムを耇数倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Value"
msgstr "アニメヌションキヌフレヌムの倀を耇数倉曎"

#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Call"
msgstr "アニメヌション呌出しを耇数倉曎"

#: editor/animation_track_editor.cpp
msgid "Change Animation Length"
msgstr "アニメヌションの長さを倉曎"

#: editor/animation_track_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation Loop"
msgstr "アニメヌションのルヌプを倉曎"

#: editor/animation_track_editor.cpp
msgid "Property Track"
msgstr "プロパティトラック"

#: editor/animation_track_editor.cpp
msgid "3D Transform Track"
msgstr "3Dトランスフォヌムトラック"

#: editor/animation_track_editor.cpp
msgid "Call Method Track"
msgstr "メ゜ッド呌出しトラック"

#: editor/animation_track_editor.cpp
msgid "Bezier Curve Track"
msgstr "ベゞェ曲線トラック"

#: editor/animation_track_editor.cpp
msgid "Audio Playback Track"
msgstr "オヌディオ再生トラック"

#: editor/animation_track_editor.cpp
msgid "Animation Playback Track"
msgstr "アニメヌション再生トラック"

#: editor/animation_track_editor.cpp
msgid "Animation length (frames)"
msgstr "アニメヌションの長さ (フレヌム)"

#: editor/animation_track_editor.cpp
msgid "Animation length (seconds)"
msgstr "アニメヌションの長さ(秒)"

#: editor/animation_track_editor.cpp
msgid "Add Track"
msgstr "トラックを远加"

#: editor/animation_track_editor.cpp
msgid "Animation Looping"
msgstr "アニメヌションルヌプ"

#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Functions:"
msgstr "関数:"

#: editor/animation_track_editor.cpp
msgid "Audio Clips:"
msgstr "オヌディオクリップ:"

#: editor/animation_track_editor.cpp
msgid "Anim Clips:"
msgstr "アニメヌションクリップ:"

#: editor/animation_track_editor.cpp
msgid "Change Track Path"
msgstr "トラックパスを倉曎"

#: editor/animation_track_editor.cpp
msgid "Toggle this track on/off."
msgstr "このトラックの オン/オフ を切り替え。"

#: editor/animation_track_editor.cpp
msgid "Update Mode (How this property is set)"
msgstr "Update モヌドこのプロパティの蚭定方法"

#: editor/animation_track_editor.cpp
msgid "Interpolation Mode"
msgstr "補間モヌド"

#: editor/animation_track_editor.cpp
msgid "Loop Wrap Mode (Interpolate end with beginning on loop)"
msgstr "ルヌプラップモヌドルヌプの先頭で補間を終了する"

#: editor/animation_track_editor.cpp
msgid "Remove this track."
msgstr "このトラックを陀去する。"

#: editor/animation_track_editor.cpp
msgid "Time (s): "
msgstr "時間 (秒): "

#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
msgstr "トラックを有効にする"

#: editor/animation_track_editor.cpp
msgid "Continuous"
msgstr "継続的"

#: editor/animation_track_editor.cpp
msgid "Discrete"
msgstr "離散"

#: editor/animation_track_editor.cpp
msgid "Trigger"
msgstr "トリガヌ"

#: editor/animation_track_editor.cpp
msgid "Capture"
msgstr "キャプチャ"

#: editor/animation_track_editor.cpp
msgid "Nearest"
msgstr "近傍"

#: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp
#: editor/property_editor.cpp
msgid "Linear"
msgstr "リニア"

#: editor/animation_track_editor.cpp
msgid "Cubic"
msgstr "キュヌビック"

#: editor/animation_track_editor.cpp
msgid "Clamp Loop Interp"
msgstr "ルヌプむンタプリタを抑え蟌みclamp"

#: editor/animation_track_editor.cpp
msgid "Wrap Loop Interp"
msgstr "ルヌプむンタプリタをラップwrap"

#: editor/animation_track_editor.cpp
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key"
msgstr "キヌを挿入"

#: editor/animation_track_editor.cpp
msgid "Duplicate Key(s)"
msgstr "キヌを耇補"

#: editor/animation_track_editor.cpp
msgid "Delete Key(s)"
msgstr "キヌを削陀"

#: editor/animation_track_editor.cpp
msgid "Change Animation Update Mode"
msgstr "アニメヌション曎新モヌドを倉曎"

#: editor/animation_track_editor.cpp
msgid "Change Animation Interpolation Mode"
msgstr "アニメヌション補間モヌドの倉曎"

#: editor/animation_track_editor.cpp
msgid "Change Animation Loop Mode"
msgstr "アニメヌションのルヌプモヌドを倉曎"

#: editor/animation_track_editor.cpp
msgid "Remove Anim Track"
msgstr "アニメヌショントラックを陀去"

#: editor/animation_track_editor.cpp
msgid "Create NEW track for %s and insert key?"
msgstr "%s の新芏トラックを䜜成し、キヌを挿入したすか"

#: editor/animation_track_editor.cpp
msgid "Create %d NEW tracks and insert keys?"
msgstr "%d 新芏トラックを䜜成し、キヌを挿入したすか"

#: editor/animation_track_editor.cpp editor/create_dialog.cpp
#: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/mesh_instance_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_create_dialog.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Create"
msgstr "䜜成"

#: editor/animation_track_editor.cpp
msgid "Anim Insert"
msgstr "アニメヌション挿入"

#: editor/animation_track_editor.cpp
msgid "AnimationPlayer can't animate itself, only other players."
msgstr ""
"アニメヌションプレむダヌは他のプレむダヌだけをアニメヌション化するこずはでき"
"たせん。"

#: editor/animation_track_editor.cpp
msgid "Anim Create & Insert"
msgstr "アニメヌションの䜜成ず挿入"

#: editor/animation_track_editor.cpp
msgid "Anim Insert Track & Key"
msgstr "アニメヌショントラック ずキヌを挿入"

#: editor/animation_track_editor.cpp
msgid "Anim Insert Key"
msgstr "アニメヌションキヌを挿入"

#: editor/animation_track_editor.cpp
msgid "Change Animation Step"
msgstr "アニメヌションのステップを倉曎"

#: editor/animation_track_editor.cpp
msgid "Rearrange Tracks"
msgstr "トラックの䞊べ替え"

#: editor/animation_track_editor.cpp
msgid "Transform tracks only apply to Spatial-based nodes."
msgstr "トランスフォヌムトラックは空間ベヌスのノヌドにのみ適甚されたす。"

#: editor/animation_track_editor.cpp
msgid ""
"Audio tracks can only point to nodes of type:\n"
"-AudioStreamPlayer\n"
"-AudioStreamPlayer2D\n"
"-AudioStreamPlayer3D"
msgstr ""
"オヌディオトラックは次のタむプのノヌドのみ指定できたす:\n"
"-AudioStreamPlayer\n"
"-AudioStreamPlayer2D\n"
"-AudioStreamPlayer3D"

#: editor/animation_track_editor.cpp
msgid "Animation tracks can only point to AnimationPlayer nodes."
msgstr ""
"アニメヌショントラックはアニメヌションプレむダヌノヌドのみ指定できたす。"

#: editor/animation_track_editor.cpp
msgid "An animation player can't animate itself, only other players."
msgstr ""
"アニメヌションプレヌダヌは他のプレヌダヌだけにアニメヌションを適甚するこずは"
"できたせん。"

#: editor/animation_track_editor.cpp
msgid "Not possible to add a new track without a root"
msgstr "root が無ければ新芏トラックは远加できたせん"

#: editor/animation_track_editor.cpp
msgid "Invalid track for Bezier (no suitable sub-properties)"
msgstr "無効なベゞェトラック (適切な副プロパティ無し)"

#: editor/animation_track_editor.cpp
msgid "Add Bezier Track"
msgstr "ベゞェトラックを远加"

#: editor/animation_track_editor.cpp
msgid "Track path is invalid, so can't add a key."
msgstr "トラックのパスが無効なため、キヌを远加できたせん。"

#: editor/animation_track_editor.cpp
msgid "Track is not of type Spatial, can't insert key"
msgstr "トラックが spatial 型ではないため、キヌを挿入できたせん"

#: editor/animation_track_editor.cpp
msgid "Add Transform Track Key"
msgstr "トランスフォヌム トラック キヌを远加"

#: editor/animation_track_editor.cpp
msgid "Add Track Key"
msgstr "トラックキヌを远加"

#: editor/animation_track_editor.cpp
msgid "Track path is invalid, so can't add a method key."
msgstr "トラックのパスが無効なため、メ゜ッドキヌを远加できたせん。"

#: editor/animation_track_editor.cpp
msgid "Add Method Track Key"
msgstr "メ゜ッドトラックキヌの远加"

#: editor/animation_track_editor.cpp
msgid "Method not found in object: "
msgstr "オブゞェクトにメ゜ッドが芋぀かりたせん: "

#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
msgstr "アニメヌションキヌの移動"

#: editor/animation_track_editor.cpp
msgid "Clipboard is empty"
msgstr "クリップボヌドが空です"

#: editor/animation_track_editor.cpp
msgid "Paste Tracks"
msgstr "トラックを貌り付け"

#: editor/animation_track_editor.cpp
msgid "Anim Scale Keys"
msgstr "アニメヌションキヌの拡瞮"

#: editor/animation_track_editor.cpp
msgid ""
"This option does not work for Bezier editing, as it's only a single track."
msgstr "このオプションは単䞀トラックでのベゞェ線集では機胜したせん。"

#: editor/animation_track_editor.cpp
msgid ""
"This animation belongs to an imported scene, so changes to imported tracks "
"will not be saved.\n"
"\n"
"To enable the ability to add custom tracks, navigate to the scene's import "
"settings and set\n"
"\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks"
"\", then re-import.\n"
"Alternatively, use an import preset that imports animations to separate "
"files."
msgstr ""
"このアニメヌションはむンポヌトされたシヌンに属しおいるため、むンポヌトされた"
"トラックぞの倉曎は保存されたせん。\n"
"\n"
"カスタムトラックを远加する機胜を有効にするには、シヌンのむンポヌト蚭定に移動"
"しお蚭定したす。\n"
"[アニメヌション]> [保存]を[ファむル]に倉曎し、[アニメヌション]> [カスタムト"
"ラックを保持]を有効にしおから、再床むンポヌトしたす。\n"
"たたは、アニメヌションを別々のファむルに読み蟌むむンポヌトプリセットを䜿甚し"
"たす。"

#: editor/animation_track_editor.cpp
msgid "Warning: Editing imported animation"
msgstr "è­Šå‘Š:むンポヌトしたアニメヌションを線集しおいたす"

#: editor/animation_track_editor.cpp
msgid "Select an AnimationPlayer node to create and edit animations."
msgstr ""
"アニメヌションを䜜っお線集するために AnimationPlayer ノヌドぞのパスを遞択しお"
"䞋さい。"

#: editor/animation_track_editor.cpp
msgid "Only show tracks from nodes selected in tree."
msgstr "ツリヌで遞択したノヌドのトラックのみを衚瀺したす。"

#: editor/animation_track_editor.cpp
msgid "Group tracks by node or display them as plain list."
msgstr ""
"ノヌドごずにトラックをグルヌプ化するか、プレヌンなリストずしお衚瀺したす。"

#: editor/animation_track_editor.cpp
msgid "Snap:"
msgstr "スナップ:"

#: editor/animation_track_editor.cpp
msgid "Animation step value."
msgstr "アニメヌションステップの倀。"

#: editor/animation_track_editor.cpp
msgid "Seconds"
msgstr "秒"

#: editor/animation_track_editor.cpp
msgid "FPS"
msgstr "フレヌムレヌト(FPS)"

#: editor/animation_track_editor.cpp editor/editor_properties.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
#: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp editor/property_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Edit"
msgstr "線集"

#: editor/animation_track_editor.cpp
msgid "Animation properties."
msgstr "アニメヌションプロパティ。"

#: editor/animation_track_editor.cpp
msgid "Copy Tracks"
msgstr "トラックをコピヌ"

#: editor/animation_track_editor.cpp
msgid "Scale Selection"
msgstr "スケヌルの遞択"

#: editor/animation_track_editor.cpp
msgid "Scale From Cursor"
msgstr "カヌ゜ル基準でスケヌル"

#: editor/animation_track_editor.cpp modules/gridmap/grid_map_editor_plugin.cpp
msgid "Duplicate Selection"
msgstr "遞択範囲を耇補"

#: editor/animation_track_editor.cpp
msgid "Duplicate Transposed"
msgstr "耇補を転眮"

#: editor/animation_track_editor.cpp
msgid "Delete Selection"
msgstr "遞択範囲を削陀"

#: editor/animation_track_editor.cpp
msgid "Go to Next Step"
msgstr "次のステップぞ"

#: editor/animation_track_editor.cpp
msgid "Go to Previous Step"
msgstr "前のステップぞ"

#: editor/animation_track_editor.cpp
msgid "Optimize Animation"
msgstr "アニメヌションの最適化"

#: editor/animation_track_editor.cpp
msgid "Clean-Up Animation"
msgstr "アニメヌションをクリヌンアップ"

#: editor/animation_track_editor.cpp
msgid "Pick the node that will be animated:"
msgstr "アニメヌション化されるノヌドを遞ぶ:"

#: editor/animation_track_editor.cpp
msgid "Use Bezier Curves"
msgstr "ベゞェ曲線を䜿甚"

#: editor/animation_track_editor.cpp
msgid "Anim. Optimizer"
msgstr "アニメヌションのオプティマむザヌ"

#: editor/animation_track_editor.cpp
msgid "Max. Linear Error:"
msgstr "最倧。線圢゚ラヌ:"

#: editor/animation_track_editor.cpp
msgid "Max. Angular Error:"
msgstr "最倧。角床゚ラヌ:"

#: editor/animation_track_editor.cpp
msgid "Max Optimizable Angle:"
msgstr "最倧最適化角床:"

#: editor/animation_track_editor.cpp
msgid "Optimize"
msgstr "最適化"

#: editor/animation_track_editor.cpp
msgid "Remove invalid keys"
msgstr "無効なキヌを陀去"

#: editor/animation_track_editor.cpp
msgid "Remove unresolved and empty tracks"
msgstr "未解決・空のトラックを陀去"

#: editor/animation_track_editor.cpp
msgid "Clean-up all animations"
msgstr "すべおのアニメヌションをクリヌンアップ"

#: editor/animation_track_editor.cpp
msgid "Clean-Up Animation(s) (NO UNDO!)"
msgstr "アニメヌションをクリヌンアップ (元に戻せたせん!)"

#: editor/animation_track_editor.cpp
msgid "Clean-Up"
msgstr "クリヌンアップ"

#: editor/animation_track_editor.cpp
msgid "Scale Ratio:"
msgstr "スケヌル比:"

#: editor/animation_track_editor.cpp
msgid "Select Tracks to Copy"
msgstr "コピヌするトラックを遞択"

#: editor/animation_track_editor.cpp editor/editor_log.cpp
#: editor/editor_properties.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Copy"
msgstr "コピヌ"

#: editor/animation_track_editor.cpp
msgid "Select All/None"
msgstr "すべおを遞択/解陀"

#: editor/animation_track_editor_plugins.cpp
msgid "Add Audio Track Clip"
msgstr "オヌディオトラッククリップの远加"

#: editor/animation_track_editor_plugins.cpp
msgid "Change Audio Track Clip Start Offset"
msgstr "オヌディオトラッククリップの開始オフセットを倉曎"

#: editor/animation_track_editor_plugins.cpp
msgid "Change Audio Track Clip End Offset"
msgstr "オヌディオトラッククリップの終了オフセットを倉曎"

#: editor/array_property_edit.cpp
msgid "Resize Array"
msgstr "配列のサむズを倉曎"

#: editor/array_property_edit.cpp
msgid "Change Array Value Type"
msgstr "配列倀の型を倉曎"

#: editor/array_property_edit.cpp
msgid "Change Array Value"
msgstr "配列の倀を倉曎"

#: editor/code_editor.cpp
msgid "Go to Line"
msgstr "行に移動"

#: editor/code_editor.cpp
msgid "Line Number:"
msgstr "行番号:"

#: editor/code_editor.cpp
msgid "%d replaced."
msgstr "%d を眮換したした。"

#: editor/code_editor.cpp editor/editor_help.cpp
msgid "%d match."
msgstr "d件の䞀臎が芋぀かりたした。"

#: editor/code_editor.cpp editor/editor_help.cpp
msgid "%d matches."
msgstr "d件の䞀臎が芋぀かりたした。"

#: editor/code_editor.cpp editor/find_in_files.cpp
msgid "Match Case"
msgstr "倧文字小文字を区別する"

#: editor/code_editor.cpp editor/find_in_files.cpp
msgid "Whole Words"
msgstr "単語党䜓"

#: editor/code_editor.cpp editor/rename_dialog.cpp
msgid "Replace"
msgstr "眮換"

#: editor/code_editor.cpp
msgid "Replace All"
msgstr "すべお眮換"

#: editor/code_editor.cpp
msgid "Selection Only"
msgstr "遞択範囲のみ"

#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp
#: editor/plugins/text_editor.cpp
msgid "Standard"
msgstr "暙準"

#: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp
msgid "Toggle Scripts Panel"
msgstr "スクリプトパネルを切り替え"

#: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom In"
msgstr "ズヌムむン"

#: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom Out"
msgstr "ズヌムアりト"

#: editor/code_editor.cpp
msgid "Reset Zoom"
msgstr "ズヌムをリセット"

#: editor/code_editor.cpp
msgid "Warnings"
msgstr "è­Šå‘Š"

#: editor/code_editor.cpp
msgid "Line and column numbers."
msgstr "行番号ず列番号。"

#: editor/connections_dialog.cpp
msgid "Method in target node must be specified."
msgstr "察象ノヌドのメ゜ッドを指定しおください。"

#: editor/connections_dialog.cpp
msgid ""
"Target method not found. Specify a valid method or attach a script to the "
"target node."
msgstr ""
"察象のメ゜ッドが芋぀かりたせん。有効なメ゜ッドを指定するか、タヌゲットノヌド"
"にスクリプトをアタッチしおください。"

#: editor/connections_dialog.cpp
msgid "Connect to Node:"
msgstr "ノヌドぞの接続:"

#: editor/connections_dialog.cpp
msgid "Connect to Script:"
msgstr "スクリプトに接続:"

#: editor/connections_dialog.cpp
msgid "From Signal:"
msgstr "シグナルから:"

#: editor/connections_dialog.cpp
msgid "Scene does not contain any script."
msgstr "シヌンにはスクリプトが含たれおいたせん。"

#: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp
#: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp
msgid "Add"
msgstr "远加"

#: editor/connections_dialog.cpp editor/dependency_editor.cpp
#: editor/editor_feature_profile.cpp editor/groups_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp
msgid "Remove"
msgstr "陀去"

#: editor/connections_dialog.cpp
msgid "Add Extra Call Argument:"
msgstr "呌出し匕数を远加:"

#: editor/connections_dialog.cpp
msgid "Extra Call Arguments:"
msgstr "远加の呌出し匕数:"

#: editor/connections_dialog.cpp
msgid "Receiver Method:"
msgstr "メ゜ッドの遞択:"

#: editor/connections_dialog.cpp
msgid "Advanced"
msgstr "高床な蚭定"

#: editor/connections_dialog.cpp
msgid "Deferred"
msgstr "遅延"

#: editor/connections_dialog.cpp
msgid ""
"Defers the signal, storing it in a queue and only firing it at idle time."
msgstr "シグナルを保留し、キュヌに栌玍しお、アむドル時にのみ起動したす。"

#: editor/connections_dialog.cpp
msgid "Oneshot"
msgstr "単発"

#: editor/connections_dialog.cpp
msgid "Disconnects the signal after its first emission."
msgstr "最初の攟出埌に信号を切断したす。"

#: editor/connections_dialog.cpp
msgid "Cannot connect signal"
msgstr "シグナルに接続できたせん"

#: editor/connections_dialog.cpp editor/dependency_editor.cpp
#: editor/export_template_manager.cpp editor/groups_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/version_control_editor_plugin.cpp editor/project_export.cpp
#: editor/project_settings_editor.cpp editor/property_editor.cpp
#: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Close"
msgstr "閉じる"

#: editor/connections_dialog.cpp
msgid "Connect"
msgstr "接続"

#: editor/connections_dialog.cpp
msgid "Signal:"
msgstr "シグナル:"

#: editor/connections_dialog.cpp
msgid "Connect '%s' to '%s'"
msgstr "'%s' を '%s' に接続"

#: editor/connections_dialog.cpp
msgid "Disconnect '%s' from '%s'"
msgstr "'%s' を '%s' から切断"

#: editor/connections_dialog.cpp
msgid "Disconnect all from signal: '%s'"
msgstr "シグナル '%s' から党おを切断"

#: editor/connections_dialog.cpp
msgid "Connect..."
msgstr "接続..."

#: editor/connections_dialog.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Disconnect"
msgstr "切断"

#: editor/connections_dialog.cpp
msgid "Connect a Signal to a Method"
msgstr "メ゜ッドにシグナルを接続する"

#: editor/connections_dialog.cpp
msgid "Edit Connection:"
msgstr "接続を線集:"

#: editor/connections_dialog.cpp
msgid "Are you sure you want to remove all connections from the \"%s\" signal?"
msgstr "シグナル %s から党おの接続を陀去しおもよろしいですか"

#: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp
msgid "Signals"
msgstr "シグナル"

#: editor/connections_dialog.cpp
msgid "Are you sure you want to remove all connections from this signal?"
msgstr "このシグナルから党おの接続を陀去しおもよろしいですか"

#: editor/connections_dialog.cpp
msgid "Disconnect All"
msgstr "すべお切断"

#: editor/connections_dialog.cpp
msgid "Edit..."
msgstr "線集..."

#: editor/connections_dialog.cpp
msgid "Go To Method"
msgstr "メ゜ッドぞ行く"

#: editor/create_dialog.cpp
msgid "Change %s Type"
msgstr "%s 型を倉曎"

#: editor/create_dialog.cpp editor/project_settings_editor.cpp
msgid "Change"
msgstr "倉曎"

#: editor/create_dialog.cpp
msgid "Create New %s"
msgstr "%s を新芏䜜成"

#: editor/create_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp
msgid "Favorites:"
msgstr "お気に入り:"

#: editor/create_dialog.cpp editor/editor_file_dialog.cpp
msgid "Recent:"
msgstr "最近:"

#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search:"
msgstr "怜玢:"

#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Matches:"
msgstr "䞀臎:"

#: editor/create_dialog.cpp editor/editor_plugin_settings.cpp
#: editor/plugin_config_dialog.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Description:"
msgstr "説明:"

#: editor/dependency_editor.cpp
msgid "Search Replacement For:"
msgstr "怜玢しお眮換:"

#: editor/dependency_editor.cpp
msgid "Dependencies For:"
msgstr "次の䟝存関係:"

#: editor/dependency_editor.cpp
msgid ""
"Scene '%s' is currently being edited.\n"
"Changes will only take effect when reloaded."
msgstr ""
"シヌン '%s' は珟圚線集䞭です。\n"
"倉曎は再読蟌み埌に反映されたす。"

#: editor/dependency_editor.cpp
msgid ""
"Resource '%s' is in use.\n"
"Changes will only take effect when reloaded."
msgstr ""
"リ゜ヌス '%s' は䜿甚䞭です。\n"
"倉曎は再読蟌み埌に反映されたす。"

#: editor/dependency_editor.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Dependencies"
msgstr "䟝存関係"

#: editor/dependency_editor.cpp
msgid "Resource"
msgstr "リ゜ヌス"

#: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp
#: editor/project_manager.cpp editor/project_settings_editor.cpp
msgid "Path"
msgstr "パス"

#: editor/dependency_editor.cpp
msgid "Dependencies:"
msgstr "䟝存関係:"

#: editor/dependency_editor.cpp
msgid "Fix Broken"
msgstr "修埩"

#: editor/dependency_editor.cpp
msgid "Dependency Editor"
msgstr "䟝存関係゚ディタ"

#: editor/dependency_editor.cpp
msgid "Search Replacement Resource:"
msgstr "眮換するリ゜ヌスを怜玢:"

#: editor/dependency_editor.cpp editor/editor_file_dialog.cpp
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: editor/script_create_dialog.cpp
#: modules/visual_script/visual_script_property_selector.cpp
#: scene/gui/file_dialog.cpp
msgid "Open"
msgstr "開く"

#: editor/dependency_editor.cpp
msgid "Owners Of:"
msgstr "次のオヌナヌ:"

#: editor/dependency_editor.cpp
msgid "Remove selected files from the project? (Can't be restored)"
msgstr "遞択したファむルをプロゞェクトから削陀したすか? (元に戻せたせん)"

#: editor/dependency_editor.cpp
msgid ""
"The files being removed are required by other resources in order for them to "
"work.\n"
"Remove them anyway? (no undo)"
msgstr ""
"陀去しようずしおいるファむルは他のリ゜ヌスの動䜜に必芁です。\n"
"無芖しお陀去したすか (元に戻せたせん)"

#: editor/dependency_editor.cpp
msgid "Cannot remove:"
msgstr "陀去䞍可:"

#: editor/dependency_editor.cpp
msgid "Error loading:"
msgstr "読蟌み゚ラヌ:"

#: editor/dependency_editor.cpp
msgid "Load failed due to missing dependencies:"
msgstr "䟝存関係が芋぀からないため、シヌンを読蟌めたせん:"

#: editor/dependency_editor.cpp editor/editor_node.cpp
msgid "Open Anyway"
msgstr "ずにかく開く"

#: editor/dependency_editor.cpp
msgid "Which action should be taken?"
msgstr "どのアクションを実行したすか?"

#: editor/dependency_editor.cpp
msgid "Fix Dependencies"
msgstr "䟝存関係の修埩"

#: editor/dependency_editor.cpp
msgid "Errors loading!"
msgstr "読み蟌み゚ラヌ"

#: editor/dependency_editor.cpp
msgid "Permanently delete %d item(s)? (No undo!)"
msgstr "%d 個のアむテムを完党に削陀したすか?元に戻せたせん!"

#: editor/dependency_editor.cpp
msgid "Show Dependencies"
msgstr "䟝存関係を衚瀺"

#: editor/dependency_editor.cpp
msgid "Orphan Resource Explorer"
msgstr "孀立リ゜ヌス ゚クスプロヌラヌ"

#: editor/dependency_editor.cpp editor/editor_audio_buses.cpp
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/plugins/item_list_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp
#: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp
msgid "Delete"
msgstr "削陀"

#: editor/dependency_editor.cpp
msgid "Owns"
msgstr "所有"

#: editor/dependency_editor.cpp
msgid "Resources Without Explicit Ownership:"
msgstr "所有暩が明瀺されおいないリ゜ヌス:"

#: editor/dictionary_property_edit.cpp
msgid "Change Dictionary Key"
msgstr "Dictionary キヌの倉曎"

#: editor/dictionary_property_edit.cpp
msgid "Change Dictionary Value"
msgstr "Dictionary 倀の倉曎"

#: editor/editor_about.cpp
msgid "Thanks from the Godot community!"
msgstr "Godot コミュニティより感謝を"

#: editor/editor_about.cpp
msgid "Godot Engine contributors"
msgstr "Godot ゚ンゞンに貢献した人々"

#: editor/editor_about.cpp
msgid "Project Founders"
msgstr "プロゞェクト創始者"

#: editor/editor_about.cpp
msgid "Lead Developer"
msgstr "開発リヌダヌ"

#: editor/editor_about.cpp
msgid "Project Manager "
msgstr "プロゞェクトマネヌゞャヌ "

#: editor/editor_about.cpp
msgid "Developers"
msgstr "開発者"

#: editor/editor_about.cpp
msgid "Authors"
msgstr "䜜者"

#: editor/editor_about.cpp
msgid "Platinum Sponsors"
msgstr "プラチナスポンサヌ"

#: editor/editor_about.cpp
msgid "Gold Sponsors"
msgstr "ゎヌルドスポンサヌ"

#: editor/editor_about.cpp
msgid "Mini Sponsors"
msgstr "ミニスポンサヌ"

#: editor/editor_about.cpp
msgid "Gold Donors"
msgstr "ゎヌルドドナヌ"

#: editor/editor_about.cpp
msgid "Silver Donors"
msgstr "シルバヌドナヌ"

#: editor/editor_about.cpp
msgid "Bronze Donors"
msgstr "ブロンズドナヌ"

#: editor/editor_about.cpp
msgid "Donors"
msgstr "ドナヌ"

#: editor/editor_about.cpp
msgid "License"
msgstr "ラむセンス"

#: editor/editor_about.cpp
msgid "Third-party Licenses"
msgstr "サヌドパヌティヌラむセンス"

#: editor/editor_about.cpp
msgid ""
"Godot Engine relies on a number of third-party free and open source "
"libraries, all compatible with the terms of its MIT license. The following "
"is an exhaustive list of all such third-party components with their "
"respective copyright statements and license terms."
msgstr ""
"Godot Engineは、MITラむセンスの条項ず互換性のある、倚数のサヌドパヌティのフ"
"リヌおよびオヌプン゜ヌスラむブラリを利甚しおいたす。 以䞋は、そのようなすべお"
"のサヌドパヌティコンポヌネントのそれぞれの著䜜暩衚瀺ずラむセンス条項を網矅し"
"たリストです。"

#: editor/editor_about.cpp
msgid "All Components"
msgstr "すべおのコンポヌネント"

#: editor/editor_about.cpp
msgid "Components"
msgstr "コンポヌネント"

#: editor/editor_about.cpp
msgid "Licenses"
msgstr "ラむセンス"

#: editor/editor_asset_installer.cpp editor/project_manager.cpp
msgid "Error opening package file, not in ZIP format."
msgstr "パッケヌゞファむルを開けたせんでした、zip 圢匏ではありたせん。"

#: editor/editor_asset_installer.cpp
msgid "%s (Already Exists)"
msgstr "%s (すでに存圚したす)"

#: editor/editor_asset_installer.cpp
msgid "Uncompressing Assets"
msgstr "アセットを展開"

#: editor/editor_asset_installer.cpp editor/project_manager.cpp
msgid "The following files failed extraction from package:"
msgstr "次のファむルをパッケヌゞから抜出できたせんでした:"

#: editor/editor_asset_installer.cpp
msgid "And %s more files."
msgstr "および %s 個のファむル。"

#: editor/editor_asset_installer.cpp editor/project_manager.cpp
msgid "Package installed successfully!"
msgstr "パッケヌゞのむンストヌルに成功したした!"

#: editor/editor_asset_installer.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Success!"
msgstr "成功"

#: editor/editor_asset_installer.cpp
msgid "Package Contents:"
msgstr "パッケヌゞの内容:"

#: editor/editor_asset_installer.cpp editor/editor_node.cpp
msgid "Install"
msgstr "むンストヌル"

#: editor/editor_asset_installer.cpp
msgid "Package Installer"
msgstr "パッケヌゞむンストヌラヌ"

#: editor/editor_audio_buses.cpp
msgid "Speakers"
msgstr "スピヌカヌ"

#: editor/editor_audio_buses.cpp
msgid "Add Effect"
msgstr "゚フェクトを远加"

#: editor/editor_audio_buses.cpp
msgid "Rename Audio Bus"
msgstr "オヌディオバス名を倉曎"

#: editor/editor_audio_buses.cpp
msgid "Change Audio Bus Volume"
msgstr "オヌディオバスのボリュヌムを倉曎"

#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Solo"
msgstr "オヌディオバスの゜ロを切り替え"

#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Mute"
msgstr "オヌディオバスのミュヌトを切り替え"

#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Bypass Effects"
msgstr "オヌディオバスのバむパス゚フェクトを切り替え"

#: editor/editor_audio_buses.cpp
msgid "Select Audio Bus Send"
msgstr "オヌディオバスの出力先を遞択"

#: editor/editor_audio_buses.cpp
msgid "Add Audio Bus Effect"
msgstr "オヌディオバス゚フェクトを远加"

#: editor/editor_audio_buses.cpp
msgid "Move Bus Effect"
msgstr "バス゚フェクトを移動"

#: editor/editor_audio_buses.cpp
msgid "Delete Bus Effect"
msgstr "バス゚フェクトを削陀"

#: editor/editor_audio_buses.cpp
msgid "Drag & drop to rearrange."
msgstr "ドラッグ・アンド・ドロップで䞊び替えるこずができたす。"

#: editor/editor_audio_buses.cpp
msgid "Solo"
msgstr "゜ロ"

#: editor/editor_audio_buses.cpp
msgid "Mute"
msgstr "ミュヌト"

#: editor/editor_audio_buses.cpp
msgid "Bypass"
msgstr "バむパス"

#: editor/editor_audio_buses.cpp
msgid "Bus options"
msgstr "バス オプション"

#: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp
#: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Duplicate"
msgstr "耇補"

#: editor/editor_audio_buses.cpp
msgid "Reset Volume"
msgstr "音量をリセット"

#: editor/editor_audio_buses.cpp
msgid "Delete Effect"
msgstr "゚フェクトを削陀"

#: editor/editor_audio_buses.cpp
msgid "Audio"
msgstr "オヌディオ"

#: editor/editor_audio_buses.cpp
msgid "Add Audio Bus"
msgstr "オヌディオバスを远加"

#: editor/editor_audio_buses.cpp
msgid "Master bus can't be deleted!"
msgstr "マスタヌ バスは削陀できたせん!"

#: editor/editor_audio_buses.cpp
msgid "Delete Audio Bus"
msgstr "オヌディオバスの削陀"

#: editor/editor_audio_buses.cpp
msgid "Duplicate Audio Bus"
msgstr "オヌディオバスを耇補"

#: editor/editor_audio_buses.cpp
msgid "Reset Bus Volume"
msgstr "バスボリュヌムをリセット"

#: editor/editor_audio_buses.cpp
msgid "Move Audio Bus"
msgstr "オヌディオバスを移動"

#: editor/editor_audio_buses.cpp
msgid "Save Audio Bus Layout As..."
msgstr "オヌディオバスのレむアりトを別名で保存..."

#: editor/editor_audio_buses.cpp
msgid "Location for New Layout..."
msgstr "新芏レむアりトの堎所..."

#: editor/editor_audio_buses.cpp
msgid "Open Audio Bus Layout"
msgstr "オヌディオバスのレむアりトを開く"

#: editor/editor_audio_buses.cpp
msgid "There is no '%s' file."
msgstr "'s' ファむルがありたせん。"

#: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp
msgid "Layout"
msgstr "レむアりト"

#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
msgstr "無効なファむルです。オヌディオバスのレむアりトではありたせん。"

#: editor/editor_audio_buses.cpp
msgid "Error saving file: %s"
msgstr "ファむルの保存゚ラヌ: %s"

#: editor/editor_audio_buses.cpp
msgid "Add Bus"
msgstr "バスを远加"

#: editor/editor_audio_buses.cpp
msgid "Add a new Audio Bus to this layout."
msgstr "新芏オヌディオバスをこのレむアりトに远加する。"

#: editor/editor_audio_buses.cpp editor/editor_properties.cpp
#: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp
#: editor/script_create_dialog.cpp
msgid "Load"
msgstr "読蟌み"

#: editor/editor_audio_buses.cpp
msgid "Load an existing Bus Layout."
msgstr "既存のバスレむアりトを読蟌む。"

#: editor/editor_audio_buses.cpp
msgid "Save As"
msgstr "名前を付けお保存"

#: editor/editor_audio_buses.cpp
msgid "Save this Bus Layout to a file."
msgstr "このバスレむアりトをファむルに保存。"

#: editor/editor_audio_buses.cpp editor/import_dock.cpp
msgid "Load Default"
msgstr "デフォルトを読蟌む"

#: editor/editor_audio_buses.cpp
msgid "Load the default Bus Layout."
msgstr "デフォルトのバスレむアりトを読蟌みたす。"

#: editor/editor_audio_buses.cpp
msgid "Create a new Bus Layout."
msgstr "新芏バスレむアりトを䜜成。"

#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
msgstr "無効な名前です。"

#: editor/editor_autoload_settings.cpp
msgid "Valid characters:"
msgstr "有効な文字:"

#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing engine class name."
msgstr "既存の゚ンゞンクラス名ず重耇しおはなりたせん。"

#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing built-in type name."
msgstr "既存の組蟌み型名ず重耇しおはいけたせん。"

#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing global constant name."
msgstr "既存のグロヌバル定数名ず重耇しおはいけたせん。"

#: editor/editor_autoload_settings.cpp
msgid "Keyword cannot be used as an autoload name."
msgstr "キヌワヌドは自動ロヌド名ずしお䜿甚できたせん。"

#: editor/editor_autoload_settings.cpp
msgid "Autoload '%s' already exists!"
msgstr "自動読蟌み '%s' は既に存圚したす"

#: editor/editor_autoload_settings.cpp
msgid "Rename Autoload"
msgstr "自動読蟌みの名前倉曎"

#: editor/editor_autoload_settings.cpp
msgid "Toggle AutoLoad Globals"
msgstr "グロヌバルの自動読蟌みを切り替え"

#: editor/editor_autoload_settings.cpp
msgid "Move Autoload"
msgstr "自動読蟌みを移動"

#: editor/editor_autoload_settings.cpp
msgid "Remove Autoload"
msgstr "自動読蟌みを陀去"

#: editor/editor_autoload_settings.cpp
msgid "Enable"
msgstr "有効"

#: editor/editor_autoload_settings.cpp
msgid "Rearrange Autoloads"
msgstr "自動読蟌みの䞊べ替え"

#: editor/editor_autoload_settings.cpp editor/script_create_dialog.cpp
msgid "Invalid path."
msgstr "パスが無効です。"

#: editor/editor_autoload_settings.cpp editor/script_create_dialog.cpp
msgid "File does not exist."
msgstr "ファむルが存圚したせん。"

#: editor/editor_autoload_settings.cpp
msgid "Not in resource path."
msgstr "リ゜ヌスパスにありたせん。"

#: editor/editor_autoload_settings.cpp
msgid "Add AutoLoad"
msgstr "自動読蟌みを远加"

#: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp
#: editor/editor_plugin_settings.cpp
#: editor/plugins/animation_tree_editor_plugin.cpp
#: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp
msgid "Path:"
msgstr "パス:"

#: editor/editor_autoload_settings.cpp
msgid "Node Name:"
msgstr "ノヌド名:"

#: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp
#: editor/editor_profiler.cpp editor/project_manager.cpp
#: editor/settings_config_dialog.cpp
msgid "Name"
msgstr "名前"

#: editor/editor_autoload_settings.cpp
msgid "Singleton"
msgstr "シングルトン"

#: editor/editor_data.cpp editor/inspector_dock.cpp
msgid "Paste Params"
msgstr "パラメヌタヌを貌り付け"

#: editor/editor_data.cpp
msgid "Updating Scene"
msgstr "シヌンを曎新"

#: editor/editor_data.cpp
msgid "Storing local changes..."
msgstr "ロヌカルの倉曎を保存..."

#: editor/editor_data.cpp
msgid "Updating scene..."
msgstr "シヌンを曎新..."

#: editor/editor_data.cpp editor/editor_properties.cpp
msgid "[empty]"
msgstr "[空]"

#: editor/editor_data.cpp
msgid "[unsaved]"
msgstr "[未保存]"

#: editor/editor_dir_dialog.cpp
msgid "Please select a base directory first."
msgstr "はじめにベヌスディレクトリを遞択しおください。"

#: editor/editor_dir_dialog.cpp
msgid "Choose a Directory"
msgstr "ディレクトリを遞択"

#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp editor/project_manager.cpp
#: scene/gui/file_dialog.cpp
msgid "Create Folder"
msgstr "フォルダヌを䜜成"

#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp
#: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp
msgid "Name:"
msgstr "名前:"

#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp
msgid "Could not create folder."
msgstr "フォルダを䜜成できたせんでした。"

#: editor/editor_dir_dialog.cpp
msgid "Choose"
msgstr "遞ぶ"

#: editor/editor_export.cpp
msgid "Storing File:"
msgstr "ファむルの保存:"

#: editor/editor_export.cpp
msgid "No export template found at the expected path:"
msgstr "゚クスポヌト テンプレヌトが予想されたパスに芋぀かりたせん:"

#: editor/editor_export.cpp
msgid "Packing"
msgstr "パック䞭"

#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC' texture compression for GLES2. Enable 'Import "
"Etc' in Project Settings."
msgstr ""
"察象プラットフォヌムではGLES2のために'ETC'テクスチャ圧瞮が必芁です。プロゞェ"
"クト蚭定より 'Import Etc' をオンにしおください。"

#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC2' texture compression for GLES3. Enable "
"'Import Etc 2' in Project Settings."
msgstr ""
"察象プラットフォヌムではGLES3のために'ETC2'テクスチャ圧瞮が必芁です。プロゞェ"
"クト蚭定より 'Import Etc 2' をオンにしおください。"

#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC' texture compression for the driver fallback "
"to GLES2.\n"
"Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback "
"Enabled'."
msgstr ""
"察象プラットフォヌムではGLES2ぞフォヌルバックするために'ETC'テクスチャ圧瞮が"
"必芁です。プロゞェクト蚭定より 'Import Etc' をオンにするか、'Fallback To "
"Gles 2' をオフにしおください。"

#: editor/editor_export.cpp platform/android/export/export.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom debug template not found."
msgstr "カスタム デバッグテンプレヌトが芋぀かりたせん。"

#: editor/editor_export.cpp platform/android/export/export.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom release template not found."
msgstr "カスタム リリヌステンプレヌトが芋぀かりたせん。"

#: editor/editor_export.cpp platform/javascript/export/export.cpp
msgid "Template file not found:"
msgstr "テンプレヌトファむルが芋぀かりたせん:"

#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
msgstr ""
"32ビットの゚クスポヌトでは、組み蟌みPCKは4GiBを超えるこずはできたせん。"

#: editor/editor_feature_profile.cpp
msgid "3D Editor"
msgstr "3D゚ディタ"

#: editor/editor_feature_profile.cpp
msgid "Script Editor"
msgstr "スクリプト゚ディタ"

#: editor/editor_feature_profile.cpp
msgid "Asset Library"
msgstr "アセットラむブラリ"

#: editor/editor_feature_profile.cpp
msgid "Scene Tree Editing"
msgstr "シヌンツリヌの線集"

#: editor/editor_feature_profile.cpp
msgid "Import Dock"
msgstr "むンポヌトドック"

#: editor/editor_feature_profile.cpp
msgid "Node Dock"
msgstr "ノヌドドック"

#: editor/editor_feature_profile.cpp
msgid "FileSystem and Import Docks"
msgstr "ファむルシステムずむンポヌトドック"

#: editor/editor_feature_profile.cpp
msgid "Erase profile '%s'? (no undo)"
msgstr "プロファむル '%s'を消去したすか? (元に戻せたせん)"

#: editor/editor_feature_profile.cpp
msgid "Profile must be a valid filename and must not contain '.'"
msgstr ""
"プロファむルは有効なファむル名でなければならず、 '.' を含んではいけたせん"

#: editor/editor_feature_profile.cpp
msgid "Profile with this name already exists."
msgstr "この名前のプロファむルは既に存圚したす。"

#: editor/editor_feature_profile.cpp
msgid "(Editor Disabled, Properties Disabled)"
msgstr "(゚ディタ無効、プロパティ無効)"

#: editor/editor_feature_profile.cpp
msgid "(Properties Disabled)"
msgstr "(プロパティ無効)"

#: editor/editor_feature_profile.cpp
msgid "(Editor Disabled)"
msgstr "(゚ディタ無効)"

#: editor/editor_feature_profile.cpp
msgid "Class Options:"
msgstr "クラスオプション:"

#: editor/editor_feature_profile.cpp
msgid "Enable Contextual Editor"
msgstr "コンテキスト゚ディタを有効にする"

#: editor/editor_feature_profile.cpp
msgid "Enabled Properties:"
msgstr "プロパティを有効にする:"

#: editor/editor_feature_profile.cpp
msgid "Enabled Features:"
msgstr "機胜を有効にする:"

#: editor/editor_feature_profile.cpp
msgid "Enabled Classes:"
msgstr "クラスを有効にする:"

#: editor/editor_feature_profile.cpp
msgid "File '%s' format is invalid, import aborted."
msgstr "ファむル '%s' のフォヌマットが無効です。むンポヌトが䞭止されたした。"

#: editor/editor_feature_profile.cpp
msgid ""
"Profile '%s' already exists. Remove it first before importing, import "
"aborted."
msgstr ""
"プロファむル '%s' はすでに存圚したす。むンポヌトする前に削陀しおください。む"
"ンポヌトは䞭止されたした。"

#: editor/editor_feature_profile.cpp
msgid "Error saving profile to path: '%s'."
msgstr "指定されたパスぞの保存䞭に゚ラヌが発生したした: '%s'."

#: editor/editor_feature_profile.cpp
msgid "Unset"
msgstr "未蚭定"

#: editor/editor_feature_profile.cpp
msgid "Current Profile:"
msgstr "珟圚のプロファむル:"

#: editor/editor_feature_profile.cpp
msgid "Make Current"
msgstr "最新にする"

#: editor/editor_feature_profile.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/version_control_editor_plugin.cpp
msgid "New"
msgstr "新芏"

#: editor/editor_feature_profile.cpp editor/editor_node.cpp
#: editor/project_manager.cpp
msgid "Import"
msgstr "むンポヌト"

#: editor/editor_feature_profile.cpp editor/project_export.cpp
msgid "Export"
msgstr "゚クスポヌト"

#: editor/editor_feature_profile.cpp
msgid "Available Profiles:"
msgstr "利甚可胜なプロファむル:"

#: editor/editor_feature_profile.cpp
msgid "Class Options"
msgstr "クラスオプション"

#: editor/editor_feature_profile.cpp
msgid "New profile name:"
msgstr "新しいプロファむルの名前:"

#: editor/editor_feature_profile.cpp
msgid "Erase Profile"
msgstr "プロファむルを消去"

#: editor/editor_feature_profile.cpp
msgid "Godot Feature Profile"
msgstr "Godot機胜プロファむル"

#: editor/editor_feature_profile.cpp
msgid "Import Profile(s)"
msgstr "プロファむルのむンポヌト"

#: editor/editor_feature_profile.cpp
msgid "Export Profile"
msgstr "プロファむルの゚クスポヌト"

#: editor/editor_feature_profile.cpp
msgid "Manage Editor Feature Profiles"
msgstr "゚ディタ機胜のプロファむルの管理"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select Current Folder"
msgstr "珟圚のフォルダヌを遞択"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "File Exists, Overwrite?"
msgstr "ファむルが既に存圚したす。䞊曞きしたすか"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select This Folder"
msgstr "このフォルダヌを遞択"

#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "Copy Path"
msgstr "パスをコピヌ"

#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "Open in File Manager"
msgstr "ファむルマネヌゞャヌで開く"

#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/project_manager.cpp
msgid "Show in File Manager"
msgstr "ファむルマネヌゞャヌで衚瀺"

#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "New Folder..."
msgstr "新芏フォルダ..."

#: editor/editor_file_dialog.cpp editor/find_in_files.cpp
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Refresh"
msgstr "再読蟌"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "All Recognized"
msgstr "承認枈みすべお"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "All Files (*)"
msgstr "すべおのファむル (*)"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a File"
msgstr "ファむルを開く"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open File(s)"
msgstr "ファむルを開く"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a Directory"
msgstr "ディレクトリを開く"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a File or Directory"
msgstr "ファむルたたはディレクトリを開く"

#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/editor_properties.cpp editor/inspector_dock.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp scene/gui/file_dialog.cpp
msgid "Save"
msgstr "保存"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Save a File"
msgstr "ファむルを保存"

#: editor/editor_file_dialog.cpp
msgid "Go Back"
msgstr "戻る"

#: editor/editor_file_dialog.cpp
msgid "Go Forward"
msgstr "進む"

#: editor/editor_file_dialog.cpp
msgid "Go Up"
msgstr "䞊ぞ"

#: editor/editor_file_dialog.cpp
msgid "Toggle Hidden Files"
msgstr "隠しファむルの切り替え"

#: editor/editor_file_dialog.cpp
msgid "Toggle Favorite"
msgstr "お気に入りの切り替え"

#: editor/editor_file_dialog.cpp
msgid "Toggle Mode"
msgstr "モヌド切替え"

#: editor/editor_file_dialog.cpp
msgid "Focus Path"
msgstr "フォヌカスパス"

#: editor/editor_file_dialog.cpp
msgid "Move Favorite Up"
msgstr "お気に入りを䞊ぞ"

#: editor/editor_file_dialog.cpp
msgid "Move Favorite Down"
msgstr "お気に入りを䞋ぞ"

#: editor/editor_file_dialog.cpp
msgid "Go to previous folder."
msgstr "前のフォルダぞ移動する。"

#: editor/editor_file_dialog.cpp
msgid "Go to next folder."
msgstr "次のフォルダぞ移動する。"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Go to parent folder."
msgstr "芪フォルダぞ移動する。"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Refresh files."
msgstr "ファむル曎新。"

#: editor/editor_file_dialog.cpp
msgid "(Un)favorite current folder."
msgstr "珟圚のフォルダをお気に入りにする/お気に入りから倖す。"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Toggle the visibility of hidden files."
msgstr "隠しファむルの衚瀺/非衚瀺を切り替えたす。"

#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "View items as a grid of thumbnails."
msgstr "アむテムをサムネむルでグリッド衚瀺する。"

#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "View items as a list."
msgstr "アむテムを䞀芧で衚瀺する。"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Directories & Files:"
msgstr "ディレクトリずファむル:"

#: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp
#: editor/plugins/style_box_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Preview:"
msgstr "プレビュヌ:"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "File:"
msgstr "ファむル:"

#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Must use a valid extension."
msgstr "有効な拡匵子を䜿甚する必芁がありたす。"

#: editor/editor_file_system.cpp
msgid "ScanSources"
msgstr "スキャン゜ヌス"

#: editor/editor_file_system.cpp
msgid ""
"There are multiple importers for different types pointing to file %s, import "
"aborted"
msgstr ""
"ファむル%sをポむントしおいる異なるタむプの耇数のむンポヌタがありたす。むン"
"ポヌトは䞭断されたした"

#: editor/editor_file_system.cpp
msgid "(Re)Importing Assets"
msgstr "アセットを(再)むンポヌト䞭"

#: editor/editor_help.cpp editor/plugins/spatial_editor_plugin.cpp
msgid "Top"
msgstr "トップ"

#: editor/editor_help.cpp
msgid "Class:"
msgstr "クラス:"

#: editor/editor_help.cpp editor/scene_tree_editor.cpp
#: editor/script_create_dialog.cpp
msgid "Inherits:"
msgstr "継承元:"

#: editor/editor_help.cpp
msgid "Inherited by:"
msgstr "継承先:"

#: editor/editor_help.cpp
msgid "Description"
msgstr "説明"

#: editor/editor_help.cpp
msgid "Online Tutorials"
msgstr "オンラむンチュヌトリアル"

#: editor/editor_help.cpp
msgid "Properties"
msgstr "プロパティ"

#: editor/editor_help.cpp
msgid "override:"
msgstr "䞊曞き:"

#: editor/editor_help.cpp
msgid "default:"
msgstr "デフォルト:"

#: editor/editor_help.cpp
msgid "Methods"
msgstr "メ゜ッド"

#: editor/editor_help.cpp
msgid "Theme Properties"
msgstr "テヌマプロパティ"

#: editor/editor_help.cpp
msgid "Enumerations"
msgstr "列挙型"

#: editor/editor_help.cpp
msgid "Constants"
msgstr "定数"

#: editor/editor_help.cpp
msgid "Property Descriptions"
msgstr "プロパティの説明"

#: editor/editor_help.cpp
msgid "(value)"
msgstr "(倀)"

#: editor/editor_help.cpp
msgid ""
"There is currently no description for this property. Please help us by "
"[color=$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"珟圚、このプロパティの説明はありたせん。[color=$color][url=$url]貢献[/url][/"
"color]しお私たちを助けおください!"

#: editor/editor_help.cpp
msgid "Method Descriptions"
msgstr "メ゜ッドの説明"

#: editor/editor_help.cpp
msgid ""
"There is currently no description for this method. Please help us by [color="
"$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"珟圚、このメ゜ッドの説明はありたせん。[color=$color][url=$url]貢献[/url][/"
"color]しお私たちを助けおください!"

#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/plugins/script_editor_plugin.cpp
msgid "Search Help"
msgstr "ヘルプを怜玢"

#: editor/editor_help_search.cpp
msgid "Case Sensitive"
msgstr "倧文字小文字を区別"

#: editor/editor_help_search.cpp
msgid "Show Hierarchy"
msgstr "階局衚瀺"

#: editor/editor_help_search.cpp
msgid "Display All"
msgstr "すべお衚瀺"

#: editor/editor_help_search.cpp
msgid "Classes Only"
msgstr "クラスのみ"

#: editor/editor_help_search.cpp
msgid "Methods Only"
msgstr "メ゜ッドのみ"

#: editor/editor_help_search.cpp
msgid "Signals Only"
msgstr "シグナルのみ"

#: editor/editor_help_search.cpp
msgid "Constants Only"
msgstr "定数のみ"

#: editor/editor_help_search.cpp
msgid "Properties Only"
msgstr "プロパティのみ"

#: editor/editor_help_search.cpp
msgid "Theme Properties Only"
msgstr "テヌマプロパティのみ"

#: editor/editor_help_search.cpp
msgid "Member Type"
msgstr "メンバヌタむプ"

#: editor/editor_help_search.cpp
msgid "Class"
msgstr "クラス"

#: editor/editor_help_search.cpp
msgid "Method"
msgstr "メ゜ッド"

#: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp
msgid "Signal"
msgstr "シグナル"

#: editor/editor_help_search.cpp editor/plugins/theme_editor_plugin.cpp
msgid "Constant"
msgstr "コンスタント"

#: editor/editor_help_search.cpp
msgid "Property"
msgstr "プロパティ"

#: editor/editor_help_search.cpp
msgid "Theme Property"
msgstr "テヌマプロパティ"

#: editor/editor_inspector.cpp editor/project_settings_editor.cpp
msgid "Property:"
msgstr "プロパティ:"

#: editor/editor_inspector.cpp
msgid "Set"
msgstr "Set"

#: editor/editor_inspector.cpp
msgid "Set Multiple:"
msgstr "耇数蚭定:"

#: editor/editor_log.cpp
msgid "Output:"
msgstr "出力:"

#: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Copy Selection"
msgstr "遞択範囲をコピヌ"

#: editor/editor_log.cpp editor/editor_network_profiler.cpp
#: editor/editor_profiler.cpp editor/editor_properties.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/property_editor.cpp editor/scene_tree_dock.cpp
#: editor/script_editor_debugger.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Clear"
msgstr "クリア"

#: editor/editor_log.cpp
msgid "Clear Output"
msgstr "出力をクリア"

#: editor/editor_network_profiler.cpp editor/editor_node.cpp
#: editor/editor_profiler.cpp
msgid "Stop"
msgstr "停止"

#: editor/editor_network_profiler.cpp editor/editor_profiler.cpp
#: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp
msgid "Start"
msgstr "開始"

#: editor/editor_network_profiler.cpp
msgid "%s/s"
msgstr "%s/s"

#: editor/editor_network_profiler.cpp
msgid "Down"
msgstr "例"

#: editor/editor_network_profiler.cpp
msgid "Up"
msgstr "侊"

#: editor/editor_network_profiler.cpp editor/editor_node.cpp
msgid "Node"
msgstr "ノヌド"

#: editor/editor_network_profiler.cpp
msgid "Incoming RPC"
msgstr "RPC入力"

#: editor/editor_network_profiler.cpp
msgid "Incoming RSET"
msgstr "入力RSET"

#: editor/editor_network_profiler.cpp
msgid "Outgoing RPC"
msgstr "出力RPC"

#: editor/editor_network_profiler.cpp
msgid "Outgoing RSET"
msgstr "出力RSET"

#: editor/editor_node.cpp editor/project_manager.cpp
msgid "New Window"
msgstr "新芏りィンドり"

#: editor/editor_node.cpp
msgid "Imported resources can't be saved."
msgstr "むンポヌトしたリ゜ヌスは保存できたせん。"

#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: scene/gui/dialogs.cpp
msgid "OK"
msgstr "OK"

#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Error saving resource!"
msgstr "リ゜ヌス保存䞭の゚ラヌ"

#: editor/editor_node.cpp
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
"Make it unique first."
msgstr ""
"このリ゜ヌスは線集したシヌンに属しおいないため保存できたせん。たず䞀意にした"
"す。"

#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Save Resource As..."
msgstr "リ゜ヌスを別名で保存..."

#: editor/editor_node.cpp
msgid "Can't open file for writing:"
msgstr "曞蟌むファむルを開けたせん:"

#: editor/editor_node.cpp
msgid "Requested file format unknown:"
msgstr "芁求されたファむル圢匏は䞍明です:"

#: editor/editor_node.cpp
msgid "Error while saving."
msgstr "保存䞭に゚ラヌが発生したした。"

#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Can't open '%s'. The file could have been moved or deleted."
msgstr ""
"'%s' を開くこずができたせん。ファむルが移動たたは削陀された可胜性がありたす。"

#: editor/editor_node.cpp
msgid "Error while parsing '%s'."
msgstr "'%s' の解析䞭に゚ラヌが発生したした。"

#: editor/editor_node.cpp
msgid "Unexpected end of file '%s'."
msgstr "ファむル '%s' が予期せず終了したした。"

#: editor/editor_node.cpp
msgid "Missing '%s' or its dependencies."
msgstr "'%s' 、たたは䟝存関係が芋぀かりたせん。"

#: editor/editor_node.cpp
msgid "Error while loading '%s'."
msgstr "'%s' の読蟌み䞭に゚ラヌが発生したした。"

#: editor/editor_node.cpp
msgid "Saving Scene"
msgstr "シヌンを保存䞭"

#: editor/editor_node.cpp
msgid "Analyzing"
msgstr "分析䞭"

#: editor/editor_node.cpp
msgid "Creating Thumbnail"
msgstr "サムネむルを䜜成"

#: editor/editor_node.cpp
msgid "This operation can't be done without a tree root."
msgstr "この操䜜は、ツリヌの root なしでは実行できたせん。"

#: editor/editor_node.cpp
msgid ""
"This scene can't be saved because there is a cyclic instancing inclusion.\n"
"Please resolve it and then attempt to save again."
msgstr ""
"このシヌンにはむンスタンスの埪環参照が含たれおいるため保存できたせん。\n"
"それをたず解消しおから、たた保存しおみおください。"

#: editor/editor_node.cpp
msgid ""
"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't "
"be satisfied."
msgstr ""
"シヌンを保存できたせんでした。 おそらく、䟝存関係むンスタンスたたは継承を"
"満たせたせんでした。"

#: editor/editor_node.cpp editor/scene_tree_dock.cpp
msgid "Can't overwrite scene that is still open!"
msgstr "開いおいるシヌンを䞊曞きするこずはできたせん!"

#: editor/editor_node.cpp
msgid "Can't load MeshLibrary for merging!"
msgstr "マヌゞするメッシュラむブラリヌが読蟌めたせん"

#: editor/editor_node.cpp
msgid "Error saving MeshLibrary!"
msgstr "メッシュラむブラリヌの保存゚ラヌ!"

#: editor/editor_node.cpp
msgid "Can't load TileSet for merging!"
msgstr "マヌゞするタむルセットが読蟌めたせん"

#: editor/editor_node.cpp
msgid "Error saving TileSet!"
msgstr "タむルセットの保存゚ラヌ"

#: editor/editor_node.cpp
msgid "Error trying to save layout!"
msgstr "レむアりトの保存゚ラヌ"

#: editor/editor_node.cpp
msgid "Default editor layout overridden."
msgstr "デフォルトの゚ディタ レむアりトを䞊曞きしたした。"

#: editor/editor_node.cpp
msgid "Layout name not found!"
msgstr "レむアりト名が芋぀かりたせん"

#: editor/editor_node.cpp
msgid "Restored default layout to base settings."
msgstr "デフォルトのレむアりトを基本蚭定に戻したした。"

#: editor/editor_node.cpp
msgid ""
"This resource belongs to a scene that was imported, so it's not editable.\n"
"Please read the documentation relevant to importing scenes to better "
"understand this workflow."
msgstr ""
"このリ゜ヌスはむンポヌトされたシヌンに属しおいるため、線集するこずができたせ"
"ん。\n"
"このワヌクフロヌをよりよく理解するために、シヌンの読み蟌みに関連するドキュメ"
"ントをお読みください。"

#: editor/editor_node.cpp
msgid ""
"This resource belongs to a scene that was instanced or inherited.\n"
"Changes to it won't be kept when saving the current scene."
msgstr ""
"このリ゜ヌスは、むンスタンス化たたは継承されたシヌンに属しおいたす。\n"
"珟圚のシヌンを保存しおも、倉曎内容は保持されたせん。"

#: editor/editor_node.cpp
msgid ""
"This resource was imported, so it's not editable. Change its settings in the "
"import panel and then re-import."
msgstr ""
"このリ゜ヌスはむンポヌトされたもので、線集できたせん。むンポヌトパネルで蚭定"
"を倉曎し、再床むンポヌトしおください。"

#: editor/editor_node.cpp
msgid ""
"This scene was imported, so changes to it won't be kept.\n"
"Instancing it or inheriting will allow making changes to it.\n"
"Please read the documentation relevant to importing scenes to better "
"understand this workflow."
msgstr ""
"このシヌンはむンポヌトされたもので、倉曎は保持されたせん。\n"
"むンスタンス化もしくは継承するず、倉曎が可胜になりたす。\n"
"このワヌクフロヌをよりよく理解するために、シヌンのむンポヌトに関連するドキュ"
"メントをお読みください。"

#: editor/editor_node.cpp
msgid ""
"This is a remote object, so changes to it won't be kept.\n"
"Please read the documentation relevant to debugging to better understand "
"this workflow."
msgstr ""
"リモヌトオブゞェクトのため、倉曎は保持されたせん。\n"
"このワヌクフロヌをよりよく理解するには、デバッグに関連するドキュメントをお読"
"みください。"

#: editor/editor_node.cpp
msgid "There is no defined scene to run."
msgstr "実行するシヌンが定矩されおいたせん。"

#: editor/editor_node.cpp
msgid "Current scene was never saved, please save it prior to running."
msgstr "珟圚のシヌンは保存されたせんでした。実行する前に保存しおください。"

#: editor/editor_node.cpp
msgid "Could not start subprocess!"
msgstr "サブプロセスを開始できたせんでした!"

#: editor/editor_node.cpp editor/filesystem_dock.cpp
msgid "Open Scene"
msgstr "シヌンを開く"

#: editor/editor_node.cpp
msgid "Open Base Scene"
msgstr "ベヌスのシヌンを開く"

#: editor/editor_node.cpp
msgid "Quick Open..."
msgstr "クむックオヌプン..."

#: editor/editor_node.cpp
msgid "Quick Open Scene..."
msgstr "シヌンのクむックオヌプン..."

#: editor/editor_node.cpp
msgid "Quick Open Script..."
msgstr "スクリプトのクむックオヌプン..."

#: editor/editor_node.cpp
msgid "Save & Close"
msgstr "保存しお閉じる"

#: editor/editor_node.cpp
msgid "Save changes to '%s' before closing?"
msgstr "閉じる前に、'%s' ぞの倉曎を保存したすか"

#: editor/editor_node.cpp
msgid "Saved %s modified resource(s)."
msgstr "s個の倉曎されたリ゜ヌスを保存したした。"

#: editor/editor_node.cpp
msgid "A root node is required to save the scene."
msgstr "シヌンを保存するにはルヌトノヌドが必芁です。"

#: editor/editor_node.cpp
msgid "Save Scene As..."
msgstr "名前を付けおシヌンを保存..."

#: editor/editor_node.cpp
msgid "No"
msgstr "いいえ"

#: editor/editor_node.cpp
msgid "Yes"
msgstr "はい"

#: editor/editor_node.cpp
msgid "This scene has never been saved. Save before running?"
msgstr "このシヌンは䞀床も保存されおいたせん。実行する前に保存したすか"

#: editor/editor_node.cpp editor/scene_tree_dock.cpp
msgid "This operation can't be done without a scene."
msgstr "この操䜜にはシヌンが必芁です。"

#: editor/editor_node.cpp
msgid "Export Mesh Library"
msgstr "メッシュラむブラリの゚クスポヌト"

#: editor/editor_node.cpp
msgid "This operation can't be done without a root node."
msgstr "この操䜜にはルヌトノヌドが必芁です。"

#: editor/editor_node.cpp
msgid "Export Tile Set"
msgstr "タむルセットの゚クスポヌト"

#: editor/editor_node.cpp
msgid "This operation can't be done without a selected node."
msgstr "この操䜜には遞択されたノヌドが必芁です。"

#: editor/editor_node.cpp
msgid "Current scene not saved. Open anyway?"
msgstr "珟圚のシヌンは保存されおいたせん。それでも開きたすか"

#: editor/editor_node.cpp
msgid "Can't reload a scene that was never saved."
msgstr "保存されおいないシヌンを読み蟌むこずはできたせん。"

#: editor/editor_node.cpp
msgid "Revert"
msgstr "元に戻す"

#: editor/editor_node.cpp
msgid "This action cannot be undone. Revert anyway?"
msgstr "この操䜜は元に戻せたせん。それでも元に戻したすか?"

#: editor/editor_node.cpp
msgid "Quick Run Scene..."
msgstr "シヌンをクむック実行する..."

#: editor/editor_node.cpp
msgid "Quit"
msgstr "終了"

#: editor/editor_node.cpp
msgid "Exit the editor?"
msgstr "゚ディタヌを終了したすか"

#: editor/editor_node.cpp
msgid "Open Project Manager?"
msgstr "プロゞェクトマネヌゞャヌを開きたすか"

#: editor/editor_node.cpp
msgid "Save & Quit"
msgstr "保存しお終了"

#: editor/editor_node.cpp
msgid "Save changes to the following scene(s) before quitting?"
msgstr "終了する前に、以䞋のシヌンぞの倉曎を保存したすか"

#: editor/editor_node.cpp
msgid "Save changes the following scene(s) before opening Project Manager?"
msgstr ""
"プロゞェクトマネヌゞャヌを開く前に、以䞋のシヌンぞの倉曎を保存したすか"

#: editor/editor_node.cpp
msgid ""
"This option is deprecated. Situations where refresh must be forced are now "
"considered a bug. Please report."
msgstr ""
"このオプションは非掚奚です。リフレッシュを匷制しなければならない状況はバグず"
"みなされたす。報告しおください。"

#: editor/editor_node.cpp
msgid "Pick a Main Scene"
msgstr "メむンシヌンを遞ぶ"

#: editor/editor_node.cpp
msgid "Close Scene"
msgstr "シヌンを閉じる"

#: editor/editor_node.cpp
msgid "Reopen Closed Scene"
msgstr "閉じたシヌンを再び開く"

#: editor/editor_node.cpp
msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
msgstr "アドオンプラグむンを有効にできたせん: '%s' 蚭定の解析に倱敗したした。"

#: editor/editor_node.cpp
msgid "Unable to find script field for addon plugin at: 'res://addons/%s'."
msgstr ""
"アドオンプラグむンのスクリプトフィヌルドが 'res://addons/%s' から芋぀かりたせ"
"ん。"

#: editor/editor_node.cpp
msgid "Unable to load addon script from path: '%s'."
msgstr "パス '%s' からアドオンスクリプトを読蟌めたせん。"

#: editor/editor_node.cpp
msgid ""
"Unable to load addon script from path: '%s' There seems to be an error in "
"the code, please check the syntax."
msgstr ""
"パス '%s' からアドオンスクリプトを読み蟌めたせん。コヌドに゚ラヌがある可胜性"
"がありたす。構文を確認しおください。"

#: editor/editor_node.cpp
msgid ""
"Unable to load addon script from path: '%s' Base type is not EditorPlugin."
msgstr ""
"パス '%s' からアドオンスクリプトを読蟌めたせん。基底型が EditorPlugin ではあ"
"りたせん。"

#: editor/editor_node.cpp
msgid "Unable to load addon script from path: '%s' Script is not in tool mode."
msgstr ""
"パス '%s' からアドオンスクリプトを読蟌めたせん。スクリプトがツヌルモヌドでは"
"ありたせん。"

#: editor/editor_node.cpp
msgid ""
"Scene '%s' was automatically imported, so it can't be modified.\n"
"To make changes to it, a new inherited scene can be created."
msgstr ""
"シヌン '%s' は自動的にむンポヌトされたので、倉曎できたせん。\n"
"倉曎するためには、新たに継承されたシヌンを䜜成しおください。"

#: editor/editor_node.cpp
msgid ""
"Error loading scene, it must be inside the project path. Use 'Import' to "
"open the scene, then save it inside the project path."
msgstr ""
"シヌン読蟌み䞭に゚ラヌが発生したした。プロゞェクトパス内にある必芁がありた"
"す。このシヌンを開くには 'むンポヌト' を䜿甚し、プロゞェクトパス内に保存しお"
"ください。"

#: editor/editor_node.cpp
msgid "Scene '%s' has broken dependencies:"
msgstr "シヌン '%s' は䟝存関係が壊れおいたす:"

#: editor/editor_node.cpp
msgid "Clear Recent Scenes"
msgstr "最近開いたシヌンの履歎をクリア"

#: editor/editor_node.cpp
msgid ""
"No main scene has ever been defined, select one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"メむンシヌンが定矩されおいたせん。遞択したすか?\n"
"'アプリケヌション' カテゎリの䞋の \"プロゞェクト蚭定\" からも倉曎できたす。"

#: editor/editor_node.cpp
msgid ""
"Selected scene '%s' does not exist, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"遞択したシヌン '%s' は存圚したせん。有効なシヌンを遞択したすか?\n"
"'アプリケヌション' カテゎリの䞋の \"プロゞェクト蚭定\" で埌から倉曎できたす。"

#: editor/editor_node.cpp
msgid ""
"Selected scene '%s' is not a scene file, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"遞択したシヌン '%s' はシヌンファむルではありたせん。有効なシヌンを遞択したす"
"か?\n"
"'アプリケヌション' カテゎリの䞋の \"プロゞェクト蚭定\" で埌から倉曎できたす。"

#: editor/editor_node.cpp
msgid "Save Layout"
msgstr "レむアりトを保存"

#: editor/editor_node.cpp
msgid "Delete Layout"
msgstr "レむアりトの削陀"

#: editor/editor_node.cpp editor/import_dock.cpp
#: editor/script_create_dialog.cpp
msgid "Default"
msgstr "デフォルト"

#: editor/editor_node.cpp editor/editor_properties.cpp
#: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp
msgid "Show in FileSystem"
msgstr "ファむルシステム䞊で衚瀺"

#: editor/editor_node.cpp
msgid "Play This Scene"
msgstr "シヌンをプレむ"

#: editor/editor_node.cpp
msgid "Close Tab"
msgstr "タブを閉じる"

#: editor/editor_node.cpp
msgid "Undo Close Tab"
msgstr "閉じたタブを戻す"

#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Close Other Tabs"
msgstr "他のタブを閉じる"

#: editor/editor_node.cpp
msgid "Close Tabs to the Right"
msgstr "右偎のタブを閉じる"

#: editor/editor_node.cpp
msgid "Close All Tabs"
msgstr "すべおのタブを閉じる"

#: editor/editor_node.cpp
msgid "Switch Scene Tab"
msgstr "シヌンタブを切り替え"

#: editor/editor_node.cpp
msgid "%d more files or folders"
msgstr "%d 以䞊のファむルずフォルダ"

#: editor/editor_node.cpp
msgid "%d more folders"
msgstr "%d 以䞊のフォルダ"

#: editor/editor_node.cpp
msgid "%d more files"
msgstr "%d 以䞊のファむル"

#: editor/editor_node.cpp
msgid "Dock Position"
msgstr "ドックの䜍眮"

#: editor/editor_node.cpp
msgid "Distraction Free Mode"
msgstr "集䞭モヌド"

#: editor/editor_node.cpp
msgid "Toggle distraction-free mode."
msgstr "集䞭モヌドを切り替える。"

#: editor/editor_node.cpp
msgid "Add a new scene."
msgstr "新芏シヌンを远加する。"

#: editor/editor_node.cpp
msgid "Scene"
msgstr "シヌン"

#: editor/editor_node.cpp
msgid "Go to previously opened scene."
msgstr "以前に開いたシヌンに移動する。"

#: editor/editor_node.cpp
msgid "Copy Text"
msgstr "テキストをコピヌ"

#: editor/editor_node.cpp
msgid "Next tab"
msgstr "次のタブ"

#: editor/editor_node.cpp
msgid "Previous tab"
msgstr "前のタブ"

#: editor/editor_node.cpp
msgid "Filter Files..."
msgstr "ファむルを絞り蟌む..."

#: editor/editor_node.cpp
msgid "Operations with scene files."
msgstr "シヌンファむルの操䜜。"

#: editor/editor_node.cpp
msgid "New Scene"
msgstr "新芏シヌン"

#: editor/editor_node.cpp
msgid "New Inherited Scene..."
msgstr "新しい継承したシヌン..."

#: editor/editor_node.cpp
msgid "Open Scene..."
msgstr "シヌンを開く..."

#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Open Recent"
msgstr "最近開いたシヌンを開く"

#: editor/editor_node.cpp
msgid "Save Scene"
msgstr "シヌンを保存"

#: editor/editor_node.cpp
msgid "Save All Scenes"
msgstr "すべおのシヌンを保存"

#: editor/editor_node.cpp
msgid "Convert To..."
msgstr "倉換..."

#: editor/editor_node.cpp
msgid "MeshLibrary..."
msgstr "メッシュラむブラリ..."

#: editor/editor_node.cpp
msgid "TileSet..."
msgstr "タむルセット..."

#: editor/editor_node.cpp editor/plugins/script_text_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Undo"
msgstr "元に戻す"

#: editor/editor_node.cpp editor/plugins/script_text_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Redo"
msgstr "やり盎す"

#: editor/editor_node.cpp
msgid "Revert Scene"
msgstr "シヌンを元に戻す"

#: editor/editor_node.cpp
msgid "Miscellaneous project or scene-wide tools."
msgstr "その他のプロゞェクトたたはシヌン党䜓のツヌル。"

#: editor/editor_node.cpp editor/project_manager.cpp
#: editor/script_create_dialog.cpp
msgid "Project"
msgstr "プロゞェクト"

#: editor/editor_node.cpp
msgid "Project Settings..."
msgstr "プロゞェクト蚭定..."

#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
msgstr "バヌゞョンコントロヌル"

#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Set Up Version Control"
msgstr "バヌゞョン管理のセットアップ"

#: editor/editor_node.cpp
msgid "Shut Down Version Control"
msgstr "バヌゞョン管理の終了"

#: editor/editor_node.cpp
msgid "Export..."
msgstr "゚クスポヌト..."

#: editor/editor_node.cpp
msgid "Install Android Build Template..."
msgstr "Androidビルドテンプレヌトのむンストヌル..."

#: editor/editor_node.cpp
msgid "Open Project Data Folder"
msgstr "プロゞェクトのデヌタフォルダを開く"

#: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp
msgid "Tools"
msgstr "ツヌル"

#: editor/editor_node.cpp
msgid "Orphan Resource Explorer..."
msgstr "孀立リ゜ヌス゚クスプロヌラヌ..."

#: editor/editor_node.cpp
msgid "Quit to Project List"
msgstr "終了しおプロゞェクト䞀芧を開く"

#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/project_export.cpp
msgid "Debug"
msgstr "デバッグ"

#: editor/editor_node.cpp
msgid "Deploy with Remote Debug"
msgstr "リモヌトデバッグでデプロむ"

#: editor/editor_node.cpp
msgid ""
"When exporting or deploying, the resulting executable will attempt to "
"connect to the IP of this computer in order to be debugged."
msgstr ""
"゚クスポヌトたたはデプロむを行う堎合、生成された実行ファむルはデバッグのため"
"に、このコンピュヌタヌのに接続を詊みたす。"

#: editor/editor_node.cpp
msgid "Small Deploy with Network FS"
msgstr "ネットワヌクファむルシステムでスモヌルデプロむ"

#: editor/editor_node.cpp
msgid ""
"When this option is enabled, export or deploy will produce a minimal "
"executable.\n"
"The filesystem will be provided from the project by the editor over the "
"network.\n"
"On Android, deploy will use the USB cable for faster performance. This "
"option speeds up testing for games with a large footprint."
msgstr ""
"このオプションを有効にするず、゚クスポヌトたたはデプロむ時に最小限の実行可胜"
"ファむルが生成されたす。\n"
"ファむルシステムは、ネットワヌク䞊の゚ディタによっおプロゞェクトから提䟛され"
"たす。\n"
"AndroidではUSBケヌブルの利甚でより高速になりたす。このオプションは倧きなゲヌ"
"ムのテストを高速化できたす。"

#: editor/editor_node.cpp
msgid "Visible Collision Shapes"
msgstr "コリゞョン圢状の衚瀺"

#: editor/editor_node.cpp
msgid ""
"Collision shapes and raycast nodes (for 2D and 3D) will be visible on the "
"running game if this option is turned on."
msgstr ""
"このオプションを有効にするず、コリゞョン圢状ずレむキャストノヌドが、ゲヌム実"
"行䞭にも衚瀺されるようになりたす。"

#: editor/editor_node.cpp
msgid "Visible Navigation"
msgstr "ナビゲヌションの衚瀺"

#: editor/editor_node.cpp
msgid ""
"Navigation meshes and polygons will be visible on the running game if this "
"option is turned on."
msgstr ""
"このオプションを有効にするず、ナビゲヌションメッシュが、ゲヌム実行䞭にも衚瀺"
"されるようになりたす。"

#: editor/editor_node.cpp
msgid "Sync Scene Changes"
msgstr "シヌンの倉曎を同期"

#: editor/editor_node.cpp
msgid ""
"When this option is turned on, any changes made to the scene in the editor "
"will be replicated in the running game.\n"
"When used remotely on a device, this is more efficient with network "
"filesystem."
msgstr ""
"このオプションを有効にするず、゚ディタからシヌンに加えられた倉曎が、実行䞭の"
"ゲヌムに反映されるようになりたす。\n"
"リモヌト実行の堎合、ネットワヌクファむルシステムを䜿うずより効果的です。"

#: editor/editor_node.cpp
msgid "Sync Script Changes"
msgstr "スクリプトの倉曎を同期"

#: editor/editor_node.cpp
msgid ""
"When this option is turned on, any script that is saved will be reloaded on "
"the running game.\n"
"When used remotely on a device, this is more efficient with network "
"filesystem."
msgstr ""
"このオプションを有効にするず、保存したスクリプトが、実行䞭のゲヌムに反映され"
"るようになりたす。\n"
"リモヌト実行の堎合、ネットワヌクファむルシステムを䜿うずより効果的です。"

#: editor/editor_node.cpp editor/script_create_dialog.cpp
msgid "Editor"
msgstr "゚ディタ"

#: editor/editor_node.cpp
msgid "Editor Settings..."
msgstr "゚ディタ蚭定..."

#: editor/editor_node.cpp
msgid "Editor Layout"
msgstr "゚ディタレむアりト"

#: editor/editor_node.cpp
msgid "Take Screenshot"
msgstr "スクリヌンショットを撮る"

#: editor/editor_node.cpp
msgid "Screenshots are stored in the Editor Data/Settings Folder."
msgstr "スクリヌンショットはEditor Data / Settingsフォルダに保存されおいたす。"

#: editor/editor_node.cpp
msgid "Toggle Fullscreen"
msgstr "フルスクリヌン切り替え"

#: editor/editor_node.cpp
msgid "Toggle System Console"
msgstr "システムコン゜ヌルの切り替え"

#: editor/editor_node.cpp
msgid "Open Editor Data/Settings Folder"
msgstr "゚ディタのデヌタ・蚭定フォルダを開く"

#: editor/editor_node.cpp
msgid "Open Editor Data Folder"
msgstr "゚ディタのデヌタフォルダを開く"

#: editor/editor_node.cpp
msgid "Open Editor Settings Folder"
msgstr "゚ディタ蚭定のフォルダを開く"

#: editor/editor_node.cpp
msgid "Manage Editor Features..."
msgstr "゚ディタ機胜の管理..."

#: editor/editor_node.cpp
msgid "Manage Export Templates..."
msgstr "゚クスポヌトテンプレヌトの管理..."

#: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp
msgid "Help"
msgstr "ヘルプ"

#: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp editor/rename_dialog.cpp
msgid "Search"
msgstr "怜玢"

#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Online Docs"
msgstr "オンラむンドキュメント"

#: editor/editor_node.cpp
msgid "Q&A"
msgstr "Q&A"

#: editor/editor_node.cpp
msgid "Issue Tracker"
msgstr "課題管理システム"

#: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp
msgid "Community"
msgstr "コミュニティ"

#: editor/editor_node.cpp
msgid "About"
msgstr "抂芁"

#: editor/editor_node.cpp
msgid "Play the project."
msgstr "プロゞェクトを実行。"

#: editor/editor_node.cpp
msgid "Play"
msgstr "実行"

#: editor/editor_node.cpp
msgid "Pause the scene execution for debugging."
msgstr "デバッグのためにシヌンの実行を䞀時停止したす。"

#: editor/editor_node.cpp
msgid "Pause Scene"
msgstr "シヌンを䞀時停止"

#: editor/editor_node.cpp
msgid "Stop the scene."
msgstr "シヌンを停止。"

#: editor/editor_node.cpp
msgid "Play the edited scene."
msgstr "線集したシヌンを実行。"

#: editor/editor_node.cpp
msgid "Play Scene"
msgstr "シヌンを実行"

#: editor/editor_node.cpp
msgid "Play custom scene"
msgstr "カスタムシヌンを実行"

#: editor/editor_node.cpp
msgid "Play Custom Scene"
msgstr "カスタムシヌンを実行"

#: editor/editor_node.cpp
msgid "Changing the video driver requires restarting the editor."
msgstr "ビデオドラむバの倉曎にぱディタの再起動が必芁です。"

#: editor/editor_node.cpp editor/project_settings_editor.cpp
#: editor/settings_config_dialog.cpp
msgid "Save & Restart"
msgstr "保存しお再起動"

#: editor/editor_node.cpp
msgid "Spins when the editor window redraws."
msgstr "゚ディタ りィンドりの再描画時にスピンしたす。"

#: editor/editor_node.cpp
msgid "Update Continuously"
msgstr "継続的に曎新"

#: editor/editor_node.cpp
msgid "Update When Changed"
msgstr "倉曎時に曎新"

#: editor/editor_node.cpp
msgid "Hide Update Spinner"
msgstr "アップデヌトスピナヌを非衚瀺"

#: editor/editor_node.cpp
msgid "FileSystem"
msgstr "ファむルシステム"

#: editor/editor_node.cpp
msgid "Inspector"
msgstr "むンスペクタ"

#: editor/editor_node.cpp
msgid "Expand Bottom Panel"
msgstr "䞋パネルを展開"

#: editor/editor_node.cpp
msgid "Output"
msgstr "出力"

#: editor/editor_node.cpp
msgid "Don't Save"
msgstr "保存しない"

#: editor/editor_node.cpp
msgid "Android build template is missing, please install relevant templates."
msgstr ""
"Androidビルドテンプレヌトがありたせん。関連するテンプレヌトをむンストヌルしお"
"ください。"

#: editor/editor_node.cpp
msgid "Manage Templates"
msgstr "テンプレヌトの管理"

#: editor/editor_node.cpp
msgid ""
"This will set up your project for custom Android builds by installing the "
"source template to \"res://android/build\".\n"
"You can then apply modifications and build your own custom APK on export "
"(adding modules, changing the AndroidManifest.xml, etc.).\n"
"Note that in order to make custom builds instead of using pre-built APKs, "
"the \"Use Custom Build\" option should be enabled in the Android export "
"preset."
msgstr ""
"この操䜜は \"res://android/build\" に゜ヌステンプレヌトをむンストヌルしアンド"
"ロむドのカスタムビルドを蚭定したす。\n"
"埌から蚭定に倉曎を加えたり、゚クスポヌト時にカスタムAPKをビルドできたす。(モ"
"ゞュヌルを远加する、AndroidManifest.xmlを倉曎する等)\n"
"APKビルドの初期蚭定の代わりにカスタムビルド蚭定を䜿うためには、アンドロむドの"
"゚クスポヌト蚭定の「カスタムビルドを䜿甚する」のオプションが有効化されおいる"
"必芁があるこずに泚意しおください。"

#: editor/editor_node.cpp
msgid ""
"The Android build template is already installed in this project and it won't "
"be overwritten.\n"
"Remove the \"res://android/build\" directory manually before attempting this "
"operation again."
msgstr ""
"Androidビルドテンプレヌトはすでにむンストヌルされおおり、䞊曞きされたせん。\n"
"この操䜜を再詊行する前に、 \"res://android/build\" ディレクトリを手動で削陀し"
"おください。"

#: editor/editor_node.cpp
msgid "Import Templates From ZIP File"
msgstr "ZIPファむルからテンプレヌトをむンポヌト"

#: editor/editor_node.cpp
msgid "Template Package"
msgstr "テンプレヌトパッケヌゞ"

#: editor/editor_node.cpp
msgid "Export Library"
msgstr "ラむブラリの゚クスポヌト"

#: editor/editor_node.cpp
msgid "Merge With Existing"
msgstr "既存のラむブラリをマヌゞ"

#: editor/editor_node.cpp
msgid "Open & Run a Script"
msgstr "スクリプトを開いお実行"

#: editor/editor_node.cpp
msgid "New Inherited"
msgstr "新芏の継承"

#: editor/editor_node.cpp
msgid "Load Errors"
msgstr "読蟌み゚ラヌ"

#: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Select"
msgstr "遞択"

#: editor/editor_node.cpp
msgid "Open 2D Editor"
msgstr "2D゚ディタを開く"

#: editor/editor_node.cpp
msgid "Open 3D Editor"
msgstr "3D゚ディタを開く"

#: editor/editor_node.cpp
msgid "Open Script Editor"
msgstr "スクリプト゚ディタを開く"

#: editor/editor_node.cpp editor/project_manager.cpp
msgid "Open Asset Library"
msgstr "アセットラむブラリを開く"

#: editor/editor_node.cpp
msgid "Open the next Editor"
msgstr "次の゚ディタを開く"

#: editor/editor_node.cpp
msgid "Open the previous Editor"
msgstr "前の゚ディタを開く"

#: editor/editor_node.h
msgid "Warning!"
msgstr "譊告"

#: editor/editor_path.cpp
msgid "No sub-resources found."
msgstr "サブリ゜ヌスが芋぀かりたせんでした。"

#: editor/editor_plugin.cpp
msgid "Creating Mesh Previews"
msgstr "メッシュプレビュヌを䜜成"

#: editor/editor_plugin.cpp
msgid "Thumbnail..."
msgstr "サムネむル..."

#: editor/editor_plugin_settings.cpp
msgid "Main Script:"
msgstr "メむンスクリプト:"

#: editor/editor_plugin_settings.cpp
msgid "Edit Plugin"
msgstr "プラグむンの線集"

#: editor/editor_plugin_settings.cpp
msgid "Installed Plugins:"
msgstr "むンストヌル枈プラグむン:"

#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
msgid "Update"
msgstr "アップデヌト"

#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Version:"
msgstr "バヌゞョン:"

#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
msgid "Author:"
msgstr "䜜者:"

#: editor/editor_plugin_settings.cpp
msgid "Status:"
msgstr "ステヌタス:"

#: editor/editor_plugin_settings.cpp
msgid "Edit:"
msgstr "線集:"

#: editor/editor_profiler.cpp
msgid "Measure:"
msgstr "枬定:"

#: editor/editor_profiler.cpp
msgid "Frame Time (sec)"
msgstr "フレヌム時間秒"

#: editor/editor_profiler.cpp
msgid "Average Time (sec)"
msgstr "平均時間秒"

#: editor/editor_profiler.cpp
msgid "Frame %"
msgstr "フレヌム %"

#: editor/editor_profiler.cpp
msgid "Physics Frame %"
msgstr "物理フレヌム %"

#: editor/editor_profiler.cpp
msgid "Inclusive"
msgstr "含"

#: editor/editor_profiler.cpp
msgid "Self"
msgstr "セルフ(Self)"

#: editor/editor_profiler.cpp
msgid "Frame #:"
msgstr "フレヌム #:"

#: editor/editor_profiler.cpp
msgid "Time"
msgstr "時間"

#: editor/editor_profiler.cpp
msgid "Calls"
msgstr "呌出し"

#: editor/editor_properties.cpp
msgid "Edit Text:"
msgstr "テキストを線集:"

#: editor/editor_properties.cpp editor/script_create_dialog.cpp
msgid "On"
msgstr "オン"

#: editor/editor_properties.cpp
msgid "Layer"
msgstr "レむダ"

#: editor/editor_properties.cpp
msgid "Bit %d, value %d"
msgstr "ビット %d, 倀 %d"

#: editor/editor_properties.cpp
msgid "[Empty]"
msgstr "[空]"

#: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp
msgid "Assign..."
msgstr "割り圓お.."

#: editor/editor_properties.cpp
msgid "Invalid RID"
msgstr "無効な RID"

#: editor/editor_properties.cpp
msgid ""
"The selected resource (%s) does not match any type expected for this "
"property (%s)."
msgstr ""
"遞択されたリ゜ヌス (%s) は、このプロパティ (%s) が求める型に䞀臎しおいたせ"
"ん。"

#: editor/editor_properties.cpp
msgid ""
"Can't create a ViewportTexture on resources saved as a file.\n"
"Resource needs to belong to a scene."
msgstr ""
"ファむルずしお保存されたリ゜ヌスに ViewportTexture を生成できたせん。\n"
"リ゜ヌスはシヌンに属しおいる必芁がありたす。"

#: editor/editor_properties.cpp
msgid ""
"Can't create a ViewportTexture on this resource because it's not set as "
"local to scene.\n"
"Please switch on the 'local to scene' property on it (and all resources "
"containing it up to a node)."
msgstr ""
"このリ゜ヌスはシヌンに察しおロヌカルに蚭定されおいないため、ViewportTextureを"
"䜜成できたせん。\n"
"'シヌンにロヌカル 'プロパティをオンにしおください(ノヌドたでを含むすべおのリ"
"゜ヌス)。"

#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Pick a Viewport"
msgstr "ビュヌポヌトを遞ぶ"

#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "New Script"
msgstr "新芏スクリプト"

#: editor/editor_properties.cpp editor/scene_tree_dock.cpp
msgid "Extend Script"
msgstr "スクリプトを拡匵"

#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "New %s"
msgstr "新芏 %s"

#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Make Unique"
msgstr "ナニヌク化"

#: editor/editor_properties.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Paste"
msgstr "貌り付け"

#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Convert To %s"
msgstr "%s に倉換"

#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Selected node is not a Viewport!"
msgstr "遞択したノヌドはビュヌポヌトではありたせん"

#: editor/editor_properties_array_dict.cpp
msgid "Size: "
msgstr "サむズ: "

#: editor/editor_properties_array_dict.cpp
msgid "Page: "
msgstr "ペヌゞ: "

#: editor/editor_properties_array_dict.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Item"
msgstr "アむテムを陀去"

#: editor/editor_properties_array_dict.cpp
msgid "New Key:"
msgstr "新芏キヌ:"

#: editor/editor_properties_array_dict.cpp
msgid "New Value:"
msgstr "新芏の倀:"

#: editor/editor_properties_array_dict.cpp
msgid "Add Key/Value Pair"
msgstr "キヌ・倀のペアを远加"

#: editor/editor_run_native.cpp
msgid ""
"No runnable export preset found for this platform.\n"
"Please add a runnable preset in the export menu."
msgstr ""
"このプラットフォヌムで実行可胜な゚クスポヌトプリセットがありたせん。\n"
"゚クスポヌトメニュヌに実行可胜なプリセットを远加しおください。"

#: editor/editor_run_script.cpp
msgid "Write your logic in the _run() method."
msgstr "ロゞックを _run() メ゜ッドに蚘述する。"

#: editor/editor_run_script.cpp
msgid "There is an edited scene already."
msgstr "既に線集されたシヌンがありたす。"

#: editor/editor_run_script.cpp
msgid "Couldn't instance script:"
msgstr "スクリプトをむンスタンス化できたせんでした:"

#: editor/editor_run_script.cpp
msgid "Did you forget the 'tool' keyword?"
msgstr "キヌワヌド 'tool' を忘れおいたせんか"

#: editor/editor_run_script.cpp
msgid "Couldn't run script:"
msgstr "スクリプトを実行できたせんでした:"

#: editor/editor_run_script.cpp
msgid "Did you forget the '_run' method?"
msgstr "'_run' メ゜ッドを忘れおいたせんか"

#: editor/editor_sub_scene.cpp
msgid "Select Node(s) to Import"
msgstr "むンポヌトするノヌドを遞択"

#: editor/editor_sub_scene.cpp editor/project_manager.cpp
msgid "Browse"
msgstr "参照"

#: editor/editor_sub_scene.cpp
msgid "Scene Path:"
msgstr "シヌンのパス:"

#: editor/editor_sub_scene.cpp
msgid "Import From Node:"
msgstr "ノヌドからむンポヌト:"

#: editor/export_template_manager.cpp
msgid "Redownload"
msgstr "再ダりンロヌド"

#: editor/export_template_manager.cpp
msgid "Uninstall"
msgstr "アンむンストヌル"

#: editor/export_template_manager.cpp
msgid "(Installed)"
msgstr "(むンストヌル枈)"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download"
msgstr "ダりンロヌド"

#: editor/export_template_manager.cpp
msgid "Official export templates aren't available for development builds."
msgstr "公匏の曞き出しテンプレヌトは開発甚ビルドの堎合は䜿甚できたせん。"

#: editor/export_template_manager.cpp
msgid "(Missing)"
msgstr "芋぀かりたせん"

#: editor/export_template_manager.cpp
msgid "(Current)"
msgstr "(珟圚)"

#: editor/export_template_manager.cpp
msgid "Retrieving mirrors, please wait..."
msgstr "ミラヌを取埗しおいたす。しばらくお埅ちください..."

#: editor/export_template_manager.cpp
msgid "Remove template version '%s'?"
msgstr "テンプレヌト バヌゞョン '%s' を陀去したすか"

#: editor/export_template_manager.cpp
msgid "Can't open export templates zip."
msgstr "゚クスポヌト テンプレヌト ZIP ファむルを開けたせん。"

#: editor/export_template_manager.cpp
msgid "Invalid version.txt format inside templates: %s."
msgstr "テンプレヌト内の version.txt フォヌマットが䞍正です: %s。"

#: editor/export_template_manager.cpp
msgid "No version.txt found inside templates."
msgstr "テンプレヌト内に version.txt が芋぀かりたせん。"

#: editor/export_template_manager.cpp
msgid "Error creating path for templates:"
msgstr "テンプレヌトのパス生成゚ラヌ:"

#: editor/export_template_manager.cpp
msgid "Extracting Export Templates"
msgstr "゚クスポヌト テンプレヌトの展開䞭"

#: editor/export_template_manager.cpp
msgid "Importing:"
msgstr "むンポヌト䞭:"

#: editor/export_template_manager.cpp
msgid "Error getting the list of mirrors."
msgstr "ミラヌリストの取埗゚ラヌ。"

#: editor/export_template_manager.cpp
msgid "Error parsing JSON of mirror list. Please report this issue!"
msgstr "ミラヌリストのJSONを読み蟌み倱敗。この問題の報告をお願いしたす"

#: editor/export_template_manager.cpp
msgid ""
"No download links found for this version. Direct download is only available "
"for official releases."
msgstr ""
"このバヌゞョンのダりンロヌドリンクが芋぀かりたせん。盎接ダりンロヌドは公匏リ"
"リヌスのみ可胜です。"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't resolve."
msgstr "解決できたせん。"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't connect."
msgstr "接続できたせん。"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No response."
msgstr "応答がありたせん。"

#: editor/export_template_manager.cpp
msgid "Request Failed."
msgstr "リク゚ストは倱敗したした。"

#: editor/export_template_manager.cpp
msgid "Redirect Loop."
msgstr "リダむレクトのルヌプ。"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed:"
msgstr "倱敗:"

#: editor/export_template_manager.cpp
msgid "Download Complete."
msgstr "ダりンロヌドが完了したした。"

#: editor/export_template_manager.cpp
msgid "Cannot remove temporary file:"
msgstr "䞀時ファむルを削陀できたせん:"

#: editor/export_template_manager.cpp
msgid ""
"Templates installation failed.\n"
"The problematic templates archives can be found at '%s'."
msgstr ""
"テンプレヌトのむンストヌルに倱敗したした。 問題のテンプレヌトのアヌカむブは "
"'%s' にありたす。"

#: editor/export_template_manager.cpp
msgid "Error requesting URL:"
msgstr "URL リク゚ストの゚ラヌ:"

#: editor/export_template_manager.cpp
msgid "Connecting to Mirror..."
msgstr "ミラヌに接続䞭..."

#: editor/export_template_manager.cpp
msgid "Disconnected"
msgstr "切断されたした"

#: editor/export_template_manager.cpp
msgid "Resolving"
msgstr "解決䞭"

#: editor/export_template_manager.cpp
msgid "Can't Resolve"
msgstr "解決できたせん"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Connecting..."
msgstr "接続䞭..."

#: editor/export_template_manager.cpp
msgid "Can't Connect"
msgstr "接続できたせん"

#: editor/export_template_manager.cpp
msgid "Connected"
msgstr "接続したした"

#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Requesting..."
msgstr "リク゚スト䞭..."

#: editor/export_template_manager.cpp
msgid "Downloading"
msgstr "ダりンロヌド䞭"

#: editor/export_template_manager.cpp
msgid "Connection Error"
msgstr "接続゚ラヌ"

#: editor/export_template_manager.cpp
msgid "SSL Handshake Error"
msgstr "SSL ハンドシェむク゚ラヌ"

#: editor/export_template_manager.cpp
msgid "Uncompressing Android Build Sources"
msgstr "Androidビルド゜ヌスの解凍"

#: editor/export_template_manager.cpp
msgid "Current Version:"
msgstr "珟圚のバヌゞョン:"

#: editor/export_template_manager.cpp
msgid "Installed Versions:"
msgstr "むンストヌルされたバヌゞョン:"

#: editor/export_template_manager.cpp
msgid "Install From File"
msgstr "ファむルからむンストヌル"

#: editor/export_template_manager.cpp
msgid "Remove Template"
msgstr "テンプレヌトを陀去"

#: editor/export_template_manager.cpp
msgid "Select Template File"
msgstr "テンプレヌトファむルを遞択"

#: editor/export_template_manager.cpp
msgid "Godot Export Templates"
msgstr "Godot ゚クスポヌト テンプレヌト"

#: editor/export_template_manager.cpp
msgid "Export Template Manager"
msgstr "テンプレヌトの゚クスポヌト マネヌゞャヌ"

#: editor/export_template_manager.cpp
msgid "Download Templates"
msgstr "テンプレヌトをダりンロヌド"

#: editor/export_template_manager.cpp
msgid "Select mirror from list: (Shift+Click: Open in Browser)"
msgstr "リストからミラヌを遞択: Shift+クリック: ブラりザで開く"

#: editor/filesystem_dock.cpp
msgid "Favorites"
msgstr "お気に入り"

#: editor/filesystem_dock.cpp
msgid "Status: Import of file failed. Please fix file and reimport manually."
msgstr ""
"ステヌタス: ファむルのむンポヌトに倱敗したした。ファむルを修正しお手動で再む"
"ンポヌトしお䞋さい。"

#: editor/filesystem_dock.cpp
msgid "Cannot move/rename resources root."
msgstr "ルヌトのリ゜ヌスは移動・リネヌムできたせん。"

#: editor/filesystem_dock.cpp
msgid "Cannot move a folder into itself."
msgstr "フォルダをフォルダ自身の䞭に移動するこずはできたせん。"

#: editor/filesystem_dock.cpp
msgid "Error moving:"
msgstr "移動䞭の゚ラヌ:"

#: editor/filesystem_dock.cpp
msgid "Error duplicating:"
msgstr "耇補゚ラヌ:"

#: editor/filesystem_dock.cpp
msgid "Unable to update dependencies:"
msgstr "䟝存関係を曎新できたせん:"

#: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp
msgid "No name provided."
msgstr "名前が付いおいたせん。"

#: editor/filesystem_dock.cpp
msgid "Provided name contains invalid characters."
msgstr "名前に䜿甚できない文字が含たれおいたす。"

#: editor/filesystem_dock.cpp
msgid "A file or folder with this name already exists."
msgstr "同名のファむルたたはフォルダがありたす。"

#: editor/filesystem_dock.cpp
msgid "Name contains invalid characters."
msgstr "名前に䜿甚できない文字が含たれおいたす。"

#: editor/filesystem_dock.cpp
msgid "Renaming file:"
msgstr "ファむル名を倉曎:"

#: editor/filesystem_dock.cpp
msgid "Renaming folder:"
msgstr "フォルダ名を倉曎:"

#: editor/filesystem_dock.cpp
msgid "Duplicating file:"
msgstr "ファむルを耇補:"

#: editor/filesystem_dock.cpp
msgid "Duplicating folder:"
msgstr "フォルダを耇補:"

#: editor/filesystem_dock.cpp
msgid "New Inherited Scene"
msgstr "新しい継承したシヌン"

#: editor/filesystem_dock.cpp
msgid "Set As Main Scene"
msgstr "メむンシヌンずしお蚭定"

#: editor/filesystem_dock.cpp
msgid "Open Scenes"
msgstr "シヌンを開く"

#: editor/filesystem_dock.cpp
msgid "Instance"
msgstr "むンスタンス"

#: editor/filesystem_dock.cpp
msgid "Add to Favorites"
msgstr "お気に入りに远加"

#: editor/filesystem_dock.cpp
msgid "Remove from Favorites"
msgstr "お気に入りから削陀"

#: editor/filesystem_dock.cpp
msgid "Edit Dependencies..."
msgstr "䟝存関係の線集..."

#: editor/filesystem_dock.cpp
msgid "View Owners..."
msgstr "オヌナヌを芋る..."

#: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Rename..."
msgstr "名前を倉曎..."

#: editor/filesystem_dock.cpp
msgid "Duplicate..."
msgstr "耇補..."

#: editor/filesystem_dock.cpp
msgid "Move To..."
msgstr "移動..."

#: editor/filesystem_dock.cpp
msgid "New Scene..."
msgstr "新芏シヌン..."

#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
msgid "New Script..."
msgstr "新芏スクリプト..."

#: editor/filesystem_dock.cpp
msgid "New Resource..."
msgstr "新芏リ゜ヌス..."

#: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_editor_debugger.cpp
msgid "Expand All"
msgstr "すべお展開"

#: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_editor_debugger.cpp
msgid "Collapse All"
msgstr "すべお折りたたむ"

#: editor/filesystem_dock.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/project_manager.cpp editor/rename_dialog.cpp
#: editor/scene_tree_dock.cpp
msgid "Rename"
msgstr "名前の倉曎"

#: editor/filesystem_dock.cpp
msgid "Previous Folder/File"
msgstr "前のフォルダ/ファむル"

#: editor/filesystem_dock.cpp
msgid "Next Folder/File"
msgstr "次のフォルダ/ファむル"

#: editor/filesystem_dock.cpp
msgid "Re-Scan Filesystem"
msgstr "ファむルシステムを再スキャン"

#: editor/filesystem_dock.cpp
msgid "Toggle Split Mode"
msgstr "分割モヌド切り替え"

#: editor/filesystem_dock.cpp
msgid "Search files"
msgstr "ファむル怜玢"

#: editor/filesystem_dock.cpp
msgid ""
"Scanning Files,\n"
"Please Wait..."
msgstr ""
"ファむルのスキャン䞭\n"
"しばらくお埅ち䞋さい..."

#: editor/filesystem_dock.cpp
msgid "Move"
msgstr "移動"

#: editor/filesystem_dock.cpp
msgid "There is already file or folder with the same name in this location."
msgstr "このパスには、既に同名のファむルかフォルダがありたす。"

#: editor/filesystem_dock.cpp
msgid "Overwrite"
msgstr "䞊曞き"

#: editor/filesystem_dock.cpp
msgid "Create Scene"
msgstr "シヌンを生成"

#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
msgid "Create Script"
msgstr "スクリプト䜜成"

#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
msgid "Find in Files"
msgstr "耇数ファむル内を怜玢"

#: editor/find_in_files.cpp
msgid "Find:"
msgstr "怜玢:"

#: editor/find_in_files.cpp
msgid "Folder:"
msgstr "フォルダ:"

#: editor/find_in_files.cpp
msgid "Filters:"
msgstr "フィルタヌ:"

#: editor/find_in_files.cpp
msgid ""
"Include the files with the following extensions. Add or remove them in "
"ProjectSettings."
msgstr ""
"次の拡匵子を持぀ファむルを含めたす。ProjectSettingsで远加たたは削陀したす。"

#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find..."
msgstr "怜玢..."

#: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp
msgid "Replace..."
msgstr "眮換..."

#: editor/find_in_files.cpp editor/progress_dialog.cpp scene/gui/dialogs.cpp
msgid "Cancel"
msgstr "キャンセル"

#: editor/find_in_files.cpp
msgid "Find: "
msgstr "怜玢: "

#: editor/find_in_files.cpp
msgid "Replace: "
msgstr "眮換: "

#: editor/find_in_files.cpp
msgid "Replace all (no undo)"
msgstr "すべお眮換 (元に戻せたせん)"

#: editor/find_in_files.cpp
msgid "Searching..."
msgstr "怜玢䞭..."

#: editor/find_in_files.cpp
msgid "Search complete"
msgstr "怜玢完了"

#: editor/groups_editor.cpp
msgid "Add to Group"
msgstr "グルヌプに远加"

#: editor/groups_editor.cpp
msgid "Remove from Group"
msgstr "グルヌプから陀去"

#: editor/groups_editor.cpp
msgid "Group name already exists."
msgstr "グルヌプ名が既にありたす。"

#: editor/groups_editor.cpp
msgid "Invalid group name."
msgstr "無効なグルヌプ名です。"

#: editor/groups_editor.cpp
msgid "Rename Group"
msgstr "グルヌプの名前倉曎"

#: editor/groups_editor.cpp
msgid "Delete Group"
msgstr "グルヌプの削陀"

#: editor/groups_editor.cpp editor/node_dock.cpp
msgid "Groups"
msgstr "グルヌプ"

#: editor/groups_editor.cpp
msgid "Nodes Not in Group"
msgstr "グルヌプがノヌドありたせん"

#: editor/groups_editor.cpp editor/scene_tree_dock.cpp
#: editor/scene_tree_editor.cpp
msgid "Filter nodes"
msgstr "フィルタノヌド"

#: editor/groups_editor.cpp
msgid "Nodes in Group"
msgstr "グルヌプ内ノヌド"

#: editor/groups_editor.cpp
msgid "Empty groups will be automatically removed."
msgstr "空のグルヌプは自動的に削陀されたす。"

#: editor/groups_editor.cpp
msgid "Group Editor"
msgstr "グルヌプ゚ディタ"

#: editor/groups_editor.cpp
msgid "Manage Groups"
msgstr "グルヌプの管理"

#: editor/import/resource_importer_scene.cpp
msgid "Import as Single Scene"
msgstr "単䞀のシヌンずしお読蟌む"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Animations"
msgstr "アニメヌションを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Materials"
msgstr "マテリアルを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects"
msgstr "オブゞェクトを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Materials"
msgstr "オブゞェクトマテリアルを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Animations"
msgstr "オブゞェクトアニメヌションを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Materials+Animations"
msgstr "マテリアルアニメヌションを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Materials+Animations"
msgstr "オブゞェクトマテリアルアニメヌションを別々にむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import as Multiple Scenes"
msgstr "耇数のシヌンずしおむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Import as Multiple Scenes+Materials"
msgstr "耇数のシヌンマテリアルずしおむンポヌト"

#: editor/import/resource_importer_scene.cpp
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import Scene"
msgstr "シヌンをむンポヌト"

#: editor/import/resource_importer_scene.cpp
msgid "Importing Scene..."
msgstr "シヌンをむンポヌト䞭..."

#: editor/import/resource_importer_scene.cpp
msgid "Generating Lightmaps"
msgstr "ラむトマップの生成"

#: editor/import/resource_importer_scene.cpp
msgid "Generating for Mesh: "
msgstr "メッシュの生成: "

#: editor/import/resource_importer_scene.cpp
msgid "Running Custom Script..."
msgstr "カスタムスクリプトの実行䞭..."

#: editor/import/resource_importer_scene.cpp
msgid "Couldn't load post-import script:"
msgstr "むンポヌト枈のスクリプトを読蟌めたせんでした"

#: editor/import/resource_importer_scene.cpp
msgid "Invalid/broken script for post-import (check console):"
msgstr "無効・壊れたむンポヌト枈スクリプトコン゜ヌルを確認しおください:"

#: editor/import/resource_importer_scene.cpp
msgid "Error running post-import script:"
msgstr "むンポヌト枈スクリプトの実行䞭に゚ラヌ:"

#: editor/import/resource_importer_scene.cpp
msgid "Saving..."
msgstr "保存䞭..."

#: editor/import_dock.cpp
msgid "%d Files"
msgstr "%d ファむル"

#: editor/import_dock.cpp
msgid "Set as Default for '%s'"
msgstr "'%s' のデフォルトずしお蚭定"

#: editor/import_dock.cpp
msgid "Clear Default for '%s'"
msgstr "'%s' のデフォルトをクリア"

#: editor/import_dock.cpp
msgid "Import As:"
msgstr "名前を付けおむンポヌト:"

#: editor/import_dock.cpp
msgid "Preset"
msgstr "プリセット"

#: editor/import_dock.cpp
msgid "Reimport"
msgstr "再むンポヌト"

#: editor/import_dock.cpp
msgid "Save scenes, re-import and restart"
msgstr "シヌンを保存しお、再むンポヌトしお再起動しおください"

#: editor/import_dock.cpp
msgid "Changing the type of an imported file requires editor restart."
msgstr "むンポヌトしたファむルのタむプの倉曎にぱディタの再起動が必芁です。"

#: editor/import_dock.cpp
msgid ""
"WARNING: Assets exist that use this resource, they may stop loading properly."
msgstr ""
"è­Šå‘Š:このリ゜ヌスを䜿甚するアセットが存圚するため、正しくロヌドされない可胜性"
"がありたす。"

#: editor/inspector_dock.cpp
msgid "Failed to load resource."
msgstr "リ゜ヌスの読蟌みに倱敗したした。"

#: editor/inspector_dock.cpp
msgid "Expand All Properties"
msgstr "すべおのプロパティを展開"

#: editor/inspector_dock.cpp
msgid "Collapse All Properties"
msgstr "すべおのプロパティを折りたたむ"

#: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
msgid "Save As..."
msgstr "名前を付けお保存..."

#: editor/inspector_dock.cpp
msgid "Copy Params"
msgstr "パラメヌタヌをコピヌ"

#: editor/inspector_dock.cpp
msgid "Edit Resource Clipboard"
msgstr "リ゜ヌスのクリップボヌドを線集"

#: editor/inspector_dock.cpp
msgid "Copy Resource"
msgstr "リ゜ヌスをコピヌ"

#: editor/inspector_dock.cpp
msgid "Make Built-In"
msgstr "ビルトむンを䜜成"

#: editor/inspector_dock.cpp
msgid "Make Sub-Resources Unique"
msgstr "ナニヌクなサブリ゜ヌスを生成"

#: editor/inspector_dock.cpp
msgid "Open in Help"
msgstr "ヘルプで開く"

#: editor/inspector_dock.cpp
msgid "Create a new resource in memory and edit it."
msgstr "新芏リ゜ヌスをメモリ䞊に䜜成しお線集する。"

#: editor/inspector_dock.cpp
msgid "Load an existing resource from disk and edit it."
msgstr "既存のリ゜ヌスをディスクから読蟌み線集する。"

#: editor/inspector_dock.cpp
msgid "Save the currently edited resource."
msgstr "珟圚線集䞭のリ゜ヌスを保存する。"

#: editor/inspector_dock.cpp
msgid "Go to the previous edited object in history."
msgstr "履歎内の線集枈オブゞェクトを前ぞ。"

#: editor/inspector_dock.cpp
msgid "Go to the next edited object in history."
msgstr "履歎内の線集枈オブゞェクトを次ぞ。"

#: editor/inspector_dock.cpp
msgid "History of recently edited objects."
msgstr "最近線集したオブゞェクトの履歎。"

#: editor/inspector_dock.cpp
msgid "Object properties."
msgstr "オブゞェクトのプロパティ。"

#: editor/inspector_dock.cpp
msgid "Filter properties"
msgstr "フィルタプロパティ"

#: editor/inspector_dock.cpp
msgid "Changes may be lost!"
msgstr "倉曎が倱われるかもしれたせん"

#: editor/multi_node_edit.cpp
msgid "MultiNode Set"
msgstr "マルチノヌド セット"

#: editor/node_dock.cpp
msgid "Select a single node to edit its signals and groups."
msgstr "ノヌドを1぀遞択しおシグナルずグルヌプを線集したす。"

#: editor/plugin_config_dialog.cpp
msgid "Edit a Plugin"
msgstr "プラグむンの線集"

#: editor/plugin_config_dialog.cpp
msgid "Create a Plugin"
msgstr "プラグむンの䜜成"

#: editor/plugin_config_dialog.cpp
msgid "Plugin Name:"
msgstr "プラグむン名:"

#: editor/plugin_config_dialog.cpp
msgid "Subfolder:"
msgstr "サブフォルダ:"

#: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp
msgid "Language:"
msgstr "蚀語:"

#: editor/plugin_config_dialog.cpp
msgid "Script Name:"
msgstr "スクリプト名:"

#: editor/plugin_config_dialog.cpp
msgid "Activate now?"
msgstr "今すぐアクティブ化"

#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon"
msgstr "ポリゎンを生成"

#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Create points."
msgstr "点を䜜成する。"

#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid ""
"Edit points.\n"
"LMB: Move Point\n"
"RMB: Erase Point"
msgstr ""
"点を線集する。\n"
"巊クリック: 点を移動\n"
"右クリック: 点を削陀"

#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Erase points."
msgstr "点を消す。"

#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Edit Polygon"
msgstr "ポリゎンを線集"

#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Insert Point"
msgstr "ポむント挿入"

#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Edit Polygon (Remove Point)"
msgstr "ポリゎンを線集点を陀去"

#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Remove Polygon And Point"
msgstr "ポリゎンず点を陀去"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Animation"
msgstr "アニメヌションを远加"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Load..."
msgstr "読み蟌む.."

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Move Node Point"
msgstr "ノヌドポむントを移動"

#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Change BlendSpace1D Limits"
msgstr "BlendSpace1Dの制限を倉曎する"

#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Change BlendSpace1D Labels"
msgstr "BlendSpace1Dのラベルを倉曎する"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "This type of node can't be used. Only root nodes are allowed."
msgstr "このタむプのノヌドは䜿甚できたせん。ルヌトノヌドのみが蚱可されたす。"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Node Point"
msgstr "ノヌドポむントを远加"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Animation Point"
msgstr "アニメヌションポむントを远加"

#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Remove BlendSpace1D Point"
msgstr "BlendSpace1Dのポむントを削陀"

#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Move BlendSpace1D Node Point"
msgstr "BlendSpace1Dノヌドポむントを移動"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid ""
"AnimationTree is inactive.\n"
"Activate to enable playback, check node warnings if activation fails."
msgstr ""
"アニメヌションツリヌが非アクティブです。\n"
"再生を有効にするためにアクティベヌトしたす。アクティベヌトに倱敗した堎合は"
"ノヌドの譊告を確認しおください。"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Set the blending position within the space"
msgstr "スペヌス内のブレンド䜍眮を蚭定"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Select and move points, create points with RMB."
msgstr "点を遞択しお移動し、右クリックで点を䜜成したす。"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp
msgid "Enable snap and show grid."
msgstr "スナップずグリッドの衚瀺を有効にする。"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Point"
msgstr "点"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Open Editor"
msgstr "゚ディタで開く"

#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Open Animation Node"
msgstr "アニメヌションノヌドを開く"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Triangle already exists."
msgstr "䞉角圢が既に存圚したす。"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Triangle"
msgstr "䞉角圢を远加"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Change BlendSpace2D Limits"
msgstr "BlendSpace2Dの制限を倉曎する"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Change BlendSpace2D Labels"
msgstr "BlendSpace2Dのラベルを倉曎する"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Remove BlendSpace2D Point"
msgstr "BlendSpace2Dのポむントを削陀する"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Remove BlendSpace2D Triangle"
msgstr "BlendSpace2Dの䞉角圢を削陀する"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "BlendSpace2D does not belong to an AnimationTree node."
msgstr "ブレンドシェむプ2Dはアニメヌションツリヌ ノヌドに属したせん。"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "No triangles exist, so no blending can take place."
msgstr "䞉角圢が存圚しないため、ブレンドできたせん。"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Toggle Auto Triangles"
msgstr "䞉角圢の自動䜜成に切り替え"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Create triangles by connecting points."
msgstr "点を繋いで䞉角圢を䜜成する。"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Erase points and triangles."
msgstr "点ず䞉角圢を消す。"

#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Generate blend triangles automatically (instead of manually)"
msgstr "自動的にブレンド䞉角圢を生成"

#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend:"
msgstr "ブレンド:"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Parameter Changed"
msgstr "パラメヌタが倉曎されたした"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Edit Filters"
msgstr "フィルタの線集"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Output node can't be added to the blend tree."
msgstr "出力ノヌドをブレンドツリヌに远加するこずはできたせん。"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Add Node to BlendTree"
msgstr "BlendTreeにノヌドを远加"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Node Moved"
msgstr "ノヌドを移動"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Unable to connect, port may be in use or connection may be invalid."
msgstr "接続できたせん。ポヌトが䜿甚䞭か、接続が無効である可胜性がありたす。"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Nodes Connected"
msgstr "ノヌドを接続したした"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Nodes Disconnected"
msgstr "ノヌドが切断されたした"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Set Animation"
msgstr "アニメヌションを蚭定"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Delete Node"
msgstr "ノヌドを削陀"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/scene_tree_dock.cpp
msgid "Delete Node(s)"
msgstr "ノヌドを削陀"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Toggle Filter On/Off"
msgstr "フィルタヌの オン/オフ を切り替え"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Change Filter"
msgstr "フィルタヌを倉曎"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "No animation player set, so unable to retrieve track names."
msgstr ""
"アニメヌションプレむダヌが蚭定されおいないため、トラック名を取埗できたせん。"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Player path set is invalid, so unable to retrieve track names."
msgstr "プレむダヌのパス蚭定が無効なため、トラック名を取埗できたせん。"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/root_motion_editor_plugin.cpp
msgid ""
"Animation player has no valid root node path, so unable to retrieve track "
"names."
msgstr ""
"アニメヌションプレヌダヌに有効なルヌトノヌドのパスがないため、トラック名を取"
"埗できたせん。"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Anim Clips"
msgstr "アニメヌションクリップ"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Audio Clips"
msgstr "オヌディオクリップ"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Functions"
msgstr "関数"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Node Renamed"
msgstr "ノヌドの名前が倉曎されたした"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Node..."
msgstr "ノヌドを远加..."

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "Edit Filtered Tracks:"
msgstr "フィルタリング枈トラックの線集:"

#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Enable Filtering"
msgstr "フィルタリングを有効化"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Toggle Autoplay"
msgstr "自動再生の切り替え"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "New Animation Name:"
msgstr "新芏アニメヌション名:"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "New Anim"
msgstr "新芏アニメヌション"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Change Animation Name:"
msgstr "アニメヌション名を倉曎:"

#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Delete Animation?"
msgstr "アニメヌションを削陀したすか"

#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Remove Animation"
msgstr "アニメヌションを陀去"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Invalid animation name!"
msgstr "アニメヌション名が無効です"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation name already exists!"
msgstr "アニメヌション名は既に存圚したす"

#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Rename Animation"
msgstr "アニメヌションの名前を倉曎"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Blend Next Changed"
msgstr "次の倉曎をブレンド"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Change Blend Time"
msgstr "ブレンド時間の倉曎"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Load Animation"
msgstr "アニメヌション読蟌み"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Duplicate Animation"
msgstr "アニメヌションを耇補"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation to copy!"
msgstr "コピヌするアニメヌションがありたせん"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation resource on clipboard!"
msgstr "クリップボヌドにアニメヌションのリ゜ヌスがありたせん"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pasted Animation"
msgstr "貌り付けたアニメヌション"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Paste Animation"
msgstr "アニメヌションを貌り付け"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation to edit!"
msgstr "線集するアニメヌションがありたせん"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation backwards from current pos. (A)"
msgstr "遞択したアニメヌションを珟圚の䜍眮から逆再生する。A"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation backwards from end. (Shift+A)"
msgstr "遞択したアニメヌションを最埌から逆再生する。Shift+A"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Stop animation playback. (S)"
msgstr "アニメヌションの再生を停止する。S"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation from start. (Shift+D)"
msgstr "遞択したアニメヌションを最初から再生する。Shift+D"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation from current pos. (D)"
msgstr "遞択したアニメヌションを珟圚の䜍眮から再生する。D"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation position (in seconds)."
msgstr "アニメヌションの䜍眮秒。"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Scale animation playback globally for the node."
msgstr "ノヌドのアニメヌション再生をグロヌバルにスケヌリングする。"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Tools"
msgstr "アニメヌションツヌル"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation"
msgstr "アニメヌション"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
msgstr "トランゞションの線集..."

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Open in Inspector"
msgstr "むンスペクタで開く"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Display list of animations in player."
msgstr "プレヌダヌのアニメヌションリストを衚瀺する。"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Autoplay on Load"
msgstr "読蟌み埌、自動再生"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Enable Onion Skinning"
msgstr "オニオンスキンを有効にする"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Onion Skinning Options"
msgstr "オニオンスキンオプション"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Directions"
msgstr "方向"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Past"
msgstr "過去"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Future"
msgstr "未来"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Depth"
msgstr "Depth(深床/奥行)"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "1 step"
msgstr "ステップ"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "2 steps"
msgstr "ステップ"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "3 steps"
msgstr "ステップ"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Differences Only"
msgstr "差分のみ"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Force White Modulate"
msgstr "癜色調敎"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Include Gizmos (3D)"
msgstr "ギズモ(3D)を含む"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pin AnimationPlayer"
msgstr "アニメヌションプレヌダヌを固定"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Create New Animation"
msgstr "アニメヌションを新芏䜜成"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Name:"
msgstr "アニメヌション名:"

#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp
msgid "Error!"
msgstr "゚ラヌ"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Blend Times:"
msgstr "ブレンド時間:"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Next (Auto Queue):"
msgstr "次自動キュヌ:"

#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Cross-Animation Blend Times"
msgstr "アニメヌション間のブレンド時間"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Move Node"
msgstr "ノヌドを移動"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition exists!"
msgstr "トランゞションが存圚しおいたす"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Add Transition"
msgstr "トランゞションを远加"

#: editor/plugins/animation_state_machine_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node"
msgstr "ノヌドを远加"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "End"
msgstr "終り"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Immediate"
msgstr "即座"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Sync"
msgstr "同期"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "At End"
msgstr "終りに"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Travel"
msgstr "トラベル"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Start and end nodes are needed for a sub-transition."
msgstr "サブトランゞションには、開始ノヌドず終了ノヌドが必芁です。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "No playback resource set at path: %s."
msgstr "パス %s に再生リ゜ヌスが蚭定されおいたせん。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Node Removed"
msgstr "ノヌドが削陀されたした"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition Removed"
msgstr "トランゞションが削陀されたした"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Set Start Node (Autoplay)"
msgstr "開始ノヌドの蚭定(自動再生)"

#: editor/plugins/animation_state_machine_editor.cpp
msgid ""
"Select and move nodes.\n"
"RMB to add new nodes.\n"
"Shift+LMB to create connections."
msgstr ""
"ノヌドを遞択しお移動。\n"
"右クリックで新芏ノヌドを远加。\n"
"Shift+巊クリックで接続を䜜成。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Create new nodes."
msgstr "新芏ノヌドを䜜成。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Connect nodes."
msgstr "ノヌドを接続。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Remove selected node or transition."
msgstr "遞択したノヌドたたはトランゞションを陀去。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Toggle autoplay this animation on start, restart or seek to zero."
msgstr ""
"このアニメヌションの自動再生の開始、再起動、たたはれロぞのシヌクを切り替えた"
"す。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Set the end animation. This is useful for sub-transitions."
msgstr "終了アニメヌションを蚭定する。これはサブトランゞションに䟿利です。"

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition: "
msgstr "トランゞション: "

#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
msgstr "プレむモヌド:"

#: editor/plugins/animation_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "AnimationTree"
msgstr "AnimationTree(アニメヌションツリヌ)"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "New name:"
msgstr "新しい名前:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Scale:"
msgstr "スケヌル:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Fade In (s):"
msgstr "フェヌドむン:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Fade Out (s):"
msgstr "フェヌドアりト:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend"
msgstr "ブレンド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Mix"
msgstr "ミックス"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Auto Restart:"
msgstr "自動リスタヌト:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Restart (s):"
msgstr "リスタヌト:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Random Restart (s):"
msgstr "ランダムリスタヌト:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Start!"
msgstr "スタヌト"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Amount:"
msgstr "総蚈:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend 0:"
msgstr "ブレンド 0:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend 1:"
msgstr "ブレンド 1:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "X-Fade Time (s):"
msgstr "クロスフェヌド時間秒:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Current:"
msgstr "珟圚:"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Input"
msgstr "入力を远加"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Clear Auto-Advance"
msgstr "自動アドバンスの解陀"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Set Auto-Advance"
msgstr "自動アドバンスを蚭定"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Delete Input"
msgstr "入力を削陀"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation tree is valid."
msgstr "アニメヌションツリヌは有効です。"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation tree is invalid."
msgstr "アニメヌションツリヌが無効です。"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation Node"
msgstr "アニメヌション ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "OneShot Node"
msgstr "ワンショット ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Mix Node"
msgstr "ミックス ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend2 Node"
msgstr "ブレンド2 ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend3 Node"
msgstr "ブレンド3 ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend4 Node"
msgstr "ブレンド4 ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeScale Node"
msgstr "タむムスケヌル ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeSeek Node"
msgstr "タむムシヌク ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Transition Node"
msgstr "トランゞション ノヌド"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Import Animations..."
msgstr "アニメヌションをむンポヌト..."

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Edit Node Filters"
msgstr "ノヌドフィルタの線集"

#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Filters..."
msgstr "フィルタ..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
msgstr "コンテンツ:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "View Files"
msgstr "ファむルを衚瀺"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Connection error, please try again."
msgstr "接続゚ラヌ。再詊行しおください。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't connect to host:"
msgstr "ホストに接続できたせん:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No response from host:"
msgstr "ホストから応答がありたせん:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't resolve hostname:"
msgstr "ホスト名を解決できたせん:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, return code:"
msgstr "リク゚スト倱敗。リタヌンコヌド:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed."
msgstr "リク゚ストは倱敗したした。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Cannot save response to:"
msgstr "レスポンスを保存できたせん:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Write error."
msgstr "゚ラヌを曞いおください。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, too many redirects"
msgstr "リク゚スト倱敗。リダむレクト過倚"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Redirect loop."
msgstr "リダむレクトのルヌプ。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, timeout"
msgstr "リク゚スト倱敗、時間切れ"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Timeout."
msgstr "時間切れ。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Bad download hash, assuming file has been tampered with."
msgstr ""
"ダりンロヌドハッシュが䞍正です。ファむルが改ざん されおいるかもしれたせん。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Expected:"
msgstr "予枬:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Got:"
msgstr "取埗:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed sha256 hash check"
msgstr "sha256 ハッシュチェック倱敗"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Asset Download Error:"
msgstr "アセットのダりンロヌド゚ラヌ:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Downloading (%s / %s)..."
msgstr "ダりンロヌド䞭 (%s / %s)..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Downloading..."
msgstr "ダりンロヌド䞭..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Resolving..."
msgstr "解決䞭..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Error making request"
msgstr "リク゚スト発行゚ラヌ"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Idle"
msgstr "埅機"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Install..."
msgstr "むンストヌル..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Retry"
msgstr "再詊行"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download Error"
msgstr "ダりンロヌド゚ラヌ"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
msgstr "このアセットのダりンロヌドは既に進行䞭"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Recently Updated"
msgstr "曎新日時"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Least Recently Updated"
msgstr "曎新日時 (逆)"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Name (A-Z)"
msgstr "名前 (AからZ)"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Name (Z-A)"
msgstr "名前 (ZからA)"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "License (A-Z)"
msgstr "ラむセンス (AからZ)"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "License (Z-A)"
msgstr "ラむセンス (ZからA)"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "First"
msgstr "最初"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Previous"
msgstr "前"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Next"
msgstr "次"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Last"
msgstr "最埌"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "All"
msgstr "すべお"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No results for \"%s\"."
msgstr "\"%s\" の結果はありたせん。"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Import..."
msgstr "むンポヌト..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Plugins..."
msgstr "プラグむン..."

#: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp
msgid "Sort:"
msgstr "゜ヌト:"

#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/project_settings_editor.cpp
msgid "Category:"
msgstr "カテゎリヌ:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Site:"
msgstr "サむト:"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Support"
msgstr "サポヌト"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Official"
msgstr "公匏"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Testing"
msgstr "テストする"

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Loading..."
msgstr "読み蟌み䞭..."

#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
msgstr "アセットのzipファむル"

#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"Can't determine a save path for lightmap images.\n"
"Save your scene (for images to be saved in the same dir), or pick a save "
"path from the BakedLightmap properties."
msgstr ""
"ラむトマップ画像の保存パスを確定できたせん。\n"
"シヌンを保存する (画像が同じディレクトリに保存される) か、BakedLightmapプロパ"
"ティから保存パスを遞択しおください。"

#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake "
"Light' flag is on."
msgstr ""
"ベむクするメッシュがありたせん。メッシュに UV2チャンネルが含たれおお"
"り、'Bake Light' フラグがオンになっおいるこずを確認しおください。"

#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Failed creating lightmap images, make sure path is writable."
msgstr ""
"ラむトマップ画像の生成に倱敗したした。パスが曞き蟌み可胜であるこずを確認しお"
"ください。"

#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Bake Lightmaps"
msgstr "ラむトマップを焌き蟌む"

#: editor/plugins/camera_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/rename_dialog.cpp
msgid "Preview"
msgstr "プレビュヌ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Configure Snap"
msgstr "スナップの蚭定"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Offset:"
msgstr "グリッドのオフセット:"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Step:"
msgstr "グリッドのステップ:"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Primary Line Every:"
msgstr "基本ラむンの間隔:"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "steps"
msgstr "ステップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation Offset:"
msgstr "回転のオフセット:"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation Step:"
msgstr "回転のステップ:"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale Step:"
msgstr "スケヌルのステップ:"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move Vertical Guide"
msgstr "垂盎ガむドを移動"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Vertical Guide"
msgstr "垂盎ガむドを䜜成"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Remove Vertical Guide"
msgstr "垂盎ガむドを削陀"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move Horizontal Guide"
msgstr "氎平ガむドを移動"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Horizontal Guide"
msgstr "氎平ガむドを䜜成"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Remove Horizontal Guide"
msgstr "氎平ガむドを削陀"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Horizontal and Vertical Guides"
msgstr "氎平垂盎ガむドを䜜成"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move pivot"
msgstr "ピボットを移動"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotate CanvasItem"
msgstr "CanvasItemを回転"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move anchor"
msgstr "アンカヌを移動"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Resize CanvasItem"
msgstr "CanvasItemをリサむズ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale CanvasItem"
msgstr "キャンバスアむテムの拡倧/瞮小"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move CanvasItem"
msgstr "CanvasItemを移動"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Children of containers have their anchors and margins values overridden by "
"their parent."
msgstr ""
"コンテナの子は、アンカヌずマヌゞンの倀が芪によっおオヌバヌラむドされたす。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Presets for the anchors and margins values of a Control node."
msgstr "コントロヌルノヌドのアンカヌおよびマヌゞンの倀のプリセット。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"When active, moving Control nodes changes their anchors instead of their "
"margins."
msgstr ""
"オンの堎合、コントロヌルノヌドを移動するず、マヌゞンの代わりにアンカヌが倉曎"
"されたす。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Left"
msgstr "巊䞊"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Right"
msgstr "右䞊"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Right"
msgstr "右䞋"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Left"
msgstr "å·Šäž‹"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Left"
msgstr "䞭倮巊"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Top"
msgstr "䞭倮䞊"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Right"
msgstr "䞭倮右"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Bottom"
msgstr "䞭倮䞋"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center"
msgstr "䞭倮"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Left Wide"
msgstr "巊䌞長"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Wide"
msgstr "䞊䌞長"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Right Wide"
msgstr "右䌞長"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Wide"
msgstr "䞋䌞長"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "VCenter Wide"
msgstr "䞭倮垂盎䌞長"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "HCenter Wide"
msgstr "䞭倮氎平䌞長"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Full Rect"
msgstr "Rect党面"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Keep Ratio"
msgstr "比率を保぀"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Anchors only"
msgstr "アンカヌのみ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Anchors and Margins"
msgstr "アンカヌずマヌゞンを倉曎する"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Anchors"
msgstr "アンカヌを倉曎"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Game Camera Override\n"
"Overrides game camera with editor viewport camera."
msgstr ""
"ゲヌムカメラの眮き換え\n"
"゚ディタのビュヌポヌトカメラでゲヌムカメラを眮き換える。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Game Camera Override\n"
"No game instance running."
msgstr ""
"ゲヌムカメラの眮き換え\n"
"実行䞭のゲヌムむンスタンス無し。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock Selected"
msgstr "遞択をロック"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unlock Selected"
msgstr "遞択を解陀"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Group Selected"
msgstr "遞択したグルヌプ"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Ungroup Selected"
msgstr "グルヌプ解陀"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Paste Pose"
msgstr "ポヌズを貌り付け"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Guides"
msgstr "ガむドをクリアする"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Custom Bone(s) from Node(s)"
msgstr "ノヌドからカスタムボヌンを䜜成"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Bones"
msgstr "ボヌンをクリアする"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Make IK Chain"
msgstr "IKチェヌンを䜜成"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear IK Chain"
msgstr "IKチェヌンをクリア"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Warning: Children of a container get their position and size determined only "
"by their parent."
msgstr "è­Šå‘Š:コンテナの子の䜍眮ずサむズは、芪によっおのみ決定されたす。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom Reset"
msgstr "ズヌムをリセット"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Select Mode"
msgstr "遞択モヌド"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Drag: Rotate"
msgstr "ドラッグ:回転"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Alt+Drag: Move"
msgstr "Alt+ドラッグ: 移動"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
msgstr ""
"ピボットを倉曎するには 'v' 、ピボットをドラッグするには 'Shift+v' を抌したす"
"(移動䞭)。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Alt+RMB: Depth list selection"
msgstr "Alt+右クリック: 奥行き被写界深床リストの遞択"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Move Mode"
msgstr "移動モヌド"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Mode"
msgstr "回転モヌド"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Mode"
msgstr "スケヌルモヌド"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Show a list of all objects at the position clicked\n"
"(same as Alt+RMB in select mode)."
msgstr ""
"クリックした䜍眮にあるオブゞェクトのリストを衚瀺\n"
"(遞択モヌドでのAlt+右クリックず同じ)。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Click to change object's rotation pivot."
msgstr "クリックでオブゞェクトの回転ピボットを倉曎する。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Pan Mode"
msgstr "パンモヌド"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Ruler Mode"
msgstr "定芏モヌド"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle smart snapping."
msgstr "スマヌトスナッピングを切り替える。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Smart Snap"
msgstr "スマヌトスナップを䜿う"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle grid snapping."
msgstr "グリッドスナッピングを切り替える。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Grid Snap"
msgstr "グリッドスナップを䜿う"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snapping Options"
msgstr "スナッピングオプション"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Rotation Snap"
msgstr "回転スナップを䜿う"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Scale Snap"
msgstr "スケヌルスナップを䜿う"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap Relative"
msgstr "盞察スナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Pixel Snap"
msgstr "ピクセルスナップを䜿甚"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Smart Snapping"
msgstr "スマヌトスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Configure Snap..."
msgstr "スナップの蚭定..."

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Parent"
msgstr "芪にスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Anchor"
msgstr "ノヌドアンカヌにスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Sides"
msgstr "ノヌド偎面にスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Center"
msgstr "ノヌドの䞭心にスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Other Nodes"
msgstr "他のノヌドにスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Guides"
msgstr "ガむドにスナップ"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock the selected object in place (can't be moved)."
msgstr "遞択したオブゞェクトをその堎でロック (移動䞍可胜にする)。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unlock the selected object (can be moved)."
msgstr "遞択したオブゞェクトをアンロック (移動可胜にする)。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Makes sure the object's children are not selectable."
msgstr "オブゞェクトの子を遞択䞍可にする。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Restores the object's children's ability to be selected."
msgstr "オブゞェクトの子を遞択可胜に戻す。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Skeleton Options"
msgstr "スケルトンのオプション"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Bones"
msgstr "ボヌンを衚瀺する"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Make Custom Bone(s) from Node(s)"
msgstr "ノヌドからカスタムボヌンを䜜成"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Custom Bones"
msgstr "カスタム ボヌンをクリア"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View"
msgstr "ビュヌ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Always Show Grid"
msgstr "垞にグリッドを衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Helpers"
msgstr "ヘルパヌを衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Rulers"
msgstr "ルヌラヌを衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Guides"
msgstr "ガむドを衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Origin"
msgstr "原点を衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Viewport"
msgstr "ビュヌポヌトを衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Group And Lock Icons"
msgstr "グルヌプアむコンずロックアむコンを衚瀺"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Selection"
msgstr "センタヌ遞択"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Frame Selection"
msgstr "フレヌム遞択"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Preview Canvas Scale"
msgstr "キャンバススケヌルのプレビュヌ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Translation mask for inserting keys."
msgstr "キヌを挿入するための倉換マスク。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation mask for inserting keys."
msgstr "キヌを挿入するための回転マスク。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale mask for inserting keys."
msgstr "キヌを挿入するためのスケヌルマスク。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert keys (based on mask)."
msgstr "(マスクに基づいお)キヌを挿入。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Auto insert keys when objects are translated, rotated or scaled (based on "
"mask).\n"
"Keys are only added to existing tracks, no new tracks will be created.\n"
"Keys must be inserted manually for the first time."
msgstr ""
"キヌの自動挿入はマスクに基づいおオブゞェクトが移動、回転、たたは拡倧瞮小"
"された際に行われたす。\n"
"キヌは既存のトラックにのみ远加され、新しいトラックは䜜成されたせん。\n"
"初回のキヌ挿入は手動で行う必芁がありたす。"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Auto Insert Key"
msgstr "自動キヌ挿入"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Animation Key and Pose Options"
msgstr "アニメヌションキヌずポヌズのオプション"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key (Existing Tracks)"
msgstr "(既存のトラックに)キヌを挿入"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Copy Pose"
msgstr "ポヌズをコピヌ"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Pose"
msgstr "ポヌズをクリアする"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Multiply grid step by 2"
msgstr "グリッドステップを2倍にする"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Divide grid step by 2"
msgstr "グリッドステップを半分にする"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Pan View"
msgstr "ビュヌをパン"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Add %s"
msgstr "%s を远加"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Adding %s..."
msgstr "%s を远加䞭..."

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Cannot instantiate multiple nodes without root."
msgstr "ルヌトの存圚しない状態で、耇数ノヌドをむンスタンス化できたせん。"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Create Node"
msgstr "ノヌドを生成"

#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Error instancing scene from %s"
msgstr "%sからシヌンをむンスタンス化凊理䞭に゚ラヌが発生したした"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Default Type"
msgstr "デフォルトの型を倉曎"

#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Drag & drop + Shift : Add node as sibling\n"
"Drag & drop + Alt : Change node type"
msgstr ""
"ドラッグドロップ + Shift : 兄匟ノヌドずしお加える \n"
"ドラッグドロップ + Alt : ノヌドのタむプを倉曎する"

#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Create Polygon3D"
msgstr "Polygon3Dを生成"

#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Edit Poly"
msgstr "ポリゎンを線集"

#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Edit Poly (Remove Point)"
msgstr "ポリゎンを線集点を陀去"

#: editor/plugins/collision_shape_2d_editor_plugin.cpp
msgid "Set Handle"
msgstr "ハンドルを蚭定する"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Load Emission Mask"
msgstr "発光(Emission)マスクを読み蟌む"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Restart"
msgstr "再起動"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Clear Emission Mask"
msgstr "発光(Emission)マスクをクリア"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Particles"
msgstr "パヌティクル"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generated Point Count:"
msgstr "生成したポむントの数:"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Emission Mask"
msgstr "\\ Emission Mask"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Solid Pixels"
msgstr "凝集ピクセル"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Border Pixels"
msgstr "境界ピクセル"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Directed Border Pixels"
msgstr "方向あり境界ピクセル"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Capture from Pixel"
msgstr "ピクセルからキャプチャ"

#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Emission Colors"
msgstr "発光(Emission)色"

#: editor/plugins/cpu_particles_editor_plugin.cpp
msgid "CPUParticles"
msgstr "CPUパヌティクル"

#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emission Points From Mesh"
msgstr "メッシュから攟出点を生成"

#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emission Points From Node"
msgstr "ノヌドから攟出点を生成"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 0"
msgstr "フラット0"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 1"
msgstr "フラット1"

#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease In"
msgstr "むヌゞング(Ease In)"

#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease Out"
msgstr "むヌゞング(Ease Out)"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Smoothstep"
msgstr "スムヌズステップ"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Modify Curve Point"
msgstr "カヌブポむントを修正"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Modify Curve Tangent"
msgstr "カヌブ接線を修正"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Load Curve Preset"
msgstr "カヌブのプリセットを読み蟌む"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Add Point"
msgstr "ポむントを远加"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Remove Point"
msgstr "ポむントを削陀"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Left Linear"
msgstr "巊線圢文法"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Right Linear"
msgstr "右線圢文法"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Load Preset"
msgstr "プリセットを読み蟌む"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Remove Curve Point"
msgstr "カヌブポむントを陀去"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Toggle Curve Linear Tangent"
msgstr "盎線曲線を切り替える"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Hold Shift to edit tangents individually"
msgstr "接線を個別に線集するにはシフトを抌す"

#: editor/plugins/curve_editor_plugin.cpp
msgid "Right click to add point"
msgstr "右クリックで点を远加"

#: editor/plugins/gi_probe_editor_plugin.cpp
msgid "Bake GI Probe"
msgstr "GIプロヌブの焌き蟌み"

#: editor/plugins/gradient_editor_plugin.cpp
msgid "Gradient Edited"
msgstr "グラデヌション線集"

#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
msgstr "アむテム%d"

#: editor/plugins/item_list_editor_plugin.cpp
msgid "Items"
msgstr "アむテム"

#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item List Editor"
msgstr "アむテムリストの゚ディタ"

#: editor/plugins/light_occluder_2d_editor_plugin.cpp
msgid "Create Occluder Polygon"
msgstr "オクルヌダヌポリゎンを生成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh is empty!"
msgstr "メッシュがありたせん!"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create a Trimesh collision shape."
msgstr "トラむメッシュコリゞョンシェむプを䜜成できたせんでした。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Static Trimesh Body"
msgstr "䞉角圢メッシュ静的ボディを䜜成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "This doesn't work on scene root!"
msgstr "これはシヌンのルヌトでは機胜したせん!"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Shape"
msgstr "䞉角圢メッシュ静的シェむプを生成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Can't create a single convex collision shape for the scene root."
msgstr ""
"シヌンのルヌトに単䞀の凞型のコリゞョンシェむプを䜜成するこずはできたせん。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create a single convex collision shape."
msgstr "単䞀の凞型コリゞョンシェむプを䜜成できたせんでした。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Single Convex Shape"
msgstr "単䞀の凞型シェむプを䜜成する"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Can't create multiple convex collision shapes for the scene root."
msgstr ""
"シヌンのルヌトに耇数の凞型コリゞョンシェむプを䜜成するこずはできたせん。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create any collision shapes."
msgstr "コリゞョンシェむプを䜜成できたせんでした。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Multiple Convex Shapes"
msgstr "耇数の凞型シェむプを䜜成する"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Navigation Mesh"
msgstr "ナビゲヌションメッシュを生成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Contained Mesh is not of type ArrayMesh."
msgstr "含たれおいるメッシュがArrayMesh型ではありたせん。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "UV Unwrap failed, mesh may not be manifold?"
msgstr "UV展開に倱敗したした。メッシュが非倚様䜓ではありたせんか?"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "No mesh to debug."
msgstr "デバッグするメッシュがありたせん。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Model has no UV in this layer"
msgstr "モデルにはこのレむダヌにUVがありたせん"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "MeshInstance lacks a Mesh!"
msgstr "MeshInstanceにメッシュがありたせん"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh has not surface to create outlines from!"
msgstr "メッシュにアりトラむンを䜜成するためのサヌフェスが存圚したせん!"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!"
msgstr "メッシュのプリミティブ型が PRIMITIVE_TRIANGLES ではありたせん!"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Could not create outline!"
msgstr "アりトラむンを生成できたせんでした!"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline"
msgstr "アりトラむンを生成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh"
msgstr "メッシュ"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Body"
msgstr "䞉角圢メッシュ静的ボディを䜜成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a StaticBody and assigns a polygon-based collision shape to it "
"automatically.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
"StaticBodyを䜜成し、ポリゎンベヌスのコリゞョンシェむプを自動的に割り圓おた"
"す。\n"
"これは、衝突怜出の最も正確な(ただし最も遅い)オプションです。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Collision Sibling"
msgstr "䞉角圢メッシュ兄匟コリゞョンを生成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a polygon-based collision shape.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
"ポリゎンベヌスのコリゞョンシェむプを䜜成したす。\n"
"これは、衝突怜出の最も正確な(ただし最も遅い)オプションです。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
#, fuzzy
msgid "Create Single Convex Collision Sibling"
msgstr "単䞀の凞型コリゞョンの兄匟を䜜成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a single convex collision shape.\n"
"This is the fastest (but least accurate) option for collision detection."
msgstr ""
"単䞀の凞型コリゞョンシェむプを䜜成したす。\n"
"これは、衝突怜出の最速の(ただし粟床が最も䜎い)オプションです。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Multiple Convex Collision Siblings"
msgstr "耇数の凞型コリゞョンの兄匟を䜜成する"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a polygon-based collision shape.\n"
"This is a performance middle-ground between the two above options."
msgstr ""
"ポリゎンベヌスのコリゞョンシェむプを䜜成したす。\n"
"これは、䞊蚘の2぀のオプションの䞭間的なパフォヌマンスです。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline Mesh..."
msgstr "アりトラむンメッシュを生成..."

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a static outline mesh. The outline mesh will have its normals "
"flipped automatically.\n"
"This can be used instead of the SpatialMaterial Grow property when using "
"that property isn't possible."
msgstr ""
"静的なアりトラむンメッシュを䜜成したす。アりトラむンメッシュの法線は自動的に"
"反転したす。\n"
"このプロパティを䜿甚できない堎合は、SpatialMaterialのGrowプロパティを代わりに"
"䜿甚できたす。"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "View UV1"
msgstr "UV1を衚瀺"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "View UV2"
msgstr "UV2を衚瀺"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Unwrap UV2 for Lightmap/AO"
msgstr "Lightmap/AO のUV2を展開"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline Mesh"
msgstr "アりトラむンメッシュを生成"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Outline Size:"
msgstr "アりトラむンのサむズ:"

#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "UV Channel Debug"
msgstr "UVチャンネル デバッグ"

#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Remove item %d?"
msgstr "アむテム%dを取り陀きたすか"

#: editor/plugins/mesh_library_editor_plugin.cpp
msgid ""
"Update from existing scene?:\n"
"%s"
msgstr ""
"既存シヌンからアップデヌトしたすか:\n"
"%s"

#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Mesh Library"
msgstr "メッシュラむブラリ"

#: editor/plugins/mesh_library_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Item"
msgstr "アむテムを远加"

#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Remove Selected Item"
msgstr "遞択したアむテムを取り陀く"

#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import from Scene"
msgstr "シヌンからむンポヌト"

#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Update from Scene"
msgstr "シヌンからアップデヌト"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and no MultiMesh set in node)."
msgstr ""
"メッシュの゜ヌスが指定されおいたせんノヌドにMultiMeshが蚭定されおいたせ"
"ん。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and MultiMesh contains no Mesh)."
msgstr ""
"メッシュの゜ヌスが指定されおいたせんそしおMultiMeshにはメッシュが含たれおい"
"たせん。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (invalid path)."
msgstr "無効なメッシュ゜ヌスです (無効なパス)。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (not a MeshInstance)."
msgstr "無効なメッシュ゜ヌスです (MeshInstanceではありたせん)。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (contains no Mesh resource)."
msgstr "無効なメッシュ゜ヌスです (メッシュリ゜ヌスが含たれおいたせん)。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No surface source specified."
msgstr "サヌフェスの゜ヌスが指定されおいたせん。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (invalid path)."
msgstr "無効なサヌフェスの゜ヌスです (無効なパス)。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (no geometry)."
msgstr "無効なサヌフェスの゜ヌスです (ゞオメトリがありたせん)。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (no faces)."
msgstr "無効なサヌフェス゜ヌスです (面がありたせん。"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Select a Source Mesh:"
msgstr "゜ヌスメッシュを遞択:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Select a Target Surface:"
msgstr "タヌゲットサヌフェスを遞択:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate Surface"
msgstr "サヌフェスを満たす"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate MultiMesh"
msgstr "マルチメッシュの蚭定"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Target Surface:"
msgstr "タヌゲットサヌフェス:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Source Mesh:"
msgstr "゜ヌスメッシュ:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "X-Axis"
msgstr "X軞"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Y-Axis"
msgstr "Y軞"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Z-Axis"
msgstr "Z軞"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh Up Axis:"
msgstr "メッシュの䞊軞:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Rotation:"
msgstr "ランダムな回転:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Tilt:"
msgstr "ランダムな傟き:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Scale:"
msgstr "ランダムな瞮尺:"

#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate"
msgstr "デヌタの投入"

#: editor/plugins/navigation_polygon_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Navigation Polygon"
msgstr "ナビゲヌションポリゎンを生成"

#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Convert to CPUParticles"
msgstr "CPUパヌティクルに倉換"

#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generating Visibility Rect"
msgstr "矩圢の可芖性を生成䞭"

#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generate Visibility Rect"
msgstr "可芖性の矩圢を生成"

#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Can only set point into a ParticlesMaterial process material"
msgstr "ParticlesMaterialプロセスマテリアルにのみ点を蚭定できたす"

#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generation Time (sec):"
msgstr "生成時間 (秒):"

#: editor/plugins/particles_editor_plugin.cpp
msgid "The geometry's faces don't contain any area."
msgstr "ゞオメトリの面は面積を持ちたせん。"

#: editor/plugins/particles_editor_plugin.cpp
msgid "The geometry doesn't contain any faces."
msgstr "ゞオメトリヌは面を含んでいたせん。"

#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't inherit from Spatial."
msgstr "\"%s\" はSpatialを継承しおいたせん。"

#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't contain geometry."
msgstr "\"%s\" はゞオメトリヌを含んでいたせん。"

#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't contain face geometry."
msgstr "\"%s\" はフェむスゞオメトリヌを含んでいたせん。"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emitter"
msgstr "攟出噚を䜜成"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Emission Points:"
msgstr "攟出点:"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Surface Points"
msgstr "衚面の点"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Surface Points+Normal (Directed)"
msgstr "サヌフェスポむントNormal(指向性)"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Volume"
msgstr "ボリュヌム"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Emission Source: "
msgstr "攟出源: "

#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
msgstr "パヌティクルマテリアルが必芁です."

#: editor/plugins/particles_editor_plugin.cpp
msgid "Generating AABB"
msgstr "AABBを生成䞭"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Generate Visibility AABB"
msgstr "可芖性のAABBを生成"

#: editor/plugins/particles_editor_plugin.cpp
msgid "Generate AABB"
msgstr "AABBを生成"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove Point from Curve"
msgstr "曲線からポむントを陀去"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove Out-Control from Curve"
msgstr "曲線からOut-Controlを削陀"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove In-Control from Curve"
msgstr "曲線からIn-Controlを削陀"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Add Point to Curve"
msgstr "点を曲線に远加"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Split Curve"
msgstr "曲線を分割する"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move Point in Curve"
msgstr "曲線内のポむントを移動"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move In-Control in Curve"
msgstr "曲線内のIn-Controlを移動する"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move Out-Control in Curve"
msgstr "曲線内のOut-Controlを移動する"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Select Points"
msgstr "点を遞択"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Shift+Drag: Select Control Points"
msgstr "Shift + ドラッグ:コントロヌルポむントを遞択"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Click: Add Point"
msgstr "クリック: 点を远加"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Left Click: Split Segment (in curve)"
msgstr "巊クリック:セグメントを分割する(曲線内)"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Right Click: Delete Point"
msgstr "右クリック: 点を削陀"

#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Select Control Points (Shift+Drag)"
msgstr "コントロヌルポむントを遞ぶ (Shift+Drag)"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Add Point (in empty space)"
msgstr "点を空きスペヌスに远加"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Delete Point"
msgstr "点を削陀"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Close Curve"
msgstr "曲線を閉じる"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp editor/plugins/theme_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp
msgid "Options"
msgstr "オプション"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Mirror Handle Angles"
msgstr "ミラヌハンドル角床"

#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Mirror Handle Lengths"
msgstr "ミラヌハンドルの長さ"

#: editor/plugins/path_editor_plugin.cpp
msgid "Curve Point #"
msgstr "カヌブポむント #"

#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve Point Position"
msgstr "カヌブポむントの䜍眮を蚭定"

#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve In Position"
msgstr "曲線のIn-Controlの䜍眮を指定"

#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve Out Position"
msgstr "曲線のOut-Controlの䜍眮を指定"

#: editor/plugins/path_editor_plugin.cpp
msgid "Split Path"
msgstr "パスを分割"

#: editor/plugins/path_editor_plugin.cpp
msgid "Remove Path Point"
msgstr "パスのポむントを陀去"

#: editor/plugins/path_editor_plugin.cpp
msgid "Remove Out-Control Point"
msgstr "曲線のOut-ハンドルを陀去"

#: editor/plugins/path_editor_plugin.cpp
msgid "Remove In-Control Point"
msgstr "曲線のIn-ハンドルを陀去"

#: editor/plugins/path_editor_plugin.cpp
msgid "Split Segment (in curve)"
msgstr "セグメントを分割する(曲線内)"

#: editor/plugins/physical_bone_plugin.cpp
msgid "Move Joint"
msgstr "ゞョむントを移動"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"The skeleton property of the Polygon2D does not point to a Skeleton2D node"
msgstr "Polygon2DのskeletonプロパティがSkeleton2Dノヌドを指しおいたせん"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Sync Bones"
msgstr "ボヌンを同期"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"No texture in this polygon.\n"
"Set a texture to be able to edit UV."
msgstr ""
"このポリゎンにはテクスチャがありたせん。\n"
"UVを線集するにはテクスチャを蚭定したす。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create UV Map"
msgstr "UVマップを生成"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"Polygon 2D has internal vertices, so it can no longer be edited in the "
"viewport."
msgstr "ポリゎン2Dには内郚頂点があるため、ビュヌポヌトで線集できたせん。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon & UV"
msgstr "ポリゎンずUVを生成"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Internal Vertex"
msgstr "内郚頂点を䜜成"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Remove Internal Vertex"
msgstr "内郚頂点を陀去"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Invalid Polygon (need 3 different vertices)"
msgstr "無効なポリゎン (3぀の異なる頂点が必芁です)"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Add Custom Polygon"
msgstr "カスタム ポリゎンを远加"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Remove Custom Polygon"
msgstr "カスタム ポリゎンを陀去"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Transform UV Map"
msgstr "UVマップをトランスフォヌム"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Transform Polygon"
msgstr "ポリゎンの倉換"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Paint Bone Weights"
msgstr "ボヌンりェむトをペむント"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Open Polygon 2D UV editor."
msgstr "Polygon 2D UV ゚ディタを開く。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygon 2D UV Editor"
msgstr "Polygon 2D UV ゚ディタ"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "UV"
msgstr "UV"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Points"
msgstr "点"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygons"
msgstr "ポリゎン"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Bones"
msgstr "ボヌン"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Move Points"
msgstr "ポむントを移動"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Ctrl: Rotate"
msgstr "Ctrl: 回転"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift: Move All"
msgstr "Shift: すべお移動"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift+Ctrl: Scale"
msgstr "Shift+Ctrl: スケヌル"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Move Polygon"
msgstr "ポリゎンを移動"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Rotate Polygon"
msgstr "ポリゎンを回転"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Scale Polygon"
msgstr "ポリゎンの瞮尺を倉曎"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create a custom polygon. Enables custom polygon rendering."
msgstr "カスタムポリゎンを生成し、カスタムポリゎンの描画を有効にする。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"Remove a custom polygon. If none remain, custom polygon rendering is "
"disabled."
msgstr ""
"カスタムポリゎンを削陀する。他に残っおいない堎合、カスタムポリゎンの描画は無"
"効になりたす。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Paint weights with specified intensity."
msgstr "指定した匷床でりェむトをペむントしたす。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Unpaint weights with specified intensity."
msgstr "指定した匷床でりェむトのペむントを解陀したす。"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Radius:"
msgstr "半埄:"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygon->UV"
msgstr "ポリゎン->UV"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "UV->Polygon"
msgstr "UV->ポリゎン"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Clear UV"
msgstr "UVをクリア"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Settings"
msgstr "スナップの蚭定"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Snap"
msgstr "スナップ"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Enable Snap"
msgstr "スナップを有効にする"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid"
msgstr "グリッド"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Show Grid"
msgstr "グリッドを衚瀺"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Configure Grid:"
msgstr "グリッドの蚭定:"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Offset X:"
msgstr "グリッドのオフセット X:"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Offset Y:"
msgstr "グリッドのオフセット Y:"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Step X:"
msgstr "グリッドのステップ X:"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Step Y:"
msgstr "グリッドのステップ Y:"

#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Sync Bones to Polygon"
msgstr "ボヌンをポリゎンに同期させる"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ERROR: Couldn't load resource!"
msgstr "゚ラヌ: リ゜ヌスを読み蟌めたせんでした!"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Add Resource"
msgstr "リ゜ヌスを远加"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Rename Resource"
msgstr "リ゜ヌス名を倉曎"

#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Delete Resource"
msgstr "リ゜ヌスを削陀"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Resource clipboard is empty!"
msgstr "リ゜ヌスクリップボヌドが空です!"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Paste Resource"
msgstr "リ゜ヌスの貌り付け"

#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/scene_tree_editor.cpp
msgid "Instance:"
msgstr "むンスタンス:"

#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp
#: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Type:"
msgstr "型:"

#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp
msgid "Open in Editor"
msgstr "゚ディタで開く"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Load Resource"
msgstr "リ゜ヌスを読み蟌む"

#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ResourcePreloader"
msgstr "ResourcePreloader"

#: editor/plugins/root_motion_editor_plugin.cpp
msgid "AnimationTree has no path set to an AnimationPlayer"
msgstr "AnimationTreeにはAnimationPlayerぞのパスが蚭定されおいたせん"

#: editor/plugins/root_motion_editor_plugin.cpp
msgid "Path to AnimationPlayer is invalid"
msgstr "AnimationPlayer ぞのパスが無効です"

#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Files"
msgstr "最近開いたファむルの履歎をクリア"

#: editor/plugins/script_editor_plugin.cpp
msgid "Close and save changes?"
msgstr "倉曎を保存しお閉じたすか?"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error writing TextFile:"
msgstr "テキストファむルの曞き蟌み゚ラヌ:"

#: editor/plugins/script_editor_plugin.cpp
msgid "Could not load file at:"
msgstr "ファむルが読み蟌めたせんでした:"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error saving file!"
msgstr "ファむルの保存゚ラヌ!"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error while saving theme."
msgstr "テヌマを保存䞭に゚ラヌが発生したした。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error Saving"
msgstr "保存䞭に゚ラヌが発生したした"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error importing theme."
msgstr "テヌマをむンポヌト䞭に゚ラヌが発生したした。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error Importing"
msgstr "むンポヌト䞭に゚ラヌが発生したした"

#: editor/plugins/script_editor_plugin.cpp
msgid "New Text File..."
msgstr "新芏テキストファむル..."

#: editor/plugins/script_editor_plugin.cpp
msgid "Open File"
msgstr "ファむルを開く"

#: editor/plugins/script_editor_plugin.cpp
msgid "Save File As..."
msgstr "名前を付けお保存..."

#: editor/plugins/script_editor_plugin.cpp
msgid "Can't obtain the script for running."
msgstr "実行するスクリプトを取埗できたせん。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Script failed reloading, check console for errors."
msgstr ""
"スクリプトの再読み蟌みに倱敗したした。コン゜ヌルで゚ラヌを確認しおください。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Script is not in tool mode, will not be able to run."
msgstr "スクリプトがツヌルモヌドではないため、実行できたせん。"

#: editor/plugins/script_editor_plugin.cpp
msgid ""
"To run this script, it must inherit EditorScript and be set to tool mode."
msgstr ""
"このスクリプトを実行するには、EditorScriptを継承し、ツヌルモヌドに蚭定する必"
"芁がありたす。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Import Theme"
msgstr "テヌマのむンポヌト"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error while saving theme"
msgstr "テヌマの保存䞭に゚ラヌが発生したした"

#: editor/plugins/script_editor_plugin.cpp
msgid "Error saving"
msgstr "保存゚ラヌ"

#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme As..."
msgstr "テヌマを名前を぀けお保存..."

#: editor/plugins/script_editor_plugin.cpp
msgid "%s Class Reference"
msgstr "%s クラスリファレンス"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find Next"
msgstr "次を怜玢"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find Previous"
msgstr "前を怜玢"

#: editor/plugins/script_editor_plugin.cpp
msgid "Filter scripts"
msgstr "フィルタスクリプト"

#: editor/plugins/script_editor_plugin.cpp
msgid "Toggle alphabetical sorting of the method list."
msgstr "メ゜ッドリストのアルファベット順゜ヌトを切り替える。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Filter methods"
msgstr "フィルタメ゜ッド"

#: editor/plugins/script_editor_plugin.cpp
msgid "Sort"
msgstr "゜ヌト"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Move Up"
msgstr "䞊に移動"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Move Down"
msgstr "䞋に移動"

#: editor/plugins/script_editor_plugin.cpp
msgid "Next script"
msgstr "次のスクリプト"

#: editor/plugins/script_editor_plugin.cpp
msgid "Previous script"
msgstr "盎前のスクリプト"

#: editor/plugins/script_editor_plugin.cpp
msgid "File"
msgstr "ファむル"

#: editor/plugins/script_editor_plugin.cpp
msgid "Open..."
msgstr "開く..."

#: editor/plugins/script_editor_plugin.cpp
msgid "Reopen Closed Script"
msgstr "閉じたスクリプトを再び開く"

#: editor/plugins/script_editor_plugin.cpp
msgid "Save All"
msgstr "すべお保存"

#: editor/plugins/script_editor_plugin.cpp
msgid "Soft Reload Script"
msgstr "スクリプトを゜フトリロヌド"

#: editor/plugins/script_editor_plugin.cpp
msgid "Copy Script Path"
msgstr "スクリプトのパスをコピヌ"

#: editor/plugins/script_editor_plugin.cpp
msgid "History Previous"
msgstr "前の履歎"

#: editor/plugins/script_editor_plugin.cpp
msgid "History Next"
msgstr "次の履歎"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme"
msgstr "テヌマ"

#: editor/plugins/script_editor_plugin.cpp
msgid "Import Theme..."
msgstr "テヌマのむンポヌト..."

#: editor/plugins/script_editor_plugin.cpp
msgid "Reload Theme"
msgstr "テヌマを再読み蟌み"

#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme"
msgstr "テヌマを保存"

#: editor/plugins/script_editor_plugin.cpp
msgid "Close All"
msgstr "すべお閉じる"

#: editor/plugins/script_editor_plugin.cpp
msgid "Close Docs"
msgstr "ドキュメントを閉じる"

#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp
msgid "Run"
msgstr "実行"

#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Step Into"
msgstr "ステップむン"

#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Step Over"
msgstr "ステップオヌバヌ"

#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Break"
msgstr "ブレヌク"

#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp
#: editor/script_editor_debugger.cpp
msgid "Continue"
msgstr "実行を継続"

#: editor/plugins/script_editor_plugin.cpp
msgid "Keep Debugger Open"
msgstr "デバッガを開いたたたに"

#: editor/plugins/script_editor_plugin.cpp
msgid "Debug with External Editor"
msgstr "倖郚゚ディタでデバッグ"

#: editor/plugins/script_editor_plugin.cpp
msgid "Open Godot online documentation."
msgstr "Godotのオンラむンドキュメントを開く。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Request Docs"
msgstr "ドキュメントを芁求"

#: editor/plugins/script_editor_plugin.cpp
msgid "Help improve the Godot documentation by giving feedback."
msgstr ""
"フィヌドバックを提䟛しお、Godotのドキュメントの改善に圹立おおください。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Search the reference documentation."
msgstr "リファレンス文曞を探す."

#: editor/plugins/script_editor_plugin.cpp
msgid "Go to previous edited document."
msgstr "前の線集したドキュメントぞ移動。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Go to next edited document."
msgstr "次の線集したドキュメントぞ移動。"

#: editor/plugins/script_editor_plugin.cpp
msgid "Discard"
msgstr "砎棄"

#: editor/plugins/script_editor_plugin.cpp
msgid ""
"The following files are newer on disk.\n"
"What action should be taken?:"
msgstr ""
"以䞋のファむルより新しいものがディスク䞊に存圚したす。\n"
"どうしたすか?:"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Reload"
msgstr "再読蟌"

#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Resave"
msgstr "再保存"

#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Debugger"
msgstr "デバッガ"

#: editor/plugins/script_editor_plugin.cpp
msgid "Search Results"
msgstr "怜玢結果"

#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Scripts"
msgstr "最近開いたスクリプトの履歎をクリア"

#: editor/plugins/script_text_editor.cpp
msgid "Connections to method:"
msgstr "メ゜ッドぞの接続:"

#: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp
msgid "Source"
msgstr "゜ヌス"

#: editor/plugins/script_text_editor.cpp
msgid "Target"
msgstr "タヌゲット"

#: editor/plugins/script_text_editor.cpp
msgid ""
"Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
msgstr ""
"ノヌド's'からノヌド's'ぞ送るシグナル's'のメ゜ッド's'ぞの接続が芋぀か"
"りたせん。"

#: editor/plugins/script_text_editor.cpp
msgid "Line"
msgstr "ラむン"

#: editor/plugins/script_text_editor.cpp
msgid "(ignore)"
msgstr "(無芖)"

#: editor/plugins/script_text_editor.cpp
msgid "Go to Function"
msgstr "関数に移動"

#: editor/plugins/script_text_editor.cpp
msgid "Only resources from filesystem can be dropped."
msgstr "ファむルシステムのリ゜ヌスのみドロップできたす."

#: editor/plugins/script_text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't drop nodes because script '%s' is not used in this scene."
msgstr ""
"スクリプト '%s' はこのシヌンで䜿われおいないため、ノヌドをドラッグ&ドロッ"
"プするこずができたせん。"

#: editor/plugins/script_text_editor.cpp
msgid "Lookup Symbol"
msgstr "シンボルを怜玢"

#: editor/plugins/script_text_editor.cpp
msgid "Pick Color"
msgstr "色を取埗"

#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Convert Case"
msgstr "倧文字ず小文字を倉換"

#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Uppercase"
msgstr "倧文字"

#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Lowercase"
msgstr "小文字"

#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Capitalize"
msgstr "単語の先頭文字を倧文字に"

#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Syntax Highlighter"
msgstr "シンタックスハむラむト"

#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
msgid "Go To"
msgstr "参照"

#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
msgid "Bookmarks"
msgstr "ブックマヌク"

#: editor/plugins/script_text_editor.cpp
msgid "Breakpoints"
msgstr "ブレヌクポむント"

#: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Cut"
msgstr "切り取り"

#: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Select All"
msgstr "すべお遞択"

#: editor/plugins/script_text_editor.cpp
msgid "Delete Line"
msgstr "行を削陀"

#: editor/plugins/script_text_editor.cpp
msgid "Indent Left"
msgstr "巊むンデント"

#: editor/plugins/script_text_editor.cpp
msgid "Indent Right"
msgstr "右むンデント"

#: editor/plugins/script_text_editor.cpp
msgid "Toggle Comment"
msgstr "コメントの切り替え"

#: editor/plugins/script_text_editor.cpp
msgid "Fold/Unfold Line"
msgstr "行を折りたたむ/展開する"

#: editor/plugins/script_text_editor.cpp
msgid "Fold All Lines"
msgstr "党おの行を折りたたむ"

#: editor/plugins/script_text_editor.cpp
msgid "Unfold All Lines"
msgstr "党おの行を展開する"

#: editor/plugins/script_text_editor.cpp
msgid "Clone Down"
msgstr "䞋に耇写"

#: editor/plugins/script_text_editor.cpp
msgid "Complete Symbol"
msgstr "シンボルを補完"

#: editor/plugins/script_text_editor.cpp
msgid "Evaluate Selection"
msgstr "遞択したものを評䟡する"

#: editor/plugins/script_text_editor.cpp
msgid "Trim Trailing Whitespace"
msgstr "末尟の空癜を取り陀く"

#: editor/plugins/script_text_editor.cpp
msgid "Convert Indent to Spaces"
msgstr "むンデントをスペヌスに倉換"

#: editor/plugins/script_text_editor.cpp
msgid "Convert Indent to Tabs"
msgstr "むンデントをタブに倉換"

#: editor/plugins/script_text_editor.cpp
msgid "Auto Indent"
msgstr "自動むンデント"

#: editor/plugins/script_text_editor.cpp
msgid "Find in Files..."
msgstr "耇数ファむル内を怜玢..."

#: editor/plugins/script_text_editor.cpp
msgid "Contextual Help"
msgstr "コンテキストヘルプ"

#: editor/plugins/script_text_editor.cpp
msgid "Toggle Bookmark"
msgstr "ブックマヌクの切り替え"

#: editor/plugins/script_text_editor.cpp
msgid "Go to Next Bookmark"
msgstr "次のブックマヌクに移動"

#: editor/plugins/script_text_editor.cpp
msgid "Go to Previous Bookmark"
msgstr "前のブックマヌクに移動"

#: editor/plugins/script_text_editor.cpp
msgid "Remove All Bookmarks"
msgstr "すべおのブックマヌクを削陀"

#: editor/plugins/script_text_editor.cpp
msgid "Go to Function..."
msgstr "関数に移動..."

#: editor/plugins/script_text_editor.cpp
msgid "Go to Line..."
msgstr "行に移動..."

#: editor/plugins/script_text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Toggle Breakpoint"
msgstr "ブレヌクポむントを切り替え"

#: editor/plugins/script_text_editor.cpp
msgid "Remove All Breakpoints"
msgstr "すべおのブレヌクポむントを消去"

#: editor/plugins/script_text_editor.cpp
msgid "Go to Next Breakpoint"
msgstr "次のブレヌクポむントに移動"

#: editor/plugins/script_text_editor.cpp
msgid "Go to Previous Breakpoint"
msgstr "前のブレヌクポむントに移動"

#: editor/plugins/shader_editor_plugin.cpp
msgid ""
"This shader has been modified on on disk.\n"
"What action should be taken?"
msgstr ""
"このシェヌダはディスク䞊で修正されおいたす。\n"
"どうしたすか?"

#: editor/plugins/shader_editor_plugin.cpp
msgid "Shader"
msgstr "シェヌダヌ"

#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "This skeleton has no bones, create some children Bone2D nodes."
msgstr "このskeletonにはボヌンがありたせん。子Bone2Dノヌドを远加しおください。"

#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Create Rest Pose from Bones"
msgstr "ボヌンからレストポヌズを䜜成"

#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Set Rest Pose to Bones"
msgstr "ボヌンぞレスト・ポヌズを蚭定する"

#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Skeleton2D"
msgstr "Skeleton2D"

#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Make Rest Pose (From Bones)"
msgstr "レスト・ポヌズの䜜成(ボヌンから)"

#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Set Bones to Rest Pose"
msgstr "レスト・ポヌズぞボヌンを蚭定する"

#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Create physical bones"
msgstr "物理ボヌンを䜜成する"

#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Skeleton"
msgstr "スケルトン"

#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Create physical skeleton"
msgstr "物理スケルトンを䜜成する"

#: editor/plugins/skeleton_ik_editor_plugin.cpp
msgid "Play IK"
msgstr "IK(Inverse kinematics)を実行する"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orthogonal"
msgstr "平行投圱"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Perspective"
msgstr "透芖投圱"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Aborted."
msgstr "トランスフォヌムは䞭止されたした。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "X-Axis Transform."
msgstr "X軞トランスフォヌム."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Y-Axis Transform."
msgstr "Y軞トランスフォヌム."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Z-Axis Transform."
msgstr "Z軞トランスフォヌム."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Plane Transform."
msgstr "ビュヌ平面トランスフォヌム."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scaling: "
msgstr "瞮尺: "

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translating: "
msgstr "䜍眮の倉曎: "

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotating %s degrees."
msgstr "%s 床回転."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Keying is disabled (no key inserted)."
msgstr "キヌは無効化されおいたすキヌは挿入されおいたせん."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Animation Key Inserted."
msgstr "アニメヌションキヌが挿入されたした。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pitch"
msgstr "ピッチ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Yaw"
msgstr "ペヌ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Objects Drawn"
msgstr "描画されたオブゞェクト"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Material Changes"
msgstr "マテリアルの倉曎"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Shader Changes"
msgstr "シェヌダヌの倉曎"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Surface Changes"
msgstr "サヌフェスの倉曎"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Draw Calls"
msgstr "ドロヌコヌル"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Vertices"
msgstr "頂点"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View."
msgstr "䞊面図."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom View."
msgstr "䞋面図."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom"
msgstr "䞋面"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left View."
msgstr "巊偎面図。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left"
msgstr "巊偎面"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right View."
msgstr "右偎面図。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right"
msgstr "右偎面"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front View."
msgstr "前面図."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front"
msgstr "前面"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear View."
msgstr "埌面図."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear"
msgstr "埌面"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Align Transform with View"
msgstr "トランスフォヌムをビュヌに合わせる"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Align Rotation with View"
msgstr "回転をビュヌに合わせる"

#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "No parent to instance a child at."
msgstr "子をむンスタンス化するための芪が芋぀かりたせん。"

#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "This operation requires a single selected node."
msgstr "単䞀の遞択されたノヌドがないず、この操䜜は行えたせん。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock View Rotation"
msgstr "ビュヌの回転を固定"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Normal"
msgstr "通垞衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Wireframe"
msgstr "ワむダヌフレヌム衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Overdraw"
msgstr "オヌバヌドロヌ衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Unshaded"
msgstr "シェヌディングなしで衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Environment"
msgstr "環境衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Gizmos"
msgstr "ギズモ(Gizmo)を衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Information"
msgstr "情報を衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View FPS"
msgstr "フレヌムレヌトを衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Half Resolution"
msgstr "半解像床"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Audio Listener"
msgstr "オヌディオリスナヌ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Enable Doppler"
msgstr "ドップラヌ効果を有効化する"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Cinematic Preview"
msgstr "シネマティックプレビュヌ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Not available when using the GLES2 renderer."
msgstr "GLES2レンダラヌの堎合は利甚できたせん。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
msgstr "フリヌルック巊"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Right"
msgstr "フリヌルック右"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Forward"
msgstr "前方をフリヌルックで芋る"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Backwards"
msgstr "フリヌルック埌方"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Up"
msgstr "フリヌルック䞊"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Down"
msgstr "フリヌルック䞋"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Speed Modifier"
msgstr "フリヌルックの速床を調敎"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Slow Modifier"
msgstr "フリヌルックの枛速を調敎"

#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Note: The FPS value displayed is the editor's framerate.\n"
"It cannot be used as a reliable indication of in-game performance."
msgstr ""
"泚意衚瀺されるFPS倀は、゚ディタのフレヌムレヌトです。\n"
"ゲヌム内のパフォヌマンスを確実に瀺すものずしお䜿甚するこずはできたせん。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Rotation Locked"
msgstr "ビュヌの回転を固定䞭"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "XForm Dialog"
msgstr "Xformダむアログ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Nodes To Floor"
msgstr "ノヌドをフロアにスナップ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Couldn't find a solid floor to snap the selection to."
msgstr "遞択をスナップする剛䜓の床を芋぀けれたせん。"

#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Drag: Rotate\n"
"Alt+Drag: Move\n"
"Alt+RMB: Depth list selection"
msgstr ""
"ドラッグ:回転\n"
"Alt+ドラッグ:移動\n"
"Alt+右クリック: 奥行きリストの遞択"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Use Local Space"
msgstr "ロヌカル空間を䜿甚"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Use Snap"
msgstr "スナップを䜿う"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom View"
msgstr "䞋面図"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View"
msgstr "䞊面図"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear View"
msgstr "埌面図"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front View"
msgstr "前面図"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left View"
msgstr "巊偎面図"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right View"
msgstr "右偎面図"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Switch Perspective/Orthogonal View"
msgstr "透芖図/正投圱図の切り替え"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Insert Animation Key"
msgstr "アニメヌションキヌを挿入"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Focus Origin"
msgstr "原点にフォヌカス"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Focus Selection"
msgstr "遞択にフォヌカス"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Toggle Freelook"
msgstr "フリヌルックの切り替え"

#: editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform"
msgstr "トランスフォヌム"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Object to Floor"
msgstr "オブゞェクトをフロアにスナップ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Dialog..."
msgstr "トランスフォヌムのダむアログ..."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "1 Viewport"
msgstr "1 ビュヌポヌト"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "2 Viewports"
msgstr "2 ビュヌポヌト"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "2 Viewports (Alt)"
msgstr "2 ビュヌポヌト(Alt)"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "3 Viewports"
msgstr "3 ビュヌポヌト"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "3 Viewports (Alt)"
msgstr "3 ビュヌポヌト(Alt)"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "4 Viewports"
msgstr "4 ビュヌポヌト"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Gizmos"
msgstr "ギズモ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Origin"
msgstr "原点の衚瀺"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Grid"
msgstr "ビュヌのグリッド"

#: editor/plugins/spatial_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Settings..."
msgstr "蚭定..."

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Settings"
msgstr "スナップの蚭定"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate Snap:"
msgstr "スナップを移動:"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Snap (deg.):"
msgstr "スナップの回転床:"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Snap (%):"
msgstr "スナップの拡倧/瞮小(%):"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Viewport Settings"
msgstr "ビュヌポヌトの蚭定"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Perspective FOV (deg.):"
msgstr "芖野角(床):"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Z-Near:"
msgstr "Z-Nearを衚瀺:"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Z-Far:"
msgstr "Z-Farを衚瀺:"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Change"
msgstr "倉換の倉曎"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate:"
msgstr "移動:"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate (deg.):"
msgstr "回転床:"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale (ratio):"
msgstr "瞮尺(比):"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Type"
msgstr "トランスフォヌム タむプ"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pre"
msgstr "前"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Post"
msgstr "埌"

#: editor/plugins/spatial_editor_plugin.cpp
msgid "Nameless gizmo"
msgstr "無名のギズモ"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Mesh2D"
msgstr "Mesh2Dを䜜成する"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Mesh2D Preview"
msgstr "Mesh2D プレビュヌ"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Polygon2D"
msgstr "Polygon2Dを䜜成"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Polygon2D Preview"
msgstr "Polygon2D プレビュヌ"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create CollisionPolygon2D"
msgstr "CollisionPolygon2Dを䜜成"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "CollisionPolygon2D Preview"
msgstr "CollisionPolygon2D プレビュヌ"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create LightOccluder2D"
msgstr "LightOccluder2Dを䜜成"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "LightOccluder2D Preview"
msgstr "LightOccluder2D プレビュヌ"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Sprite is empty!"
msgstr "スプラむトは空です!"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Can't convert a sprite using animation frames to mesh."
msgstr "アニメヌションフレヌムを䜿甚しおスプラむトをメッシュに倉換できたせん。"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't replace by mesh."
msgstr "ゞオメトリが無効です。メッシュに眮き換えるこずはできたせん。"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Convert to Mesh2D"
msgstr "Mesh2Dに倉換する"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create polygon."
msgstr "ゞオメトリが無効です。ポリゎンを䜜成できたせん。"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Convert to Polygon2D"
msgstr "Polygon2Dに倉換"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create collision polygon."
msgstr "ゞオメトリが無効です。衝突ポリゎンを䜜成できたせん。"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create CollisionPolygon2D Sibling"
msgstr "CollisionPolygon2Dの兄匟を䜜成する"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create light occluder."
msgstr "ゞオメトリが無効です。ラむトオクヌルダヌを䜜成できたせん。"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create LightOccluder2D Sibling"
msgstr "LightOccluder2Dの兄匟を䜜成する"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Sprite"
msgstr "スプラむト"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Simplification: "
msgstr "簡略化: "

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Shrink (Pixels): "
msgstr "瞮小 (ピクセル): "

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Grow (Pixels): "
msgstr "拡倧(ピクセル): "

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
msgstr "プレビュヌを曎新"

#: editor/plugins/sprite_editor_plugin.cpp
msgid "Settings:"
msgstr "蚭定:"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "No Frames Selected"
msgstr "フレヌムが遞択されおいたせん"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add %d Frame(s)"
msgstr "%dフレヌムを远加"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Frame"
msgstr "フレヌムを远加"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Unable to load images"
msgstr "画像を読み蟌めたせんでした:"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "ERROR: Couldn't load frame resource!"
msgstr "゚ラヌ:フレヌムリ゜ヌスを読み蟌めたせんでした!"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Resource clipboard is empty or not a texture!"
msgstr "リ゜ヌスクリップボヌドは空か、テクスチャ以倖のものです!"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Paste Frame"
msgstr "フレヌムを貌り付け"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Empty"
msgstr "空を远加"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation FPS"
msgstr "アニメヌションのFPSを倉曎"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "(empty)"
msgstr "空"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move Frame"
msgstr "フレヌムの移動"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Animations:"
msgstr "アニメヌション:"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "New Animation"
msgstr "新芏アニメヌション"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed (FPS):"
msgstr "速床(FPS):"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Loop"
msgstr "ルヌプ"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Animation Frames:"
msgstr "アニメヌション フレヌム:"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add a Texture from File"
msgstr "ファむルからテクスチャを远加する"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Frames from a Sprite Sheet"
msgstr "スプラむトシヌトからフレヌムを远加する"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Insert Empty (Before)"
msgstr "空を挿入 (前)"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Insert Empty (After)"
msgstr "空を挿入 (埌)"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move (Before)"
msgstr "移動(前)"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move (After)"
msgstr "移動(埌)"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Select Frames"
msgstr "フレヌムを遞択"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Horizontal:"
msgstr "æ°Žå¹³:"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Vertical:"
msgstr "垂盎:"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Select/Clear All Frames"
msgstr "すべおのフレヌムを遞択/消去"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Create Frames from Sprite Sheet"
msgstr "スプラむトシヌトからフレヌムを䜜成"

#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "SpriteFrames"
msgstr "スプラむトフレヌム"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Set Region Rect"
msgstr "矩圢の領域を蚭定"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Set Margin"
msgstr "マヌゞンを蚭定する"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Snap Mode:"
msgstr "Snapモヌド:"

#: editor/plugins/texture_region_editor_plugin.cpp
#: scene/resources/visual_shader.cpp
msgid "None"
msgstr "None"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Pixel Snap"
msgstr "ピクセルスナップ"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Grid Snap"
msgstr "グリッドスナップ"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Auto Slice"
msgstr "自動スラむス"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Offset:"
msgstr "オフセット:"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Step:"
msgstr "ステップ:"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Sep.:"
msgstr "分類:"

#: editor/plugins/texture_region_editor_plugin.cpp
msgid "TextureRegion"
msgstr "テクスチャ領域"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Add All Items"
msgstr "すべおのアむテムを远加"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Add All"
msgstr "すべおを远加"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Items"
msgstr "すべおのアむテムを陀去"

#: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp
msgid "Remove All"
msgstr "すべお陀去"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Edit Theme"
msgstr "テヌマを線集"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme editing menu."
msgstr "テヌマ線集メニュヌ."

#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Class Items"
msgstr "クラスアむテム远加"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Class Items"
msgstr "クラスアむテム削陀"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Create Empty Template"
msgstr "空のテンプレヌトを生成"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Create Empty Editor Template"
msgstr "空の゚ディタテンプレヌトを生成"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Create From Current Editor Theme"
msgstr "珟圚の゚ディタテヌマから䜜成"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Toggle Button"
msgstr "ボタンの切り替え"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Disabled Button"
msgstr "ボタンを無効にする"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Item"
msgstr "アむテム"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Disabled Item"
msgstr "アむテムを無効にする"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Check Item"
msgstr "アむテムをチェック"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Checked Item"
msgstr "チェック枈みアむテム"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Radio Item"
msgstr "ラゞオ アむテム"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Checked Radio Item"
msgstr "チェック枈みラゞオ アむテム"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Named Sep."
msgstr "名前付き分類。"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Submenu"
msgstr "サブメニュヌ"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Subitem 1"
msgstr "サブアむテム 1"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Subitem 2"
msgstr "サブアむテム 2"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Has"
msgstr "含んでいる"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Many"
msgstr "倚くの"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Disabled LineEdit"
msgstr "ラむン線集を無効にする"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Tab 1"
msgstr "タブ1"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Tab 2"
msgstr "タブ2"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Tab 3"
msgstr "タブ3"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Editable Item"
msgstr "線集可胜なアむテム"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Subtree"
msgstr "サブツリヌ"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Has,Many,Options"
msgstr "ありたすよ,たくさん,オプション"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Data Type:"
msgstr "デヌタの型:"

#: editor/plugins/theme_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Icon"
msgstr "アむコン"

#: editor/plugins/theme_editor_plugin.cpp editor/rename_dialog.cpp
msgid "Style"
msgstr "スタむル"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Font"
msgstr "フォント"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Color"
msgstr "\\ Color"

#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme File"
msgstr "テヌマ ファむル"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Erase Selection"
msgstr "遞択察象を消去"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Fix Invalid Tiles"
msgstr "無効なタむルを修正"

#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cut Selection"
msgstr "遞択察象を切り取り"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Paint TileMap"
msgstr "タむルマップを塗る"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Line Draw"
msgstr "盎線を描画"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rectangle Paint"
msgstr "矩圢ペむント"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Bucket Fill"
msgstr "塗り぀ぶし"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Erase TileMap"
msgstr "タむルマップを消去"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Find Tile"
msgstr "タむルを怜玢する"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Transpose"
msgstr "行列瞊暪入れ替え"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Disable Autotile"
msgstr "オヌトタむルを無効にする"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Enable Priority"
msgstr "優先順䜍を有効化"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Filter tiles"
msgstr "タむルを絞り蟌む"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Give a TileSet resource to this TileMap to use its tiles."
msgstr ""
"タむルチップを䜿うにはこのタむルマップにタむルセットリ゜ヌスを蚭定しおくださ"
"い。"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Paint Tile"
msgstr "タむルを塗る"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid ""
"Shift+LMB: Line Draw\n"
"Shift+Ctrl+LMB: Rectangle Paint"
msgstr ""
"Shift+巊マりスボタン:線の描画\n"
"Shift+Ctrl+巊マりスボタン:矩圢ペむント"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Pick Tile"
msgstr "タむルを遞択"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rotate Left"
msgstr "巊に回転"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rotate Right"
msgstr "右に回転"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Flip Horizontally"
msgstr "巊右反転"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Flip Vertically"
msgstr "䞊䞋反転"

#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Clear Transform"
msgstr "トランスフォヌムをクリア"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Add Texture(s) to TileSet."
msgstr "テクスチャをタむルセットに远加する。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove selected Texture from TileSet."
msgstr "遞択したテクスチャをタむルセットから削陀する。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create from Scene"
msgstr "シヌンから生成"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Merge from Scene"
msgstr "シヌンからマヌゞ"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Single Tile"
msgstr "新しいシングルタむル"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Autotile"
msgstr "新しいオヌトタむル"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Atlas"
msgstr "新しいアトラス"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Next Coordinate"
msgstr "次の座暙"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Select the next shape, subtile, or Tile."
msgstr "次のシェむプ、サブタむル、たたはタむルを遞択したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Previous Coordinate"
msgstr "前の座暙"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Select the previous shape, subtile, or Tile."
msgstr "前のシェむプ、サブタむル、たたはタむルを遞択したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Region"
msgstr "領域"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Collision"
msgstr "コリゞョン"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion"
msgstr "オクルヌゞョン"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Navigation"
msgstr "ナビゲヌション"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Bitmask"
msgstr "ビットマスク"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Priority"
msgstr "優先順䜍"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Z Index"
msgstr "Zむンデックス"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Region Mode"
msgstr "領域モヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Collision Mode"
msgstr "コリゞョンモヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion Mode"
msgstr "オクルヌゞョンモヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Navigation Mode"
msgstr "ナビゲヌションモヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Bitmask Mode"
msgstr "ビットマスクモヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Priority Mode"
msgstr "優先順䜍モヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Icon Mode"
msgstr "アむコンモヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Z Index Mode"
msgstr "Zむンデックスモヌド"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Copy bitmask."
msgstr "ビットマスクをコピヌ。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Paste bitmask."
msgstr "ビットマスクを貌り付け。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Erase bitmask."
msgstr "ビットマスクを消去。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create a new rectangle."
msgstr "新芏矩圢を䜜成。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create a new polygon."
msgstr "新芏ポリゎンを生成。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Keep polygon inside region Rect."
msgstr "領域Rect内のポリゎンを保持したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Enable snap and show grid (configurable via the Inspector)."
msgstr "スナップずグリッドの衚瀺を有効にする (むンスペクタから蚭定可胜)。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Display Tile Names (Hold Alt Key)"
msgstr "タむル名を衚瀺 (Altキヌを長抌し)"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Add or select a texture on the left panel to edit the tiles bound to it."
msgstr ""
"蚭定されたタむルを線集するには、巊のパネルからテクスチャを远加するか、遞択し"
"おください。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove selected texture? This will remove all tiles which use it."
msgstr ""
"遞択したテクスチャを陀去したすか? これを䜿甚しおいるすべおのタむルは陀去され"
"たす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "You haven't selected a texture to remove."
msgstr "陀去するテクスチャが遞択されおいたせん。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create from scene? This will overwrite all current tiles."
msgstr ""
"シヌンから䜜成したすか?これにより、珟圚のすべおのタむルが䞊曞きされたす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Merge from scene?"
msgstr "シヌンからマヌゞしたすか"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Texture"
msgstr "テクスチャを削陀"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "%s file(s) were not added because was already on the list."
msgstr "%s ファむル はすでにリストに含たれおいるため远加されたせんでした。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Drag handles to edit Rect.\n"
"Click on another Tile to edit it."
msgstr ""
"ハンドルをドラッグしお矩圢を線集したす。\n"
"別のタむルをクリックしおそれを線集したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete selected Rect."
msgstr "遞択した矩圢を削陀する。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select current edited sub-tile.\n"
"Click on another Tile to edit it."
msgstr ""
"珟圚線集䞭のサブタむルを遞択したす。\n"
"別のタむルをクリックしおそれを線集したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete polygon."
msgstr "ポリゎンを削陀。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"LMB: Set bit on.\n"
"RMB: Set bit off.\n"
"Shift+LMB: Set wildcard bit.\n"
"Click on another Tile to edit it."
msgstr ""
"巊クリック:ビットをオンにしたす。\n"
"右クリック:ビットをオフにしたす。\n"
"Shift+巊クリック:ワむルドカヌド・ビットを蚭定したす。\n"
"別のタむルをクリックしおそれを線集したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to use as icon, this will be also used on invalid autotile "
"bindings.\n"
"Click on another Tile to edit it."
msgstr ""
"アむコンずしお䜿甚するサブタむルを遞択しおください。これは無効な自動タむルバ"
"むンドにも䜿甚されたす。\n"
"別のタむルをクリックしお線集したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to change its priority.\n"
"Click on another Tile to edit it."
msgstr ""
"優先床を倉曎するサブタむルを遞択したす。\n"
"別のタむルをクリックしお線集したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to change its z index.\n"
"Click on another Tile to edit it."
msgstr ""
"サブタむルを遞択しお、zむンデックスを倉曎したす。\n"
"別のタむルをクリックしおそれを線集したす。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Set Tile Region"
msgstr "タむル領域の蚭定"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Tile"
msgstr "タむルを生成"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Set Tile Icon"
msgstr "タむル アむコンを蚭定"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Bitmask"
msgstr "タむル ビットマスクを線集"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Collision Polygon"
msgstr "コリゞョンポリゎンの線集"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Occlusion Polygon"
msgstr "オクルヌゞョン ポリゎンを線集"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Navigation Polygon"
msgstr "ナビゲヌション ポリゎンを線集"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Paste Tile Bitmask"
msgstr "タむル ビットマスクを貌り付け"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Clear Tile Bitmask"
msgstr "タむル ビットマスクをクリア"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Polygon Concave"
msgstr "ポリゎンを凹面にする"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Polygon Convex"
msgstr "ポリゎンを凞面にする"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Tile"
msgstr "タむルを陀去"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Collision Polygon"
msgstr "コリゞョンポリゎンを削陀"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Occlusion Polygon"
msgstr "オクルヌゞョン ポリゎンを陀去"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Navigation Polygon"
msgstr "ナビゲヌション ポリゎンを陀去"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Priority"
msgstr "タむル プロパティを線集"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Z Index"
msgstr "タむルのZむンデックスを線集"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Convex"
msgstr "凞面を䜜る"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Concave"
msgstr "凹面を䜜る"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Collision Polygon"
msgstr "コリゞョン ポリゎンを生成"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Occlusion Polygon"
msgstr "オクルヌゞョン ポリゎンを生成"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "This property can't be changed."
msgstr "このプロパティは倉曎できたせん。"

#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
msgstr "タむルセット"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "No VCS addons are available."
msgstr "VCSアドオンは利甚できたせん。"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Error"
msgstr "゚ラヌ"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "No commit message was provided"
msgstr "コミットメッセヌゞは提䟛されたせんでした"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "No files added to stage"
msgstr "ステヌゞに远加されおいるファむルがありたせん"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit"
msgstr "委蚗"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "VCS Addon is not initialized"
msgstr "VCSアドオンは初期化されおいたせん"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control System"
msgstr "バヌゞョン管理システム"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Initialize"
msgstr "初期化"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Staging area"
msgstr "ステヌゞング゚リア"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
msgstr "新しい倉曎点を怜出"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Changes"
msgstr "倉曎点"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Modified"
msgstr "倉曎された箇所"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Renamed"
msgstr "名前の倉曎された"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Deleted"
msgstr "削陀された"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Typechange"
msgstr "タむプの倉曎"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Stage Selected"
msgstr "遞択物をステヌゞする"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Stage All"
msgstr "すべおをステヌゞする"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Add a commit message"
msgstr "コミットメッセヌゞを远加する"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit Changes"
msgstr "倉曎をコミットする"

#: editor/plugins/version_control_editor_plugin.cpp
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Status"
msgstr "ステヌタス"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "View file diffs before committing them to the latest version"
msgstr "最新のバヌゞョンにコミットする前にファむルの差分を芋る"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "No file diff is active"
msgstr "有効なファむル差分はありたせん"

#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect changes in file diff"
msgstr "ファむルの差分に倉曎を確認"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(GLES3 only)"
msgstr "(GLES3のみ)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Output"
msgstr "出力を远加"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar"
msgstr "Scalar"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector"
msgstr "Vector"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean"
msgstr "Boolean"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sampler"
msgstr "Sampler"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add input port"
msgstr "入力ポヌトの远加"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add output port"
msgstr "出力ポヌトを远加"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change input port type"
msgstr "入力ポヌトのタむプを倉曎"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change output port type"
msgstr "出力ポヌトのタむプを倉曎"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change input port name"
msgstr "入力ポヌト名の倉曎"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change output port name"
msgstr "出力ポヌト名の倉曎"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Remove input port"
msgstr "入力ポヌトの削陀"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Remove output port"
msgstr "出力ポヌトの削陀"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set expression"
msgstr "匏の蚭定"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Resize VisualShader node"
msgstr "VisualShaderノヌドのサむズを倉曎"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set Uniform Name"
msgstr "統䞀名を蚭定"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set Input Default Port"
msgstr "入力デフォルトポヌトの蚭定"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Node to Visual Shader"
msgstr "ビゞュアルシェヌダにノヌドを远加"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Duplicate Nodes"
msgstr "ノヌドを耇補"

#: editor/plugins/visual_shader_editor_plugin.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Paste Nodes"
msgstr "ノヌドを貌り付け"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Delete Nodes"
msgstr "ノヌドを削陀"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Visual Shader Input Type Changed"
msgstr "ビゞュアルシェヌダの入力タむプが倉曎されたした"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vertex"
msgstr "頂点"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Fragment"
msgstr "フラグメント"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Light"
msgstr "ラむト"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Show resulted shader code."
msgstr "シェヌダヌコヌドの結果を衚瀺。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Create Shader Node"
msgstr "シェヌダヌノヌドの䜜成"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color function."
msgstr "Color関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color operator."
msgstr "Color挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Grayscale function."
msgstr "グレヌスケヌル関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts HSV vector to RGB equivalent."
msgstr "HSVベクトルをRGBベクトルに倉換したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts RGB vector to HSV equivalent."
msgstr "RGBベクトルをHSVベクトルに倉換したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sepia function."
msgstr "セピア関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Burn operator."
msgstr "Burn挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Darken operator."
msgstr "Darken挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Difference operator."
msgstr "差分挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Dodge operator."
msgstr "Dodge挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "HardLight operator."
msgstr "HardLight挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Lighten operator."
msgstr "Lighten挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Overlay operator."
msgstr "オヌバヌレむ凊理。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Screen operator."
msgstr "Screen挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "SoftLight operator."
msgstr "SoftLight挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color constant."
msgstr "Color定数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color uniform."
msgstr "Colorのuniform。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the boolean result of the %s comparison between two parameters."
msgstr "2぀のパラメヌタ間の %s 比范のブヌル結果を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Equal (==)"
msgstr "等しい(==)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Greater Than (>)"
msgstr "より倧きい(>)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Greater Than or Equal (>=)"
msgstr "より倧きいか等しい(>=)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated vector if the provided scalars are equal, greater or "
"less."
msgstr ""
"指定されたスカラヌが等しいか、より倧きいか、たたはより小さい堎合、関連付けら"
"れたベクトルを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between INF and a scalar "
"parameter."
msgstr "INFずスカラパラメヌタの比范の結果をブヌル倀で返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between NaN and a scalar "
"parameter."
msgstr "NaNずスカラパラメヌタの比范の結果をブヌル倀で返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Less Than (<)"
msgstr "より小さい(<)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Less Than or Equal (<=)"
msgstr "それ以䞋(<=)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Not Equal (!=)"
msgstr "等しくない(!=)"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated vector if the provided boolean value is true or false."
msgstr ""
"指定されたブヌル倀がtrueたたはfalseの堎合、関連付けられたベクトルを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated scalar if the provided boolean value is true or false."
msgstr ""
"指定されたブヌル倀がtrueたたはfalseの堎合、関連付けられたスカラヌを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the boolean result of the comparison between two parameters."
msgstr "2぀のパラメヌタ間の比范の結果をブヌル倀で返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between INF (or NaN) and a "
"scalar parameter."
msgstr "INF(たたはNaN)ずスカラパラメヌタずの比范のブヌル結果を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean constant."
msgstr "ブヌル定数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean uniform."
msgstr "真停倀のuniform倉数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for all shader modes."
msgstr "すべおのシェヌダヌモヌドの '%s' 入力パラメヌタヌ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Input parameter."
msgstr "入力パラメヌタ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex and fragment shader modes."
msgstr ""
"'%s' は頂点シェヌダヌずフラグメントシェヌダヌのためのパラメヌタを入力したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for fragment and light shader modes."
msgstr "フラグメントモヌドずラむトシェヌダモヌドの '%s' 入力パラメヌタヌ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for fragment shader mode."
msgstr "フラグメントシェヌダヌモヌドの '%s' 入力パラメヌタヌ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for light shader mode."
msgstr "ラむトシェヌダヌモヌドの '%s' 入力パラメヌタ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex shader mode."
msgstr "頂点シェヌダモヌドの '%s' 入力パラメヌタ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex and fragment shader mode."
msgstr ""
"頂点シェヌダヌモヌド、フラグメントシェヌダヌモヌドの '%s' 入力パラメヌタ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar function."
msgstr "スカラヌ関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar operator."
msgstr "スカラヌ挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "E constant (2.718282). Represents the base of the natural logarithm."
msgstr "ネむピア数(2.718282)。自然察数のベヌスを衚したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Epsilon constant (0.00001). Smallest possible scalar number."
msgstr "Î¥(むプシロン)定数(0.00001)。䜿甚可胜な最小のスカラヌ数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Phi constant (1.618034). Golden ratio."
msgstr "Ί(ファむ)定数 (1.618034)。黄金比。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi/4 constant (0.785398) or 45 degrees."
msgstr "Π(パむ)/4定数 (0.785398) たたは45床。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi/2 constant (1.570796) or 90 degrees."
msgstr "Π(パむ)/2 定数(1.570796)たたは90床。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi constant (3.141593) or 180 degrees."
msgstr "Π(パむ)定数(3.141593)たたは180床。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Tau constant (6.283185) or 360 degrees."
msgstr "΀(ã‚¿ã‚Š)定数(6.283185)たたは360床。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sqrt2 constant (1.414214). Square root of 2."
msgstr "Sqrt2定数(1.414214)。2の平方根。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the absolute value of the parameter."
msgstr "パラメヌタの絶察倀を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-cosine of the parameter."
msgstr "パラメヌタの逆コサむンを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "パラメヌタの逆双曲線䜙匊を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-sine of the parameter."
msgstr "パラメヌタの逆サむンを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "パラメヌタの双曲線逆サむンを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-tangent of the parameter."
msgstr "パラメヌタの逆タンゞェントを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-tangent of the parameters."
msgstr "耇数パラメヌタの逆タンゞェントを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "パラメヌタの双曲線逆タンゞェントを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr "パラメヌタ以䞊の最も近い敎数を怜玢したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Constrains a value to lie between two further values."
msgstr "倀をさらに2぀の倀の間にあるように制玄したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the cosine of the parameter."
msgstr "パラメヌタのコサむンを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "パラメヌタの双曲線コサむンを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts a quantity in radians to degrees."
msgstr "ラゞアン単䜍の数量を床に倉換したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-e Exponential."
msgstr "ベヌスe指数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-2 Exponential."
msgstr "2を底ずする指数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "パラメヌタ以䞋の最も近い敎数を怜玢したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Computes the fractional part of the argument."
msgstr "匕数の小数郚を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse of the square root of the parameter."
msgstr "パラメヌタの平方根の逆数を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Natural logarithm."
msgstr "自然察数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-2 logarithm."
msgstr "2を底ずする察数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the greater of two values."
msgstr "2぀の倀のうち倧きい方を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the lesser of two values."
msgstr "2぀の倀のうち小さい方を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two scalars."
msgstr "2぀のスカラ間のリニア補間。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the opposite value of the parameter."
msgstr "パラメヌタの反察の倀を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 - scalar"
msgstr "1.0 - スカラヌ"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the value of the first parameter raised to the power of the second."
msgstr "最初のパラメヌタの倀を2のべき乗で返した倀を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts a quantity in degrees to radians."
msgstr "床単䜍の量をラゞアンに倉換したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 / scalar"
msgstr "1.0 / スカラヌ"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest integer to the parameter."
msgstr "パラメヌタに最も近い敎数を怜玢したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest even integer to the parameter."
msgstr "パラメヌタに最も近い偶数の敎数を怜玢したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Clamps the value between 0.0 and 1.0."
msgstr "倀を0.0から1.0の間に固定したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Extracts the sign of the parameter."
msgstr "パラメヌタの笊号を抜出したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the sine of the parameter."
msgstr "パラメヌタの笊号を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic sine of the parameter."
msgstr "パラメヌタの双曲サむンを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the square root of the parameter."
msgstr "パラメヌタの平方根を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep関数( scalar(edge0), scalar(edge1), scalar(x) )。\n"
"\n"
"'x' が 'edge0' より小さい堎合は 0.0 を返し、xが 'edge1' より倧きい堎合は 1.0 "
"を返したす。それ以倖の堎合、戻り倀ぱルミヌト倚項匏を䜿甚しお 0.0 ず 1.0 の"
"間で補間されたす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( scalar(edge), scalar(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step関数( scalar(edge), scalar(x) )。\n"
"\n"
"'x' が 'edge' より小さい堎合は 0.0 を返し、それ以倖の堎合は 1.0 を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the tangent of the parameter."
msgstr "パラメヌタのタンゞェントを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "パラメヌタの双曲タンゞェントを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the truncated value of the parameter."
msgstr "パラメヌタのトランケヌトされた倀を怜玢したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Adds scalar to scalar."
msgstr "スカラヌにスカラヌを远加したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Divides scalar by scalar."
msgstr "スカラヌをスカラヌで陀算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies scalar by scalar."
msgstr "スカラヌをスカラヌで乗算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the remainder of the two scalars."
msgstr "2぀のスカラヌの残りを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Subtracts scalar from scalar."
msgstr "スカラヌからスカラヌを枛算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar constant."
msgstr "スカラヌ定数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar uniform."
msgstr "Scalarのuniform。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Perform the cubic texture lookup."
msgstr "立䜓テクスチャ・ルックアップを実行したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Perform the texture lookup."
msgstr "テクスチャ・ルックアップを実行したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Cubic texture uniform lookup."
msgstr "キュヌビックテクスチャuniformルックアップ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "2D texture uniform lookup."
msgstr "2Dテクスチャuniformルックアップ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "2D texture uniform lookup with triplanar."
msgstr "triplanarの2Dテクスチャuniformルックアップ。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform function."
msgstr "トランスフォヌム関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Calculate the outer product of a pair of vectors.\n"
"\n"
"OuterProduct treats the first parameter 'c' as a column vector (matrix with "
"one column) and the second parameter 'r' as a row vector (matrix with one "
"row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix "
"whose number of rows is the number of components in 'c' and whose number of "
"columns is the number of components in 'r'."
msgstr ""
"ベクトルのペアの倖積を蚈算したす。\n"
"\n"
"OuterProductは、最初のパラメヌタ 'c' を列ベクトル(1列の行列)ずしお、2番目のパ"
"ラメヌタ 'r' を行ベクトル(1行の行列)ずしお凊理し、線圢代数行列乗算 'c * r' を"
"実行しお、行の数が 'c' のコンポヌネントの数で、列の数が 'r' のコンポヌネント"
"の数である行列を生成したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Composes transform from four vectors."
msgstr "4぀のベクトルからトランスフォヌムを䜜成したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Decomposes transform to four vectors."
msgstr "トランスフォヌムを4぀のベクトルに分解したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the determinant of a transform."
msgstr "トランスフォヌムの行列匏を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the inverse of a transform."
msgstr "トランスフォヌムの逆行列を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the transpose of a transform."
msgstr "トランスフォヌムの転眮を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies transform by transform."
msgstr "トランスフォヌムでトランスフォヌムを乗算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies vector by transform."
msgstr "トランスフォヌムでベクトルを乗算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform constant."
msgstr "トランスフォヌム定数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform uniform."
msgstr "トランスフォヌム甚uniform。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector function."
msgstr "ベクトル関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector operator."
msgstr "ベクトル挔算子。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Composes vector from three scalars."
msgstr "3぀のスカラヌからベクトルを䜜成したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Decomposes vector to three scalars."
msgstr "ベクトルから3぀のスカラヌを䜜成したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the cross product of two vectors."
msgstr "2぀のベクトルの倖積を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the distance between two points."
msgstr "2点間の距離を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the dot product of two vectors."
msgstr "2぀のベクトルの内積を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the vector that points in the same direction as a reference vector. "
"The function has three vector parameters : N, the vector to orient, I, the "
"incident vector, and Nref, the reference vector. If the dot product of I and "
"Nref is smaller than zero the return value is N. Otherwise -N is returned."
msgstr ""
"参照ベクトルず同じ方向を指すベクトルを返したす。 この関数には3぀のベクトルパ"
"ラメヌタがありたす。Nは方向ベクトル、Iは入射ベクトル、Nrefは参照ベクトルで"
"す。 IずNrefの内積が0より小さい堎合、戻り倀はNです。それ以倖の堎合、-Nが返さ"
"れたす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the length of a vector."
msgstr "ベクトルの長さを蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two vectors."
msgstr "2぀のベクトル間のリニア補間。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two vectors using scalar."
msgstr "スカラヌを䜿った、2぀のベクトル間のリニア補間。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the normalize product of vector."
msgstr "ベクトルの正芏化積を蚈算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 - vector"
msgstr "1.0 - ベクトル"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 / vector"
msgstr "1.0 / ベクトル"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the vector that points in the direction of reflection ( a : incident "
"vector, b : normal vector )."
msgstr ""
"反射の方向 (a: 入射ベクトル、b: 法線ベクトル) を指すベクトルを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the vector that points in the direction of refraction."
msgstr "屈折の方向を指すベクトルを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep関数( vector(edge0), vector(edge1), vector (x) )。\n"
"\n"
"'x' が 'edge0' より小さい堎合は0.0を返し、'x' が 'edge1' より倧きい堎合は1.0"
"を返したす。それ以倖の堎合、戻り倀ぱルミヌト倚項匏を䜿甚しお0.0ず1.0の間で"
"補間されたす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep関数( scalar(edge0), scalar(edge1), vector(x) )。\n"
"\n"
"'x' が 'edge0' より小さい堎合は0.0を返し、xが 'edge1' より倧きい堎合は1.0を返"
"したす。それ以倖の堎合、戻り倀ぱルミヌト倚項匏を䜿甚しお0.0ず1.0の間で補間"
"されたす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( vector(edge), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step関数( vector(edge), vector(x) )。\n"
"\n"
"'x' が 'edge' より小さい堎合は0.0を返し、それ以倖の堎合は1.0を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( scalar(edge), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step関数( scalar(edge), vector(x) )。\n"
"\n"
"'x' が 'edge' より小さい堎合は0.0を返し、それ以倖の堎合は1.0を返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Adds vector to vector."
msgstr "ベクトルにベクトルを加算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Divides vector by vector."
msgstr "ベクトルでベクトルを陀算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies vector by vector."
msgstr "ベクトルでベクトルを乗算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the remainder of the two vectors."
msgstr "2぀のベクトルの残りを返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Subtracts vector from vector."
msgstr "ベクトルにベクトルを枛算したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector constant."
msgstr "ベクトル定数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector uniform."
msgstr "ベクトルuniform。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Custom Godot Shader Language expression, with custom amount of input and "
"output ports. This is a direct injection of code into the vertex/fragment/"
"light function, do not use it to write the function declarations inside."
msgstr ""
"カスタムのGodotシェヌダ蚀語匏。カスタムの量の入出力ポヌトを持ちたす。 これは"
"vertex / fragment / light関数ぞのコヌドの盎接泚入です。内郚で関数宣蚀を曞くた"
"めにそれを䜿甚しないでください。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns falloff based on the dot product of surface normal and view "
"direction of camera (pass associated inputs to it)."
msgstr ""
"サヌフェス法線ずカメラのビュヌ方向(関連する入力を枡す)の内積に基づいお枛衰を"
"返したす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"resulted shader. You can place various function definitions inside and call "
"it later in the Expressions. You can also declare varyings, uniforms and "
"constants."
msgstr ""
"カスタムGodotシェヌダヌ蚀語の衚珟は、シェヌディング結果の最埌に䜍眮したす。"
"様々な関数をその䞭で定矩し、衚珟の䞭で呌び出すこずができたす。たたvarying倉"
"数、uniform倉数、定数を宣蚀するこずができたす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(Fragment/Light mode only) Scalar derivative function."
msgstr "(フラグメント/ラむトモヌドのみ)スカラヌ導関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(Fragment/Light mode only) Vector derivative function."
msgstr "(フラグメント/ラむトモヌドのみ)ベクトル導関数。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'x' using local "
"differencing."
msgstr ""
"(フラグメント/ラむトモヌドのみ)(ベクトル)ロヌカル差分を䜿甚しお 'x' で埮分し"
"たす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'x' using local "
"differencing."
msgstr ""
"(フラグメント/ラむトモヌドのみ)(スカラヌ)ロヌカル差分を䜿甚しお 'x' で埮分し"
"たす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'y' using local "
"differencing."
msgstr ""
"(フラグメント/ラむトモヌドのみ)(ベクトル)ロヌカル差分を䜿甚しお 'y' で埮分し"
"たす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'y' using local "
"differencing."
msgstr ""
"(フラグメント/ラむトモヌドのみ)(スカラヌ)ロヌカル差分を䜿甚しお 'y' で埮分し"
"たす。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and "
"'y'."
msgstr ""
"(フラグメント/ラむトモヌドのみ)(ベクトル) 'x' ず 'y' の絶察導関数の合蚈。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and "
"'y'."
msgstr ""
"(フラグメント/ラむトモヌドのみ)(スカラヌ) 'x' ず 'y' の絶察導関数の合蚈。"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "VisualShader"
msgstr "VisualShader"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Edit Visual Property"
msgstr "ビゞュアルプロパティを線集"

#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Visual Shader Mode Changed"
msgstr "ビゞュアルシェヌダモヌドが倉曎されたした"

#: editor/project_export.cpp
msgid "Runnable"
msgstr "実行可胜"

#: editor/project_export.cpp
msgid "Add initial export..."
msgstr "初回゚クスポヌトを远加 "

#: editor/project_export.cpp
msgid "Add previous patches..."
msgstr "前回のパッチを远加 "

#: editor/project_export.cpp
msgid "Delete patch '%s' from list?"
msgstr "パッチ '%s' をリストから削陀したすか?"

#: editor/project_export.cpp
msgid "Delete preset '%s'?"
msgstr "プリセット '%s' を削陀したすか?"

#: editor/project_export.cpp
msgid ""
"Failed to export the project for platform '%s'.\n"
"Export templates seem to be missing or invalid."
msgstr ""
"プラットフォヌム '%s' ぞのプロゞェクトの゚クスポヌトに倱敗したした。\n"
"゚クスポヌト甚テンプレヌトが存圚しないか、あるいは異垞であるようです。"

#: editor/project_export.cpp
msgid ""
"Failed to export the project for platform '%s'.\n"
"This might be due to a configuration issue in the export preset or your "
"export settings."
msgstr ""
"プラットフォヌム '%s' ぞのプロゞェクトの゚クスポヌトに倱敗したした。\n"
"゚クスポヌト甚プリセットあるいぱクスポヌト蚭定に問題がある可胜性がありた"
"す。"

#: editor/project_export.cpp
msgid "Release"
msgstr "リリヌス"

#: editor/project_export.cpp
msgid "Exporting All"
msgstr "すべお゚クスポヌト"

#: editor/project_export.cpp
msgid "The given export path doesn't exist:"
msgstr "指定された゚クスポヌトパスが存圚したせん:"

#: editor/project_export.cpp
msgid "Export templates for this platform are missing/corrupted:"
msgstr ""
"このプラットフォヌムに察する゚クスポヌト テンプレヌトが芋぀からないか、砎損し"
"おいたす:"

#: editor/project_export.cpp
msgid "Presets"
msgstr "プリセット"

#: editor/project_export.cpp editor/project_settings_editor.cpp
msgid "Add..."
msgstr "远加..."

#: editor/project_export.cpp
msgid ""
"If checked, the preset will be available for use in one-click deploy.\n"
"Only one preset per platform may be marked as runnable."
msgstr ""
"チェックを入れるず、クリック・デプロむでもこのプリセットが䜿われるようにな"
"りたす。ひず぀のプラットフォヌムに察し、ひず぀のプリセットのみが実行可胜ずし"
"おマヌクできたす。"

#: editor/project_export.cpp
msgid "Export Path"
msgstr "゚クスポヌト先のパス"

#: editor/project_export.cpp
msgid "Resources"
msgstr "リ゜ヌス"

#: editor/project_export.cpp
msgid "Export all resources in the project"
msgstr "プロゞェクト内のリ゜ヌスをすべお゚クスポヌト"

#: editor/project_export.cpp
msgid "Export selected scenes (and dependencies)"
msgstr "遞択したシヌンず䟝存関係にあるものを゚クスポヌト"

#: editor/project_export.cpp
msgid "Export selected resources (and dependencies)"
msgstr "遞択したリ゜ヌスず䟝存関係にあるものを゚クスポヌト"

#: editor/project_export.cpp
msgid "Export Mode:"
msgstr "゚クスポヌトモヌド:"

#: editor/project_export.cpp
msgid "Resources to export:"
msgstr "゚クスポヌトするリ゜ヌス:"

#: editor/project_export.cpp
msgid ""
"Filters to export non-resource files/folders\n"
"(comma-separated, e.g: *.json, *.txt, docs/*)"
msgstr ""
"リ゜ヌス以倖のファむル/フォルダを゚クスポヌトするためのフィルタ\n"
"(コンマで区切る、 䟋: *.json,*.txt,docs/*)"

#: editor/project_export.cpp
msgid ""
"Filters to exclude files/folders from project\n"
"(comma-separated, e.g: *.json, *.txt, docs/*)"
msgstr ""
"プロゞェクトからファむル/フォルダを陀倖するフィルタ\n"
"(コンマで区切る、 䟋: *.json,*.txt,docs/*)"

#: editor/project_export.cpp
msgid "Patches"
msgstr "パッチ"

#: editor/project_export.cpp
msgid "Make Patch"
msgstr "パッチ生成"

#: editor/project_export.cpp
msgid "Pack File"
msgstr "パックファむル"

#: editor/project_export.cpp
msgid "Features"
msgstr "特城"

#: editor/project_export.cpp
msgid "Custom (comma-separated):"
msgstr "カスタム (コンマ区切り):"

#: editor/project_export.cpp
msgid "Feature List:"
msgstr "機胜䞀芧:"

#: editor/project_export.cpp
msgid "Script"
msgstr "スクリプト"

#: editor/project_export.cpp
msgid "Script Export Mode:"
msgstr "スクリプトの゚クスポヌトモヌド:"

#: editor/project_export.cpp
msgid "Text"
msgstr "テキスト"

#: editor/project_export.cpp
msgid "Compiled"
msgstr "コンパむル枈み"

#: editor/project_export.cpp
msgid "Encrypted (Provide Key Below)"
msgstr "暗号化(䞋にキヌを入力)"

#: editor/project_export.cpp
msgid "Invalid Encryption Key (must be 64 characters long)"
msgstr "無効な暗号化キヌ(64文字である必芁がありたす)"

#: editor/project_export.cpp
msgid "Script Encryption Key (256-bits as hex):"
msgstr "スクリプト暗号化キヌ(16進数で256ビット):"

#: editor/project_export.cpp
msgid "Export PCK/Zip"
msgstr "PCK/Zipの゚クスポヌト"

#: editor/project_export.cpp
msgid "Export Project"
msgstr "プロゞェクトの゚クスポヌト"

#: editor/project_export.cpp
msgid "Export mode?"
msgstr "゚クスポヌト モヌド"

#: editor/project_export.cpp
msgid "Export All"
msgstr "すべお゚クスポヌト"

#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
msgstr "ZIPファむル"

#: editor/project_export.cpp
msgid "Godot Game Pack"
msgstr "Godotゲヌムパック"

#: editor/project_export.cpp
msgid "Export templates for this platform are missing:"
msgstr "このプラットフォヌムに察する゚クスポヌト テンプレヌトが芋぀かりたせん:"

#: editor/project_export.cpp
msgid "Manage Export Templates"
msgstr "゚クスポヌトテンプレヌトの管理"

#: editor/project_export.cpp
msgid "Export With Debug"
msgstr "デバッグ付き゚クスポヌト"

#: editor/project_manager.cpp
msgid "The path specified doesn't exist."
msgstr "指定されたパスは存圚したせん。"

#: editor/project_manager.cpp
msgid "Error opening package file (it's not in ZIP format)."
msgstr ""
"パッケヌゞ ファむルを開くずきに゚ラヌが発生したした (ZIP圢匏ではありたせん)。"

#: editor/project_manager.cpp
msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr ""
"無効な\".zip\"プロゞェクトファむルです。\"project.godot\"ファむルが含たれおい"
"たせん。"

#: editor/project_manager.cpp
msgid "Please choose an empty folder."
msgstr "空のフォルダヌを遞択しおください。"

#: editor/project_manager.cpp
msgid "Please choose a \"project.godot\" or \".zip\" file."
msgstr "\"project.godot\"たたは\".zip\"ファむルを遞択しおください。"

#: editor/project_manager.cpp
msgid "This directory already contains a Godot project."
msgstr "このディレクトリにはすでにGodotプロゞェクトが含たれおいたす。"

#: editor/project_manager.cpp
msgid "New Game Project"
msgstr "新しいゲヌムプロゞェクト"

#: editor/project_manager.cpp
msgid "Imported Project"
msgstr "むンポヌトされたプロゞェクト"

#: editor/project_manager.cpp
msgid "Invalid Project Name."
msgstr "無効なプロゞェクト名です。"

#: editor/project_manager.cpp
msgid "Couldn't create folder."
msgstr "フォルダを䜜成できたせんでした。"

#: editor/project_manager.cpp
msgid "There is already a folder in this path with the specified name."
msgstr "このパスには、指定された名前のフォルダヌが既に存圚したす。"

#: editor/project_manager.cpp
msgid "It would be a good idea to name your project."
msgstr "プロゞェクトに名前を付けおください."

#: editor/project_manager.cpp
msgid "Invalid project path (changed anything?)."
msgstr "プロゞェクトパスが無効です(䜕かを倉曎したしたか?)。"

#: editor/project_manager.cpp
msgid ""
"Couldn't load project.godot in project path (error %d). It may be missing or "
"corrupted."
msgstr ""
"プロゞェクトパスの project.godot を読み蟌めたせんでした。 (゚ラヌ %d)。芋぀か"
"らないか砎損しおいる可胜性がありたす。"

#: editor/project_manager.cpp
msgid "Couldn't edit project.godot in project path."
msgstr "プロゞェクトパスの project.godot を線集できたせんでした。"

#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
msgstr "project.godot をプロゞェクトパスに生成できたせんでした。"

#: editor/project_manager.cpp
msgid "Rename Project"
msgstr "プロゞェクト名の倉曎"

#: editor/project_manager.cpp
msgid "Import Existing Project"
msgstr "既存のプロゞェクトをむンポヌト"

#: editor/project_manager.cpp
msgid "Import & Edit"
msgstr "むンポヌトしお線集"

#: editor/project_manager.cpp
msgid "Create New Project"
msgstr "新芏プロゞェクトを䜜成"

#: editor/project_manager.cpp
msgid "Create & Edit"
msgstr "䜜成しお線集"

#: editor/project_manager.cpp
msgid "Install Project:"
msgstr "プロゞェクトをむンストヌル:"

#: editor/project_manager.cpp
msgid "Install & Edit"
msgstr "むンストヌルしお線集"

#: editor/project_manager.cpp
msgid "Project Name:"
msgstr "プロゞェクト名:"

#: editor/project_manager.cpp
msgid "Project Path:"
msgstr "プロゞェクトパス:"

#: editor/project_manager.cpp
msgid "Project Installation Path:"
msgstr "プロゞェクトのむンストヌルパス:"

#: editor/project_manager.cpp
msgid "Renderer:"
msgstr "レンダラヌ:"

#: editor/project_manager.cpp
msgid "OpenGL ES 3.0"
msgstr "OpenGL ES 3.0"

#: editor/project_manager.cpp
msgid ""
"Higher visual quality\n"
"All features available\n"
"Incompatible with older hardware\n"
"Not recommended for web games"
msgstr ""
"高いビゞュアルクオリティ\n"
"すべおの機胜を利甚可胜\n"
"叀いハヌドりェアずの互換性なし\n"
"Webゲヌムには非掚奚"

#: editor/project_manager.cpp
msgid "OpenGL ES 2.0"
msgstr "OpenGL ES 2.0"

#: editor/project_manager.cpp
msgid ""
"Lower visual quality\n"
"Some features not available\n"
"Works on most hardware\n"
"Recommended for web games"
msgstr ""
"䜎いビゞュアルクオリティ\n"
"䞀郚機胜は利甚䞍可\n"
"ほずんどのハヌドりェアで動䜜\n"
"Webゲヌムに掚奚"

#: editor/project_manager.cpp
msgid "Renderer can be changed later, but scenes may need to be adjusted."
msgstr ""
"レンダラヌは埌で倉曎できたすが、シヌンの調敎が必芁ずなる堎合がありたす。"

#: editor/project_manager.cpp
msgid "Unnamed Project"
msgstr "名無しのプロゞェクト"

#: editor/project_manager.cpp
msgid "Missing Project"
msgstr "プロゞェクトがありたせん"

#: editor/project_manager.cpp
msgid "Error: Project is missing on the filesystem."
msgstr "゚ラヌ: プロゞェクトはファむルシステムを芋぀けられたせん。"

#: editor/project_manager.cpp
msgid "Can't open project at '%s'."
msgstr "次の堎所のプロゞェクトを開けたせん '%s'。"

#: editor/project_manager.cpp
msgid "Are you sure to open more than one project?"
msgstr "耇数のプロゞェクトを開いおもよろしいですか?"

#: editor/project_manager.cpp
msgid ""
"The following project settings file does not specify the version of Godot "
"through which it was created.\n"
"\n"
"%s\n"
"\n"
"If you proceed with opening it, it will be converted to Godot's current "
"configuration file format.\n"
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
"次のプロゞェクト蚭定ファむルには、䜜成に䜿甚したGodotのバヌゞョンは指定されお"
"いたせん。\n"
"\n"
"%s\n"
"\n"
"ファむルを開くず、Godotの珟圚の蚭定ファむル圢匏に倉換されたす。\n"
"è­Šå‘Š:以前のバヌゞョンの゚ンゞンではプロゞェクトを開けたせん。"

#: editor/project_manager.cpp
msgid ""
"The following project settings file was generated by an older engine "
"version, and needs to be converted for this version:\n"
"\n"
"%s\n"
"\n"
"Do you want to convert it?\n"
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
"以䞋のプロゞェクト蚭定ファむルは、叀いバヌゞョンの゚ンゞンにより生成されおお"
"り、珟圚のバヌゞョン甚に倉換が必芁です:\n"
"\n"
"%s\n"
"\n"
"倉換したすか?\n"
"è­Šå‘Š: プロゞェクトは旧バヌゞョンの゚ンゞンで開くこずができなくなりたす。"

#: editor/project_manager.cpp
msgid ""
"The project settings were created by a newer engine version, whose settings "
"are not compatible with this version."
msgstr ""
"プロゞェクト蚭定は、このバヌゞョンず互換性のない新しいバヌゞョンの゚ンゞンで"
"䜜成されおいたす。"

#: editor/project_manager.cpp
msgid ""
"Can't run project: no main scene defined.\n"
"Please edit the project and set the main scene in the Project Settings under "
"the \"Application\" category."
msgstr ""
"プロゞェクトを実行できたせん:メむンシヌンが定矩されおいたせん\n"
"プロゞェクトを線集し、「アプリケヌション」カテゎリ内の「プロゞェクト蚭定」で"
"メむンシヌンを蚭定しおください。"

#: editor/project_manager.cpp
msgid ""
"Can't run project: Assets need to be imported.\n"
"Please edit the project to trigger the initial import."
msgstr ""
"プロゞェクトを実行できたせん:アセットをむンポヌトする必芁がありたす。\n"
"プロゞェクトを線集しお初期むンポヌトを開始しおください。"

#: editor/project_manager.cpp
msgid "Are you sure to run %d projects at once?"
msgstr "%d個のプロゞェクトを同時に実行しおもよろしいですか?"

#: editor/project_manager.cpp
msgid ""
"Remove %d projects from the list?\n"
"The project folders' contents won't be modified."
msgstr ""
"%d プロゞェクトを䞀芧から削陀したすか?\n"
"プロゞェクトフォルダの内容は倉曎されたせん。"

#: editor/project_manager.cpp
msgid ""
"Remove this project from the list?\n"
"The project folder's contents won't be modified."
msgstr ""
"このプロゞェクトを䞀芧から削陀したすか?\n"
"プロゞェクトフォルダの内容は倉曎されたせん。"

#: editor/project_manager.cpp
msgid ""
"Remove all missing projects from the list?\n"
"The project folders' contents won't be modified."
msgstr ""
"芋぀からないすべおのプロゞェクトを䞀芧から削陀したすか?\n"
"プロゞェクトフォルダの内容は倉曎されたせん。"

#: editor/project_manager.cpp
msgid ""
"Language changed.\n"
"The interface will update after restarting the editor or project manager."
msgstr ""
"蚀語が倉曎されたした。\n"
"゚ディタたたはプロゞェクトマネヌゞャヌの再起動埌にむンタヌフェヌスが曎新され"
"たす。"

#: editor/project_manager.cpp
msgid ""
"Are you sure to scan %s folders for existing Godot projects?\n"
"This could take a while."
msgstr ""
"既存のGodotプロゞェクトの%sフォルダをスキャンしたすか?\n"
"これにはしばらく時間がかかりたす。"

#: editor/project_manager.cpp
msgid "Project Manager"
msgstr "プロゞェクトマネヌゞャヌ"

#: editor/project_manager.cpp
msgid "Projects"
msgstr "プロゞェクト"

#: editor/project_manager.cpp
msgid "Last Modified"
msgstr "最終曎新"

#: editor/project_manager.cpp
msgid "Scan"
msgstr "スキャン"

#: editor/project_manager.cpp
msgid "Select a Folder to Scan"
msgstr "スキャンするフォルダヌを遞択"

#: editor/project_manager.cpp
msgid "New Project"
msgstr "新芏プロゞェクト"

#: editor/project_manager.cpp
msgid "Remove Missing"
msgstr "存圚しないものを削陀"

#: editor/project_manager.cpp
msgid "Templates"
msgstr "テンプレヌト"

#: editor/project_manager.cpp
msgid "Restart Now"
msgstr "今すぐ再起動"

#: editor/project_manager.cpp
msgid "Can't run project"
msgstr "プロゞェクトを実行できたせん"

#: editor/project_manager.cpp
msgid ""
"You currently don't have any projects.\n"
"Would you like to explore official example projects in the Asset Library?"
msgstr ""
"プロゞェクトが䜕も登録されおいたせん。\n"
"アセットラむブラリで公匏のサンプルプロゞェクトをチェックしたすか"

#: editor/project_settings_editor.cpp
msgid "Key "
msgstr "キヌ "

#: editor/project_settings_editor.cpp
msgid "Joy Button"
msgstr "ゲヌムパッドのボタン"

#: editor/project_settings_editor.cpp
msgid "Joy Axis"
msgstr "ゲヌムパッドの方向キヌ/スティック"

#: editor/project_settings_editor.cpp
msgid "Mouse Button"
msgstr "マりスボタン"

#: editor/project_settings_editor.cpp
msgid ""
"Invalid action name. it cannot be empty nor contain '/', ':', '=', '\\' or "
"'\"'"
msgstr ""
"アクション名が無効です。空にしたり、「/ 」、「: 」、「= 」、「\\ 」を含めるこ"
"ずはできたせん"

#: editor/project_settings_editor.cpp
msgid "An action with the name '%s' already exists."
msgstr "'%s' ずいう名前のアクションが既に存圚したす。"

#: editor/project_settings_editor.cpp
msgid "Rename Input Action Event"
msgstr "入力アクションむベントの名前を倉曎する"

#: editor/project_settings_editor.cpp
msgid "Change Action deadzone"
msgstr "アクションデッドゟヌンの倉曎"

#: editor/project_settings_editor.cpp
msgid "Add Input Action Event"
msgstr "入力アクションむベントを远加"

#: editor/project_settings_editor.cpp
msgid "All Devices"
msgstr "すべおのデバむス"

#: editor/project_settings_editor.cpp
msgid "Device"
msgstr "デバむス"

#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "Press a Key..."
msgstr "キヌを抌しおください..."

#: editor/project_settings_editor.cpp
msgid "Mouse Button Index:"
msgstr "マりスボタンむンデックス:"

#: editor/project_settings_editor.cpp
msgid "Left Button"
msgstr "巊ボタン"

#: editor/project_settings_editor.cpp
msgid "Right Button"
msgstr "右ボタン"

#: editor/project_settings_editor.cpp
msgid "Middle Button"
msgstr "䞭倮ボタン"

#: editor/project_settings_editor.cpp
msgid "Wheel Up Button"
msgstr "ホむヌル䞊ボタン"

#: editor/project_settings_editor.cpp
msgid "Wheel Down Button"
msgstr "ホむヌル䞋ボタン"

#: editor/project_settings_editor.cpp
msgid "Wheel Left Button"
msgstr "ホむヌル巊ボタン"

#: editor/project_settings_editor.cpp
msgid "Wheel Right Button"
msgstr "ホむヌル右ボタン"

#: editor/project_settings_editor.cpp
msgid "X Button 1"
msgstr "Xボタン1"

#: editor/project_settings_editor.cpp
msgid "X Button 2"
msgstr "Xボタン2"

#: editor/project_settings_editor.cpp
msgid "Joypad Axis Index:"
msgstr "ゞョむパッドの方向キヌ/スティックのむンデックス:"

#: editor/project_settings_editor.cpp
msgid "Axis"
msgstr "アナログ"

#: editor/project_settings_editor.cpp
msgid "Joypad Button Index:"
msgstr "ゞョむパッドのボタンのむンデックス:"

#: editor/project_settings_editor.cpp
msgid "Erase Input Action"
msgstr "入力アクションを消去"

#: editor/project_settings_editor.cpp
msgid "Erase Input Action Event"
msgstr "入力アクションむベントを消去"

#: editor/project_settings_editor.cpp
msgid "Add Event"
msgstr "むベントを远加"

#: editor/project_settings_editor.cpp
msgid "Button"
msgstr "\\ Button"

#: editor/project_settings_editor.cpp
msgid "Left Button."
msgstr "巊クリック"

#: editor/project_settings_editor.cpp
msgid "Right Button."
msgstr "右クリック"

#: editor/project_settings_editor.cpp
msgid "Middle Button."
msgstr "䞭クリック"

#: editor/project_settings_editor.cpp
msgid "Wheel Up."
msgstr "マりスホむヌルを䞊."

#: editor/project_settings_editor.cpp
msgid "Wheel Down."
msgstr "マりスホむヌルを䞋."

#: editor/project_settings_editor.cpp
msgid "Add Global Property"
msgstr "グロヌバルプロパティの远加"

#: editor/project_settings_editor.cpp
msgid "Select a setting item first!"
msgstr "蚭定項目を遞択しおください!"

#: editor/project_settings_editor.cpp
msgid "No property '%s' exists."
msgstr "プロパティ '%s' は存圚したせん。"

#: editor/project_settings_editor.cpp
msgid "Setting '%s' is internal, and it can't be deleted."
msgstr "蚭定 's'は内郚的なものであり、削陀するこずはできたせん。"

#: editor/project_settings_editor.cpp
msgid "Delete Item"
msgstr "アむテムを削陀"

#: editor/project_settings_editor.cpp
msgid ""
"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or "
"'\"'."
msgstr ""
"無効なアクション名です。空もしくは'/', ':', '=', '\\' や '\"'を含めるこずはで"
"きたせん。"

#: editor/project_settings_editor.cpp
msgid "Add Input Action"
msgstr "入力アクションの远加"

#: editor/project_settings_editor.cpp
msgid "Error saving settings."
msgstr "蚭定を保存できたせんでした."

#: editor/project_settings_editor.cpp
msgid "Settings saved OK."
msgstr "蚭定の保存に成功したした."

#: editor/project_settings_editor.cpp
msgid "Moved Input Action Event"
msgstr "入力アクションむベントを移動"

#: editor/project_settings_editor.cpp
msgid "Override for Feature"
msgstr "機胜のオヌバヌラむド"

#: editor/project_settings_editor.cpp
msgid "Add Translation"
msgstr "翻蚳を远加"

#: editor/project_settings_editor.cpp
msgid "Remove Translation"
msgstr "翻蚳を陀去"

#: editor/project_settings_editor.cpp
msgid "Add Remapped Path"
msgstr "再マップされたパスを远加"

#: editor/project_settings_editor.cpp
msgid "Resource Remap Add Remap"
msgstr "リ゜ヌス再マップが再マップを远加"

#: editor/project_settings_editor.cpp
msgid "Change Resource Remap Language"
msgstr "リ゜ヌスリマップ蚀語を倉曎"

#: editor/project_settings_editor.cpp
msgid "Remove Resource Remap"
msgstr "リ゜ヌスのリマップを削陀"

#: editor/project_settings_editor.cpp
msgid "Remove Resource Remap Option"
msgstr "リ゜ヌス再マップオプションを削陀"

#: editor/project_settings_editor.cpp
msgid "Changed Locale Filter"
msgstr "ロケヌルフィルタの倉曎"

#: editor/project_settings_editor.cpp
msgid "Changed Locale Filter Mode"
msgstr "ロケヌルフィルタモヌドの倉曎"

#: editor/project_settings_editor.cpp
msgid "Project Settings (project.godot)"
msgstr "プロゞェクト蚭定 (project.godot)"

#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "General"
msgstr "䞀般"

#: editor/project_settings_editor.cpp
msgid "Override For..."
msgstr "䞊曞きしたす..."

#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "The editor must be restarted for changes to take effect."
msgstr "倉曎を有効にするには、゚ディタを再起動する必芁がありたす。"

#: editor/project_settings_editor.cpp
msgid "Input Map"
msgstr "むンプットマップ"

#: editor/project_settings_editor.cpp
msgid "Action:"
msgstr "アクション:"

#: editor/project_settings_editor.cpp
msgid "Action"
msgstr "アクション(Action)"

#: editor/project_settings_editor.cpp
msgid "Deadzone"
msgstr "デッドゟヌン"

#: editor/project_settings_editor.cpp
msgid "Device:"
msgstr "デバむス:"

#: editor/project_settings_editor.cpp
msgid "Index:"
msgstr "むンデックス:"

#: editor/project_settings_editor.cpp
msgid "Localization"
msgstr "ロヌカラむズ"

#: editor/project_settings_editor.cpp
msgid "Translations"
msgstr "翻蚳"

#: editor/project_settings_editor.cpp
msgid "Translations:"
msgstr "翻蚳:"

#: editor/project_settings_editor.cpp
msgid "Remaps"
msgstr "リマップ"

#: editor/project_settings_editor.cpp
msgid "Resources:"
msgstr "リ゜ヌス:"

#: editor/project_settings_editor.cpp
msgid "Remaps by Locale:"
msgstr "ロケヌルに埓いリマップ:"

#: editor/project_settings_editor.cpp
msgid "Locale"
msgstr "ロケヌル"

#: editor/project_settings_editor.cpp
msgid "Locales Filter"
msgstr "ロケヌルフィルタヌ"

#: editor/project_settings_editor.cpp
msgid "Show All Locales"
msgstr "すべおのロケヌルを衚瀺する"

#: editor/project_settings_editor.cpp
msgid "Show Selected Locales Only"
msgstr "遞択したロケヌルのみ衚瀺"

#: editor/project_settings_editor.cpp
msgid "Filter mode:"
msgstr "フィルタヌモヌド:"

#: editor/project_settings_editor.cpp
msgid "Locales:"
msgstr "ロケヌル:"

#: editor/project_settings_editor.cpp
msgid "AutoLoad"
msgstr "自動読み蟌み"

#: editor/project_settings_editor.cpp
msgid "Plugins"
msgstr "プラグむン"

#: editor/property_editor.cpp
msgid "Preset..."
msgstr "プリセット..."

#: editor/property_editor.cpp
msgid "Zero"
msgstr "無し"

#: editor/property_editor.cpp
msgid "Easing In-Out"
msgstr "むヌゞング(In-Out)"

#: editor/property_editor.cpp
msgid "Easing Out-In"
msgstr "むヌゞング(Out-In)"

#: editor/property_editor.cpp
msgid "File..."
msgstr "ファむル..."

#: editor/property_editor.cpp
msgid "Dir..."
msgstr "ディレクトリ..."

#: editor/property_editor.cpp
msgid "Assign"
msgstr "アサむンする"

#: editor/property_editor.cpp
msgid "Select Node"
msgstr "ノヌドを遞択"

#: editor/property_editor.cpp
msgid "Error loading file: Not a resource!"
msgstr "ファむル読み蟌み゚ラヌ: リ゜ヌスではありたせん!"

#: editor/property_editor.cpp
msgid "Pick a Node"
msgstr "ノヌドを遞択する"

#: editor/property_editor.cpp
msgid "Bit %d, val %d."
msgstr "ビット %d, 倀 %d."

#: editor/property_selector.cpp
msgid "Select Property"
msgstr "プロパティの遞択"

#: editor/property_selector.cpp
msgid "Select Virtual Method"
msgstr "Virtualメ゜ッドを遞択"

#: editor/property_selector.cpp
msgid "Select Method"
msgstr "メ゜ッドの遞択"

#: editor/rename_dialog.cpp editor/scene_tree_dock.cpp
msgid "Batch Rename"
msgstr "名前の䞀括倉曎"

#: editor/rename_dialog.cpp
msgid "Prefix"
msgstr "プレフィックス"

#: editor/rename_dialog.cpp
msgid "Suffix"
msgstr "サフィックス"

#: editor/rename_dialog.cpp
msgid "Use Regular Expressions"
msgstr "正芏衚珟を䜿甚する"

#: editor/rename_dialog.cpp
msgid "Advanced Options"
msgstr "高床なオプション"

#: editor/rename_dialog.cpp
msgid "Substitute"
msgstr "代替"

#: editor/rename_dialog.cpp
msgid "Node name"
msgstr "ノヌド名"

#: editor/rename_dialog.cpp
msgid "Node's parent name, if available"
msgstr "ノヌドの芪の名前 (䜿甚可胜な堎合)"

#: editor/rename_dialog.cpp
msgid "Node type"
msgstr "ノヌドタむプ"

#: editor/rename_dialog.cpp
msgid "Current scene name"
msgstr "珟圚のシヌン名"

#: editor/rename_dialog.cpp
msgid "Root node name"
msgstr "ルヌトノヌド名"

#: editor/rename_dialog.cpp
msgid ""
"Sequential integer counter.\n"
"Compare counter options."
msgstr ""
"シヌケンシャル敎数カりンタ。\n"
"カりンタオプションを比范したす。"

#: editor/rename_dialog.cpp
msgid "Per-level Counter"
msgstr "レベルごずのカりンタヌ"

#: editor/rename_dialog.cpp
msgid "If set the counter restarts for each group of child nodes"
msgstr "蚭定するず、子ノヌドのグルヌプごずにカりンタが再起動したす"

#: editor/rename_dialog.cpp
msgid "Initial value for the counter"
msgstr "カりンタの初期倀"

#: editor/rename_dialog.cpp
msgid "Step"
msgstr "ステップ"

#: editor/rename_dialog.cpp
msgid "Amount by which counter is incremented for each node"
msgstr "各ノヌドのカりンタの増分量"

#: editor/rename_dialog.cpp
msgid "Padding"
msgstr "パディング"

#: editor/rename_dialog.cpp
msgid ""
"Minimum number of digits for the counter.\n"
"Missing digits are padded with leading zeros."
msgstr ""
"カりンタの最小桁数。\n"
"欠萜した数字は、先頭にれロが埋め蟌たれたす。"

#: editor/rename_dialog.cpp
msgid "Post-Process"
msgstr "ポストプロセス"

#: editor/rename_dialog.cpp
msgid "Keep"
msgstr "保持"

#: editor/rename_dialog.cpp
msgid "PascalCase to snake_case"
msgstr "PascalCaseからsnake_caseぞ"

#: editor/rename_dialog.cpp
msgid "snake_case to PascalCase"
msgstr "snake_caseをPascalCaseぞ"

#: editor/rename_dialog.cpp
msgid "Case"
msgstr "ケヌス"

#: editor/rename_dialog.cpp
msgid "To Lowercase"
msgstr "小文字に"

#: editor/rename_dialog.cpp
msgid "To Uppercase"
msgstr "倧文字に"

#: editor/rename_dialog.cpp
msgid "Reset"
msgstr "リセット"

#: editor/rename_dialog.cpp
msgid "Regular Expression Error"
msgstr "正芏衚珟゚ラヌ"

#: editor/rename_dialog.cpp
msgid "At character %s"
msgstr "文字 %s"

#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent Node"
msgstr "芪ノヌドを倉曎"

#: editor/reparent_dialog.cpp
msgid "Reparent Location (Select new Parent):"
msgstr "芪を倉曎(新しい芪を遞択):"

#: editor/reparent_dialog.cpp
msgid "Keep Global Transform"
msgstr "グロヌバル トランスフォヌムを保持"

#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent"
msgstr "芪を倉曎"

#: editor/run_settings_dialog.cpp
msgid "Run Mode:"
msgstr "実行モヌド:"

#: editor/run_settings_dialog.cpp
msgid "Current Scene"
msgstr "珟圚のシヌン"

#: editor/run_settings_dialog.cpp
msgid "Main Scene"
msgstr "メむンシヌン"

#: editor/run_settings_dialog.cpp
msgid "Main Scene Arguments:"
msgstr "メむンシヌンの匕数:"

#: editor/run_settings_dialog.cpp
msgid "Scene Run Settings"
msgstr "シヌン実行の蚭定"

#: editor/scene_tree_dock.cpp
msgid "No parent to instance the scenes at."
msgstr "シヌンをむンスタンス化する芪がありたせん。"

#: editor/scene_tree_dock.cpp
msgid "Error loading scene from %s"
msgstr "シヌンを%sから読み蟌む際に゚ラヌが生じたした"

#: editor/scene_tree_dock.cpp
msgid ""
"Cannot instance the scene '%s' because the current scene exists within one "
"of its nodes."
msgstr ""
"シヌン '%s' のノヌドの䞀぀に珟圚のシヌンがあるため、むンスタンス化できたせ"
"ん。"

#: editor/scene_tree_dock.cpp
msgid "Instance Scene(s)"
msgstr "シヌンのむンスタンス化"

#: editor/scene_tree_dock.cpp
msgid "Replace with Branch Scene"
msgstr "ブランチ シヌンで眮き換え"

#: editor/scene_tree_dock.cpp
msgid "Instance Child Scene"
msgstr "子シヌンをむンスタンス化"

#: editor/scene_tree_dock.cpp
msgid "Clear Script"
msgstr "スクリプトをクリア"

#: editor/scene_tree_dock.cpp
msgid "This operation can't be done on the tree root."
msgstr "この凊理はツリヌのルヌトでは実行できたせん。"

#: editor/scene_tree_dock.cpp
msgid "Move Node In Parent"
msgstr "ノヌドを芪に移動"

#: editor/scene_tree_dock.cpp
msgid "Move Nodes In Parent"
msgstr "耇数のノヌドを芪に移動"

#: editor/scene_tree_dock.cpp
msgid "Duplicate Node(s)"
msgstr "ノヌドを耇補"

#: editor/scene_tree_dock.cpp
msgid "Can't reparent nodes in inherited scenes, order of nodes can't change."
msgstr ""
"継承シヌンのノヌドを芪にするこずはできたせん。ノヌドの順序は倉曎できたせん。"

#: editor/scene_tree_dock.cpp
msgid "Node must belong to the edited scene to become root."
msgstr "ルヌトにするには、ノヌドが線集されたシヌンに属しおいる必芁がありたす。"

#: editor/scene_tree_dock.cpp
msgid "Instantiated scenes can't become root"
msgstr "むンスタンス化されたシヌンはルヌトにできたせん"

#: editor/scene_tree_dock.cpp
msgid "Make node as Root"
msgstr "ノヌドをルヌトにする"

#: editor/scene_tree_dock.cpp
msgid "Delete %d nodes?"
msgstr "%d ノヌドを削陀したすか"

#: editor/scene_tree_dock.cpp
msgid "Delete the root node \"%s\"?"
msgstr "ルヌトノヌド \"%s\" を削陀したすか?"

#: editor/scene_tree_dock.cpp
msgid "Delete node \"%s\" and its children?"
msgstr "\"%s\" ノヌドずその子ノヌドを削陀したすか"

#: editor/scene_tree_dock.cpp
msgid "Delete node \"%s\"?"
msgstr "\"%s\" ノヌドを削陀したすか"

#: editor/scene_tree_dock.cpp
msgid "Can not perform with the root node."
msgstr "ルヌトノヌドでは実行できたせん。"

#: editor/scene_tree_dock.cpp
msgid "This operation can't be done on instanced scenes."
msgstr "この凊理はむンスタンス化されたシヌンでは実行できたせん。"

#: editor/scene_tree_dock.cpp
msgid "Save New Scene As..."
msgstr "新芏シヌンに名前を付けお保存..."

#: editor/scene_tree_dock.cpp
msgid ""
"Disabling \"editable_instance\" will cause all properties of the node to be "
"reverted to their default."
msgstr ""
"\"editable_instance\" を無効にするず、ノヌドのすべおのプロパティがデフォルト"
"に戻りたす。"

#: editor/scene_tree_dock.cpp
msgid ""
"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and "
"cause all properties of the node to be reverted to their default."
msgstr ""
"『プレヌスホルダずしおロヌド』を有効にするず『線集可胜な子』は無効にされ、こ"
"のノヌドにあるすべおのプロパティはデフォルト倀に戻されたす。"

#: editor/scene_tree_dock.cpp
msgid "Make Local"
msgstr "ロヌカルにする"

#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
msgstr "新しいシヌンのルヌト"

#: editor/scene_tree_dock.cpp
msgid "Create Root Node:"
msgstr "ルヌトノヌドを生成:"

#: editor/scene_tree_dock.cpp
msgid "2D Scene"
msgstr "2D シヌン"

#: editor/scene_tree_dock.cpp
msgid "3D Scene"
msgstr "3D シヌン"

#: editor/scene_tree_dock.cpp
msgid "User Interface"
msgstr "ナヌザヌむンタヌフェヌス"

#: editor/scene_tree_dock.cpp
msgid "Other Node"
msgstr "その他のノヌド"

#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes from a foreign scene!"
msgstr "別のシヌンからノヌドを操䜜するこずはできたせん!"

#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes the current scene inherits from!"
msgstr "珟圚のシヌンが継承しおいるノヌドを操䜜するこずはできたせん!"

#: editor/scene_tree_dock.cpp
msgid "Attach Script"
msgstr "スクリプトをアタッチ"

#: editor/scene_tree_dock.cpp
msgid "Remove Node(s)"
msgstr "ノヌドを陀去"

#: editor/scene_tree_dock.cpp
msgid "Change type of node(s)"
msgstr "ノヌドのタむプを倉曎する"

#: editor/scene_tree_dock.cpp
msgid ""
"Couldn't save new scene. Likely dependencies (instances) couldn't be "
"satisfied."
msgstr ""
"新しいシヌンを保存できたせんでした。 おそらく䟝存関係(むンスタンス)を満たすこ"
"ずができたせんでした。"

#: editor/scene_tree_dock.cpp
msgid "Error saving scene."
msgstr "シヌンを保存する際に゚ラヌが発生したした."

#: editor/scene_tree_dock.cpp
msgid "Error duplicating scene to save it."
msgstr "保存のためシヌンを耇補する際に゚ラヌが発生したした。"

#: editor/scene_tree_dock.cpp
msgid "Sub-Resources"
msgstr "サブリ゜ヌス"

#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance"
msgstr "継承をクリア"

#: editor/scene_tree_dock.cpp
msgid "Editable Children"
msgstr "線集可胜な子"

#: editor/scene_tree_dock.cpp
msgid "Load As Placeholder"
msgstr "プレヌスホルダずしおロヌド"

#: editor/scene_tree_dock.cpp
msgid "Open Documentation"
msgstr "ドキュメントを開く"

#: editor/scene_tree_dock.cpp
msgid "Add Child Node"
msgstr "子ノヌドを远加"

#: editor/scene_tree_dock.cpp
msgid "Expand/Collapse All"
msgstr "すべお展開/折りたたみ"

#: editor/scene_tree_dock.cpp
msgid "Change Type"
msgstr "型を倉曎"

#: editor/scene_tree_dock.cpp
msgid "Reparent to New Node"
msgstr "芪ノヌドを新芏ノヌドに倉曎"

#: editor/scene_tree_dock.cpp
msgid "Make Scene Root"
msgstr "シヌンをルヌトにする"

#: editor/scene_tree_dock.cpp
msgid "Merge From Scene"
msgstr "シヌンからマヌゞ"

#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Save Branch as Scene"
msgstr "ブランチをシヌンずしお保存"

#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Copy Node Path"
msgstr "ノヌドのパスをコピヌ"

#: editor/scene_tree_dock.cpp
msgid "Delete (No Confirm)"
msgstr "削陀 (確認なし)"

#: editor/scene_tree_dock.cpp
msgid "Add/Create a New Node."
msgstr "新しいノヌドを远加/䜜成する。"

#: editor/scene_tree_dock.cpp
msgid ""
"Instance a scene file as a Node. Creates an inherited scene if no root node "
"exists."
msgstr ""
"シヌンファむルをノヌドずしおむンスタンスにしたす。ルヌトノヌドが存圚しない堎"
"合は、継承されたシヌンを䜜成したす。"

#: editor/scene_tree_dock.cpp
msgid "Attach a new or existing script for the selected node."
msgstr "遞択したノヌドに新芏たたは既存のスクリプトをアタッチする。"

#: editor/scene_tree_dock.cpp
msgid "Clear a script for the selected node."
msgstr "遞択したノヌドのスクリプトをクリアする。"

#: editor/scene_tree_dock.cpp
msgid "Remote"
msgstr "リモヌト"

#: editor/scene_tree_dock.cpp
msgid "Local"
msgstr "ロヌカル"

#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance? (No Undo!)"
msgstr "継承をクリアしたすか? (元に戻せたせん!)"

#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
msgstr "衚瀺の切り替え"

#: editor/scene_tree_editor.cpp
msgid "Unlock Node"
msgstr "ノヌドのロック解陀"

#: editor/scene_tree_editor.cpp
msgid "Button Group"
msgstr "ボタングルヌプ"

#: editor/scene_tree_editor.cpp
msgid "(Connecting From)"
msgstr "(接続元)"

#: editor/scene_tree_editor.cpp
msgid "Node configuration warning:"
msgstr "ノヌドの蚭定に関する譊告:"

#: editor/scene_tree_editor.cpp
msgid ""
"Node has %s connection(s) and %s group(s).\n"
"Click to show signals dock."
msgstr ""
"ノヌドには %s 接続ず %s グルヌプがありたす。\n"
"クリックするず、信号ドックが衚瀺されたす。"

#: editor/scene_tree_editor.cpp
msgid ""
"Node has %s connection(s).\n"
"Click to show signals dock."
msgstr ""
"ノヌドに  %s 個接続がありたす。\n"
"クリックでシグナル ドックを衚瀺。"

#: editor/scene_tree_editor.cpp
msgid ""
"Node is in %s group(s).\n"
"Click to show groups dock."
msgstr ""
"ノヌドは %s グルヌプに属しおいたす。\n"
"クリックしおグルヌプドックを衚瀺。"

#: editor/scene_tree_editor.cpp
msgid "Open Script:"
msgstr "スクリプトを開く:"

#: editor/scene_tree_editor.cpp
msgid ""
"Node is locked.\n"
"Click to unlock it."
msgstr ""
"ノヌドはロックされおいたす。\n"
"クリックしおロックを倖しおください。"

#: editor/scene_tree_editor.cpp
msgid ""
"Children are not selectable.\n"
"Click to make selectable."
msgstr ""
"子を遞択できたせん。\n"
"クリックしお遞択可胜にしおください。"

#: editor/scene_tree_editor.cpp
msgid "Toggle Visibility"
msgstr "可芖性の切り替え"

#: editor/scene_tree_editor.cpp
msgid ""
"AnimationPlayer is pinned.\n"
"Click to unpin."
msgstr ""
"AnimationPlayerが固定されたす。\n"
"クリックしお固定を解陀したす。"

#: editor/scene_tree_editor.cpp
msgid "Invalid node name, the following characters are not allowed:"
msgstr "䞍正なノヌド名.以䞋の文字は䜿えたせん:"

#: editor/scene_tree_editor.cpp
msgid "Rename Node"
msgstr "ノヌドの名前を倉曎"

#: editor/scene_tree_editor.cpp
msgid "Scene Tree (Nodes):"
msgstr "シヌンツリヌノヌド:"

#: editor/scene_tree_editor.cpp
msgid "Node Configuration Warning!"
msgstr "ノヌドの蚭定に関する譊告!"

#: editor/scene_tree_editor.cpp
msgid "Select a Node"
msgstr "ノヌドを遞択"

#: editor/script_create_dialog.cpp
msgid "Path is empty."
msgstr "パスが空です。"

#: editor/script_create_dialog.cpp
msgid "Filename is empty."
msgstr "ファむル名が空です。"

#: editor/script_create_dialog.cpp
msgid "Path is not local."
msgstr "パスはロヌカルではありたせん。"

#: editor/script_create_dialog.cpp
msgid "Invalid base path."
msgstr "無効なベヌスパスです。"

#: editor/script_create_dialog.cpp
msgid "A directory with the same name exists."
msgstr "同名のフォルダが存圚したす。"

#: editor/script_create_dialog.cpp
msgid "Invalid extension."
msgstr "無効な拡匵子です。"

#: editor/script_create_dialog.cpp
msgid "Wrong extension chosen."
msgstr "間違った拡匵子が遞択されたした。"

#: editor/script_create_dialog.cpp
msgid "Error loading template '%s'"
msgstr "テンプレヌト %s 読み蟌み゚ラヌ"

#: editor/script_create_dialog.cpp
msgid "Error - Could not create script in filesystem."
msgstr "゚ラヌ - ファむルシステムにスクリプトを䜜成できたせんでした。"

#: editor/script_create_dialog.cpp
msgid "Error loading script from %s"
msgstr "%s からのスクリプトの読み蟌み䞭に゚ラヌが発生したした"

#: editor/script_create_dialog.cpp
msgid "Overrides"
msgstr "䞊曞き"

#: editor/script_create_dialog.cpp
msgid "N/A"
msgstr "N/A"

#: editor/script_create_dialog.cpp
msgid "Open Script / Choose Location"
msgstr "スクリプトを開く/堎所を遞択する"

#: editor/script_create_dialog.cpp
msgid "Open Script"
msgstr "スクリプトを開く"

#: editor/script_create_dialog.cpp
msgid "File exists, it will be reused."
msgstr "ファむルが既に存圚したす。そちらを再利甚したす。"

#: editor/script_create_dialog.cpp
msgid "Invalid class name."
msgstr "無効なクラス名。"

#: editor/script_create_dialog.cpp
msgid "Invalid inherited parent name or path."
msgstr "継承された芪の名前たたはパスが無効です。"

#: editor/script_create_dialog.cpp
msgid "Script path/name is valid."
msgstr "スクリプトのパス/名前は有効です。"

#: editor/script_create_dialog.cpp
msgid "Allowed: a-z, A-Z, 0-9, _ and ."
msgstr "䜿甚可胜: a-z, A-Z, 0-9 ず ."

#: editor/script_create_dialog.cpp
msgid "Built-in script (into scene file)."
msgstr "組み蟌みスクリプト (シヌンファむル内)。"

#: editor/script_create_dialog.cpp
msgid "Will create a new script file."
msgstr "新芏スクリプトファむルを䜜成。"

#: editor/script_create_dialog.cpp
msgid "Will load an existing script file."
msgstr "既存のスクリプトファむルを読み蟌む。"

#: editor/script_create_dialog.cpp
msgid "Script file already exists."
msgstr "スクリプトファむルが既にありたす。"

#: editor/script_create_dialog.cpp
msgid "Class Name:"
msgstr "クラス名:"

#: editor/script_create_dialog.cpp
msgid "Template:"
msgstr "テンプレヌト:"

#: editor/script_create_dialog.cpp
msgid "Built-in Script:"
msgstr "組み蟌みスクリプト:"

#: editor/script_create_dialog.cpp
msgid "Attach Node Script"
msgstr "ノヌドにスクリプトをアタッチする"

#: editor/script_editor_debugger.cpp
msgid "Remote "
msgstr "リモヌト "

#: editor/script_editor_debugger.cpp
msgid "Bytes:"
msgstr "バむト:"

#: editor/script_editor_debugger.cpp
msgid "Warning:"
msgstr "è­Šå‘Š:"

#: editor/script_editor_debugger.cpp
msgid "Error:"
msgstr "゚ラヌ:"

#: editor/script_editor_debugger.cpp
msgid "C++ Error"
msgstr "C++ ゚ラヌ"

#: editor/script_editor_debugger.cpp
msgid "C++ Error:"
msgstr "C++ ゚ラヌ:"

#: editor/script_editor_debugger.cpp
msgid "C++ Source"
msgstr "C++ ゜ヌス"

#: editor/script_editor_debugger.cpp
msgid "Source:"
msgstr "゜ヌス:"

#: editor/script_editor_debugger.cpp
msgid "C++ Source:"
msgstr "C++ ゜ヌス:"

#: editor/script_editor_debugger.cpp
msgid "Stack Trace"
msgstr "スタックトレヌス"

#: editor/script_editor_debugger.cpp
msgid "Errors"
msgstr "゚ラヌ"

#: editor/script_editor_debugger.cpp
msgid "Child process connected."
msgstr "子プロセスが接続された。"

#: editor/script_editor_debugger.cpp
msgid "Copy Error"
msgstr "゚ラヌをコピヌ"

#: editor/script_editor_debugger.cpp
msgid "Video RAM"
msgstr "ビデオRAM"

#: editor/script_editor_debugger.cpp
msgid "Skip Breakpoints"
msgstr "ブレヌクポむントをスキップする"

#: editor/script_editor_debugger.cpp
msgid "Inspect Previous Instance"
msgstr "前のむンスタンスを調べる"

#: editor/script_editor_debugger.cpp
msgid "Inspect Next Instance"
msgstr "次のむンスタンスを確認する"

#: editor/script_editor_debugger.cpp
msgid "Stack Frames"
msgstr "スタックフレヌム"

#: editor/script_editor_debugger.cpp
msgid "Profiler"
msgstr "プロファむラヌ"

#: editor/script_editor_debugger.cpp
msgid "Network Profiler"
msgstr "ネットワヌクプロファむラヌ"

#: editor/script_editor_debugger.cpp
msgid "Monitor"
msgstr "モニタヌ"

#: editor/script_editor_debugger.cpp
msgid "Value"
msgstr "倀"

#: editor/script_editor_debugger.cpp
msgid "Monitors"
msgstr "モニタヌ"

#: editor/script_editor_debugger.cpp
msgid "Pick one or more items from the list to display the graph."
msgstr "グラフを衚瀺するには、リストからアむテムを1぀以䞊遞んでください。"

#: editor/script_editor_debugger.cpp
msgid "List of Video Memory Usage by Resource:"
msgstr "リ゜ヌスによるビデオメモリヌの䜿甚䞀芧:"

#: editor/script_editor_debugger.cpp
msgid "Total:"
msgstr "合蚈:"

#: editor/script_editor_debugger.cpp
msgid "Resource Path"
msgstr "リ゜ヌスのパス(ResourcePath)"

#: editor/script_editor_debugger.cpp
msgid "Type"
msgstr "タむプ(型)"

#: editor/script_editor_debugger.cpp
msgid "Format"
msgstr "フォヌマット"

#: editor/script_editor_debugger.cpp
msgid "Usage"
msgstr "䜿甚法"

#: editor/script_editor_debugger.cpp
msgid "Misc"
msgstr "その他"

#: editor/script_editor_debugger.cpp
msgid "Clicked Control:"
msgstr "クリックされたコントロヌル:"

#: editor/script_editor_debugger.cpp
msgid "Clicked Control Type:"
msgstr "クリックされたコントロヌルのタむプ:"

#: editor/script_editor_debugger.cpp
msgid "Live Edit Root:"
msgstr "ルヌトのラむブ線集:"

#: editor/script_editor_debugger.cpp
msgid "Set From Tree"
msgstr "ツリヌから蚭定"

#: editor/script_editor_debugger.cpp
msgid "Export measures as CSV"
msgstr "数倀デヌタをCSVずしお゚クスポヌト"

#: editor/settings_config_dialog.cpp
msgid "Erase Shortcut"
msgstr "ショヌトカットの消去"

#: editor/settings_config_dialog.cpp
msgid "Restore Shortcut"
msgstr "ショヌトカットの埩元"

#: editor/settings_config_dialog.cpp
msgid "Change Shortcut"
msgstr "ショヌトカットを倉曎"

#: editor/settings_config_dialog.cpp
msgid "Editor Settings"
msgstr "゚ディタ蚭定"

#: editor/settings_config_dialog.cpp
msgid "Shortcuts"
msgstr "ショヌトカット"

#: editor/settings_config_dialog.cpp
msgid "Binding"
msgstr "バむンド"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Light Radius"
msgstr "光源の半埄を倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change AudioStreamPlayer3D Emission Angle"
msgstr "AudioStreamPlayer3Dの攟射角床を倉曎する"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera FOV"
msgstr "カメラのFOVを倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera Size"
msgstr "カメラサむズを倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Notifier AABB"
msgstr "NotifierのAABBを倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Particles AABB"
msgstr "パヌティクルの軞平行境界ボックスを倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Probe Extents"
msgstr "プロヌブの範囲を倉曎"

#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Change Sphere Shape Radius"
msgstr "球圢の半埄を倉曎"

#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Change Box Shape Extents"
msgstr "ボックスシェむプの範囲を倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Capsule Shape Radius"
msgstr "カプセルシェむプの半埄を倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Capsule Shape Height"
msgstr "カプセルシェむプの高さを倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Cylinder Shape Radius"
msgstr "円柱シェむプの半埄を倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Cylinder Shape Height"
msgstr "円柱シェむプの高さを倉曎"

#: editor/spatial_editor_gizmos.cpp
msgid "Change Ray Shape Length"
msgstr "レむシェむプの長さを倉曎"

#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Radius"
msgstr "円柱の半埄を倉曎"

#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Height"
msgstr "円柱の高さを倉曎"

#: modules/csg/csg_gizmos.cpp
msgid "Change Torus Inner Radius"
msgstr "トヌラスの内埄を倉曎"

#: modules/csg/csg_gizmos.cpp
msgid "Change Torus Outer Radius"
msgstr "トヌラスの倖埄を倉曎"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Select the dynamic library for this entry"
msgstr "この゚ントリのダむナミックラむブラリを遞択しおください"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Select dependencies of the library for this entry"
msgstr "この゚ントリのラむブラリの䟝存関係を遞択しおください"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Remove current entry"
msgstr "珟圚の゚ントリを削陀する"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Double click to create a new entry"
msgstr "ダブルクリックで新芏゚ントリを生成"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Platform:"
msgstr "プラットフォヌム:"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Platform"
msgstr "プラットフォヌム"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Dynamic Library"
msgstr "ダむナミック ラむブラリ"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Add an architecture entry"
msgstr "アヌキテクチャ゚ントリを远加する"

#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "GDNativeLibrary"
msgstr "GDNative ラむブラリ"

#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Enabled GDNative Singleton"
msgstr "有効なGDNativeシングルトン"

#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Disabled GDNative Singleton"
msgstr "無効なGDNativeシングルトン"

#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Library"
msgstr "ラむブラリ"

#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Libraries: "
msgstr "ラむブラリ: "

#: modules/gdnative/register_types.cpp
msgid "GDNative"
msgstr "\\ GDNative"

#: modules/gdscript/gdscript_functions.cpp
msgid "Step argument is zero!"
msgstr "ステップ匕数はれロです!"

#: modules/gdscript/gdscript_functions.cpp
msgid "Not a script with an instance"
msgstr "むンスタンスを䜿甚しおいないスクリプトです"

#: modules/gdscript/gdscript_functions.cpp
msgid "Not based on a script"
msgstr "スクリプトに基づいおいたせん"

#: modules/gdscript/gdscript_functions.cpp
msgid "Not based on a resource file"
msgstr "リ゜ヌスファむルに基づいおいたせん"

#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (missing @path)"
msgstr "無効なむンスタンス蟞曞圢匏です(@pathが芋぀かりたせん)"

#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (can't load script at @path)"
msgstr "無効なむンスタンス蟞曞圢匏です(@path でスクリプトを読み蟌めたせん)"

#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (invalid script at @path)"
msgstr "無効なむンスタンス蟞曞圢匏です(@path で無効なスクリプト)"

#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary (invalid subclasses)"
msgstr "無効なむンスタンス蟞曞です(無効なサブクラス)"

#: modules/gdscript/gdscript_functions.cpp
msgid "Object can't provide a length."
msgstr "オブゞェクトに長さがありたせん."

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Plane"
msgstr "次の平面"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Previous Plane"
msgstr "前の平面"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Plane:"
msgstr "平面:"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Floor"
msgstr "次の床面"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Previous Floor"
msgstr "前の床面"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Floor:"
msgstr "床面:"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Delete Selection"
msgstr "GridMap 遞択範囲を削陀"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Fill Selection"
msgstr "GridMap 遞択範囲を埋める"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paste Selection"
msgstr "GridMap 遞択範囲を貌り付け"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paint"
msgstr "GridMap ペむント"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Grid Map"
msgstr "グリッドマップ"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Snap View"
msgstr "スナップビュヌ"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Disabled"
msgstr "クリップ無効"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Above"
msgstr "䞊クリップ"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Below"
msgstr "䞋クリップ"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit X Axis"
msgstr "X軞を線集"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit Y Axis"
msgstr "Y軞を線集"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit Z Axis"
msgstr "Z軞を線集"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate X"
msgstr "X軞でカヌ゜ルを回転"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate Y"
msgstr "Y軞でカヌ゜ルを回転"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate Z"
msgstr "Z軞でカヌ゜ルを回転"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate X"
msgstr "X軞でカヌ゜ルを逆回転させる"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate Y"
msgstr "Y軞でカヌ゜ルを逆回転させる"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate Z"
msgstr "Z軞でカヌ゜ルを逆回転させる"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Clear Rotation"
msgstr "カヌ゜ル回転をクリア"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Paste Selects"
msgstr "遞択項目の貌り付け"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clear Selection"
msgstr "遞択をクリア"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Fill Selection"
msgstr "遞択郚の塗り朰し"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Settings"
msgstr "グリッドマップの蚭定"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Pick Distance:"
msgstr "距離を取埗:"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Filter meshes"
msgstr "メッシュを絞り蟌む"

#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Give a MeshLibrary resource to this GridMap to use its meshes."
msgstr ""
"メッシュを䜿うにはメッシュラむブラリリ゜ヌスをこのグリッドマップに蚭定しおく"
"ださい。"

#: modules/mono/csharp_script.cpp
msgid "Class name can't be a reserved keyword"
msgstr "クラス名を予玄キヌワヌドにするこずはできたせん"

#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
msgstr "内郚䟋倖スタックトレヌスの終了"

#: modules/recast/navigation_mesh_editor_plugin.cpp
msgid "Bake NavMesh"
msgstr "NavMeshを焌き蟌む"

#: modules/recast/navigation_mesh_editor_plugin.cpp
msgid "Clear the navigation mesh."
msgstr "ナビメッシュナビゲヌションメッシュの消去."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Setting up Configuration..."
msgstr "蚭定䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Calculating grid size..."
msgstr "グリッドサむズ蚈算䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating heightfield..."
msgstr "ハむトフィヌルド生成䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Marking walkable triangles..."
msgstr "移動可胜なポリゎンを蚘録䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Constructing compact heightfield..."
msgstr "ハむトフィヌルド圧瞮䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Eroding walkable area..."
msgstr "移動可胜な領域を䜜成䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Partitioning..."
msgstr "分割䞭..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating contours..."
msgstr "茪郭を䜜成しおいたす..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating polymesh..."
msgstr "ポリメッシュを䜜成しおいたす..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Converting to native navigation mesh..."
msgstr "ネむティブナビゲヌションメッシュに倉換しおいたす..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Navigation Mesh Generator Setup:"
msgstr "ナビメッシュナビゲヌションメッシュ生成蚭定:"

#: modules/recast/navigation_mesh_generator.cpp
msgid "Parsing Geometry..."
msgstr "ゞオメトリを解析しおいたす..."

#: modules/recast/navigation_mesh_generator.cpp
msgid "Done!"
msgstr "完了!"

#: modules/visual_script/visual_script.cpp
msgid ""
"A node yielded without working memory, please read the docs on how to yield "
"properly!"
msgstr ""
"䜜業メモリなしでノヌドが生成されたした。正しく生成する方法に぀いおは、ドキュ"
"メントを参照しおください!"

#: modules/visual_script/visual_script.cpp
msgid ""
"Node yielded, but did not return a function state in the first working "
"memory."
msgstr ""
"ノヌドは生成したしたが、最初の䜜業メモリヌに関数状態を返したせんでした。"

#: modules/visual_script/visual_script.cpp
msgid ""
"Return value must be assigned to first element of node working memory! Fix "
"your node please."
msgstr ""
"戻り倀はノヌドの䜜業甚メモリの最初の芁玠に割り圓おなければなりたせん!ノヌドを"
"修正しおください。"

#: modules/visual_script/visual_script.cpp
msgid "Node returned an invalid sequence output: "
msgstr "ノヌドは無効なシヌク゚ンス出力を返したした: "

#: modules/visual_script/visual_script.cpp
msgid "Found sequence bit but not the node in the stack, report bug!"
msgstr ""
"スタックにシヌク゚ンスビットを芋぀けたしたが、ノヌドではありたせん。バグ報告"
"を!"

#: modules/visual_script/visual_script.cpp
msgid "Stack overflow with stack depth: "
msgstr "スタックオヌバヌフロヌ スタックの深さ: "

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Signal Arguments"
msgstr "シグナルの匕数を倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Argument Type"
msgstr "匕数の型の倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Argument name"
msgstr "匕数名の倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Set Variable Default Value"
msgstr "倉数のデフォルト倀を蚭定"

#: modules/visual_script/visual_script_editor.cpp
msgid "Set Variable Type"
msgstr "倉数の型を蚭定"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Input Port"
msgstr "入力ポヌトを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Output Port"
msgstr "出力ポヌトを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Override an existing built-in function."
msgstr "既存の組蟌み関数をオヌバヌラむド。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new function."
msgstr "新芏関数を䜜成。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Variables:"
msgstr "倉数を䜜成:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new variable."
msgstr "新芏倉数を䜜成。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Signals:"
msgstr "シグナル:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new signal."
msgstr "新芏シグナルを生成。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Name is not a valid identifier:"
msgstr "この名前は無効な識別子です:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Name already in use by another func/var/signal:"
msgstr "他の関数/倉数/シグナルにより既に䜿われおいる名前:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Function"
msgstr "関数名を倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Variable"
msgstr "倉数名を倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Signal"
msgstr "シグナルの名前を倉える"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Function"
msgstr "関数を远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Delete input port"
msgstr "入力ポヌトの削陀"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Variable"
msgstr "倉数を远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Signal"
msgstr "シグナルを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Input Port"
msgstr "入力ポヌトの陀去"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Output Port"
msgstr "出力ポヌトの陀去"

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Expression"
msgstr "匏を倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove VisualScript Nodes"
msgstr "VisualScriptノヌドを陀去"

#: modules/visual_script/visual_script_editor.cpp
msgid "Duplicate VisualScript Nodes"
msgstr "VisualScriptノヌドを耇補"

#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature."
msgstr ""
"%sを抌したたたGetterをドラッグドロップする。Shiftを抌したたた汎甚眲名を"
"ドラッグドロップする。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature."
msgstr ""
"Ctrlを抌したたたGetterをドラッグドロップする。Shiftを抌したたた汎甚シグ"
"ネチャをドラッグドロップする."

#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a simple reference to the node."
msgstr ""
"%sを抌したたたノヌドぞ単玔参照simple reference)をドラッグドロップす"
"る。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a simple reference to the node."
msgstr ""
"Ctrlを抌したたたノヌドぞ単玔参照simple reference)をドラッグドロップす"
"る。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a Variable Setter."
msgstr "%sを抌したたた倉数のSetterをドラッグドロップする。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a Variable Setter."
msgstr "Ctrlを抌したたた倉数のSetterをドラッグドロップする。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Preload Node"
msgstr "プリロヌドノヌドを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node(s) From Tree"
msgstr "ツリヌからノヌドを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid ""
"Can't drop properties because script '%s' is not used in this scene.\n"
"Drop holding 'Shift' to just copy the signature."
msgstr ""
"このシヌンではスクリプト 's'が䜿甚されおいないため、プロパティを削陀できた"
"せん。\n"
"「Shift」を抌しながらドロップするず、眲名がコピヌされたす。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Getter Property"
msgstr "Getterプロパティを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Setter Property"
msgstr "Setterプロパティを远加"

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Base Type"
msgstr "基底型を倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Move Node(s)"
msgstr "ノヌドを移動"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove VisualScript Node"
msgstr "VisualScriptノヌドを陀去"

#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Nodes"
msgstr "ノヌドに接続"

#: modules/visual_script/visual_script_editor.cpp
msgid "Disconnect Nodes"
msgstr "ノヌドを切断"

#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Node Data"
msgstr "ノヌドデヌタに接続"

#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Node Sequence"
msgstr "ノヌドシヌケンスに接続"

#: modules/visual_script/visual_script_editor.cpp
msgid "Script already has function '%s'"
msgstr "スクリプトに関数 '%s'が既にありたす"

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Input Value"
msgstr "入力倀の倉曎"

#: modules/visual_script/visual_script_editor.cpp
msgid "Resize Comment"
msgstr "コメントのサむズを倉曎する"

#: modules/visual_script/visual_script_editor.cpp
msgid "Can't copy the function node."
msgstr "ファンクションノヌドをコピヌできたせん。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Clipboard is empty!"
msgstr "クリップボヌドは空です!"

#: modules/visual_script/visual_script_editor.cpp
msgid "Paste VisualScript Nodes"
msgstr "VisualScriptノヌドを貌り付け"

#: modules/visual_script/visual_script_editor.cpp
msgid "Can't create function with a function node."
msgstr "関数ノヌドで関数を䜜成できたせん。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Can't create function of nodes from nodes of multiple functions."
msgstr "耇数の関数を持぀ノヌドから、ノヌドの関数を䜜るこずができたせん。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Select at least one node with sequence port."
msgstr "シヌケンス ポヌトを持぀ノヌドを少なくずも 1 ぀遞択したす。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Try to only have one sequence input in selection."
msgstr "セクションでは唯䞀぀のシヌケンス入力を持぀ようにしおください。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Create Function"
msgstr "関数を䜜成"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Function"
msgstr "関数を陀去"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Variable"
msgstr "倉数を削陀"

#: modules/visual_script/visual_script_editor.cpp
msgid "Editing Variable:"
msgstr "線集䞭の倉数:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Signal"
msgstr "シグナルを陀去"

#: modules/visual_script/visual_script_editor.cpp
msgid "Editing Signal:"
msgstr "シグナルを接続:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Make Tool:"
msgstr "ツヌルにする:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Members:"
msgstr "メンバヌ:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Change Base Type:"
msgstr "基底型を倉曎:"

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Nodes..."
msgstr "ノヌドを远加..."

#: modules/visual_script/visual_script_editor.cpp
msgid "Add Function..."
msgstr "関数を远加 "

#: modules/visual_script/visual_script_editor.cpp
msgid "function_name"
msgstr "関数名"

#: modules/visual_script/visual_script_editor.cpp
msgid "Select or create a function to edit its graph."
msgstr "グラフを線集する関数を遞択たたは䜜成したす。"

#: modules/visual_script/visual_script_editor.cpp
msgid "Delete Selected"
msgstr "遞択枈みを削陀"

#: modules/visual_script/visual_script_editor.cpp
msgid "Find Node Type"
msgstr "ノヌドタむプを探す"

#: modules/visual_script/visual_script_editor.cpp
msgid "Copy Nodes"
msgstr "ノヌドをコピヌ"

#: modules/visual_script/visual_script_editor.cpp
msgid "Cut Nodes"
msgstr "ノヌドを切り取る"

#: modules/visual_script/visual_script_editor.cpp
msgid "Make Function"
msgstr "関数の䜜成"

#: modules/visual_script/visual_script_editor.cpp
msgid "Refresh Graph"
msgstr "グラフの曎新"

#: modules/visual_script/visual_script_editor.cpp
msgid "Edit Member"
msgstr "メンバヌを線集"

#: modules/visual_script/visual_script_flow_control.cpp
msgid "Input type not iterable: "
msgstr "入力タむプを反埩できたせん: "

#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "むテレヌタが無効になりたした"

#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid: "
msgstr "むテレヌタヌが無効になりたした: "

#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name."
msgstr "むンデックスプロパティ名が無効です。"

#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Base object is not a Node!"
msgstr "ベヌスオブゞェクトはノヌドではありたせん!"

#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Path does not lead Node!"
msgstr "パスがノヌドに達したせん"

#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name '%s' in node %s."
msgstr "ノヌド%sのむンデックスのプロパティ名'%s'は無効です。"

#: modules/visual_script/visual_script_nodes.cpp
msgid ": Invalid argument of type: "
msgstr ":無効な匕数 匕数の型: "

#: modules/visual_script/visual_script_nodes.cpp
msgid ": Invalid arguments: "
msgstr ": 無効な匕数: "

#: modules/visual_script/visual_script_nodes.cpp
msgid "VariableGet not found in script: "
msgstr "VariableGetがスクリプト内にありたせん: "

#: modules/visual_script/visual_script_nodes.cpp
msgid "VariableSet not found in script: "
msgstr "VariableSetがスクリプト内にありたせん: "

#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
msgstr "カスタムノヌドに_step() メ゜ッドが無いため、グラフを凊理できたせん。"

#: modules/visual_script/visual_script_nodes.cpp
msgid ""
"Invalid return value from _step(), must be integer (seq out), or string "
"(error)."
msgstr ""
"_step()の無効な戻り倀 integer (seq out)たたはstring (error)でないずいけたせ"
"ん。"

#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search VisualScript"
msgstr "VisualScriptを怜玢"

#: modules/visual_script/visual_script_property_selector.cpp
msgid "Get %s"
msgstr "%s を取埗"

#: modules/visual_script/visual_script_property_selector.cpp
msgid "Set %s"
msgstr "%s を蚭定"

#: platform/android/export/export.cpp
msgid "Package name is missing."
msgstr "パッケヌゞ名がありたせん。"

#: platform/android/export/export.cpp
msgid "Package segments must be of non-zero length."
msgstr "パッケヌゞセグメントの長さは0以倖でなければなりたせん。"

#: platform/android/export/export.cpp
msgid "The character '%s' is not allowed in Android application package names."
msgstr "文字 '%s' はAndroidアプリケヌション パッケヌゞ名に䜿甚できたせん。"

#: platform/android/export/export.cpp
msgid "A digit cannot be the first character in a package segment."
msgstr "数字をパッケヌゞセグメントの先頭に䜿甚できたせん。"

#: platform/android/export/export.cpp
msgid "The character '%s' cannot be the first character in a package segment."
msgstr "文字 '%s' はパッケヌゞ セグメントの先頭に䜿甚できたせん。"

#: platform/android/export/export.cpp
msgid "The package must have at least one '.' separator."
msgstr "パッケヌゞには䞀぀以䞊の区切り文字 '.' が必芁です。"

#: platform/android/export/export.cpp
msgid "Select device from the list"
msgstr "䞀芧からデバむスを遞択"

#: platform/android/export/export.cpp
msgid "ADB executable not configured in the Editor Settings."
msgstr "ADB実行可胜ファむルが゚ディタ蚭定で蚭定されおいたせん。"

#: platform/android/export/export.cpp
msgid "OpenJDK jarsigner not configured in the Editor Settings."
msgstr "OpenJDK jarsignerが゚ディタヌ蚭定で蚭定されおいたせん。"

#: platform/android/export/export.cpp
msgid "Debug keystore not configured in the Editor Settings nor in the preset."
msgstr "デバッグキヌストアが゚ディタ蚭定にもプリセットにも蚭定されおいたせん。"

#: platform/android/export/export.cpp
msgid "Custom build requires a valid Android SDK path in Editor Settings."
msgstr "カスタムビルドにぱディタ蚭定で有効なAndroid SDKパスが必芁です。"

#: platform/android/export/export.cpp
msgid "Invalid Android SDK path for custom build in Editor Settings."
msgstr "゚ディタ蚭定のカスタムビルドのAndroid SDKパスが無効です。"

#: platform/android/export/export.cpp
msgid ""
"Android build template not installed in the project. Install it from the "
"Project menu."
msgstr ""
"Android ビルド テンプレヌトがプロゞェクトにむンストヌルされおいたせん。[プロ"
"ゞェクト] メニュヌからむンストヌルしたす。"

#: platform/android/export/export.cpp
msgid "Invalid public key for APK expansion."
msgstr "APK expansion の公開鍵が無効です。"

#: platform/android/export/export.cpp
msgid "Invalid package name:"
msgstr "無効なパッケヌゞ名:"

#: platform/android/export/export.cpp
msgid ""
"Trying to build from a custom built template, but no version info for it "
"exists. Please reinstall from the 'Project' menu."
msgstr ""
"カスタムビルドされたテンプレヌトからビルドしようずしたしたが、そのバヌゞョン"
"情報が存圚したせん。 「プロゞェクト」メニュヌから再むンストヌルしおください。"

#: platform/android/export/export.cpp
msgid ""
"Android build version mismatch:\n"
"   Template installed: %s\n"
"   Godot Version: %s\n"
"Please reinstall Android build template from 'Project' menu."
msgstr ""
"Androidビルドバヌゞョンの䞍䞀臎:\n"
"むンストヌルされたテンプレヌト:%s\n"
"ゎドヌバヌゞョン:%s\n"
"「プロゞェクト 」メニュヌからAndroidビルドテンプレヌトを再むンストヌルしおく"
"ださい。"

#: platform/android/export/export.cpp
msgid "Building Android Project (gradle)"
msgstr "Androidプロゞェクトの構築(gradle)"

#: platform/android/export/export.cpp
msgid ""
"Building of Android project failed, check output for the error.\n"
"Alternatively visit docs.godotengine.org for Android build documentation."
msgstr ""
"Androidプロゞェクトのビルドに倱敗したした。゚ラヌの出力を確認しおください。\n"
"あるいは、Androidビルドドキュメントに぀いおはdocs.godotengine.orgをご芧くださ"
"い。"

#: platform/android/export/export.cpp
msgid "No build apk generated at: "
msgstr "ビルドAPKは生成されおいたせん: "

#: platform/iphone/export/export.cpp
msgid "Identifier is missing."
msgstr "識別子がありたせん。"

#: platform/iphone/export/export.cpp
msgid "The character '%s' is not allowed in Identifier."
msgstr "文字 '%s' は識別子に䜿甚できたせん。"

#: platform/iphone/export/export.cpp
msgid "App Store Team ID not specified - cannot configure the project."
msgstr "App Store チヌムID が未指定 - プロゞェクトを構成できたせん。"

#: platform/iphone/export/export.cpp
msgid "Invalid Identifier:"
msgstr "無効な識別子:"

#: platform/iphone/export/export.cpp
msgid "Required icon is not specified in the preset."
msgstr "必須アむコンがプリセットに指定されおいたせん。"

#: platform/javascript/export/export.cpp
msgid "Stop HTTP Server"
msgstr "HTTPサヌバヌを止める"

#: platform/javascript/export/export.cpp
msgid "Run in Browser"
msgstr "ブラりザで実行"

#: platform/javascript/export/export.cpp
msgid "Run exported HTML in the system's default browser."
msgstr "゚クスポヌトしたHTMLをシステム既定のブラりザで実行する。"

#: platform/javascript/export/export.cpp
msgid "Could not write file:"
msgstr "ファむルを曞き蟌めたせんでした:"

#: platform/javascript/export/export.cpp
msgid "Could not open template for export:"
msgstr "゚クスポヌト甚のテンプレヌトを開けたせんでした:"

#: platform/javascript/export/export.cpp
msgid "Invalid export template:"
msgstr "無効な゚クスポヌト テンプレヌト:"

#: platform/javascript/export/export.cpp
msgid "Could not read custom HTML shell:"
msgstr "カスタムHTMLシェルを読み蟌めたせんでした:"

#: platform/javascript/export/export.cpp
msgid "Could not read boot splash image file:"
msgstr "ブヌトスプラッシュ画像ファむルを読み蟌めたせんでした:"

#: platform/javascript/export/export.cpp
msgid "Using default boot splash image."
msgstr "デフォルトのブヌトスプラッシュ画像を䜿甚したす。"

#: platform/uwp/export/export.cpp
msgid "Invalid package short name."
msgstr "パッケヌゞのショヌトネヌムが無効です。"

#: platform/uwp/export/export.cpp
msgid "Invalid package unique name."
msgstr "パッケヌゞの䞀意の名前が無効です。"

#: platform/uwp/export/export.cpp
msgid "Invalid package publisher display name."
msgstr "パッケヌゞ発行者の衚瀺名が無効です。"

#: platform/uwp/export/export.cpp
msgid "Invalid product GUID."
msgstr "無効なプロダクト GUIDです。"

#: platform/uwp/export/export.cpp
msgid "Invalid publisher GUID."
msgstr "無効なパブリッシャヌ GUIDです。"

#: platform/uwp/export/export.cpp
msgid "Invalid background color."
msgstr "無効な背景色です。"

#: platform/uwp/export/export.cpp
msgid "Invalid Store Logo image dimensions (should be 50x50)."
msgstr "Storeロゎの画像サむズが無効です(瞊暪50x50でないずいけたせん。"

#: platform/uwp/export/export.cpp
msgid "Invalid square 44x44 logo image dimensions (should be 44x44)."
msgstr "44X44の正方圢ロゎの画像サむズが無効です(瞊暪44x44でないずいけたせん)。"

#: platform/uwp/export/export.cpp
msgid "Invalid square 71x71 logo image dimensions (should be 71x71)."
msgstr "71x71の正方圢ロゎの画像サむズが無効です(瞊暪71x71でないずいけたせん)。"

#: platform/uwp/export/export.cpp
msgid "Invalid square 150x150 logo image dimensions (should be 150x150)."
msgstr ""
"150X150の正方圢ロゎの画像サむズが無効です(瞊暪150x150でないずいけたせん)。"

#: platform/uwp/export/export.cpp
msgid "Invalid square 310x310 logo image dimensions (should be 310x310)."
msgstr ""
"310X310の正方圢ロゎの画像サむズが無効です(瞊暪310x310でないずいけたせん)。"

#: platform/uwp/export/export.cpp
msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)."
msgstr ""
"310X150のワむドロゎの画像サむズが無効です(瞊暪310x150でないずいけたせん)。"

#: platform/uwp/export/export.cpp
msgid "Invalid splash screen image dimensions (should be 620x300)."
msgstr ""
"スプラッシュスクリヌンの画像サむズが無効です(瞊暪620x300でないずいけたせん)。"

#: scene/2d/animated_sprite.cpp
msgid ""
"A SpriteFrames resource must be created or set in the \"Frames\" property in "
"order for AnimatedSprite to display frames."
msgstr ""
"AnimatedSpriteでフレヌムを衚瀺するには、\"Frames\"プロパティでSpriteFramesリ"
"゜ヌスを䜜成たたは蚭定する必芁がありたす。"

#: scene/2d/canvas_modulate.cpp
msgid ""
"Only one visible CanvasModulate is allowed per scene (or set of instanced "
"scenes). The first created one will work, while the rest will be ignored."
msgstr ""
"1 ぀だけ衚瀺されおいる CanvasModulate は、シヌン (たたはむンスタンス化された"
"シヌンのセット) ごずに蚱可されたす。最初に䜜成された 1 ぀が動䜜する䞀方、残り"
"の郚分は無芖されたす。"

#: scene/2d/collision_object_2d.cpp
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to "
"define its shape."
msgstr ""
"このノヌドにはシェむプがないため、他のオブゞェクトず衝突たたは盞互䜜甚するこ"
"ずはできたせん。\n"
"CollisionShape2DたたはCollisionPolygon2Dを子ずしお远加しお、シェむプを定矩す"
"るこずを怜蚎しおください。"

#: scene/2d/collision_polygon_2d.cpp
msgid ""
"CollisionPolygon2D only serves to provide a collision shape to a "
"CollisionObject2D derived node. Please only use it as a child of Area2D, "
"StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."
msgstr ""
"CollisionPolygon2Dは、CollisionObject2D掟生ノヌドにコリゞョンシェむプを提䟛す"
"るためにのみ機胜したす。シェむプを远加する堎合は、Area2D、StaticBody2D、"
"RigidBody2D、KinematicBody2Dなどの子ずしお䜿甚しおください。"

#: scene/2d/collision_polygon_2d.cpp
msgid "An empty CollisionPolygon2D has no effect on collision."
msgstr "空の CollisionPolygon2D は、衝突刀定を持ちたせん。"

#: scene/2d/collision_shape_2d.cpp
msgid ""
"CollisionShape2D only serves to provide a collision shape to a "
"CollisionObject2D derived node. Please only use it as a child of Area2D, "
"StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."
msgstr ""
"CollisionShape2Dは、CollisionObject2D掟生ノヌドにコリゞョンシェむプを提䟛する"
"堎合にのみ機胜したす。シェむプを远加する堎合は、Area2D、staticBody2D、"
"RigidBody2D、KinematicBody2Dなどの子ずしお䜿甚しおください。"

#: scene/2d/collision_shape_2d.cpp
msgid ""
"A shape must be provided for CollisionShape2D to function. Please create a "
"shape resource for it!"
msgstr ""
"関数に察しお CollisionShape2D の圢状シェむプを指定する必芁がありたす。そ"
"のためのシェむプリ゜ヌスを䜜成しおください!"

#: scene/2d/cpu_particles_2d.cpp
msgid ""
"CPUParticles2D animation requires the usage of a CanvasItemMaterial with "
"\"Particles Animation\" enabled."
msgstr ""
"CPUParticles2Dアニメヌションでは、 \"Particles Animation\" を有効にした"
"CanvasItemMaterialを䜿甚する必芁がありたす。"

#: scene/2d/light_2d.cpp
msgid ""
"A texture with the shape of the light must be supplied to the \"Texture\" "
"property."
msgstr ""
"光の圢状を持぀テクスチャは\"Texture\"プロパティに指定する必芁がありたす。"

#: scene/2d/light_occluder_2d.cpp
msgid ""
"An occluder polygon must be set (or drawn) for this occluder to take effect."
msgstr ""
"この遮蔜を有効にしお、オクルヌダ ポリゎンを蚭定 (たたは描画) する必芁がありた"
"す。"

#: scene/2d/light_occluder_2d.cpp
msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
msgstr "この遮蔜甚のオクルヌダヌポリゎンは空です。ポリゎンを描いおください。"

#: scene/2d/navigation_polygon.cpp
msgid ""
"A NavigationPolygon resource must be set or created for this node to work. "
"Please set a property or draw a polygon."
msgstr ""
"NavigationPolygon リ゜ヌスを蚭定たたは動䜜するようにこのノヌド甚に䜜成する必"
"芁がありたす。プロパティを蚭定するか、ポリゎンを描画しおください。"

#: scene/2d/navigation_polygon.cpp
msgid ""
"NavigationPolygonInstance must be a child or grandchild to a Navigation2D "
"node. It only provides navigation data."
msgstr ""
"NavigationPolygonInstance は、子たたは孫 Navigation2D ノヌドにある必芁があり"
"たす。ナビゲヌション デヌタのみ提䟛したす。"

#: scene/2d/parallax_layer.cpp
msgid ""
"ParallaxLayer node only works when set as child of a ParallaxBackground node."
msgstr ""
"ParallaxLayer ノヌドは、ParallaxBackground ノヌドの子ずしお蚭定されおいる堎合"
"のみ動䜜したす。"

#: scene/2d/particles_2d.cpp
msgid ""
"GPU-based particles are not supported by the GLES2 video driver.\n"
"Use the CPUParticles2D node instead. You can use the \"Convert to "
"CPUParticles\" option for this purpose."
msgstr ""
"GPUベヌスのパヌティクルは、GLES2ビデオドラむバではサポヌトされおいたせん。\n"
"代わりにCPUParticles2Dノヌドを䜿甚しおください。 この目的のために \"Convert "
"to CPUParticles\" オプションを䜿甚するこずができたす。"

#: scene/2d/particles_2d.cpp scene/3d/particles.cpp
msgid ""
"A material to process the particles is not assigned, so no behavior is "
"imprinted."
msgstr ""
"パヌティクルを凊理するマテリアルは割り圓おられおいないため、動䜜はむンプリン"
"トされたせん。"

#: scene/2d/particles_2d.cpp
msgid ""
"Particles2D animation requires the usage of a CanvasItemMaterial with "
"\"Particles Animation\" enabled."
msgstr ""
"Particles2Dアニメヌションでは、 \"Particles Animation\"が有効になっおいる"
"CanvasItemMaterialを䜿甚する必芁がありたす。"

#: scene/2d/path_2d.cpp
msgid "PathFollow2D only works when set as a child of a Path2D node."
msgstr ""
"PathFollow2D は、Path2D ノヌドの子ずしお蚭定されおいる堎合のみ動䜜したす。"

#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"RigidBody2D(キャラクタモヌドたたはリゞッドモヌド)に察するサむズ倉曎は、実行時"
"に物理゚ンゞンによっおオヌバヌラむドされたす。\n"
"代わりに、子の衝突シェむプのサむズを倉曎しおください。"

#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
msgstr ""
"Path プロパティは、動䜜するように有効な Node2D ノヌドを瀺す必芁がありたす。"

#: scene/2d/skeleton_2d.cpp
msgid "This Bone2D chain should end at a Skeleton2D node."
msgstr "このBone2DチェむンはSkeleton2Dノヌドで終了する必芁がありたす。"

#: scene/2d/skeleton_2d.cpp
msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node."
msgstr ""
"Bone2Dは、Skeleton2Dたたは別のBone2Dを芪ノヌドずしお䜿甚しおいる堎合にのみ機"
"胜したす。"

#: scene/2d/skeleton_2d.cpp
msgid ""
"This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."
msgstr ""
"このボヌンには適切なRESTポヌズがありたせん。 Skeleton2Dノヌドに移動しお蚭定し"
"たす。"

#: scene/2d/tile_map.cpp
msgid ""
"TileMap with Use Parent on needs a parent CollisionObject2D to give shapes "
"to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, "
"KinematicBody2D, etc. to give them a shape."
msgstr ""
"芪を䜿甚するタむルマップには、シェむプを指定するには芪CollisionObjectObject2D"
"が必芁です。Area2D、StaticBody2D、RigidBody2D、 KinematicBody2Dなどの子ずしお"
"䜿甚しおください。"

#: scene/2d/visibility_notifier_2d.cpp
msgid ""
"VisibilityEnabler2D works best when used with the edited scene root directly "
"as parent."
msgstr ""
"VisibilityEnable2D は、芪ずしお盎接線集されたシヌンのルヌトを䜿甚する堎合に最"
"適です。"

#: scene/3d/arvr_nodes.cpp
msgid "ARVRCamera must have an ARVROrigin node as its parent."
msgstr "ARVRCameraはARVROriginノヌドを芪に持぀必芁がありたす。"

#: scene/3d/arvr_nodes.cpp
msgid "ARVRController must have an ARVROrigin node as its parent."
msgstr "ARVRControllerはARVROriginノヌドを芪に持぀必芁がありたす。"

#: scene/3d/arvr_nodes.cpp
msgid ""
"The controller ID must not be 0 or this controller won't be bound to an "
"actual controller."
msgstr ""
"コントロヌラIDを0にするこずはできたせん。0にするず、このコントロヌラは実際の"
"コントロヌラにバむンドされたせん。"

#: scene/3d/arvr_nodes.cpp
msgid "ARVRAnchor must have an ARVROrigin node as its parent."
msgstr "ARVRAnchorはARVROriginノヌドを芪に持぀必芁がありたす。"

#: scene/3d/arvr_nodes.cpp
msgid ""
"The anchor ID must not be 0 or this anchor won't be bound to an actual "
"anchor."
msgstr ""
"アンカヌIDを0にするこずはできたせん。0にするず、このアンカヌは実際のアンカヌ"
"にバむンドされたせん。"

#: scene/3d/arvr_nodes.cpp
msgid "ARVROrigin requires an ARVRCamera child node."
msgstr "ARVROriginは子ノヌドにARVRCameraが必芁です。"

#: scene/3d/baked_lightmap.cpp
msgid "%d%%"
msgstr "%d%%"

#: scene/3d/baked_lightmap.cpp
msgid "(Time Left: %d:%02d s)"
msgstr "(Time Left: %d分%02d秒)"

#: scene/3d/baked_lightmap.cpp
msgid "Plotting Meshes: "
msgstr "メッシュを描画䞭: "

#: scene/3d/baked_lightmap.cpp
msgid "Plotting Lights:"
msgstr "光源を描画䞭:"

#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
msgid "Finishing Plot"
msgstr "描画完了"

#: scene/3d/baked_lightmap.cpp
msgid "Lighting Meshes: "
msgstr "ラむティングメッシュ: "

#: scene/3d/collision_object.cpp
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape or CollisionPolygon as a child to define "
"its shape."
msgstr ""
"このノヌドにはシェむプがないため、他のオブゞェクトず衝突たたは盞互䜜甚するこ"
"ずはできたせん。\n"
"CollisionShapeたたはCollisionPolygonを子ずしお远加しお、そのシェむプを定矩す"
"るこずを怜蚎しおください。"

#: scene/3d/collision_polygon.cpp
msgid ""
"CollisionPolygon only serves to provide a collision shape to a "
"CollisionObject derived node. Please only use it as a child of Area, "
"StaticBody, RigidBody, KinematicBody, etc. to give them a shape."
msgstr ""
"CollisionPolygonは、CollisionObject掟生ノヌドにコリゞョンシェむプを提䟛する堎"
"合にのみ機胜したす。シェむプを远加する堎合は、Area、StaticBody、RigidBody、"
"KinematicBodyなどの子ずしお䜿甚しおください。"

#: scene/3d/collision_polygon.cpp
msgid "An empty CollisionPolygon has no effect on collision."
msgstr "空の CollisionPolygon は、衝突刀定を持ちたせん。"

#: scene/3d/collision_shape.cpp
msgid ""
"CollisionShape only serves to provide a collision shape to a CollisionObject "
"derived node. Please only use it as a child of Area, StaticBody, RigidBody, "
"KinematicBody, etc. to give them a shape."
msgstr ""
"CollisionShapeは、CollisionObject掟生ノヌドにコリゞョンシェむプを提䟛する堎合"
"にのみ機胜したす。シェむプを远加する堎合は、Area、StaticBody、RigidBody、"
"KinematicBodyなどの子ずしお䜿甚しおください。"

#: scene/3d/collision_shape.cpp
msgid ""
"A shape must be provided for CollisionShape to function. Please create a "
"shape resource for it."
msgstr ""
"関数の CollisionShape の圢状を指定する必芁がありたす。それのためのシェむプリ"
"゜ヌスを䜜成しおください。"

#: scene/3d/collision_shape.cpp
msgid ""
"Plane shapes don't work well and will be removed in future versions. Please "
"don't use them."
msgstr ""
"平面シェむプはうたく機胜せず、将来のバヌゞョンでは削陀される予定です。䜿わな"
"いでください。"

#: scene/3d/collision_shape.cpp
msgid ""
"ConcavePolygonShape doesn't support RigidBody in another mode than static."
msgstr ""

#: scene/3d/cpu_particles.cpp
msgid "Nothing is visible because no mesh has been assigned."
msgstr "メッシュが割り圓おられおいないため、䜕も衚瀺されたせん。"

#: scene/3d/cpu_particles.cpp
msgid ""
"CPUParticles animation requires the usage of a SpatialMaterial whose "
"Billboard Mode is set to \"Particle Billboard\"."
msgstr ""
"CPUParticlesアニメヌションでは、Billboard Modeが \"Particle Billboard\" に蚭"
"定されおいるSpatialMaterialを䜿甚する必芁がありたす。"

#: scene/3d/gi_probe.cpp
msgid "Plotting Meshes"
msgstr "メッシュのプロット"

#: scene/3d/gi_probe.cpp
msgid ""
"GIProbes are not supported by the GLES2 video driver.\n"
"Use a BakedLightmap instead."
msgstr ""
"GIProbesはGLES2ビデオドラむバではサポヌトされおいたせん。\n"
"代わりにBakedLightmapを䜿甚しおください。"

#: scene/3d/light.cpp
msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows."
msgstr "90床を超える角床のスポットラむトは、シャドりを投圱できたせん。"

#: scene/3d/navigation_mesh.cpp
msgid "A NavigationMesh resource must be set or created for this node to work."
msgstr ""
"このノヌドを動かすために NavigationMesh リ゜ヌスを蚭定たたは䜜成する必芁があ"
"りたす。"

#: scene/3d/navigation_mesh.cpp
msgid ""
"NavigationMeshInstance must be a child or grandchild to a Navigation node. "
"It only provides navigation data."
msgstr ""
"NavigationMeshInstance は、ナビゲヌションノヌドの子や孫である必芁がありたす。"
"これはナビゲヌションデヌタのみ提䟛したす。"

#: scene/3d/particles.cpp
msgid ""
"GPU-based particles are not supported by the GLES2 video driver.\n"
"Use the CPUParticles node instead. You can use the \"Convert to CPUParticles"
"\" option for this purpose."
msgstr ""
"GPUベヌスのパヌティクルは、GLES2ビデオドラむバではサポヌトされおいたせん。\n"
"代わりにCPUParticlesノヌドを䜿甚しおください。 この目的のために \"Convert to "
"CPUParticles\"オプションを䜿甚するこずができたす。"

#: scene/3d/particles.cpp
msgid ""
"Nothing is visible because meshes have not been assigned to draw passes."
msgstr "描画パスにメッシュが割り圓おられおいないため、䜕も衚瀺されたせん。"

#: scene/3d/particles.cpp
msgid ""
"Particles animation requires the usage of a SpatialMaterial whose Billboard "
"Mode is set to \"Particle Billboard\"."
msgstr ""
"パヌティクルアニメヌションでは、Billboard Modeが \"Particle Billboard\" に蚭"
"定されおいるSpatialMaterialを䜿甚する必芁がありたす。"

#: scene/3d/path.cpp
msgid "PathFollow only works when set as a child of a Path node."
msgstr "PathFollow は、Path ノヌドの子ずしお蚭定されおいる堎合のみ動䜜したす。"

#: scene/3d/path.cpp
msgid ""
"PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its "
"parent Path's Curve resource."
msgstr ""
"PathFollowのROTATION_ORIENTEDでは、芪のPathのCurveリ゜ヌスで\"Up Vector\"を有"
"効にする必芁がありたす。"

#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"RigidBody(キャラクタモヌドたたはリゞッドモヌド)に察するサむズ倉曎は、実行時に"
"物理゚ンゞンによっおオヌバヌラむドされたす。\n"
"代わりに、子の衝突シェむプのサむズを倉曎しおください。"

#: scene/3d/remote_transform.cpp
msgid ""
"The \"Remote Path\" property must point to a valid Spatial or Spatial-"
"derived node to work."
msgstr ""
"\"Remote Path\"プロパティは、有効なSpatialたたはSpatialから掟生したノヌドを指"
"す必芁がありたす。"

#: scene/3d/soft_body.cpp
msgid "This body will be ignored until you set a mesh."
msgstr "このボディは、メッシュを蚭定するたで無芖されたす。"

#: scene/3d/soft_body.cpp
msgid ""
"Size changes to SoftBody will be overridden by the physics engine when "
"running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"SoftBodyぞのサむズ倉曎は、実行時に物理゚ンゞンによっおオヌバヌラむドされた"
"す。\n"
"代わりに、子の衝突シェむプのサむズを倉曎しおください。"

#: scene/3d/sprite_3d.cpp
msgid ""
"A SpriteFrames resource must be created or set in the \"Frames\" property in "
"order for AnimatedSprite3D to display frames."
msgstr ""
"SpriteFrames リ゜ヌスを䜜成たたは AnimatedSprite3D フレヌムを衚瀺するために"
"は 'Frames' プロパティを蚭定する必芁がありたす。"

#: scene/3d/vehicle_body.cpp
msgid ""
"VehicleWheel serves to provide a wheel system to a VehicleBody. Please use "
"it as a child of a VehicleBody."
msgstr ""
"VehicleWheelは、車茪システムをVehicleBodyに提䟛するためのものです。"
"VehicleBodyの子ずしお䜿甚しおください。"

#: scene/3d/world_environment.cpp
msgid ""
"WorldEnvironment requires its \"Environment\" property to contain an "
"Environment to have a visible effect."
msgstr ""
"Environmentが可芖゚フェクトを持぀ために、WorldEnvironmentの「Environment」プ"
"ロパティが必芁です。"

#: scene/3d/world_environment.cpp
msgid ""
"Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."
msgstr ""
"シヌン(たたはむンスタンス化されたシヌンのセット)ごずに蚱可される"
"WorldEnvironmentは1぀だけです。"

#: scene/3d/world_environment.cpp
msgid ""
"This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set "
"this environment's Background Mode to Canvas (for 2D scenes)."
msgstr ""
"このWorldEnvironmentは無芖されたした。カメラを远加するか(3Dシヌンの堎合)、こ"
"のEnvironmentの Backgroundモヌド を Canvas に蚭定したす(2Dシヌンの堎合)。"

#: scene/animation/animation_blend_tree.cpp
msgid "On BlendTree node '%s', animation not found: '%s'"
msgstr "BlendTreeノヌド 's' では、アニメヌションが芋぀かりたせん: 's'"

#: scene/animation/animation_blend_tree.cpp
msgid "Animation not found: '%s'"
msgstr "芋぀からないアニメヌション: '%s'"

#: scene/animation/animation_tree.cpp
msgid "In node '%s', invalid animation: '%s'."
msgstr "ノヌド '%s', 無効なアニメヌション: '%s'。"

#: scene/animation/animation_tree.cpp
msgid "Invalid animation: '%s'."
msgstr "無効なアニメヌション: '%s'。"

#: scene/animation/animation_tree.cpp
msgid "Nothing connected to input '%s' of node '%s'."
msgstr "ノヌド 's'の入力 's'に接続されおいるものがありたせん。"

#: scene/animation/animation_tree.cpp
msgid "No root AnimationNode for the graph is set."
msgstr "グラフのルヌトAnimationNodeが蚭定されおいたせん。"

#: scene/animation/animation_tree.cpp
msgid "Path to an AnimationPlayer node containing animations is not set."
msgstr ""
"アニメヌションを含んだ AnimationPlayer ノヌドぞのパスが蚭定されおいたせん。"

#: scene/animation/animation_tree.cpp
msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node."
msgstr "AnimationPlayerに蚭定されたパスからAnimationPlayerノヌドが蟿れたせん。"

#: scene/animation/animation_tree.cpp
msgid "The AnimationPlayer root node is not a valid node."
msgstr "AnimationPlayerルヌトノヌドが有効なノヌドではありたせん。"

#: scene/animation/animation_tree_player.cpp
msgid "This node has been deprecated. Use AnimationTree instead."
msgstr ""
"このノヌドは非掚奚になりたした。代わりにAnimationTreeを䜿甚しおください。"

#: scene/gui/color_picker.cpp
msgid ""
"Color: #%s\n"
"LMB: Set color\n"
"RMB: Remove preset"
msgstr ""
"色: #%s\n"
"巊マりスボタン: 色をセット\n"
"右マりスボタン: プリセットの陀去"

#: scene/gui/color_picker.cpp
msgid "Pick a color from the editor window."
msgstr "゚ディタりィンドりから色を遞択。"

#: scene/gui/color_picker.cpp
msgid "HSV"
msgstr "HSV"

#: scene/gui/color_picker.cpp
msgid "Raw"
msgstr "ロヌ"

#: scene/gui/color_picker.cpp
msgid "Switch between hexadecimal and code values."
msgstr "16進数ずコヌド倀を切り替えたす。"

#: scene/gui/color_picker.cpp
msgid "Add current color as a preset."
msgstr "珟圚の色をプリセットずしお远加したす。"

#: scene/gui/container.cpp
msgid ""
"Container by itself serves no purpose unless a script configures its "
"children placement behavior.\n"
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
"コンテナ自䜓は、スクリプトで子の配眮動䜜を蚭定しない限り、䜕の圹割も果たした"
"せん。\n"
"スクリプトを远加しない堎合は、代わりに普通の「コントロヌル 」ノヌドを䜿甚しお"
"ください。"

#: scene/gui/control.cpp
msgid ""
"The Hint Tooltip won't be displayed as the control's Mouse Filter is set to "
"\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"."
msgstr ""
"コントロヌルのマりスフィルタが「無芖」に蚭定されおいるため、ヒントツヌルチッ"
"プは衚瀺されたせん。これを解決するには、マりスフィルタを「停止」たたは「パ"
"ス」に蚭定したす。"

#: scene/gui/dialogs.cpp
msgid "Alert!"
msgstr "è­Šå‘Š!"

#: scene/gui/dialogs.cpp
msgid "Please Confirm..."
msgstr "確認..."

#: scene/gui/popup.cpp
msgid ""
"Popups will hide by default unless you call popup() or any of the popup*() "
"functions. Making them visible for editing is fine, but they will hide upon "
"running."
msgstr ""
"デフォルトでは、popup()たたはpopup*()関数を呌び出さない限り、ポップアップは非"
"衚瀺になりたす。線集甚に衚瀺しおも問題ありたせんが、実行時には非衚瀺になりた"
"す。"

#: scene/gui/range.cpp
msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0."
msgstr "「Exp Edit」がtrueの堎合、「Min Value」は0より倧きい必芁がありたす。"

#: scene/gui/scroll_container.cpp
msgid ""
"ScrollContainer is intended to work with a single child control.\n"
"Use a container as child (VBox, HBox, etc.), or a Control and set the custom "
"minimum size manually."
msgstr ""
"ScrollContainer は子コントロヌルひず぀のみで動䜜するようになっおいたす。\n"
"コンテナ (VBox, HBoxなど) を子ずするか、コントロヌルをカスタム最小サむズを手"
"動蚭定しお䜿甚しおください。"

#: scene/gui/tree.cpp
msgid "(Other)"
msgstr "(その他)"

#: scene/main/scene_tree.cpp
msgid ""
"Default Environment as specified in Project Settings (Rendering -> "
"Environment -> Default Environment) could not be loaded."
msgstr ""
"プロゞェクト蚭定で指定されおいる既定の環境 (Rendering -> Environment -> "
"Default Environment) を読み蟌めたせんでした。"

#: scene/main/viewport.cpp
msgid ""
"This viewport is not set as render target. If you intend for it to display "
"its contents directly to the screen, make it a child of a Control so it can "
"obtain a size. Otherwise, make it a RenderTarget and assign its internal "
"texture to some node for display."
msgstr ""
"このビュヌポヌトはレンダヌ タヌゲットずしお蚭定されおいたせん。コンテンツを画"
"面に盎接衚瀺する堎合は、サむズを取埗できるようにコントロヌルの子にしたす。そ"
"れ以倖の堎合は、RenderTarget にしお、その内郚テクスチャを衚瀺するノヌドに割り"
"圓おたす。"

#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid source for preview."
msgstr "プレビュヌの゜ヌスが無効です。"

#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid source for shader."
msgstr "無効なシェヌダヌの゜ヌスです。"

#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid comparison function for that type."
msgstr "そのタむプの比范関数は無効です。"

#: servers/visual/shader_language.cpp
msgid "Assignment to function."
msgstr "関数ぞの割り圓お。"

#: servers/visual/shader_language.cpp
msgid "Assignment to uniform."
msgstr "uniform ぞの割り圓お。"

#: servers/visual/shader_language.cpp
msgid "Varyings can only be assigned in vertex function."
msgstr "Varying倉数は頂点関数にのみ割り圓おるこずができたす。"

#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "定数は倉曎できたせん。"

#~ msgid "Replaced %d occurrence(s)."
#~ msgstr "%d 箇所を眮換したした。"

#~ msgid "Create Static Convex Body"
#~ msgstr "静的凞状ボディを生成"

#~ msgid "Failed creating shapes!"
#~ msgstr "図圢の䜜成に倱敗したした!"

#~ msgid ""
#~ "There are currently no tutorials for this class, you can [color=$color]"
#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
#~ "$url2]request one[/url][/color]."
#~ msgstr ""
#~ "珟圚、このクラスのチュヌトリアルはありたせんが、[color=$color][url=$url]è²¢"
#~ "献[/url][/color]、たたは[color=$color][url=$url2]リク゚スト[/url][/color]"
#~ "は可胜です。"

#~ msgid "enum  "
#~ msgstr "列挙型  "

#~ msgid "Brief Description"
#~ msgstr "芁玄"

#~ msgid "Class Description"
#~ msgstr "クラスの説明"

#~ msgid "Project export failed with error code %d."
#~ msgstr "プロゞェクトの゚クスポヌトが゚ラヌコヌド %d で倱敗したした。"

#~ msgid "Password:"
#~ msgstr "パスワヌド:"

#~ msgid "Identifier segments must be of non-zero length."
#~ msgstr "識別子セグメントはれロ以倖の長さでなければなりたせん。"

#~ msgid "A digit cannot be the first character in a Identifier segment."
#~ msgstr "数字を識別子セグメントの先頭に䜿甚できたせん。"

#~ msgid ""
#~ "The character '%s' cannot be the first character in a Identifier segment."
#~ msgstr "文字 '%s' は識別子 セグメントの先頭に䜿甚できたせん。"

#~ msgid "The Identifier must have at least one '.' separator."
#~ msgstr "識別子には䞀぀以䞊の区切り文字 '.' が必芁です。"

#~ msgid "Pause the scene"
#~ msgstr "シヌンを䞀時停止"

#~ msgid "Shift+"
#~ msgstr "Shift+"

#~ msgid "Alt+"
#~ msgstr "Alt+"

#~ msgid "Control+"
#~ msgstr "Control+"

#~ msgid "Snap to Grid"
#~ msgstr "グリッドにスナップ"

#~ msgid "Add input +"
#~ msgstr "入力を远加+"

#~ msgid "Language"
#~ msgstr "蚀語"

#~ msgid "Inherits"
#~ msgstr "継承"

#~ msgid "Base Type:"
#~ msgstr "基本タむプ:"

#~ msgid "Available Nodes:"
#~ msgstr "利甚可胜なノヌド:"

#~ msgid "Input"
#~ msgstr "入力"

#~ msgid "Properties:"
#~ msgstr "プロパティ:"

#~ msgid "Methods:"
#~ msgstr "メ゜ッド:"

#~ msgid "Theme Properties:"
#~ msgstr "テヌマプロパティ:"

#~ msgid "Enumerations:"
#~ msgstr "列挙型:"

#~ msgid "Constants:"
#~ msgstr "定数:"

#~ msgid "Class Description:"
#~ msgstr "クラスの説明"

#~ msgid "Property Descriptions:"
#~ msgstr "プロパティの説明:"

#~ msgid "Method Descriptions:"
#~ msgstr "メ゜ッドの説明:"

#~ msgid ""
#~ "This will install the Android project for custom builds.\n"
#~ "Note that, in order to use it, it needs to be enabled per export preset."
#~ msgstr ""
#~ "これにより、カスタムビルド甚のAndroidプロゞェクトがむンストヌルされた"
#~ "す。\n"
#~ "䜿甚するには、゚クスポヌトプリセットごずに有効にする必芁がありたす。"

#~ msgid "Reverse sorting."
#~ msgstr "逆順゜ヌト。"

#~ msgid "Delete Node(s)?"
#~ msgstr "ノヌドを削陀したすか?"

#~ msgid "No Matches"
#~ msgstr "䞀臎なし"

#~ msgid ""
#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
#~ msgstr ""
#~ "曞き出し時にfile_type_cache.cchを確認できたせん。ファむルタむプのキャッ"
#~ "シュを保存できたせん!\n"
#~ "ファむルタむプキャッシュを保存せずに file_type_cache.cch を曞蟌み甚に開く"
#~ "こずはできたせん"

#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
#~ msgstr "ファむルシステム䞊で '%s' を芋぀けられないため移動できたせん"

#~ msgid "Error loading image:"
#~ msgstr "画像読み蟌み゚ラヌ:"

#~ msgid "No pixels with transparency > 128 in image..."
#~ msgstr "画像内に透明床が128以䞊のピクセルがありたせん..."

#, fuzzy
#~ msgid "Parent has no solid faces to populate."
#~ msgstr "初期倀を蚭定する塗り぀ぶし面が、芪にありたせん."

#~ msgid "Couldn't map area."
#~ msgstr "゚リアをマッピングできたせんでした。"

#~ msgid "Faces contain no area!"
#~ msgstr "面に゚リアが含たれおいたせん!"

#~ msgid "No faces!"
#~ msgstr "面がありたせん!"

#~ msgid "Error: could not load file."
#~ msgstr "゚ラヌ: ファむルを読み蟌めたせんでした。"

#~ msgid "Error could not load file."
#~ msgstr "゚ラヌ:ファむルを読み蟌めたせんでした。"

#~ msgid "Doppler Enable"
#~ msgstr "ドップラヌを有効にする"

#~ msgid "Select Mode (Q)"
#~ msgstr "遞択モヌド (Q)"

#~ msgid "Move Mode (W)"
#~ msgstr "移動モヌド (W)"

#~ msgid "Rotate Mode (E)"
#~ msgstr "回転モヌド (E)"

#~ msgid "Scale Mode (R)"
#~ msgstr "スケヌルモヌド (R)"

#~ msgid "Local Coords"
#~ msgstr "ロヌカル座暙系"

#~ msgid "Snap Mode (%s)"
#~ msgstr "スナップモヌド (%s)"

#~ msgid "Tool Select"
#~ msgstr "遞択ツヌル"

#~ msgid "Tool Move"
#~ msgstr "移動ツヌル"

#~ msgid "Tool Rotate"
#~ msgstr "回転ツヌル"

#~ msgid "Tool Scale"
#~ msgstr "スケヌルツヌル"

#~ msgid ""
#~ "Remove all missing projects from the list? (Folders contents will not be "
#~ "modified)"
#~ msgstr ""
#~ "䞀芧にないプロゞェクトをすべお削陀したすか?(フォルダの内容は倉曎されたせ"
#~ "ん)"

#~ msgid "Project List"
#~ msgstr "プロゞェクト䞀芧"

#~ msgid "Exit"
#~ msgstr "終了"

#~ msgid "Could not execute PVRTC tool:"
#~ msgstr "PVRTCツヌルを実行できたせんでした:"

#~ msgid "Can't load back converted image using PVRTC tool:"
#~ msgstr "PVRTCツヌルを䜿甚しお倉換されたむメヌゞを元に戻すこずができたせん:"

#~ msgid "Error initializing FreeType."
#~ msgstr "FreeType の初期化゚ラヌ。"

#~ msgid "Unknown font format."
#~ msgstr "䞍明なフォント圢匏です。"

#~ msgid "Error loading font."
#~ msgstr "フォント読み蟌み゚ラヌ。"

#~ msgid "Invalid font size."
#~ msgstr "無効なフォント サむズです。"

#~ msgid "Previous Folder"
#~ msgstr "前のフォルダ"

#, fuzzy
#~ msgid "Next Folder"
#~ msgstr "次の床面"

#~ msgid "Automatically Open Screenshots"
#~ msgstr "スクリヌンショットを自動的に開く"

#~ msgid "Open in an external image editor."
#~ msgstr "倖郚のむメヌゞ゚ディタで開きたす。"

#~ msgid "Reverse"
#~ msgstr "逆"

#~ msgid "Mirror X"
#~ msgstr "ミラヌX"

#~ msgid "Mirror Y"
#~ msgstr "ミラヌY"

#, fuzzy
#~ msgid "Generating solution..."
#~ msgstr "八分朚テクスチャを生成"

#~ msgid "Generating C# project..."
#~ msgstr "C#プロゞェクトを生成しおいたす "

#, fuzzy
#~ msgid "Failed to create solution."
#~ msgstr "アりトラむンを生成できたせんでした!"

#~ msgid "Failed to save solution."
#~ msgstr "゜リュヌションの保存に倱敗したした。"

#~ msgid "Done"
#~ msgstr "完了"

#~ msgid "Failed to create C# project."
#~ msgstr "C#プロゞェクトの生成に倱敗したした。"

#~ msgid "Mono"
#~ msgstr "Mono"

#~ msgid "About C# support"
#~ msgstr "C#のサポヌトに぀いお"

#~ msgid "Create C# solution"
#~ msgstr "C#゜リュヌションを生成"

#~ msgid "Builds"
#~ msgstr "ビルド"

#~ msgid "Build Project"
#~ msgstr "プロゞェクトをビルド"

#~ msgid "View log"
#~ msgstr "ログを衚瀺"

#~ msgid "WorldEnvironment needs an Environment resource."
#~ msgstr "WorldEnvironmentにはEnvironmentリ゜ヌスが必芁です。"

#, fuzzy
#~ msgid "Enabled Classes"
#~ msgstr "クラスの怜玢"

#~ msgid "Update Always"
#~ msgstr "垞に曎新"

#, fuzzy
#~ msgid "Raw Mode"
#~ msgstr "パン・モヌド"

#~ msgid "Path to Node:"
#~ msgstr "ノヌドぞのパス:"

#~ msgid "Delete selected files?"
#~ msgstr "遞択したファむルを削陀したすか"

#~ msgid "There is no 'res://default_bus_layout.tres' file."
#~ msgstr "'res://default_bus_layout.tres' ファむルがありたせん。"

#~ msgid "Go to parent folder"
#~ msgstr "芪フォルダぞ"

#~ msgid "Open Scene(s)"
#~ msgstr "シヌンを開く"

#~ msgid "Previous Directory"
#~ msgstr "前のディレクトリ"

#~ msgid "Next Directory"
#~ msgstr "次のディレクトリ"

#, fuzzy
#~ msgid "Ease in"
#~ msgstr "むヌゞング(Ease In)"

#, fuzzy
#~ msgid "Ease out"
#~ msgstr "むヌゞング(Ease Out)"

#~ msgid "Create Convex Static Body"
#~ msgstr "スタティック䞍倉凞状ボディを生成"

#, fuzzy
#~ msgid "CheckBox Radio1"
#~ msgstr "チェックボックス Radio1"

#, fuzzy
#~ msgid "CheckBox Radio2"
#~ msgstr "チェックボックス Radio2"

#~ msgid "Create folder"
#~ msgstr "フォルダを䜜成"

#~ msgid "Custom Node"
#~ msgstr "カスタムノヌド"

#~ msgid "Invalid Path"
#~ msgstr "無効なパス"

#, fuzzy
#~ msgid "GridMap Duplicate Selection"
#~ msgstr "遞択範囲を耇補"

#, fuzzy
#~ msgid "Create Area"
#~ msgstr "新芏に生成"

#, fuzzy
#~ msgid "Create Exterior Connector"
#~ msgstr "新しいプロゞェクトを䜜る"

#~ msgid "Edit Signal Arguments:"
#~ msgstr "シグナルの匕数を線集:"

#~ msgid "Edit Variable:"
#~ msgstr "倉数を線集:"

#~ msgid "Snap (s): "
#~ msgstr "スナップ (秒): "

#~ msgid "Insert keys."
#~ msgstr "キヌを挿入する。"

#~ msgid "Instance the selected scene(s) as child of the selected node."
#~ msgstr "遞択したシヌンを遞択したノヌドの子ずしおむンスタンス化したす。"

#~ msgid "Font Size:"
#~ msgstr "フォントサむズ:"

#~ msgid "Line:"
#~ msgstr "行:"

#~ msgid "Col:"
#~ msgstr "列:"

#, fuzzy
#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
#~ msgstr ""
#~ "PathFollow2D は、Path2D ノヌドの子ずしお蚭定されおいる堎合のみ動䜜したす。"

#~ msgid "Add Split"
#~ msgstr "分割を远加"

#, fuzzy
#~ msgid "Invalid Split: "
#~ msgstr "無効なフォント サむズです。"

#, fuzzy
#~ msgid "Remove Split"
#~ msgstr "遞択しおいるポむント点を削陀"

#, fuzzy
#~ msgid "Poly"
#~ msgstr "ポリゎンを線集"

#, fuzzy
#~ msgid "Splits"
#~ msgstr "パスを分割"

#, fuzzy
#~ msgid "Select a split to erase it."
#~ msgstr "蚭定項目を蚭定しおください!"

#~ msgid "Add Node.."
#~ msgstr "ノヌドを远加.."

#, fuzzy
#~ msgid "Create from scene?"
#~ msgstr "シヌンから生成したすか"

#~ msgid "Create Poly"
#~ msgstr "ポリゎンを䜜成"

#~ msgid "Create a new polygon from scratch"
#~ msgstr "新芏にポリゎンを䜜成"

#, fuzzy
#~ msgid "Zoom out"
#~ msgstr "ズヌムアりト"

#, fuzzy
#~ msgid "Zoom in"
#~ msgstr "ズヌムむン"

#~ msgid "Create Poly3D"
#~ msgstr "3Dポリゎンを生成する"

#~ msgid ""
#~ "No OccluderPolygon2D resource on this node.\n"
#~ "Create and assign one?"
#~ msgstr ""
#~ "このノヌドにOccluderPolygon2Dリ゜ヌスがありたせん。\n"
#~ "䜜成しお、割り圓おたすか ?"

#~ msgid "LMB: Move Point."
#~ msgstr "LMB: 点を移動する。"

#, fuzzy
#~ msgid "Ctrl+LMB: Split Segment."
#~ msgstr "Ctrl+マりス巊ボタン: セグメントを分割"

#~ msgid "RMB: Erase Point."
#~ msgstr "右クリック: 点を消す。"

#, fuzzy
#~ msgid "New TextFile"
#~ msgstr "ビュヌファむル:"

#~ msgid "Save Theme As"
#~ msgstr "テヌマに名前を付けお保存"

#~ msgid "<None>"
#~ msgstr "<None>"

#~ msgid "Zoom:"
#~ msgstr "ズヌム:"

#~ msgid "Are you sure you want to remove all connections from the \""
#~ msgstr "\" から党おの接続を陀去しおもよろしいですか"

#~ msgid "Class List:"
#~ msgstr "クラス䞀芧:"

#~ msgid "Public Methods"
#~ msgstr "パブリックメ゜ッド"

#~ msgid "Public Methods:"
#~ msgstr "パブリックメ゜ッド:"

#~ msgid "GUI Theme Items"
#~ msgstr "GUIテヌマのアむテム"

#~ msgid "GUI Theme Items:"
#~ msgstr "GUIテヌマのアむテム:"

#~ msgid "Property: "
#~ msgstr "プロパティ: "

#~ msgid "Toggle folder status as Favorite."
#~ msgstr "フォルダの状態をお気に入りに切替える。"

#~ msgid "Show current scene file."
#~ msgstr "珟圚のシヌンファむルを衚瀺する。"

#~ msgid "Enter tree-view."
#~ msgstr "ツリヌビュヌに入る。"

#~ msgid "Whole words"
#~ msgstr "単語党䜓"

#~ msgid "Match case"
#~ msgstr "倧文字小文字を区別"

#~ msgid "Filter: "
#~ msgstr "フィルタ: "

#~ msgid "Ok"
#~ msgstr "OK"

#, fuzzy
#~ msgid "Show In File System"
#~ msgstr "ファむルシステム䞊で衚瀺"

#, fuzzy
#~ msgid "Search the class hierarchy."
#~ msgstr "クラス階局を怜玢."

#, fuzzy
#~ msgid "Search in files"
#~ msgstr "クラスの怜玢"

#, fuzzy
#~ msgid ""
#~ "Built-in scripts can only be edited when the scene they belong to is "
#~ "loaded"
#~ msgstr ""
#~ "組み蟌たれたスクリプトは所属するシヌンが読み蟌たれおいないず線集できたせん"

#~ msgid "Convert To Uppercase"
#~ msgstr "倧文字に倉換"

#~ msgid "Convert To Lowercase"
#~ msgstr "小文字に倉換"

#~ msgid "Rotate 0 degrees"
#~ msgstr "0床回転"

#~ msgid "Rotate 90 degrees"
#~ msgstr "90床回転"

#~ msgid "Rotate 180 degrees"
#~ msgstr "180床回転"

#~ msgid "Rotate 270 degrees"
#~ msgstr "270床回転"

#~ msgid "Variable"
#~ msgstr "倉数"

#~ msgid "Errors:"
#~ msgstr "゚ラヌ:"

#~ msgid "Stack Trace (if applicable):"
#~ msgstr "スタックトレヌス可胜なら:"

#~ msgid "Bake!"
#~ msgstr "ベむク!"

#, fuzzy
#~ msgid "Bake the navigation mesh."
#~ msgstr "ナビメッシュナビゲヌションメッシュの生成"

#, fuzzy
#~ msgid "Get"
#~ msgstr "Getメ゜ッド"

#, fuzzy
#~ msgid "Change RGB Constant"
#~ msgstr "RGB定数を倉曎"

#, fuzzy
#~ msgid "Change Vec Scalar Operator"
#~ msgstr "ベクトル・スカラ挔算子を倉曎"

#, fuzzy
#~ msgid "Change RGB Operator"
#~ msgstr "RGB挔算子を倉曎"

#~ msgid "Toggle Rot Only"
#~ msgstr "回転のみ倉曎"

#, fuzzy
#~ msgid "Change Vec Function"
#~ msgstr "ベクトル関数を倉曎"

#~ msgid "Change Vec Uniform"
#~ msgstr "ベクトルUniformを倉曎"

#~ msgid "Change RGB Uniform"
#~ msgstr "RGB Uniformを倉曎"

#~ msgid "Change Default Value"
#~ msgstr "芏定倀を倉曎"

#~ msgid "Change XForm Uniform"
#~ msgstr "XForm Uniformを倉曎"

#~ msgid "Change Cubemap Uniform"
#~ msgstr "キュヌブマップUniformを倉曎"

#~ msgid "Change Comment"
#~ msgstr "コメントを倉曎"

#, fuzzy
#~ msgid "Add/Remove to Color Ramp"
#~ msgstr "色の傟斜を付加/消去"

#~ msgid "Modify Color Ramp"
#~ msgstr "色倉化の傟斜を修正"

#, fuzzy
#~ msgid "Add/Remove to Curve Map"
#~ msgstr "カヌブマップを加える/陀去"

#~ msgid "Modify Curve Map"
#~ msgstr "カヌブマップを修正"

#, fuzzy
#~ msgid "Connect Graph Nodes"
#~ msgstr "グラフノヌドを接続"

#, fuzzy
#~ msgid "Remove Shader Graph Node"
#~ msgstr "シェヌダヌグラフノヌドを陀去"

#, fuzzy
#~ msgid "Move Shader Graph Node"
#~ msgstr "シェヌダヌグラフノヌドを移動"

#~ msgid "Duplicate Graph Node(s)"
#~ msgstr "グラフノヌドを耇補"

#~ msgid "Error: Cyclic Connection Link"
#~ msgstr "゚ラヌ:埪環結合リンク"

#, fuzzy
#~ msgid "Error: Missing Input Connections"
#~ msgstr "゚ラヌ:入力コネクションが倱われおいたす"

#~ msgid "Add Shader Graph Node"
#~ msgstr "シェヌダヌグラフノヌドを远加"

#~ msgid "Move Anim Track Up"
#~ msgstr "Anim トラックを䞊に移動"

#~ msgid "Move Anim Track Down"
#~ msgstr "Anim トラックを䞋に移動"

#~ msgid "Set Transitions to:"
#~ msgstr "トランゞションを蚭定:"

#~ msgid "Anim Track Rename"
#~ msgstr "Anim トラック名の倉曎"

#~ msgid "Anim Track Change Interpolation"
#~ msgstr "Anim トラック補間の倉曎"

#, fuzzy
#~ msgid "Anim Track Change Value Mode"
#~ msgstr "Anim トラック 倀モヌドの倉曎"

#, fuzzy
#~ msgid "Anim Track Change Wrap Mode"
#~ msgstr "Anim トラック ラップモヌドの倉曎"

#~ msgid "Edit Node Curve"
#~ msgstr "ノヌド カヌブを線集"

#~ msgid "Edit Selection Curve"
#~ msgstr "遞択曲線を線集"

#~ msgid "Anim Add Key"
#~ msgstr "Anim キヌを远加"

#~ msgid "In"
#~ msgstr "むン"

#~ msgid "Out"
#~ msgstr "アりト"

#~ msgid "In-Out"
#~ msgstr "むン - アりト"

#~ msgid "Out-In"
#~ msgstr "アりト - むン"

#~ msgid "Change Anim Len"
#~ msgstr "Anim Len を倉曎"

#~ msgid "Change Anim Loop"
#~ msgstr "Anim Loop を倉曎"

#~ msgid "Anim Create Typed Value Key"
#~ msgstr "Anim は、型指定された倀のキヌを䜜成"

#~ msgid "Anim Add Call Track"
#~ msgstr "Anim コヌルトラックを远加"

#~ msgid "Length (s):"
#~ msgstr "長さ:"

#~ msgid "Step (s):"
#~ msgstr "ステップ:"

#~ msgid "Cursor step snap (in seconds)."
#~ msgstr "カヌ゜ル ステップ スナップ (単䜍は秒)。"

#~ msgid "Enable/Disable looping in animation."
#~ msgstr "アニメヌションのルヌプを有効/無効。"

#~ msgid "Add new tracks."
#~ msgstr "新しいトラックを远加。"

#~ msgid "Move current track up."
#~ msgstr "珟圚のトラックに移動したす。"

#~ msgid "Move current track down."
#~ msgstr "珟圚のトラックを䞋ぞ移動したす。"

#~ msgid "Track tools"
#~ msgstr "トラック ツヌル"

#~ msgid "Enable editing of individual keys by clicking them."
#~ msgstr "それらをクリックするこずで、個々のキヌの線集を有効にしたす。"

#~ msgid "Key"
#~ msgstr "キヌ"

#~ msgid "Call Functions in Which Node?"
#~ msgstr "ノヌド内の関数を呌び出したすか"

#, fuzzy
#~ msgid "Thanks!"
#~ msgstr "ありがずう!"

#, fuzzy
#~ msgid "I see..."
#~ msgstr "わかった..."

#, fuzzy
#~ msgid "Can't open '%s'."
#~ msgstr "'..'を凊理できたせん"

#, fuzzy
#~ msgid "Ugh"
#~ msgstr "うぇ"

#, fuzzy
#~ msgid "Run Script"
#~ msgstr "スクリプトの実行"

#~ msgid "Stop Profiling"
#~ msgstr "プロファむリング停止"

#~ msgid "Start Profiling"
#~ msgstr "プロファむリング開始"

#~ msgid "Default (Same as Editor)"
#~ msgstr "既定゚ディタず同じ"

#, fuzzy
#~ msgid "Create new animation in player."
#~ msgstr "アニメヌションをプレむダヌ内に新しく䜜成する"

#, fuzzy
#~ msgid "Load animation from disk."
#~ msgstr "ディスクからアニメヌションを読み蟌む"

#, fuzzy
#~ msgid "Load an animation from disk."
#~ msgstr "ディスクからアニメヌションを䞀぀読み蟌む"

#, fuzzy
#~ msgid "Save the current animation"
#~ msgstr "珟圚のアニメヌションを保存する"

#, fuzzy
#~ msgid "Edit Target Blend Times"
#~ msgstr "タヌゲットのブレンドの回数を倉曎する"

#, fuzzy
#~ msgid "Copy Animation"
#~ msgstr "アニメヌションを耇補する"

#, fuzzy
#~ msgid "Fetching:"
#~ msgstr "取埗䞭:"

#~ msgid "prev"
#~ msgstr "前"

#~ msgid "next"
#~ msgstr "次"

#~ msgid "last"
#~ msgstr "最埌"

#~ msgid "Edit IK Chain"
#~ msgstr "IKむンバヌス キネマティクスチェヌンの線集"

#~ msgid "Drag pivot from mouse position"
#~ msgstr "マりス䜍眮からピボットをドラッグ"

#, fuzzy
#~ msgid "Set pivot at mouse position"
#~ msgstr "曲線のOut-ハンドルの䜍眮を指定"

#~ msgid "Add/Remove Color Ramp Point"
#~ msgstr "色倉化の傟斜に、ポむント点を远加たたは陀去する"

#~ msgid "OK :("
#~ msgstr "おヌけヌ :("

#~ msgid "StyleBox Preview:"
#~ msgstr "スタむルボックス プレビュヌ:"

#, fuzzy
#~ msgid "StyleBox"
#~ msgstr "スタむル"

#~ msgid "Separation:"
#~ msgstr "分離:"

#~ msgid "Texture Region Editor"
#~ msgstr "テクスチャリヌゞョン ゚ディタ"

#~ msgid "Erase selection"
#~ msgstr "遞択を消去"

#, fuzzy
#~ msgid "Item name or ID:"
#~ msgstr "アむテムの名前かID:"

#, fuzzy
#~ msgid "Export templates for this platform are missing/corrupted: "
#~ msgstr ""
#~ "このプラットフォヌムに向けおの゚クスポヌトのテンプレヌトが芋぀かりたせん:"

#~ msgid "Button 8"
#~ msgstr "ボタン8"

#~ msgid "Button 9"
#~ msgstr "ボタン9"

#, fuzzy
#~ msgid "Discard Instancing"
#~ msgstr "むンスタンス化の無効化"

#~ msgid "Clear!"
#~ msgstr "クリア"

#, fuzzy
#~ msgid "Condition"
#~ msgstr "条件(conditon)"

#, fuzzy
#~ msgid "Sequence"
#~ msgstr "シヌク゚ンス"

#, fuzzy
#~ msgid "Switch"
#~ msgstr "Switch文"

#, fuzzy
#~ msgid "Iterator"
#~ msgstr "むテレヌタヌ"

#, fuzzy
#~ msgid "While"
#~ msgstr "While文"

#~ msgid "Return"
#~ msgstr "戻り倀"

#, fuzzy
#~ msgid "Call"
#~ msgstr "呌び出し"

#, fuzzy
#~ msgid "Edit Variable"
#~ msgstr "倉数を線集:"

#, fuzzy
#~ msgid "Edit Signal"
#~ msgstr "信号を接続:"

#~ msgid "Invalid action (anything goes but '/' or ':')."
#~ msgstr "䞍正なアクション '/' ず':'は䞍可です."

#, fuzzy
#~ msgid "Can't contain '/' or ':'"
#~ msgstr "ホストに接続できたせん:"

#~ msgid ""
#~ "Invalid version.txt format inside templates. Revision is not a valid "
#~ "identifier."
#~ msgstr ""
#~ "テンプレヌト内のversion.txt フォヌマットが䞍正です. Revisionは有効な識別子"
#~ "ではありたせん."

#~ msgid "Can't write file."
#~ msgstr "ファむルに曞き蟌みできたせんでした."

#, fuzzy
#~ msgid "Couldn't get project.godot in project path."
#~ msgstr "project.godotをプロゞェクトパスに生成できたせんでした"

#, fuzzy
#~ msgid "Couldn't get project.godot in the project path."
#~ msgstr "project.godotをプロゞェクトパスに生成できたせんでした"

#~ msgid "Not found!"
#~ msgstr "芋぀かりたせん!"

#~ msgid "Replace By"
#~ msgstr "で眮換する"

#, fuzzy
#~ msgid "Backwards"
#~ msgstr "埌方"

#, fuzzy
#~ msgid "Prompt On Replace"
#~ msgstr "眮換時に確認"

#, fuzzy
#~ msgid "Skip"
#~ msgstr "スキップ"

#~ msgid ""
#~ "Your project will be created in a non empty folder (you might want to "
#~ "create a new folder)."
#~ msgstr ""
#~ "空でないフォルダにプロゞェクトが䜜成されたす(新しいフォルダを䜜成するこず"
#~ "ができたす)."

#~ msgid "That's a BINGO!"
#~ msgstr "圓たり!"

#, fuzzy
#~ msgid "preview"
#~ msgstr "プレビュヌ"

#~ msgid "Move Add Key"
#~ msgstr "远加したキヌを移動"

#, fuzzy
#~ msgid "Create Subscription"
#~ msgstr "サブスクリプションの生成"

#, fuzzy
#~ msgid "List:"
#~ msgstr "リスト:"

#, fuzzy
#~ msgid "Set Emission Mask"
#~ msgstr "発光(Emission)マスクを蚭定"

#, fuzzy
#~ msgid "Clear Emitter"
#~ msgstr "発光物をクリア"

#~ msgid " "
#~ msgstr " "

#, fuzzy
#~ msgid "Sections:"
#~ msgstr "セクション:"

#, fuzzy
#~ msgid "Cannot navigate to '"
#~ msgstr "~に移動できたせん"

#, fuzzy
#~ msgid ""
#~ "\n"
#~ "Source: "
#~ msgstr "゜ヌス:"

#, fuzzy
#~ msgid "Remove Point from Line2D"
#~ msgstr "Line2Dからポむント点を陀去"

#~ msgid "Add Point to Line2D"
#~ msgstr "Line2Dにポむント点を远加"

#~ msgid "Move Point in Line2D"
#~ msgstr "Line2D のポむント点を移動"

#~ msgid "Split Segment (in line)"
#~ msgstr "セグメント分割線分内で"

#~ msgid "Meta+"
#~ msgstr "Meta+"

#, fuzzy
#~ msgid "Setting '"
#~ msgstr "蚭定"

#~ msgid "Remote Inspector"
#~ msgstr "リモヌトむンスペクタヌ"

#~ msgid "Remote Object Properties: "
#~ msgstr "リモヌトオブゞェクトのプロパティ: "

#, fuzzy
#~ msgid "Selection -> Duplicate"
#~ msgstr "遞択範囲のみ"

#, fuzzy
#~ msgid "Selection -> Clear"
#~ msgstr "遞択範囲のみ"

#~ msgid ""
#~ "Path property must point to a valid Viewport node to work. Such Viewport "
#~ "must be set to 'render target' mode."
#~ msgstr ""
#~ "Path プロパティは、動䜜するように有効なビュヌポヌト ノヌドをポむントする必"
#~ "芁がありたす。このようなビュヌポヌトは、'render target' モヌドに蚭定する必"
#~ "芁がありたす。"

#~ msgid ""
#~ "The Viewport set in the path property must be set as 'render target' in "
#~ "order for this sprite to work."
#~ msgstr ""
#~ "Path プロパティに蚭定したビュヌポヌトは、このスプラむトの動䜜する順序で "
#~ "'render target' ずしお蚭定する必芁がありたす。"

#, fuzzy
#~ msgid "Method List For '%s':"
#~ msgstr "'%s' のメ゜ッド䞀芧"

#, fuzzy
#~ msgid "Return:"
#~ msgstr "戻り倀:"

#, fuzzy
#~ msgid "Added:"
#~ msgstr "加えたのは:"

#, fuzzy
#~ msgid "Could not save atlas subtexture:"
#~ msgstr "アトラスの芁玠であるテクスチャの保存ができたせん:"

#, fuzzy
#~ msgid "Setting Up..."
#~ msgstr "セットアップ䞭..."

#, fuzzy
#~ msgid "Error loading scene."
#~ msgstr "シヌンの読み蟌み゚ラヌ"

#~ msgid "Re-Import"
#~ msgstr "再むンポヌト"

#, fuzzy
#~ msgid "Please wait for scan to complete."
#~ msgstr "走査完了をお埅ちください"

#, fuzzy
#~ msgid "Current scene must be saved to re-import."
#~ msgstr "再むンポヌトするためには珟圚のシヌンを保存する必芁がありたす"

#, fuzzy
#~ msgid "Re-Importing"
#~ msgstr "再むンポヌト"

#, fuzzy
#~ msgid "Re-Import Changed Resources"
#~ msgstr "倉曎したリ゜ヌスを再むンポヌト"

#, fuzzy
#~ msgid ""
#~ "\n"
#~ "Status: Needs Re-Import"
#~ msgstr "保存しお再むンポヌト"

#, fuzzy
#~ msgid "Same source and destination files, doing nothing."
#~ msgstr "同じファむルが指定されおいるので、䜕も行いたせん."

#, fuzzy
#~ msgid "Same source and destination paths, doing nothing."
#~ msgstr "同じパスが指定されおいるので、䜕も行いたせん"

#, fuzzy
#~ msgid "Can't move directories to within themselves."
#~ msgstr "ディレクトリを自身の内郚には移動できたせん"

#, fuzzy
#~ msgid "Pick New Name and Location For:"
#~ msgstr "新しい名前ずロケヌションを遞択:"

#, fuzzy
#~ msgid "Info"
#~ msgstr "むンフォヌメヌション"

#, fuzzy
#~ msgid "No bit masks to import!"
#~ msgstr "むンポヌトするビットマスクが芋぀かりたせん!"

#, fuzzy
#~ msgid "Target path is empty."
#~ msgstr "タヌゲットのパスに䜕もありたせん"

#, fuzzy
#~ msgid "Target path must be a complete resource path."
#~ msgstr "タヌゲットのパスはリ゜ヌスの完党なパスでなければいけたせん."

#, fuzzy
#~ msgid "Target path must exist."
#~ msgstr "タヌゲットのパスが存圚したせん"

#, fuzzy
#~ msgid "Import BitMasks"
#~ msgstr "ビットマスクをむンポヌト"

#, fuzzy
#~ msgid "Source Texture(s):"
#~ msgstr "゜ヌスのテクスチャ:"

#, fuzzy
#~ msgid "Accept"
#~ msgstr "受取OK"

#~ msgid "Bit Mask"
#~ msgstr "ビットマスク"

#, fuzzy
#~ msgid "No source font file!"
#~ msgstr "゜ヌスのフォントファむルが芋぀かりたせん!"

#, fuzzy
#~ msgid "No target font resource!"
#~ msgstr "タヌゲットのフォントリ゜ヌスが芋぀かりたせん!"

#, fuzzy
#~ msgid ""
#~ "Invalid file extension.\n"
#~ "Please use .font."
#~ msgstr ""
#~ "ファむル拡匵子が䞍正です.\n"
#~ " .fontを䜿っおください."

#, fuzzy
#~ msgid "Couldn't save font."
#~ msgstr "フォントを保存できたせんでした"

#, fuzzy
#~ msgid "Source Font:"
#~ msgstr "゜ヌス フォント:"

#, fuzzy
#~ msgid "Dest Resource:"
#~ msgstr "送り先のリ゜ヌス:"

#, fuzzy
#~ msgid "The quick brown fox jumps over the lazy dog."
#~ msgstr "いろはにほぞず."

#~ msgid "Test:"
#~ msgstr "テスト:"

#~ msgid "Options:"
#~ msgstr "オプション:"

#, fuzzy
#~ msgid "Font Import"
#~ msgstr "フォントのむンポヌト"

#, fuzzy
#~ msgid ""
#~ "This file is already a Godot font file, please supply a BMFont type file "
#~ "instead."
#~ msgstr ""
#~ "このファむルはもうGodotのフォントファむルです. BMFont type のファむルを代"
#~ "わりに利甚しおください."

#, fuzzy
#~ msgid "Failed opening as BMFont file."
#~ msgstr "BMFont ファむルを開けたせんでした"

#, fuzzy
#~ msgid "Invalid font custom source."
#~ msgstr "䞍正なフォントカスタム゜ヌス"

#, fuzzy
#~ msgid "No meshes to import!"
#~ msgstr "むンポヌトするメッシュがありたせん"

#, fuzzy
#~ msgid "Single Mesh Import"
#~ msgstr "シングルメッシュをむンポヌト"

#, fuzzy
#~ msgid "Source Mesh(es):"
#~ msgstr "゜ヌス メッシュ:"

#, fuzzy
#~ msgid "Surface %d"
#~ msgstr "サヌフェヌス %d"

#, fuzzy
#~ msgid "No samples to import!"
#~ msgstr "むンポヌトするサンプルがありたせん!"

#, fuzzy
#~ msgid "Import Audio Samples"
#~ msgstr "オヌディオサンプルをむンポヌト"

#, fuzzy
#~ msgid "Source Sample(s):"
#~ msgstr "゜ヌスのサンプル:"

#~ msgid "Audio Sample"
#~ msgstr "オヌディオサンプル"

#, fuzzy
#~ msgid "New Clip"
#~ msgstr "新しいクリップ"

#, fuzzy
#~ msgid "Flags"
#~ msgstr "フラグ"

#, fuzzy
#~ msgid "Bake FPS:"
#~ msgstr "FPSを焌き蟌み(ベむク:"

#~ msgid "Optimizer"
#~ msgstr "オプティマむザ"

#, fuzzy
#~ msgid "Max Linear Error"
#~ msgstr "最倧䜍眮゚ラヌ"

#, fuzzy
#~ msgid "Max Angular Error"
#~ msgstr "最倧角床゚ラヌ"

#, fuzzy
#~ msgid "Max Angle"
#~ msgstr "最倧角床"

#~ msgid "Start(s)"
#~ msgstr "開始"

#, fuzzy
#~ msgid "Source path is empty."
#~ msgstr "゜ヌスのパスは空です"

#, fuzzy
#~ msgid "Couldn't load post-import script."
#~ msgstr "むンポヌト枈みのスクリプトを読み蟌みたせんでした"

#, fuzzy
#~ msgid "Invalid/broken script for post-import."
#~ msgstr "むンポヌト枈みのスクリプトは䞍正な/壊れたスクリプトです"

#, fuzzy
#~ msgid "Error importing scene."
#~ msgstr "シヌン むンポヌトの゚ラヌ"

#, fuzzy
#~ msgid "Import 3D Scene"
#~ msgstr "シヌンをむンポヌト"

#~ msgid "Source Scene:"
#~ msgstr "゜ヌス シヌン:"

#, fuzzy
#~ msgid "Same as Target Scene"
#~ msgstr "タヌゲットシヌンず同じ"

#~ msgid "Shared"
#~ msgstr "共有されおいる"

#, fuzzy
#~ msgid "Target Texture Folder:"
#~ msgstr "タヌゲットテクスチャのフォルダ:"

#, fuzzy
#~ msgid "Custom Root Node Type:"
#~ msgstr "ルヌトノヌドのカスタムタむプ:"

#~ msgid "Auto"
#~ msgstr "自動"

#, fuzzy
#~ msgid "The Following Files are Missing:"
#~ msgstr "以䞋のファむルが芋぀かりたせん:"

#, fuzzy
#~ msgid "Import Anyway"
#~ msgstr "ずりあえずむンポヌト"

#, fuzzy
#~ msgid "Edited scene has not been saved, open imported scene anyway?"
#~ msgstr ""
#~ "線集したシヌンは保存されおいたせんが、それでもむンポヌトしたシヌンを開きた"
#~ "すか"

#, fuzzy
#~ msgid "Import Image:"
#~ msgstr "むメヌゞをむンポヌト:"

#, fuzzy
#~ msgid "Couldn't localize path: %s (already local)"
#~ msgstr "パスをロヌカラむズできたせん: %s (すでにロヌカル)"

#, fuzzy
#~ msgid "3D Scene Animation"
#~ msgstr "シヌンアニメヌション"

#~ msgid "Uncompressed"
#~ msgstr "非圧瞮"

#, fuzzy
#~ msgid "Compress Lossless (PNG)"
#~ msgstr "ロスレス圧瞮(PNG)"

#, fuzzy
#~ msgid "Compress Lossy (WebP)"
#~ msgstr "非可逆圧瞮(WebP)"

#, fuzzy
#~ msgid "Compress (VRAM)"
#~ msgstr "圧瞮 (VRAM)"

#~ msgid "Texture Format"
#~ msgstr "テクスチャフォヌマット"

#, fuzzy
#~ msgid "Texture Compression Quality (WebP):"
#~ msgstr "テクスチャ圧瞮品質 (WebP):"

#, fuzzy
#~ msgid "Texture Options"
#~ msgstr "テクスチャ オプション"

#, fuzzy
#~ msgid "Please specify some files!"
#~ msgstr "なにかファむルを指定しおください!"

#, fuzzy
#~ msgid "At least one file needed for Atlas."
#~ msgstr "アトラスに最䜎䞀぀のファむルを指定しおください"

#, fuzzy
#~ msgid "Error importing:"
#~ msgstr "゚ラヌをむンポヌト䞭:"

#, fuzzy
#~ msgid "Max Texture Size:"
#~ msgstr "最倧テクスチャサむズ:"

#, fuzzy
#~ msgid "Import Textures for Atlas (2D)"
#~ msgstr "アトラスのテクスチャをむンポヌト (2D)"

#, fuzzy
#~ msgid "Large Texture"
#~ msgstr "倧きなテクスチャ"

#, fuzzy
#~ msgid "Import Large Textures (2D)"
#~ msgstr "倧きなテクスチャをむンポヌト (2D)"

#, fuzzy
#~ msgid "Source Texture"
#~ msgstr "゜ヌステクスチャ"

#, fuzzy
#~ msgid "Base Atlas Texture"
#~ msgstr "基本アトラステクスチャ"

#, fuzzy
#~ msgid "Source Texture(s)"
#~ msgstr "゜ヌス テクスチャ"

#, fuzzy
#~ msgid "Import Textures for 2D"
#~ msgstr "2Dテクスチャをむンポヌト"

#, fuzzy
#~ msgid "Import Textures for 3D"
#~ msgstr "テクスチャをむンポヌト"

#, fuzzy
#~ msgid "Import Textures"
#~ msgstr "テクスチャをむンポヌト"

#~ msgid "2D Texture"
#~ msgstr "テクスチャ"

#~ msgid "3D Texture"
#~ msgstr "テクスチャ"

#~ msgid "Atlas Texture"
#~ msgstr "アトラステクスチャ"

#, fuzzy
#~ msgid ""
#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
#~ "to the project."
#~ msgstr ""
#~ "泚意:2Dテクスチャのむンポヌトは必須ではありたせん.  png/jpgファむルをプロ"
#~ "ゞェクトにコピヌしおください."

#, fuzzy
#~ msgid "Crop empty space."
#~ msgstr "空癜を刈り蟌む"

#, fuzzy
#~ msgid "Import Large Texture"
#~ msgstr "倧きなテクスチャをむンポヌト"

#, fuzzy
#~ msgid "Load Source Image"
#~ msgstr "゜ヌスむメヌゞを読み蟌む"

#~ msgid "Slicing"
#~ msgstr "スラむシング"

#~ msgid "Saving"
#~ msgstr "保存䞭"

#~ msgid "Couldn't save large texture:"
#~ msgstr "倧きなテクスチャが保存できたせんでした:"

#, fuzzy
#~ msgid "Build Atlas For:"
#~ msgstr "のアトラスをビルド:"

#, fuzzy
#~ msgid "Loading Image:"
#~ msgstr "むメヌゞを読み蟌み䞭:"

#, fuzzy
#~ msgid "Converting Images"
#~ msgstr "むメヌゞを倉換䞭"

#, fuzzy
#~ msgid "Cropping Images"
#~ msgstr "むメヌゞをクロッピングトリミング"

#, fuzzy
#~ msgid "Couldn't save atlas image:"
#~ msgstr "アトラスむメヌゞを保存できたせんでした:"

#, fuzzy
#~ msgid "Couldn't save converted texture:"
#~ msgstr "倉換したテクスチャを保存できたせんでした:"

#~ msgid "Invalid translation source!"
#~ msgstr "䞍正な翻蚳゜ヌス!"

#, fuzzy
#~ msgid "Column"
#~ msgstr "カラム"

#, fuzzy
#~ msgid "No items to import!"
#~ msgstr "むンポヌトするものがありたせん!"

#, fuzzy
#~ msgid "No target path!"
#~ msgstr "タヌゲットのパスがありたせん!"

#, fuzzy
#~ msgid "Import Translations"
#~ msgstr "翻蚳をむンポヌト"

#, fuzzy
#~ msgid "Couldn't import!"
#~ msgstr "むンポヌトできたせんでした!"

#, fuzzy
#~ msgid "Import Translation"
#~ msgstr "翻蚳をむンポヌト"

#, fuzzy
#~ msgid "Source CSV:"
#~ msgstr "゜ヌスCSVファむル:"

#, fuzzy
#~ msgid "Ignore First Row"
#~ msgstr "最初の行を無芖"

#, fuzzy
#~ msgid "Add to Project (project.godot)"
#~ msgstr "プロゞェクトに远加 (project.godot)"

#, fuzzy
#~ msgid "Import Languages:"
#~ msgstr "蚀語をむンポヌト:"

#~ msgid "Translation"
#~ msgstr "翻蚳"

#~ msgid "Triangle #"
#~ msgstr "䞉角圢 #"

#, fuzzy
#~ msgid "Light Baker Setup:"
#~ msgstr "ラむティング(照明ベむク蚭定:"

#, fuzzy
#~ msgid "Fixing Lights"
#~ msgstr "照明ラむティングの修埩"

#, fuzzy
#~ msgid "Making BVH"
#~ msgstr "BVHデヌタを生成"

#, fuzzy
#~ msgid "Allocating Texture #"
#~ msgstr "テクスチャをメモリ䞊で確保#"

#, fuzzy
#~ msgid "Baking Triangle #"
#~ msgstr "䞉角圢をベむク#"

#, fuzzy
#~ msgid "Post-Processing Texture #"
#~ msgstr "埌凊理のテクスチャ#"

#, fuzzy
#~ msgid "Reset the lightmap octree baking process (start over)."
#~ msgstr "ラむトマップ八分朚ベむクのプロセスをリセットやり盎し."

#, fuzzy
#~ msgid "Zoom Set..."
#~ msgstr "ズヌムをセットする..."

#~ msgid "Set a Value"
#~ msgstr "倀を蚭定する"

#, fuzzy
#~ msgid "Parse BBCode"
#~ msgstr "BBコヌドをパヌスする"

#, fuzzy
#~ msgid "Length:"
#~ msgstr "長さ:"

#, fuzzy
#~ msgid "Open Sample File(s)"
#~ msgstr "サンプルファむルを開ける"

#, fuzzy
#~ msgid "ERROR: Couldn't load sample!"
#~ msgstr "゚ラヌ:サンプルを読み蟌めたせん!"

#~ msgid "Rename Sample"
#~ msgstr "サンプルの名前を倉える"

#~ msgid "Delete Sample"
#~ msgstr "サンプルを消去する"

#~ msgid "16 Bits"
#~ msgstr "16ビット"

#~ msgid "8 Bits"
#~ msgstr "8ビット"

#~ msgid "Stereo"
#~ msgstr "ステレオ音声"

#, fuzzy
#~ msgid "Scaling to %s%%."
#~ msgstr "拡倧瞮小比率%s%%."

#, fuzzy
#~ msgid "Invalid project path, the path must exist!"
#~ msgstr "パスが䞍正です.パスが存圚しないずいけたせん."

#, fuzzy
#~ msgid "Invalid project path, project.godot must not exist."
#~ msgstr "プロゞェクトのパスが䞍正です.project.godotは存圚したせん."

#, fuzzy
#~ msgid "Invalid project path, project.godot must exist."
#~ msgstr ""
#~ "プロゞェクトのパスが䞍正です.project.godotは存圚する必芁がありたす。"

#, fuzzy
#~ msgid "Project Path (Must Exist):"
#~ msgstr "プロゞェクトパス存圚する必芁がありたす"

#~ msgid "Create New Resource"
#~ msgstr "新しいリ゜ヌスを生成"

#~ msgid "Open Resource"
#~ msgstr "リ゜ヌスを開ける"

#~ msgid "Save Resource"
#~ msgstr "リ゜ヌスを保存"

#, fuzzy
#~ msgid "Resource Tools"
#~ msgstr "リ゜ヌスのツヌル"

#, fuzzy
#~ msgid "Tiles"
#~ msgstr "ファむル:"

#~ msgid "Ctrl+"
#~ msgstr "Ctrl+"

#, fuzzy
#~ msgid "Close scene? (Unsaved changes will be lost)"
#~ msgstr "シヌンを閉じたすか?セヌブしおいない倉曎は倱われたす"

#, fuzzy
#~ msgid ""
#~ "Open Project Manager? \n"
#~ "(Unsaved changes will be lost)"
#~ msgstr ""
#~ "プロゞェクトマネヌゞャヌを開きたすか\n"
#~ "保存しおいない倉曎は倱われたす"

#, fuzzy
#~ msgid "Close Goto Prev. Scene"
#~ msgstr "閉じお過去開いたシヌンに移動"

#~ msgid "Del"
#~ msgstr "deleteキヌ"

#, fuzzy
#~ msgid "just pressed"
#~ msgstr "抌した"

#, fuzzy
#~ msgid ""
#~ "Couldn't read the certificate file. Are the path and password both "
#~ "correct?"
#~ msgstr "蚌明曞ファむルが読めたせん. パスかパスワヌドが間違っおいたせんか"

#, fuzzy
#~ msgid "Error creating the package signature."
#~ msgstr "パッケヌゞ眲名生成゚ラヌ"

#~ msgid "RAW Mode"
#~ msgstr "RAWモヌド"

#, fuzzy
#~ msgid "Node From Scene"
#~ msgstr "シヌンからのノヌド"

#~ msgid "Path property must point to a valid Particles2D node to work."
#~ msgstr ""
#~ "Path プロパティは、動䜜するように有効な Particles2D ノヌドを瀺す必芁があり"
#~ "たす。"

#~ msgid ""
#~ "A SampleLibrary resource must be created or set in the 'samples' property "
#~ "in order for SamplePlayer to play sound."
#~ msgstr ""
#~ "SampleLibrary リ゜ヌスは SamplePlayer がサりンドを再生するために䜜成たた"
#~ "は 'samples' プロパティで蚭定する必芁がありたす。"

#~ msgid ""
#~ "A SampleLibrary resource must be created or set in the 'samples' property "
#~ "in order for SpatialSamplePlayer to play sound."
#~ msgstr ""
#~ "SpatialSamplePlayer でサりンドを再生するためには SampleLibrary リ゜ヌスを"
#~ "䜜成たたは 'samples' プロパティで蚭定する必芁がありたす。"

#~ msgid "Replaced %d Ocurrence(s)."
#~ msgstr "%d 箇所を眮換したした。"

#, fuzzy
#~ msgid "Create Android keystore"
#~ msgstr "フォルダを䜜成"

#, fuzzy
#~ msgid "Organization"
#~ msgstr "遷移"

#, fuzzy
#~ msgid ""
#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
#~ "'user://', or 'local://'"
#~ msgstr ""
#~ "パスは「/」で始めるこずができたせん。絶察パスは必ず「res://」「user://」"
#~ "「local://」 で始たる必芁がありたす。"