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# Korean translation of the Godot Engine editor
# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Ch <ccwpc@hanmail.net>, 2017.
# paijai 송 (fivejobi) <xotjq237@gmail.com>, 2018.
# pgyage3263 <pgyage3263@naver.com>, 2018.
# Sun Kim <perplexingsun@gmail.com>, 2018.
# TheRedPlanet <junmo.moon8@gmail.com>, 2018.
# Xavier Cho <mysticfallband@gmail.com>, 2018.
# 박한얼 (volzhs) <volzhs@gmail.com>, 2016-2018.
# 송태섭 <xotjq237@gmail.com>, 2018, 2019, 2020.
# JY <yimjisoo@mailfence.com>, 2018.
# Ch. <ccwpc@hanmail.net>, 2018, 2020.
# moolow <copyhyeon@gmail.com>, 2019.
# Jiyoon Kim <kimjiy@dickinson.edu>, 2019.
# Ervin <zetsmart@gmail.com>, 2019.
# Tilto_ <tilto0822@develable.xyz>, 2020.
# Myeongjin Lee <aranet100@gmail.com>, 2020, 2021.
# Doyun Kwon <caen4516@gmail.com>, 2020.
# Jun Hyung Shin <shmishmi79@gmail.com>, 2020.
# Yongjin Jo <wnrhd114@gmail.com>, 2020.
# Yungjoong Song <yungjoong.song@gmail.com>, 2020.
# Henry LeRoux <henry.leroux@ocsbstudent.ca>, 2021.
# Postive_ Cloud <postive12@gmail.com>, 2021.
# dewcked <dewcked@protonmail.ch>, 2021.
# SteamB23 <steamb23@outlook.com>, 2021.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2021-10-07 10:25+0000\n"
"Last-Translator: SteamB23 <steamb23@outlook.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
"godot/ko/>\n"
"Language: ko\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.9-dev\n"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Invalid type argument to convert(), use TYPE_* constants."
msgstr ""
"convert() 메서드의 인수 타입이 올바르지 않습니다. TYPE_* 상수를 사용하세요."
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
msgid "Expected a string of length 1 (a character)."
msgstr "길이가 1인 문자열(단일 문자)이 필요합니다."
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/mono/glue/gd_glue.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "디코딩할 바이트가 모자라거나 잘못된 형식입니다."
#: core/math/expression.cpp
msgid "Invalid input %i (not passed) in expression"
msgstr "표현식의 입력 %i (전달되지 않음) 이(가) 올바르지 않습니다"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
msgstr "인스턴스가 null(전달되지 않음)이므로 self 명령어는 사용할 수 없습니다"
#: core/math/expression.cpp
msgid "Invalid operands to operator %s, %s and %s."
msgstr "연산자 %s, %s, %s의 피연산자가 올바르지 않습니다."
#: core/math/expression.cpp
msgid "Invalid index of type %s for base type %s"
msgstr "타입 %s의 인덱스가 기본 타입 %s에 올바르지 않습니다"
#: core/math/expression.cpp
msgid "Invalid named index '%s' for base type %s"
msgstr "타입 '%s'의 인덱스 이름이 기본 타입 %s에 올바르지 않습니다"
#: core/math/expression.cpp
msgid "Invalid arguments to construct '%s'"
msgstr "'%s' 를 생성하기 위한 인수가 올바르지 않습니다"
#: core/math/expression.cpp
msgid "On call to '%s':"
msgstr "'%s'을(를) 호출 시:"
#: core/ustring.cpp
msgid "B"
msgstr "B"
#: core/ustring.cpp
msgid "KiB"
msgstr "KiB"
#: core/ustring.cpp
msgid "MiB"
msgstr "MiB"
#: core/ustring.cpp
msgid "GiB"
msgstr "GiB"
#: core/ustring.cpp
msgid "TiB"
msgstr "TiB"
#: core/ustring.cpp
msgid "PiB"
msgstr "PiB"
#: core/ustring.cpp
msgid "EiB"
msgstr "EiB"
#: editor/animation_bezier_editor.cpp
msgid "Free"
msgstr "자유"
#: editor/animation_bezier_editor.cpp
msgid "Balanced"
msgstr "균형"
#: editor/animation_bezier_editor.cpp
msgid "Mirror"
msgstr "거울"
#: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp
msgid "Time:"
msgstr "시간:"
#: editor/animation_bezier_editor.cpp
msgid "Value:"
msgstr "값:"
#: editor/animation_bezier_editor.cpp
msgid "Insert Key Here"
msgstr "여기에 키 삽입"
#: editor/animation_bezier_editor.cpp
msgid "Duplicate Selected Key(s)"
msgstr "선택한 키 복제"
#: editor/animation_bezier_editor.cpp
msgid "Delete Selected Key(s)"
msgstr "선택한 키 삭제"
#: editor/animation_bezier_editor.cpp
msgid "Add Bezier Point"
msgstr "베지어 점 추가"
#: editor/animation_bezier_editor.cpp
msgid "Move Bezier Points"
msgstr "베지어 점 이동"
#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Duplicate Keys"
msgstr "애니메이션 키 복제"
#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Delete Keys"
msgstr "애니메이션 키 삭제"
#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Time"
msgstr "애니메이션 키프레임 시간 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Change Transition"
msgstr "애니메이션 전환 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Change Transform"
msgstr "애니메이션 변형 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Value"
msgstr "애니메이션 키프레임 값 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Change Call"
msgstr "애니메이션 호출 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Time"
msgstr "애니메이션 여러 키프레임 시간 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Transition"
msgstr "애니메이션 여러 전환 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Transform"
msgstr "애니메이션 여러 변형 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Value"
msgstr "애니메이션 여러 키프레임 값 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Call"
msgstr "애니메이션 여러 호출 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Change Animation Length"
msgstr "애니메이션 길이 바꾸기"
#: editor/animation_track_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation Loop"
msgstr "애니메이션 루프 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Property Track"
msgstr "속성 트랙"
#: editor/animation_track_editor.cpp
msgid "3D Transform Track"
msgstr "3D 변형 트랙"
#: editor/animation_track_editor.cpp
msgid "Call Method Track"
msgstr "호출 메서드 트랙"
#: editor/animation_track_editor.cpp
msgid "Bezier Curve Track"
msgstr "베지어 곡선 트랙"
#: editor/animation_track_editor.cpp
msgid "Audio Playback Track"
msgstr "오디오 재생 트랙"
#: editor/animation_track_editor.cpp
msgid "Animation Playback Track"
msgstr "애니메이션 재생 트랙"
#: editor/animation_track_editor.cpp
msgid "Animation length (frames)"
msgstr "애니메이션 길이 (프레임)"
#: editor/animation_track_editor.cpp
msgid "Animation length (seconds)"
msgstr "애니메이션 길이 (초)"
#: editor/animation_track_editor.cpp
msgid "Add Track"
msgstr "트랙 추가"
#: editor/animation_track_editor.cpp
msgid "Animation Looping"
msgstr "애니메이션 반복"
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Functions:"
msgstr "함수:"
#: editor/animation_track_editor.cpp
msgid "Audio Clips:"
msgstr "오디오 클립:"
#: editor/animation_track_editor.cpp
msgid "Anim Clips:"
msgstr "애니메이션 클립:"
#: editor/animation_track_editor.cpp
msgid "Change Track Path"
msgstr "트랙 경로 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Toggle this track on/off."
msgstr "이 트랙을 켜기/끄기를 토글합니다."
#: editor/animation_track_editor.cpp
msgid "Update Mode (How this property is set)"
msgstr "업데이트 모드 (이 속성이 설정되는 방법)"
#: editor/animation_track_editor.cpp
msgid "Interpolation Mode"
msgstr "보간 모드"
#: editor/animation_track_editor.cpp
msgid "Loop Wrap Mode (Interpolate end with beginning on loop)"
msgstr "루프 래핑 모드 (시작 루프와 끝을 보간)"
#: editor/animation_track_editor.cpp
msgid "Remove this track."
msgstr "이 트랙을 제거합니다."
#: editor/animation_track_editor.cpp
msgid "Time (s): "
msgstr "시간 (초): "
#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
msgstr "트랙 활성화 토글"
#: editor/animation_track_editor.cpp
msgid "Continuous"
msgstr "연속적"
#: editor/animation_track_editor.cpp
msgid "Discrete"
msgstr "비연속적"
#: editor/animation_track_editor.cpp
msgid "Trigger"
msgstr "트리거"
#: editor/animation_track_editor.cpp
msgid "Capture"
msgstr "캡처"
#: editor/animation_track_editor.cpp
msgid "Nearest"
msgstr "가장 가까움"
#: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp
#: editor/property_editor.cpp
msgid "Linear"
msgstr "직선형"
#: editor/animation_track_editor.cpp
msgid "Cubic"
msgstr "입방형"
#: editor/animation_track_editor.cpp
msgid "Clamp Loop Interp"
msgstr "루프 보간 고정"
#: editor/animation_track_editor.cpp
msgid "Wrap Loop Interp"
msgstr "루프 보간 래핑"
#: editor/animation_track_editor.cpp
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key"
msgstr "키 삽입"
#: editor/animation_track_editor.cpp
msgid "Duplicate Key(s)"
msgstr "키 복제"
#: editor/animation_track_editor.cpp
msgid "Delete Key(s)"
msgstr "키 삭제"
#: editor/animation_track_editor.cpp
msgid "Change Animation Update Mode"
msgstr "애니메이션 업데이트 모드 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Change Animation Interpolation Mode"
msgstr "애니메이션 보간 모드 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Change Animation Loop Mode"
msgstr "애니메이션 루프 모드 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Remove Anim Track"
msgstr "애니메이션 트랙 제거"
#. TRANSLATORS: %s will be replaced by a phrase describing the target of track.
#: editor/animation_track_editor.cpp
msgid "Create NEW track for %s and insert key?"
msgstr "%s을(를) 위해 새 트랙을 만들고 키를 삽입할까요?"
#: editor/animation_track_editor.cpp
msgid "Create %d NEW tracks and insert keys?"
msgstr "%d개의 새 트랙을 만들고 키를 삽입할까요?"
#: editor/animation_track_editor.cpp editor/create_dialog.cpp
#: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/mesh_instance_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_create_dialog.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Create"
msgstr "만들기"
#: editor/animation_track_editor.cpp
msgid "Anim Insert"
msgstr "애니메이션 삽입"
#. TRANSLATORS: This describes the target of new animation track, will be inserted into another string.
#: editor/animation_track_editor.cpp
msgid "node '%s'"
msgstr "노드 '%s'"
#. TRANSLATORS: This describes the target of new animation track, will be inserted into another string.
#: editor/animation_track_editor.cpp
msgid "animation"
msgstr "애니메이션"
#: editor/animation_track_editor.cpp
msgid "AnimationPlayer can't animate itself, only other players."
msgstr ""
"AnimationPlayer는 자신이 아닌 다른 플레이어에만 애니메이션을 부여할 수 있습니"
"다."
#. TRANSLATORS: This describes the target of new animation track, will be inserted into another string.
#: editor/animation_track_editor.cpp
msgid "property '%s'"
msgstr "속성 '%s'"
#: editor/animation_track_editor.cpp
msgid "Anim Create & Insert"
msgstr "애니메이션 만들기 & 삽입"
#: editor/animation_track_editor.cpp
msgid "Anim Insert Track & Key"
msgstr "애니메이션 트랙 & 키 삽입"
#: editor/animation_track_editor.cpp
msgid "Anim Insert Key"
msgstr "애니메이션 키 삽입"
#: editor/animation_track_editor.cpp
msgid "Change Animation Step"
msgstr "애니메이션 단계 바꾸기"
#: editor/animation_track_editor.cpp
msgid "Rearrange Tracks"
msgstr "트랙 다시 정렬"
#: editor/animation_track_editor.cpp
msgid "Transform tracks only apply to Spatial-based nodes."
msgstr "변형 트랙은 오직 Spatial 기반 노드에만 해당됩니다."
#: editor/animation_track_editor.cpp
msgid ""
"Audio tracks can only point to nodes of type:\n"
"-AudioStreamPlayer\n"
"-AudioStreamPlayer2D\n"
"-AudioStreamPlayer3D"
msgstr ""
"오디오 트랙은 다음 타입의 노드만 가리킬 수 있습니다:\n"
"-AudioStreamPlayer\n"
"-AudioStreamPlayer2D\n"
"-AudioStreamPlayer3D"
#: editor/animation_track_editor.cpp
msgid "Animation tracks can only point to AnimationPlayer nodes."
msgstr "애니메이션 트랙은 오직 AnimationPlayer 노드만 가리킬 수 있습니다."
#: editor/animation_track_editor.cpp
msgid "Not possible to add a new track without a root"
msgstr "루트 없이 새 트랙을 추가할 수 없음"
#: editor/animation_track_editor.cpp
msgid "Invalid track for Bezier (no suitable sub-properties)"
msgstr "베지어에 알맞지 않은 트랙 (적당한 하위 속성이 없음)"
#: editor/animation_track_editor.cpp
msgid "Add Bezier Track"
msgstr "베지어 트랙 추가"
#: editor/animation_track_editor.cpp
msgid "Track path is invalid, so can't add a key."
msgstr "트랙 경로가 올바르지 않아 키를 추가할 수 없습니다."
#: editor/animation_track_editor.cpp
msgid "Track is not of type Spatial, can't insert key"
msgstr "트랙이 Spatial 타입이 아니므로 키를 추가할 수 없습니다"
#: editor/animation_track_editor.cpp
msgid "Add Transform Track Key"
msgstr "변형 트랙 키 추가"
#: editor/animation_track_editor.cpp
msgid "Add Track Key"
msgstr "트랙 키 추가"
#: editor/animation_track_editor.cpp
msgid "Track path is invalid, so can't add a method key."
msgstr "트랙 경로가 올바르지 않아 메서드 키를 추가할 수 없습니다."
#: editor/animation_track_editor.cpp
msgid "Add Method Track Key"
msgstr "메서드 트랙 키 추가"
#: editor/animation_track_editor.cpp
msgid "Method not found in object: "
msgstr "오브젝트에 메서드가 없음: "
#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
msgstr "애니메이션 키 이동"
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Clipboard is empty!"
msgstr "클립보드가 비었습니다!"
#: editor/animation_track_editor.cpp
msgid "Paste Tracks"
msgstr "트랙 붙여 넣기"
#: editor/animation_track_editor.cpp
msgid "Anim Scale Keys"
msgstr "애니메이션 키 스케일"
#: editor/animation_track_editor.cpp
msgid ""
"This option does not work for Bezier editing, as it's only a single track."
msgstr ""
"이 설정은 단일 트랙에만 적용 가능하므로 베지어 편집에 사용할 수 없습니다."
#: editor/animation_track_editor.cpp
msgid ""
"This animation belongs to an imported scene, so changes to imported tracks "
"will not be saved.\n"
"\n"
"To enable the ability to add custom tracks, navigate to the scene's import "
"settings and set\n"
"\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks"
"\", then re-import.\n"
"Alternatively, use an import preset that imports animations to separate "
"files."
msgstr ""
"이 애니메이션은 불러온 씬에 속해 있습니다. 불러온 트랙의 변경사항은 저장되지 "
"않습니다.\n"
"\n"
"저장 기능을 활성화하려면 커스텀 트랙을 추가하고, 씬의 불러오기기 설정으로 가"
"서\n"
"\"Animation > Storage\" 설정을 \"Files\"로, \"Animation > Keep Custom Tracks"
"\" 설정을 활성화한 뒤, 다시 가져오십시오.\n"
"아니면 불러오기 프리셋으로 애니메이션을 별도의 파일로 불러올 수도 있습니다."
#: editor/animation_track_editor.cpp
msgid "Warning: Editing imported animation"
msgstr "경고: 불러온 애니메이션을 편집하고 있음"
#: editor/animation_track_editor.cpp
msgid "Select an AnimationPlayer node to create and edit animations."
msgstr "애니메이션을 만들고 편집하려면 AnimationPlayer노드를 선택하세요."
#: editor/animation_track_editor.cpp
msgid "Only show tracks from nodes selected in tree."
msgstr "트리에서 선택한 노드만 트랙에 표시됩니다."
#: editor/animation_track_editor.cpp
msgid "Group tracks by node or display them as plain list."
msgstr "노드 별로 트랙을 묶어서 보거나, 묶지 않고 나열해서 볼 수 있습니다."
#: editor/animation_track_editor.cpp
msgid "Snap:"
msgstr "스냅:"
#: editor/animation_track_editor.cpp
msgid "Animation step value."
msgstr "애니메이션 단계 값."
#: editor/animation_track_editor.cpp
msgid "Seconds"
msgstr "초"
#: editor/animation_track_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "FPS"
msgstr "초당 프레임"
#: editor/animation_track_editor.cpp editor/editor_plugin_settings.cpp
#: editor/editor_resource_picker.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
#: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp editor/property_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Edit"
msgstr "편집"
#: editor/animation_track_editor.cpp
msgid "Animation properties."
msgstr "애니메이션 속성."
#: editor/animation_track_editor.cpp
msgid "Copy Tracks"
msgstr "트랙 복사"
#: editor/animation_track_editor.cpp
msgid "Scale Selection"
msgstr "선택 항목 스케일 조절"
#: editor/animation_track_editor.cpp
msgid "Scale From Cursor"
msgstr "커서 위치에서 스케일 조절"
#: editor/animation_track_editor.cpp editor/plugins/script_text_editor.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Duplicate Selection"
msgstr "선택 항목 복제"
#: editor/animation_track_editor.cpp
msgid "Duplicate Transposed"
msgstr "선택된 트랙에 복제"
#: editor/animation_track_editor.cpp
msgid "Delete Selection"
msgstr "선택 항목 삭제"
#: editor/animation_track_editor.cpp
msgid "Go to Next Step"
msgstr "다음 단계로 이동"
#: editor/animation_track_editor.cpp
msgid "Go to Previous Step"
msgstr "이전 단계로 이동"
#: editor/animation_track_editor.cpp
msgid "Apply Reset"
msgstr "재설정 적용"
#: editor/animation_track_editor.cpp
msgid "Optimize Animation"
msgstr "애니메이션 최적화"
#: editor/animation_track_editor.cpp
msgid "Clean-Up Animation"
msgstr "애니메이션 정리"
#: editor/animation_track_editor.cpp
msgid "Pick the node that will be animated:"
msgstr "애니메이션을 줄 노드를 선택하세요:"
#: editor/animation_track_editor.cpp
msgid "Use Bezier Curves"
msgstr "베지어 곡선 사용"
#: editor/animation_track_editor.cpp
msgid "Create RESET Track(s)"
msgstr "재설정 트랙 만들기"
#: editor/animation_track_editor.cpp
msgid "Anim. Optimizer"
msgstr "애니메이션 최적화"
#: editor/animation_track_editor.cpp
msgid "Max. Linear Error:"
msgstr "최대 선형 오류:"
#: editor/animation_track_editor.cpp
msgid "Max. Angular Error:"
msgstr "최대 각도 오류:"
#: editor/animation_track_editor.cpp
msgid "Max Optimizable Angle:"
msgstr "최적화 가능한 최대 각도:"
#: editor/animation_track_editor.cpp
msgid "Optimize"
msgstr "최적화"
#: editor/animation_track_editor.cpp
msgid "Remove invalid keys"
msgstr "잘못된 키 제거"
#: editor/animation_track_editor.cpp
msgid "Remove unresolved and empty tracks"
msgstr "해결되지 않고 빈 트랙 제거"
#: editor/animation_track_editor.cpp
msgid "Clean-up all animations"
msgstr "모든 애니메이션 정리"
#: editor/animation_track_editor.cpp
msgid "Clean-Up Animation(s) (NO UNDO!)"
msgstr "애니메이션 정리 (되돌릴 수 없습니다!)"
#: editor/animation_track_editor.cpp
msgid "Clean-Up"
msgstr "정리"
#: editor/animation_track_editor.cpp
msgid "Scale Ratio:"
msgstr "스케일 비율:"
#: editor/animation_track_editor.cpp
msgid "Select Tracks to Copy"
msgstr "복사할 트랙 선택"
#: editor/animation_track_editor.cpp editor/editor_log.cpp
#: editor/editor_resource_picker.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp
#: editor/scene_tree_dock.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Copy"
msgstr "복사"
#: editor/animation_track_editor.cpp
msgid "Select All/None"
msgstr "모두 선택/해제"
#: editor/animation_track_editor_plugins.cpp
msgid "Add Audio Track Clip"
msgstr "오디오 트랙 클립 추가"
#: editor/animation_track_editor_plugins.cpp
msgid "Change Audio Track Clip Start Offset"
msgstr "오디오 트랙 클립 시작 오프셋 바꾸기"
#: editor/animation_track_editor_plugins.cpp
msgid "Change Audio Track Clip End Offset"
msgstr "오디오 트랙 클립 종료 오프셋 바꾸기"
#: editor/array_property_edit.cpp
msgid "Resize Array"
msgstr "배열 크기 바꾸기"
#: editor/array_property_edit.cpp
msgid "Change Array Value Type"
msgstr "배열 값 타입 바꾸기"
#: editor/array_property_edit.cpp
msgid "Change Array Value"
msgstr "배열 값 바꾸기"
#: editor/code_editor.cpp
msgid "Go to Line"
msgstr "행으로 이동"
#: editor/code_editor.cpp
msgid "Line Number:"
msgstr "행 번호:"
#: editor/code_editor.cpp
msgid "%d replaced."
msgstr "%d개 찾아 바꿈."
#: editor/code_editor.cpp editor/editor_help.cpp
msgid "%d match."
msgstr "%d개 일치."
#: editor/code_editor.cpp editor/editor_help.cpp
msgid "%d matches."
msgstr "%d개 일치."
#: editor/code_editor.cpp editor/find_in_files.cpp
msgid "Match Case"
msgstr "대소문자 구분"
#: editor/code_editor.cpp editor/find_in_files.cpp
msgid "Whole Words"
msgstr "단어 단위로"
#: editor/code_editor.cpp
msgid "Replace"
msgstr "바꾸기"
#: editor/code_editor.cpp
msgid "Replace All"
msgstr "모두 바꾸기"
#: editor/code_editor.cpp
msgid "Selection Only"
msgstr "선택 영역만"
#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp
#: editor/plugins/text_editor.cpp
msgid "Standard"
msgstr "표준"
#: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp
msgid "Toggle Scripts Panel"
msgstr "스크립트 패널 토글"
#: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom In"
msgstr "줌 인"
#: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom Out"
msgstr "줌 아웃"
#: editor/code_editor.cpp
msgid "Reset Zoom"
msgstr "줌 재설정"
#: editor/code_editor.cpp
msgid "Warnings"
msgstr "경고"
#: editor/code_editor.cpp
msgid "Line and column numbers."
msgstr "행 및 열 번호."
#: editor/connections_dialog.cpp
msgid "Method in target node must be specified."
msgstr "대상 노드에 있는 메서드는 반드시 지정해야 합니다."
#: editor/connections_dialog.cpp
msgid "Method name must be a valid identifier."
msgstr "메서드 이름은 올바른 식별자여야 합니다."
#: editor/connections_dialog.cpp
msgid ""
"Target method not found. Specify a valid method or attach a script to the "
"target node."
msgstr ""
"대상 메서드를 찾을 수 없습니다. 올바른 메서드를 지정하거나 대상 노드에 스크립"
"트를 붙여보세요."
#: editor/connections_dialog.cpp
msgid "Connect to Node:"
msgstr "이 노드에 연결:"
#: editor/connections_dialog.cpp
msgid "Connect to Script:"
msgstr "이 스크립트에 연결:"
#: editor/connections_dialog.cpp
msgid "From Signal:"
msgstr "이 시그널에서:"
#: editor/connections_dialog.cpp
msgid "Scene does not contain any script."
msgstr "씬에 스크립트가 없습니다."
#: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp
#: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp
msgid "Add"
msgstr "추가"
#: editor/connections_dialog.cpp editor/dependency_editor.cpp
#: editor/groups_editor.cpp editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp
msgid "Remove"
msgstr "제거"
#: editor/connections_dialog.cpp
msgid "Add Extra Call Argument:"
msgstr "별도의 호출 인수 추가:"
#: editor/connections_dialog.cpp
msgid "Extra Call Arguments:"
msgstr "별도의 호출 인수:"
#: editor/connections_dialog.cpp
msgid "Receiver Method:"
msgstr "받는 메서드:"
#: editor/connections_dialog.cpp
msgid "Advanced"
msgstr "고급"
#: editor/connections_dialog.cpp
msgid "Deferred"
msgstr "지연"
#: editor/connections_dialog.cpp
msgid ""
"Defers the signal, storing it in a queue and only firing it at idle time."
msgstr ""
"시그널을 지연합니다. 지연된 시그널은 큐에 보관되었다가 대기 상태가 되면 발생"
"됩니다."
#: editor/connections_dialog.cpp
msgid "Oneshot"
msgstr "1회"
#: editor/connections_dialog.cpp
msgid "Disconnects the signal after its first emission."
msgstr "시그널이 처음 발생된 이후 시그널의 연결을 끊습니다."
#: editor/connections_dialog.cpp
msgid "Cannot connect signal"
msgstr "시그널을 연결할 수 없음"
#: editor/connections_dialog.cpp editor/dependency_editor.cpp
#: editor/export_template_manager.cpp editor/groups_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
#: editor/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 "닫기"
#: editor/connections_dialog.cpp
msgid "Connect"
msgstr "연결"
#: editor/connections_dialog.cpp
msgid "Signal:"
msgstr "시그널:"
#: editor/connections_dialog.cpp
msgid "Connect '%s' to '%s'"
msgstr "'%s'을(를) '%s'에 연결"
#: editor/connections_dialog.cpp
msgid "Disconnect '%s' from '%s'"
msgstr "'%s'을(를) '%s'에서 연결 끊기"
#: editor/connections_dialog.cpp
msgid "Disconnect all from signal: '%s'"
msgstr "모두 시그널에서 연결 끊기: '%s'"
#: editor/connections_dialog.cpp
msgid "Connect..."
msgstr "연결..."
#: editor/connections_dialog.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Disconnect"
msgstr "연결 끊기"
#: editor/connections_dialog.cpp
msgid "Connect a Signal to a Method"
msgstr "시그널을 메서드에 연결"
#: editor/connections_dialog.cpp
msgid "Edit Connection:"
msgstr "연결 변경:"
#: editor/connections_dialog.cpp
msgid "Are you sure you want to remove all connections from the \"%s\" signal?"
msgstr "\"%s\" 시그널의 모든 연결을 제거하시겠습니까?"
#: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp
msgid "Signals"
msgstr "시그널"
#: editor/connections_dialog.cpp
msgid "Filter signals"
msgstr "시그널 필터"
#: editor/connections_dialog.cpp
msgid "Are you sure you want to remove all connections from this signal?"
msgstr "이 시그널의 모든 연결을 제거하시겠습니까?"
#: editor/connections_dialog.cpp
msgid "Disconnect All"
msgstr "연결 모두 끊기"
#: editor/connections_dialog.cpp
msgid "Edit..."
msgstr "편집..."
#: editor/connections_dialog.cpp
msgid "Go to Method"
msgstr "메서드로 이동"
#: editor/create_dialog.cpp
msgid "Change %s Type"
msgstr "%s 타입 바꾸기"
#: editor/create_dialog.cpp editor/project_settings_editor.cpp
msgid "Change"
msgstr "바꾸기"
#: editor/create_dialog.cpp
msgid "Create New %s"
msgstr "새 %s 만들기"
#: editor/create_dialog.cpp editor/plugins/asset_library_editor_plugin.cpp
msgid "No results for \"%s\"."
msgstr "\"%s\"에 대한 결과가 없습니다."
#: editor/create_dialog.cpp editor/property_selector.cpp
msgid "No description available for %s."
msgstr "%s의 사용 가능한 설명이 없습니다."
#: editor/create_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp
msgid "Favorites:"
msgstr "즐겨찾기:"
#: editor/create_dialog.cpp editor/editor_file_dialog.cpp
msgid "Recent:"
msgstr "최근 기록:"
#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp editor/rename_dialog.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search:"
msgstr "검색:"
#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Matches:"
msgstr "일치함:"
#: editor/create_dialog.cpp editor/editor_feature_profile.cpp
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Description:"
msgstr "설명:"
#: editor/dependency_editor.cpp
msgid "Search Replacement For:"
msgstr "바꿀 대상 찾기:"
#: editor/dependency_editor.cpp
msgid "Dependencies For:"
msgstr "종속 관계:"
#: editor/dependency_editor.cpp
msgid ""
"Scene '%s' is currently being edited.\n"
"Changes will only take effect when reloaded."
msgstr ""
"씬 '%s'이(가) 현재 편집되고 있습니다.\n"
"변경사항은 다시 불러온 뒤에 반영됩니다."
#: editor/dependency_editor.cpp
msgid ""
"Resource '%s' is in use.\n"
"Changes will only take effect when reloaded."
msgstr ""
"리소스 '%s'이(가) 현재 사용 중입니다.\n"
"변경사항은 다시 불러온 뒤에 반영됩니다."
#: editor/dependency_editor.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Dependencies"
msgstr "종속 관계"
#: editor/dependency_editor.cpp editor/editor_resource_picker.cpp
msgid "Resource"
msgstr "리소스"
#: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp
#: editor/project_manager.cpp editor/project_settings_editor.cpp
msgid "Path"
msgstr "경로"
#: editor/dependency_editor.cpp
msgid "Dependencies:"
msgstr "종속 관계:"
#: editor/dependency_editor.cpp
msgid "Fix Broken"
msgstr "망가진 부분 고치기"
#: editor/dependency_editor.cpp
msgid "Dependency Editor"
msgstr "종속 관계 에디터"
#: editor/dependency_editor.cpp
msgid "Search Replacement Resource:"
msgstr "대체 리소스 검색:"
#: editor/dependency_editor.cpp editor/editor_file_dialog.cpp
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: editor/script_create_dialog.cpp
#: modules/visual_script/visual_script_property_selector.cpp
#: scene/gui/file_dialog.cpp
msgid "Open"
msgstr "열기"
#: editor/dependency_editor.cpp
msgid "Owners Of:"
msgstr "소유자:"
#: editor/dependency_editor.cpp
msgid ""
"Remove the selected files from the project? (Cannot be undone.)\n"
"Depending on your filesystem configuration, the files will either be moved "
"to the system trash or deleted permanently."
msgstr ""
"프로젝트에서 선택된 파일을 제거하시겠습니까? (되돌릴 수 없습니다.)\n"
"파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니"
"다."
#: editor/dependency_editor.cpp
msgid ""
"The files being removed are required by other resources in order for them to "
"work.\n"
"Remove them anyway? (Cannot be undone.)\n"
"Depending on your filesystem configuration, the files will either be moved "
"to the system trash or deleted permanently."
msgstr ""
"제거하려는 파일은 다른 리소스가 동작하기 위해 필요합니다.\n"
"무시하고 제거하시겠습니까? (되돌릴 수 없습니다.)\n"
"파일시스템 구성에 따라 파일은 시스템 휴지통으로 이동되거나 완전히 삭제됩니다."
#: editor/dependency_editor.cpp
msgid "Cannot remove:"
msgstr "제거할 수 없음:"
#: editor/dependency_editor.cpp
msgid "Error loading:"
msgstr "불러오기 오류:"
#: editor/dependency_editor.cpp
msgid "Load failed due to missing dependencies:"
msgstr "종속 관계가 누락되어서 불러오기에 실패함:"
#: editor/dependency_editor.cpp editor/editor_node.cpp
msgid "Open Anyway"
msgstr "무시하고 열기"
#: editor/dependency_editor.cpp
msgid "Which action should be taken?"
msgstr "어떤 작업을 하시겠습니까?"
#: editor/dependency_editor.cpp
msgid "Fix Dependencies"
msgstr "종속 관계 고치기"
#: editor/dependency_editor.cpp
msgid "Errors loading!"
msgstr "불러오기 오류!"
#: editor/dependency_editor.cpp
msgid "Permanently delete %d item(s)? (No undo!)"
msgstr "%d개의 항목을 영구적으로 삭제할까요? (되돌릴 수 없습니다!)"
#: editor/dependency_editor.cpp
msgid "Show Dependencies"
msgstr "종속 관계 보이기"
#: editor/dependency_editor.cpp
msgid "Orphan Resource Explorer"
msgstr "미사용 리소스 탐색기"
#: editor/dependency_editor.cpp editor/editor_audio_buses.cpp
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/plugins/item_list_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp
#: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp
msgid "Delete"
msgstr "삭제"
#: editor/dependency_editor.cpp
msgid "Owns"
msgstr "소유함"
#: editor/dependency_editor.cpp
msgid "Resources Without Explicit Ownership:"
msgstr "명확한 소유 관계가 없는 리소스:"
#: editor/dictionary_property_edit.cpp
msgid "Change Dictionary Key"
msgstr "딕셔너리 키 바꾸기"
#: editor/dictionary_property_edit.cpp
msgid "Change Dictionary Value"
msgstr "딕셔너리 값 바꾸기"
#: editor/editor_about.cpp
msgid "Thanks from the Godot community!"
msgstr "Godot 커뮤니티에서 감사드립니다!"
#: editor/editor_about.cpp editor/editor_node.cpp editor/project_manager.cpp
msgid "Click to copy."
msgstr "클릭하여 복사합니다."
#: editor/editor_about.cpp
msgid "Godot Engine contributors"
msgstr "Godot Engine 기여자"
#: editor/editor_about.cpp
msgid "Project Founders"
msgstr "프로젝트 창립자"
#: editor/editor_about.cpp
msgid "Lead Developer"
msgstr "리드 개발자"
#. TRANSLATORS: This refers to a job title.
#. The trailing space is used to distinguish with the project list application,
#. you do not have to keep it in your translation.
#: editor/editor_about.cpp
msgid "Project Manager "
msgstr "프로젝트 매니저 "
#: editor/editor_about.cpp
msgid "Developers"
msgstr "개발자"
#: editor/editor_about.cpp
msgid "Authors"
msgstr "저자"
#: editor/editor_about.cpp
msgid "Platinum Sponsors"
msgstr "플래티넘 스폰서"
#: editor/editor_about.cpp
msgid "Gold Sponsors"
msgstr "골드 스폰서"
#: editor/editor_about.cpp
msgid "Silver Sponsors"
msgstr "실버 스폰서"
#: editor/editor_about.cpp
msgid "Bronze Sponsors"
msgstr "브론즈 스폰서"
#: editor/editor_about.cpp
msgid "Mini Sponsors"
msgstr "미니 스폰서"
#: editor/editor_about.cpp
msgid "Gold Donors"
msgstr "골드 기부자"
#: editor/editor_about.cpp
msgid "Silver Donors"
msgstr "실버 기부자"
#: editor/editor_about.cpp
msgid "Bronze Donors"
msgstr "브론즈 기부자"
#: editor/editor_about.cpp
msgid "Donors"
msgstr "기부자"
#: editor/editor_about.cpp
msgid "License"
msgstr "라이선스"
#: editor/editor_about.cpp
msgid "Third-party Licenses"
msgstr "제 3자 라이선스"
#: editor/editor_about.cpp
msgid ""
"Godot Engine relies on a number of third-party free and open source "
"libraries, all compatible with the terms of its MIT license. The following "
"is an exhaustive list of all such third-party components with their "
"respective copyright statements and license terms."
msgstr ""
"Godot Engine은 MIT 라이선스와 호환되는 수많은 제 3자 자유 오픈소스 라이브러리"
"에 의존합니다. 다음은 그러한 제 3자 구성 요소의 전체 목록과 이에 대응하는 저"
"작권 선언문 및 라이선스입니다."
#: editor/editor_about.cpp
msgid "All Components"
msgstr "모든 구성 요소"
#: editor/editor_about.cpp
msgid "Components"
msgstr "구성 요소"
#: editor/editor_about.cpp
msgid "Licenses"
msgstr "라이선스"
#: editor/editor_asset_installer.cpp
msgid "Error opening asset file for \"%s\" (not in ZIP format)."
msgstr "\"%s\"에 대한 애셋 파일을 여는 중 오류 (ZIP 형식이 아닙니다)."
#: editor/editor_asset_installer.cpp
msgid "%s (already exists)"
msgstr "%s (이미 있습니다)"
#: editor/editor_asset_installer.cpp
msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:"
msgstr "애셋 \"%s\"의 콘텐츠 - 파일 %d개가 프로젝트와 충돌합니다:"
#: editor/editor_asset_installer.cpp
msgid "Contents of asset \"%s\" - No files conflict with your project:"
msgstr "애셋 \"%s\"의 콘텐츠 - 프로젝트와 충돌하는 파일이 없습니다:"
#: editor/editor_asset_installer.cpp
msgid "Uncompressing Assets"
msgstr "애셋 압축 풀기"
#: editor/editor_asset_installer.cpp
msgid "The following files failed extraction from asset \"%s\":"
msgstr "다음 파일을 애셋에서 압축 푸는 데 실패함:"
#: editor/editor_asset_installer.cpp
msgid "(and %s more files)"
msgstr "(및 더 많은 파일 %s개)"
#: editor/editor_asset_installer.cpp
msgid "Asset \"%s\" installed successfully!"
msgstr "애셋 \"%s\"를 성공적으로 설치했습니다!"
#: editor/editor_asset_installer.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Success!"
msgstr "성공!"
#: editor/editor_asset_installer.cpp editor/editor_node.cpp
msgid "Install"
msgstr "설치"
#: editor/editor_asset_installer.cpp
msgid "Asset Installer"
msgstr "애셋 인스톨러"
#: editor/editor_audio_buses.cpp
msgid "Speakers"
msgstr "스피커"
#: editor/editor_audio_buses.cpp
msgid "Add Effect"
msgstr "이펙트 추가"
#: editor/editor_audio_buses.cpp
msgid "Rename Audio Bus"
msgstr "오디오 버스 이름 바꾸기"
#: editor/editor_audio_buses.cpp
msgid "Change Audio Bus Volume"
msgstr "오디오 버스 볼륨 바꾸기"
#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Solo"
msgstr "오디오 버스 솔로 토글"
#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Mute"
msgstr "오디오 버스 음소거 토글"
#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Bypass Effects"
msgstr "오디오 버스 바이패스 이펙트 토글"
#: editor/editor_audio_buses.cpp
msgid "Select Audio Bus Send"
msgstr "오디오 버스 전송 선택"
#: editor/editor_audio_buses.cpp
msgid "Add Audio Bus Effect"
msgstr "오디오 버스 이펙트 추가"
#: editor/editor_audio_buses.cpp
msgid "Move Bus Effect"
msgstr "버스 이펙트 이동"
#: editor/editor_audio_buses.cpp
msgid "Delete Bus Effect"
msgstr "버스 이펙트 삭제"
#: editor/editor_audio_buses.cpp
msgid "Drag & drop to rearrange."
msgstr "드래그 & 드롭으로 다시 정렬합니다."
#: editor/editor_audio_buses.cpp
msgid "Solo"
msgstr "솔로"
#: editor/editor_audio_buses.cpp
msgid "Mute"
msgstr "음소거"
#: editor/editor_audio_buses.cpp
msgid "Bypass"
msgstr "바이패스"
#: editor/editor_audio_buses.cpp
msgid "Bus Options"
msgstr "버스 옵션"
#: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp
#: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Duplicate"
msgstr "복제"
#: editor/editor_audio_buses.cpp
msgid "Reset Volume"
msgstr "볼륨 재설정"
#: editor/editor_audio_buses.cpp
msgid "Delete Effect"
msgstr "이펙트 삭제"
#: editor/editor_audio_buses.cpp
msgid "Audio"
msgstr "오디오"
#: editor/editor_audio_buses.cpp
msgid "Add Audio Bus"
msgstr "오디오 버스 추가"
#: editor/editor_audio_buses.cpp
msgid "Master bus can't be deleted!"
msgstr "마스터 버스는 삭제할 수 없습니다!"
#: editor/editor_audio_buses.cpp
msgid "Delete Audio Bus"
msgstr "오디오 버스 삭제"
#: editor/editor_audio_buses.cpp
msgid "Duplicate Audio Bus"
msgstr "오디오 버스 복제"
#: editor/editor_audio_buses.cpp
msgid "Reset Bus Volume"
msgstr "버스 볼륨 재설정"
#: editor/editor_audio_buses.cpp
msgid "Move Audio Bus"
msgstr "오디오 버스 이동"
#: editor/editor_audio_buses.cpp
msgid "Save Audio Bus Layout As..."
msgstr "오디오 버스 레이아웃을 다른 이름으로 저장..."
#: editor/editor_audio_buses.cpp
msgid "Location for New Layout..."
msgstr "새 레이아웃을 저장할 위치..."
#: editor/editor_audio_buses.cpp
msgid "Open Audio Bus Layout"
msgstr "오디오 버스 레이아웃 열기"
#: editor/editor_audio_buses.cpp
msgid "There is no '%s' file."
msgstr "'%s' 파일이 없습니다."
#: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp
msgid "Layout"
msgstr "레이아웃"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
msgstr "잘못된 파일. 오디오 버스 레이아웃이 아닙니다."
#: editor/editor_audio_buses.cpp
msgid "Error saving file: %s"
msgstr "파일 저장 중 오류: %s"
#: editor/editor_audio_buses.cpp
msgid "Add Bus"
msgstr "버스 추가"
#: editor/editor_audio_buses.cpp
msgid "Add a new Audio Bus to this layout."
msgstr "이 레이아웃에 새 오디오 버스를 추가합니다."
#: editor/editor_audio_buses.cpp editor/editor_resource_picker.cpp
#: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp
#: editor/script_create_dialog.cpp
msgid "Load"
msgstr "불러오기"
#: editor/editor_audio_buses.cpp
msgid "Load an existing Bus Layout."
msgstr "기존에 있던 버스 레이아웃을 불러옵니다."
#: editor/editor_audio_buses.cpp
msgid "Save As"
msgstr "다른 이름으로 저장"
#: editor/editor_audio_buses.cpp
msgid "Save this Bus Layout to a file."
msgstr "이 버스 레이아웃을 파일로 저장합니다."
#: editor/editor_audio_buses.cpp editor/import_dock.cpp
msgid "Load Default"
msgstr "디폴트 불러오기"
#: editor/editor_audio_buses.cpp
msgid "Load the default Bus Layout."
msgstr "디폴트 버스 레이아웃을 불러옵니다."
#: editor/editor_audio_buses.cpp
msgid "Create a new Bus Layout."
msgstr "새로운 버스 레이아웃을 만듭니다."
#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
msgstr "올바르지 않은 이름입니다."
#: editor/editor_autoload_settings.cpp
msgid "Valid characters:"
msgstr "올바른 문자:"
#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing engine class name."
msgstr "엔진에 이미 있는 클래스 이름과 겹치지 않아야 합니다."
#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing built-in type name."
msgstr "기존 내장 타입과 이름과 겹치지 않아야 합니다."
#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing global constant name."
msgstr "전역 상수와 이름이 겹치지 않아야 합니다."
#: editor/editor_autoload_settings.cpp
msgid "Keyword cannot be used as an autoload name."
msgstr "키워드를 오토로드 이름으로 사용할 수 없습니다."
#: editor/editor_autoload_settings.cpp
msgid "Autoload '%s' already exists!"
msgstr "오토로드 '%s'이(가) 이미 있습니다!"
#: editor/editor_autoload_settings.cpp
msgid "Rename Autoload"
msgstr "오토로드 이름 바꾸기"
#: editor/editor_autoload_settings.cpp
msgid "Toggle AutoLoad Globals"
msgstr "전역 오토로드 토글"
#: editor/editor_autoload_settings.cpp
msgid "Move Autoload"
msgstr "오토로드 이동"
#: editor/editor_autoload_settings.cpp
msgid "Remove Autoload"
msgstr "오토로드 제거"
#: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp
msgid "Enable"
msgstr "활성화"
#: editor/editor_autoload_settings.cpp
msgid "Rearrange Autoloads"
msgstr "오토로드 다시 정렬"
#: editor/editor_autoload_settings.cpp
msgid "Can't add autoload:"
msgstr "오토로드를 추가할 수 없음:"
#: editor/editor_autoload_settings.cpp
msgid "%s is an invalid path. File does not exist."
msgstr "%s는 잘못된 경로입니다. 파일이 존재하지 않습니다."
#: editor/editor_autoload_settings.cpp
msgid "%s is an invalid path. Not in resource path (res://)."
msgstr "%s는 잘못된 경로입니다. 리소스 경로(res://)에 있지 않습니다."
#: editor/editor_autoload_settings.cpp
msgid "Add AutoLoad"
msgstr "오토로드 추가"
#: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp
#: editor/editor_plugin_settings.cpp
#: editor/plugins/animation_tree_editor_plugin.cpp
#: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp
msgid "Path:"
msgstr "경로:"
#: editor/editor_autoload_settings.cpp
msgid "Node Name:"
msgstr "노드 이름:"
#: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp
#: editor/editor_plugin_settings.cpp editor/editor_profiler.cpp
#: editor/project_manager.cpp editor/settings_config_dialog.cpp
msgid "Name"
msgstr "이름"
#: editor/editor_autoload_settings.cpp
msgid "Global Variable"
msgstr "전역 변수"
#: editor/editor_data.cpp
msgid "Paste Params"
msgstr "매개변수 붙여넣기"
#: editor/editor_data.cpp
msgid "Updating Scene"
msgstr "씬 업데이트 중"
#: editor/editor_data.cpp
msgid "Storing local changes..."
msgstr "로컬 변경사항을 저장하는 중..."
#: editor/editor_data.cpp
msgid "Updating scene..."
msgstr "씬 업데이트 중..."
#: editor/editor_data.cpp editor/editor_resource_picker.cpp
msgid "[empty]"
msgstr "[비었음]"
#: editor/editor_data.cpp
msgid "[unsaved]"
msgstr "[저장되지 않음]"
#: editor/editor_dir_dialog.cpp
msgid "Please select a base directory first."
msgstr "먼저 기본 디렉토리를 선택해주세요."
#: editor/editor_dir_dialog.cpp
msgid "Choose a Directory"
msgstr "디렉토리를 선택하세요"
#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp editor/project_manager.cpp
#: scene/gui/file_dialog.cpp
msgid "Create Folder"
msgstr "폴더 만들기"
#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp
#: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp
msgid "Name:"
msgstr "이름:"
#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp
msgid "Could not create folder."
msgstr "폴더를 만들 수 없습니다."
#: editor/editor_dir_dialog.cpp
msgid "Choose"
msgstr "선택"
#: editor/editor_export.cpp
msgid "Storing File:"
msgstr "저장하려는 파일:"
#: editor/editor_export.cpp
msgid "No export template found at the expected path:"
msgstr "예상 경로에서 내보내기 템플릿을 찾을 수 없습니다:"
#: editor/editor_export.cpp
msgid "Packing"
msgstr "패킹 중"
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC' texture compression for GLES2. Enable 'Import "
"Etc' in Project Settings."
msgstr ""
"대상 플랫폼에서 GLES2 용 'ETC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 "
"'Import Etc' 설정을 활성화하세요."
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC2' texture compression for GLES3. Enable "
"'Import Etc 2' in Project Settings."
msgstr ""
"대상 플랫폼에서 GLES3 용 'ETC2' 텍스처 압축이 필요합니다. 프로젝트 설정에서 "
"'Import Etc 2' 설정을 활성화하세요."
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC' texture compression for the driver fallback "
"to GLES2.\n"
"Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback "
"Enabled'."
msgstr ""
"대상 플랫폼에서 드라이버가 GLES2로 폴백하기 위해 'ETC' 텍스처 압축이 필요합니"
"다.\n"
"프로젝트 설정에서 'Import Etc' 설정을 활성화하거나, 'Driver Fallback "
"Enabled' 설정을 비활성화하세요."
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'PVRTC' texture compression for GLES2. Enable "
"'Import Pvrtc' in Project Settings."
msgstr ""
"대상 플랫폼에서 GLES2 용 'PVRTC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 "
"'Import Pvrt' 설정을 활성화하세요."
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC2' or 'PVRTC' texture compression for GLES3. "
"Enable 'Import Etc 2' or 'Import Pvrtc' in Project Settings."
msgstr ""
"대상 플랫폼은 GLES3 용 'ETC2'나 'PVRTC' 텍스처 압축이 필요합니다. 프로젝트 설"
"정에서 'Import Etc 2'나 'Import Pvrtc' 설정을 활성화하세요."
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'PVRTC' texture compression for the driver fallback "
"to GLES2.\n"
"Enable 'Import Pvrtc' in Project Settings, or disable 'Driver Fallback "
"Enabled'."
msgstr ""
"대상 플랫폼에서 드라이버가 GLES2로 폴백하기 위해 'PVRTC' 텍스처 압축이 필요합"
"니다.\n"
"프로젝트 설정에서 'Import Pvrtc' 설정을 활성화하거나, 'Driver Fallback "
"Enabled' 설정을 비활성화하세요."
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom debug template not found."
msgstr "커스텀 디버그 템플릿을 찾을 수 없습니다."
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom release template not found."
msgstr "커스텀 릴리스 템플릿을 찾을 수 없습니다."
#: editor/editor_export.cpp platform/javascript/export/export.cpp
msgid "Template file not found:"
msgstr "템플릿 파일을 찾을 수 없습니다:"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
msgstr "32비트 환경에서는 4 GiB보다 큰 내장 PCK를 내보낼 수 없습니다."
#: editor/editor_feature_profile.cpp
msgid "3D Editor"
msgstr "3D 에디터"
#: editor/editor_feature_profile.cpp
msgid "Script Editor"
msgstr "스크립트 에디터"
#: editor/editor_feature_profile.cpp
msgid "Asset Library"
msgstr "애셋 라이브러리"
#: editor/editor_feature_profile.cpp
msgid "Scene Tree Editing"
msgstr "씬 트리 편집"
#: editor/editor_feature_profile.cpp
msgid "Node Dock"
msgstr "노드 도킹"
#: editor/editor_feature_profile.cpp
msgid "FileSystem Dock"
msgstr "파일시스템 독"
#: editor/editor_feature_profile.cpp
msgid "Import Dock"
msgstr "독 불러오기"
#: editor/editor_feature_profile.cpp
msgid "Allows to view and edit 3D scenes."
msgstr "3D 씬을 보고 편집할 수 있게 합니다."
#: editor/editor_feature_profile.cpp
msgid "Allows to edit scripts using the integrated script editor."
msgstr "통합 스크립트 에디터를 사용해 스크립트를 편집할 수 있게 합니다."
#: editor/editor_feature_profile.cpp
msgid "Provides built-in access to the Asset Library."
msgstr "애셋 라이브러리에 내장 접근을 제공합니다."
#: editor/editor_feature_profile.cpp
msgid "Allows editing the node hierarchy in the Scene dock."
msgstr "씬 독에서 노드 계층 구조를 편집할 수 있게 합니다."
#: editor/editor_feature_profile.cpp
msgid ""
"Allows to work with signals and groups of the node selected in the Scene "
"dock."
msgstr "씬 독에서 선택된 노드의 신호와 그룹으로 동작할 수 있게 합니다."
#: editor/editor_feature_profile.cpp
msgid "Allows to browse the local file system via a dedicated dock."
msgstr "전용 독을 통해 로컬 파일 시스템을 탐색할 수 있게 합니다."
#: editor/editor_feature_profile.cpp
msgid ""
"Allows to configure import settings for individual assets. Requires the "
"FileSystem dock to function."
msgstr ""
"개별 애셋에 대한 불러오기 설정을 구성할 수 있게 합니다. 작동하려면 파일시스"
"템 독이 필요합니다."
#: editor/editor_feature_profile.cpp
msgid "(current)"
msgstr "(현재)"
#: editor/editor_feature_profile.cpp
msgid "(none)"
msgstr "(없음)"
#: editor/editor_feature_profile.cpp
msgid "Remove currently selected profile, '%s'? Cannot be undone."
msgstr "현재 선택된 프로필인 '%s'을 제거하시겠습니까? 되돌릴 수 없습니다."
#: editor/editor_feature_profile.cpp
msgid "Profile must be a valid filename and must not contain '.'"
msgstr "프로필 이름은 '.' 이 없는 올바른 파일 이름이어야 합니다"
#: editor/editor_feature_profile.cpp
msgid "Profile with this name already exists."
msgstr "이 이름으로 된 프로필이 이미 있습니다."
#: editor/editor_feature_profile.cpp
msgid "(Editor Disabled, Properties Disabled)"
msgstr "(에디터 비활성화됨, 속성 비활성화됨)"
#: editor/editor_feature_profile.cpp
msgid "(Properties Disabled)"
msgstr "(속성 비활성회됨)"
#: editor/editor_feature_profile.cpp
msgid "(Editor Disabled)"
msgstr "(에디터 비활성화됨)"
#: editor/editor_feature_profile.cpp
msgid "Class Options:"
msgstr "클래스 옵션:"
#: editor/editor_feature_profile.cpp
msgid "Enable Contextual Editor"
msgstr "상황별 에디터 활성화"
#: editor/editor_feature_profile.cpp
msgid "Class Properties:"
msgstr "클래스 속성:"
#: editor/editor_feature_profile.cpp
msgid "Main Features:"
msgstr "주요 기능:"
#: editor/editor_feature_profile.cpp
msgid "Nodes and Classes:"
msgstr "노드와 클래스:"
#: editor/editor_feature_profile.cpp
msgid "File '%s' format is invalid, import aborted."
msgstr "파일 '%s' 형식이 올바르지 않습니다. 불러오기를 중단합니다."
#: editor/editor_feature_profile.cpp
msgid ""
"Profile '%s' already exists. Remove it first before importing, import "
"aborted."
msgstr ""
"프로필 '%s'이(가) 이미 있습니다. 불러오기 전에 이미 있는 프로필을 먼저 제거하"
"세요. 불러오기를 중단합니다."
#: editor/editor_feature_profile.cpp
msgid "Error saving profile to path: '%s'."
msgstr "프로필을 경로에 저장하는 중 오류: '%s'."
#: editor/editor_feature_profile.cpp
msgid "Reset to Default"
msgstr "디폴트로 재설정"
#: editor/editor_feature_profile.cpp
msgid "Current Profile:"
msgstr "현재 프로필:"
#: editor/editor_feature_profile.cpp
msgid "Create Profile"
msgstr "프로필 만들기"
#: editor/editor_feature_profile.cpp
msgid "Remove Profile"
msgstr "프로필 제거"
#: editor/editor_feature_profile.cpp
msgid "Available Profiles:"
msgstr "사용 가능한 프로필:"
#: editor/editor_feature_profile.cpp
msgid "Make Current"
msgstr "현재 프로필로 설정"
#: editor/editor_feature_profile.cpp editor/editor_node.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp
msgid "Import"
msgstr "불러오기"
#: editor/editor_feature_profile.cpp editor/project_export.cpp
msgid "Export"
msgstr "내보내기"
#: editor/editor_feature_profile.cpp
msgid "Configure Selected Profile:"
msgstr "선택된 프로필 구성:"
#: editor/editor_feature_profile.cpp
msgid "Extra Options:"
msgstr "별도의 옵션:"
#: editor/editor_feature_profile.cpp
msgid "Create or import a profile to edit available classes and properties."
msgstr "사용 가능한 클래스와 속성을 편집하려면 프로필을 만들거나 불러오세요."
#: editor/editor_feature_profile.cpp
msgid "New profile name:"
msgstr "새 프로필 이름:"
#: editor/editor_feature_profile.cpp
msgid "Godot Feature Profile"
msgstr "Godot 기능 프로필"
#: editor/editor_feature_profile.cpp
msgid "Import Profile(s)"
msgstr "프로필 불러오기"
#: editor/editor_feature_profile.cpp
msgid "Export Profile"
msgstr "프로필 내보내기"
#: editor/editor_feature_profile.cpp
msgid "Manage Editor Feature Profiles"
msgstr "에디터 기능 프로필 관리"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select Current Folder"
msgstr "현재 폴더 선택"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "File exists, overwrite?"
msgstr "파일이 존재합니다. 덮어쓰시겠습니까?"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select This Folder"
msgstr "이 폴더 선택"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "Copy Path"
msgstr "경로 복사"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "Open in File Manager"
msgstr "파일 매니저에서 열기"
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/project_manager.cpp
msgid "Show in File Manager"
msgstr "파일 매니저에서 보기"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "New Folder..."
msgstr "새 폴더..."
#: editor/editor_file_dialog.cpp editor/find_in_files.cpp
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Refresh"
msgstr "새로고침"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "All Recognized"
msgstr "인식 가능한 모든 파일"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "All Files (*)"
msgstr "모든 파일 (*)"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a File"
msgstr "파일 열기"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open File(s)"
msgstr "여러 파일 열기"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a Directory"
msgstr "디렉토리 열기"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a File or Directory"
msgstr "디렉토리 또는 파일 열기"
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/editor_resource_picker.cpp editor/import_defaults_editor.cpp
#: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp scene/gui/file_dialog.cpp
msgid "Save"
msgstr "저장"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Save a File"
msgstr "파일로 저장"
#: editor/editor_file_dialog.cpp
msgid "Go Back"
msgstr "뒤로"
#: editor/editor_file_dialog.cpp
msgid "Go Forward"
msgstr "앞으로"
#: editor/editor_file_dialog.cpp
msgid "Go Up"
msgstr "상위로"
#: editor/editor_file_dialog.cpp
msgid "Toggle Hidden Files"
msgstr "숨김 파일 토글"
#: editor/editor_file_dialog.cpp
msgid "Toggle Favorite"
msgstr "즐겨찾기 토글"
#: editor/editor_file_dialog.cpp
msgid "Toggle Mode"
msgstr "모드 토글"
#: editor/editor_file_dialog.cpp
msgid "Focus Path"
msgstr "경로 포커스"
#: editor/editor_file_dialog.cpp
msgid "Move Favorite Up"
msgstr "즐겨찾기 위로 이동"
#: editor/editor_file_dialog.cpp
msgid "Move Favorite Down"
msgstr "즐겨찾기 아래로 이동"
#: editor/editor_file_dialog.cpp
msgid "Go to previous folder."
msgstr "이전 폴더로 이동합니다."
#: editor/editor_file_dialog.cpp
msgid "Go to next folder."
msgstr "다음 폴더로 이동합니다."
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Go to parent folder."
msgstr "부모 폴더로 이동합니다."
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Refresh files."
msgstr "파일을 새로고침합니다."
#: editor/editor_file_dialog.cpp
msgid "(Un)favorite current folder."
msgstr "현재 폴더를 즐겨찾기 설정/즐겨찾기 해제합니다."
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Toggle the visibility of hidden files."
msgstr "숨긴 파일의 표시 여부를 토글합니다."
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "View items as a grid of thumbnails."
msgstr "항목을 바둑판 형식의 썸네일로 봅니다."
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "View items as a list."
msgstr "항목을 목록 형식으로 봅니다."
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Directories & Files:"
msgstr "디렉토리 & 파일:"
#: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp
#: editor/plugins/style_box_editor_plugin.cpp editor/rename_dialog.cpp
msgid "Preview:"
msgstr "미리보기:"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "File:"
msgstr "파일:"
#: editor/editor_file_system.cpp
msgid "ScanSources"
msgstr "소스 스캔중"
#: editor/editor_file_system.cpp
msgid ""
"There are multiple importers for different types pointing to file %s, import "
"aborted"
msgstr ""
"파일 %s을(를) 가리키고 있는 다른 타입의 여러 개의 임포터가 있으므로 가져오기"
"가 중단되었습니다"
#: editor/editor_file_system.cpp
msgid "(Re)Importing Assets"
msgstr "애셋 (다시) 불러오기"
#: editor/editor_help.cpp
msgid "Top"
msgstr "맨 위"
#: editor/editor_help.cpp
msgid "Class:"
msgstr "클래스:"
#: editor/editor_help.cpp editor/scene_tree_editor.cpp
#: editor/script_create_dialog.cpp
msgid "Inherits:"
msgstr "상속:"
#: editor/editor_help.cpp
msgid "Inherited by:"
msgstr "상속한 클래스:"
#: editor/editor_help.cpp
msgid "Description"
msgstr "설명"
#: editor/editor_help.cpp
msgid "Online Tutorials"
msgstr "온라인 튜토리얼"
#: editor/editor_help.cpp
msgid "Properties"
msgstr "속성"
#: editor/editor_help.cpp
msgid "override:"
msgstr "오버라이드:"
#: editor/editor_help.cpp
msgid "default:"
msgstr "디폴트:"
#: editor/editor_help.cpp
msgid "Methods"
msgstr "메서드"
#: editor/editor_help.cpp
msgid "Theme Properties"
msgstr "테마 속성들"
#: editor/editor_help.cpp
msgid "Enumerations"
msgstr "열거형"
#: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp
msgid "Constants"
msgstr "상수"
#: editor/editor_help.cpp
msgid "Property Descriptions"
msgstr "속성 설명"
#: editor/editor_help.cpp
msgid "(value)"
msgstr "(값)"
#: editor/editor_help.cpp
msgid ""
"There is currently no description for this property. Please help us by "
"[color=$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여"
"[/url][/color] 개선할 수 있도록 도와주세요!"
#: editor/editor_help.cpp
msgid "Method Descriptions"
msgstr "메서드 설명"
#: editor/editor_help.cpp
msgid ""
"There is currently no description for this method. Please help us by [color="
"$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"현재 이 메서드의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하"
"여[/url][/color] 개선할 수 있도록 도와주세요!"
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/plugins/script_editor_plugin.cpp
msgid "Search Help"
msgstr "도움말 검색"
#: editor/editor_help_search.cpp
msgid "Case Sensitive"
msgstr "대소문자 구분"
#: editor/editor_help_search.cpp
msgid "Show Hierarchy"
msgstr "계층 구조 보이기"
#: editor/editor_help_search.cpp
msgid "Display All"
msgstr "모두 표시"
#: editor/editor_help_search.cpp
msgid "Classes Only"
msgstr "클래스만"
#: editor/editor_help_search.cpp
msgid "Methods Only"
msgstr "메서드만 표시"
#: editor/editor_help_search.cpp
msgid "Signals Only"
msgstr "시그널만 표시"
#: editor/editor_help_search.cpp
msgid "Constants Only"
msgstr "상수만 표시"
#: editor/editor_help_search.cpp
msgid "Properties Only"
msgstr "속성만 표시"
#: editor/editor_help_search.cpp
msgid "Theme Properties Only"
msgstr "테마 속성만 표시"
#: editor/editor_help_search.cpp
msgid "Member Type"
msgstr "멤버 타입"
#: editor/editor_help_search.cpp
msgid "Class"
msgstr "클래스"
#: editor/editor_help_search.cpp
msgid "Method"
msgstr "메서드"
#: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp
msgid "Signal"
msgstr "시그널"
#: editor/editor_help_search.cpp
msgid "Constant"
msgstr "상수"
#: editor/editor_help_search.cpp
msgid "Property"
msgstr "속성"
#: editor/editor_help_search.cpp
msgid "Theme Property"
msgstr "테마 속성"
#: editor/editor_inspector.cpp editor/project_settings_editor.cpp
msgid "Property:"
msgstr "속성:"
#: editor/editor_inspector.cpp editor/scene_tree_dock.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Set %s"
msgstr "Set %s"
#: editor/editor_inspector.cpp
msgid "Set Multiple:"
msgstr "다수 설정:"
#: editor/editor_log.cpp
msgid "Output:"
msgstr "출력:"
#: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Copy Selection"
msgstr "선택 항목 복사"
#: editor/editor_log.cpp editor/editor_network_profiler.cpp
#: editor/editor_profiler.cpp editor/editor_resource_picker.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/property_editor.cpp editor/scene_tree_dock.cpp
#: editor/script_editor_debugger.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Clear"
msgstr "지우기"
#: editor/editor_log.cpp
msgid "Clear Output"
msgstr "출력 지우기"
#: editor/editor_network_profiler.cpp editor/editor_node.cpp
#: editor/editor_profiler.cpp
msgid "Stop"
msgstr "정지"
#: editor/editor_network_profiler.cpp editor/editor_profiler.cpp
#: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp
msgid "Start"
msgstr "시작"
#: editor/editor_network_profiler.cpp
msgid "%s/s"
msgstr "%s/s"
#: editor/editor_network_profiler.cpp
msgid "Down"
msgstr "아래"
#: editor/editor_network_profiler.cpp
msgid "Up"
msgstr "위"
#: editor/editor_network_profiler.cpp editor/editor_node.cpp
msgid "Node"
msgstr "노드"
#: editor/editor_network_profiler.cpp
msgid "Incoming RPC"
msgstr "수신 RPC"
#: editor/editor_network_profiler.cpp
msgid "Incoming RSET"
msgstr "수신 RSET"
#: editor/editor_network_profiler.cpp
msgid "Outgoing RPC"
msgstr "발신 RPC"
#: editor/editor_network_profiler.cpp
msgid "Outgoing RSET"
msgstr "발신 RSET"
#: editor/editor_node.cpp editor/project_manager.cpp
msgid "New Window"
msgstr "새 창"
#: editor/editor_node.cpp
msgid ""
"Spins when the editor window redraws.\n"
"Update Continuously is enabled, which can increase power usage. Click to "
"disable it."
msgstr ""
"에디터 창을 다시 그릴 때 회전합니다.\n"
"업데이트가 지속적으로 활성화되므로, 전력 사용량이 커질 수 있습니다. 이를 비활"
"성화하려면 클릭하세요."
#: editor/editor_node.cpp
msgid "Spins when the editor window redraws."
msgstr "에디터 창에 변화가 있을 때마다 회전합니다."
#: editor/editor_node.cpp
msgid "Imported resources can't be saved."
msgstr "불러온 리소스를 저장할 수 없습니다."
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
#: modules/gltf/editor_scene_exporter_gltf_plugin.cpp scene/gui/dialogs.cpp
msgid "OK"
msgstr "확인"
#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Error saving resource!"
msgstr "리소스 저장 중 오류!"
#: editor/editor_node.cpp
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
"Make it unique first."
msgstr ""
"이 리소스는 편집 중인 씬에 속한 것이 아니라서 저장할 수 없습니다. 저장하기 전"
"에 먼저 리소스를 유일하게 만드세요."
#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Save Resource As..."
msgstr "리소스를 다른 이름으로 저장..."
#: editor/editor_node.cpp
msgid "Can't open file for writing:"
msgstr "파일을 쓰기 모드로 열 수 없음:"
#: editor/editor_node.cpp
msgid "Requested file format unknown:"
msgstr "요청한 파일 형식을 알 수 없음:"
#: editor/editor_node.cpp
msgid "Error while saving."
msgstr "저장 중 오류."
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Can't open '%s'. The file could have been moved or deleted."
msgstr "'%s'을(를) 열 수 없습니다. 파일이 이동했거나 삭제되었을 수 있습니다."
#: editor/editor_node.cpp
msgid "Error while parsing '%s'."
msgstr "'%s' 구문 분석 중 오류."
#: editor/editor_node.cpp
msgid "Unexpected end of file '%s'."
msgstr "예기치 못한 '%s' 파일의 끝."
#: editor/editor_node.cpp
msgid "Missing '%s' or its dependencies."
msgstr "'%s' 또는 이것의 종속 항목이 누락되어 있습니다."
#: editor/editor_node.cpp
msgid "Error while loading '%s'."
msgstr "'%s' 불러오는 중 오류."
#: editor/editor_node.cpp
msgid "Saving Scene"
msgstr "씬 저장 중"
#: editor/editor_node.cpp
msgid "Analyzing"
msgstr "분석 중"
#: editor/editor_node.cpp
msgid "Creating Thumbnail"
msgstr "썸네일 만드는 중"
#: editor/editor_node.cpp
msgid "This operation can't be done without a tree root."
msgstr "이 작업은 트리 루트가 필요합니다."
#: editor/editor_node.cpp
msgid ""
"This scene can't be saved because there is a cyclic instancing inclusion.\n"
"Please resolve it and then attempt to save again."
msgstr ""
"이 씬에 순환 인스턴스화가 있어서 저장할 수 없습니다.\n"
"이를 해결한 후 다시 저장해보세요."
#: editor/editor_node.cpp
msgid ""
"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't "
"be satisfied."
msgstr ""
"씬을 저장할 수 없습니다. (인스턴스 또는 상속과 같은) 종속 관계를 성립할 수 없"
"는 것 같습니다."
#: editor/editor_node.cpp
#, fuzzy
msgid "Could not save one or more scenes!"
msgstr "변환된 텍스쳐를 저장할 수 없음:"
#: editor/editor_node.cpp
msgid "Save All Scenes"
msgstr "모든 씬 저장"
#: editor/editor_node.cpp editor/scene_tree_dock.cpp
msgid "Can't overwrite scene that is still open!"
msgstr "열려있는 씬은 덮어쓸 수 없습니다!"
#: editor/editor_node.cpp
msgid "Can't load MeshLibrary for merging!"
msgstr "병합할 메시 라이브러리를 불러올 수 없습니다!"
#: editor/editor_node.cpp
msgid "Error saving MeshLibrary!"
msgstr "메시 라이브러리 저장 중 오류!"
#: editor/editor_node.cpp
msgid "Can't load TileSet for merging!"
msgstr "병합할 타일셋을 불러올 수 없습니다!"
#: editor/editor_node.cpp
msgid "Error saving TileSet!"
msgstr "타일셋 저장 중 오류!"
#: editor/editor_node.cpp
msgid ""
"An error occurred while trying to save the editor layout.\n"
"Make sure the editor's user data path is writable."
msgstr ""
"에디터 레이아웃의 저장을 하려는 동안 오류가 발생했습니다.\n"
"에디터의 사용자 데이터 경로가 쓰기 가능한지 확인해주세요."
#: editor/editor_node.cpp
msgid ""
"Default editor layout overridden.\n"
"To restore the Default layout to its base settings, use the Delete Layout "
"option and delete the Default layout."
msgstr ""
"디폴트 에디터 레이아웃이 덮어 쓰여져 있습니다.\n"
"디폴트 레이아웃을 원래 설정으로 복원하려면, 레이아웃 삭제 옵션을 사용하여 디"
"폴트 레이아웃을 삭제하세요."
#: editor/editor_node.cpp
msgid "Layout name not found!"
msgstr "레이아웃 이름을 찾을 수 없습니다!"
#: editor/editor_node.cpp
msgid "Restored the Default layout to its base settings."
msgstr "디폴트 레이아웃을 기본 설정으로 복원하였습니다."
#: editor/editor_node.cpp
msgid ""
"This resource belongs to a scene that was imported, so it's not editable.\n"
"Please read the documentation relevant to importing scenes to better "
"understand this workflow."
msgstr ""
"이 리소스는 불러온 씬에 속한 리소스이므로 편집할 수 없습니다.\n"
"이 워크플로를 이해하려면 씬 불러오기(Importing Scenes)와 관련된 문서를 읽어주"
"세요."
#: editor/editor_node.cpp
msgid ""
"This resource belongs to a scene that was instanced or inherited.\n"
"Changes to it won't be kept when saving the current scene."
msgstr ""
"이 리소스는 인스턴스되거나 상속된 씬에 속해 있습니다.\n"
"현재 씬을 저장해도 리소스의 변경사항이 유지되지 않을 것입니다."
#: editor/editor_node.cpp
msgid ""
"This resource was imported, so it's not editable. Change its settings in the "
"import panel and then re-import."
msgstr ""
"이 리소스는 불러온 것이므로 편집할 수 없습니다. 불러오기 패널에서 설정을 변경"
"한 뒤 다시 불러오세요."
#: editor/editor_node.cpp
msgid ""
"This scene was imported, so changes to it won't be kept.\n"
"Instancing it or inheriting will allow making changes to it.\n"
"Please read the documentation relevant to importing scenes to better "
"understand this workflow."
msgstr ""
"이 씬은 불러온 것이므로 변경사항이 유지되지 않습니다.\n"
"이 씬을 인스턴스화하거나 상속하면 편집할 수 있습니다.\n"
"이 워크플로를 이해하려면 씬 불러오기(Importing Scenes)와 관련된 문서를 읽어주"
"세요."
#: editor/editor_node.cpp
msgid ""
"This is a remote object, so changes to it won't be kept.\n"
"Please read the documentation relevant to debugging to better understand "
"this workflow."
msgstr ""
"원격 오브젝트는 변경사항이 적용되지 않습니다.\n"
"이 워크플로를 이해하려면 디버깅(Debugging)과 관련된 문서를 읽어주세요."
#: editor/editor_node.cpp
msgid "There is no defined scene to run."
msgstr "실행할 씬이 정의되지 않았습니다."
#: editor/editor_node.cpp
msgid "Save scene before running..."
msgstr "씬을 실행하기 전에 저장..."
#: editor/editor_node.cpp
msgid "Could not start subprocess!"
msgstr "하위 프로세스를 시작할 수 없습니다!"
#: editor/editor_node.cpp editor/filesystem_dock.cpp
msgid "Open Scene"
msgstr "씬 열기"
#: editor/editor_node.cpp
msgid "Open Base Scene"
msgstr "기본 씬 열기"
#: editor/editor_node.cpp
msgid "Quick Open..."
msgstr "빠른 열기..."
#: editor/editor_node.cpp
msgid "Quick Open Scene..."
msgstr "빠른 씬 열기..."
#: editor/editor_node.cpp
msgid "Quick Open Script..."
msgstr "빠른 스크립트 열기..."
#: editor/editor_node.cpp
msgid "Save & Close"
msgstr "저장 & 닫기"
#: editor/editor_node.cpp
msgid "Save changes to '%s' before closing?"
msgstr "닫기 전에 '%s'에 변경사항을 저장하시겠습니까?"
#: editor/editor_node.cpp
msgid "%s no longer exists! Please specify a new save location."
msgstr ""
#: editor/editor_node.cpp
msgid ""
"The current scene has no root node, but %d modified external resource(s) "
"were saved anyway."
msgstr ""
"현재 씬에는 루트 노드가 없지만, 그래도 수정된 외부 리소스 %d개가 저장되었습니"
"다."
#: editor/editor_node.cpp
msgid ""
"A root node is required to save the scene. You can add a root node using the "
"Scene tree dock."
msgstr ""
"씬을 저장하려면 루트 노드가 필요합니다. 씬 트리 독을 사용하여 루트 노드를 추"
"가할 수 있습니다."
#: editor/editor_node.cpp
msgid "Save Scene As..."
msgstr "씬을 다른 이름으로 저장..."
#: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp
msgid "This operation can't be done without a scene."
msgstr "이 작업에는 씬이 필요합니다."
#: editor/editor_node.cpp
msgid "Export Mesh Library"
msgstr "메시 라이브러리 내보내기"
#: editor/editor_node.cpp
msgid "This operation can't be done without a root node."
msgstr "이 작업에는 루트 노드가 필요합니다."
#: editor/editor_node.cpp
msgid "Export Tile Set"
msgstr "타일셋 내보내기"
#: editor/editor_node.cpp
msgid "This operation can't be done without a selected node."
msgstr "이 작업에는 선택한 노드가 필요합니다."
#: editor/editor_node.cpp
msgid "Current scene not saved. Open anyway?"
msgstr "현재 씬이 저장되어 있지 않습니다. 무시하고 여시겠습니까?"
#: editor/editor_node.cpp
msgid "Can't undo while mouse buttons are pressed."
msgstr "마우스 버튼을 누르고 있는 동안에는 실행 취소할 수 없습니다."
#: editor/editor_node.cpp
msgid "Nothing to undo."
msgstr "실행 취소할 것이 없습니다."
#: editor/editor_node.cpp
msgid "Undo: %s"
msgstr "실행 취소: %s"
#: editor/editor_node.cpp
msgid "Can't redo while mouse buttons are pressed."
msgstr "마우스 버튼을 누르고 있는 동안에는 다시 실행할 수 없습니다."
#: editor/editor_node.cpp
msgid "Nothing to redo."
msgstr "다시 실행할 것이 없습니다."
#: editor/editor_node.cpp
msgid "Redo: %s"
msgstr "다시 실행: %s"
#: editor/editor_node.cpp
msgid "Can't reload a scene that was never saved."
msgstr "저장하지 않은 씬은 새로고침할 수 없습니다."
#: editor/editor_node.cpp
msgid "Reload Saved Scene"
msgstr "저장된 씬 새로고침"
#: editor/editor_node.cpp
msgid ""
"The current scene has unsaved changes.\n"
"Reload the saved scene anyway? This action cannot be undone."
msgstr ""
"현재 씬에는 저장하지 않은 변경사항이 있습니다.\n"
"무시하고 저장된 씬을 새로고침하시겠습니까? 이 동작은 되돌릴 수 없습니다."
#: editor/editor_node.cpp
msgid "Quick Run Scene..."
msgstr "씬 빠른 실행..."
#: editor/editor_node.cpp
msgid "Quit"
msgstr "종료"
#: editor/editor_node.cpp
msgid "Yes"
msgstr "예"
#: editor/editor_node.cpp
msgid "Exit the editor?"
msgstr "에디터를 나가시겠습니까?"
#: editor/editor_node.cpp
msgid "Open Project Manager?"
msgstr "프로젝트 매니저를 여시겠습니까?"
#: editor/editor_node.cpp
msgid "Save & Quit"
msgstr "저장 & 종료"
#: editor/editor_node.cpp
msgid "Save changes to the following scene(s) before quitting?"
msgstr "종료하기 전에 해당 씬의 변경사항을 저장하시겠습니까?"
#: editor/editor_node.cpp
msgid "Save changes to the following scene(s) before opening Project Manager?"
msgstr "프로젝트 매니저를 열기 전에 해당 씬의 변경사항을 저장하시겠습니까?"
#: editor/editor_node.cpp
msgid ""
"This option is deprecated. Situations where refresh must be forced are now "
"considered a bug. Please report."
msgstr ""
"이 옵션은 사용되지 않습니다. 강제로 새로고침해야 하는 상황은 이제 버그로 간주"
"됩니다. 신고해주세요."
#: editor/editor_node.cpp
msgid "Pick a Main Scene"
msgstr "메인 씬 선택"
#: editor/editor_node.cpp
msgid "Close Scene"
msgstr "씬 닫기"
#: editor/editor_node.cpp
msgid "Reopen Closed Scene"
msgstr "닫은 씬 다시 열기"
#: editor/editor_node.cpp
msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
msgstr ""
"다음 경로에 있는 애드온 플러그인을 활성화할 수 없음: '%s' 구성의 구문 분석을 "
"실패했습니다."
#: editor/editor_node.cpp
msgid "Unable to find script field for addon plugin at: '%s'."
msgstr ""
"다음 경로에서 애드온 플러그인을 위한 스크립트 필드를 찾을 수 없습니다: '%s'."
#: editor/editor_node.cpp
msgid "Unable to load addon script from path: '%s'."
msgstr "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'."
#: editor/editor_node.cpp
msgid ""
"Unable to load addon script from path: '%s'. This might be due to a code "
"error in that script.\n"
"Disabling the addon at '%s' to prevent further errors."
msgstr ""
"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 해당 스크립트의 코드에 "
"오류가 있는 것 같습니다.\n"
"추가 오류를 방지하려면 '%s'에서 애드온을 비활성화하세요."
#: editor/editor_node.cpp
msgid ""
"Unable to load addon script from path: '%s' Base type is not EditorPlugin."
msgstr ""
"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 기본 타입이 EditorPlugin"
"이 아닙니다."
#: editor/editor_node.cpp
msgid "Unable to load addon script from path: '%s' Script is not in tool mode."
msgstr ""
"다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 스크립트가 tool 모드가 "
"아닙니다."
#: editor/editor_node.cpp
msgid ""
"Scene '%s' was automatically imported, so it can't be modified.\n"
"To make changes to it, a new inherited scene can be created."
msgstr ""
"씬 '%s'을(를) 자동으로 불러왔으므로 수정할 수 없습니다.\n"
"이 씬을 편집하려면 새로운 상속 씬을 만들어야 합니다."
#: editor/editor_node.cpp
msgid ""
"Error loading scene, it must be inside the project path. Use 'Import' to "
"open the scene, then save it inside the project path."
msgstr ""
"씬을 불러오는 중 오류가 발생했습니다. 씬은 프로젝트 경로 안에 있어야 합니다. "
"'불러오기'를 사용해서 씬을 열고, 그 씬을 프로젝트 경로 안에 저장하세요."
#: editor/editor_node.cpp
msgid "Scene '%s' has broken dependencies:"
msgstr "씬 '%s'의 종속 항목이 망가짐:"
#: editor/editor_node.cpp
msgid "Clear Recent Scenes"
msgstr "최근 씬 지우기"
#: editor/editor_node.cpp
msgid ""
"No main scene has ever been defined, select one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"메인 씬을 정의하지 않았습니다. 선택하시겠습니까?\n"
"나중에 \"프로젝트 설정\"의 'application' 카테고리에서 변경할 수 있습니다."
#: editor/editor_node.cpp
msgid ""
"Selected scene '%s' does not exist, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"선택한 씬 '%s'이(가) 없습니다. 다른 씬으로 지정할까요?\n"
"나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다."
#: editor/editor_node.cpp
msgid ""
"Selected scene '%s' is not a scene file, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"선택한 씬 '%s'은(는) 씬 파일이 아닙니다, 다른 씬으로 정할까요?\n"
"이건 나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다."
#: editor/editor_node.cpp
msgid "Save Layout"
msgstr "레이아웃 저장"
#: editor/editor_node.cpp
msgid "Delete Layout"
msgstr "레이아웃 삭제"
#: editor/editor_node.cpp editor/import_dock.cpp
#: editor/script_create_dialog.cpp
msgid "Default"
msgstr "디폴트"
#: editor/editor_node.cpp editor/editor_resource_picker.cpp
#: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp
msgid "Show in FileSystem"
msgstr "파일시스템에서 보기"
#: editor/editor_node.cpp
msgid "Play This Scene"
msgstr "이 씬 실행"
#: editor/editor_node.cpp
msgid "Close Tab"
msgstr "탭 닫기"
#: editor/editor_node.cpp
msgid "Undo Close Tab"
msgstr "닫은 탭 다시 열기"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Close Other Tabs"
msgstr "다른 탭 닫기"
#: editor/editor_node.cpp
msgid "Close Tabs to the Right"
msgstr "탭을 오른쪽으로 닫기"
#: editor/editor_node.cpp
msgid "Close All Tabs"
msgstr "모든 탭 닫기"
#: editor/editor_node.cpp
msgid "Switch Scene Tab"
msgstr "씬 탭 전환"
#: editor/editor_node.cpp
msgid "%d more files or folders"
msgstr "외 %d개의 파일 또는 폴더"
#: editor/editor_node.cpp
msgid "%d more folders"
msgstr "외 %d개의 폴더"
#: editor/editor_node.cpp
msgid "%d more files"
msgstr "외 %d개의 파일"
#: editor/editor_node.cpp
msgid "Dock Position"
msgstr "독 위치"
#: editor/editor_node.cpp
msgid "Distraction Free Mode"
msgstr "집중 모드"
#: editor/editor_node.cpp
msgid "Toggle distraction-free mode."
msgstr "집중 모드를 토글합니다."
#: editor/editor_node.cpp
msgid "Add a new scene."
msgstr "새 씬을 추가합니다."
#: editor/editor_node.cpp
msgid "Scene"
msgstr "씬"
#: editor/editor_node.cpp
msgid "Go to previously opened scene."
msgstr "이전에 열었던 씬으로 이동합니다."
#: editor/editor_node.cpp
msgid "Copy Text"
msgstr "문자 복사"
#: editor/editor_node.cpp
msgid "Next tab"
msgstr "다음 탭"
#: editor/editor_node.cpp
msgid "Previous tab"
msgstr "이전 탭"
#: editor/editor_node.cpp
msgid "Filter Files..."
msgstr "파일 필터..."
#: editor/editor_node.cpp
msgid "Operations with scene files."
msgstr "씬 파일에 대한 작업입니다."
#: editor/editor_node.cpp
msgid "New Scene"
msgstr "새 씬"
#: editor/editor_node.cpp
msgid "New Inherited Scene..."
msgstr "새 상속 씬..."
#: editor/editor_node.cpp
msgid "Open Scene..."
msgstr "씬 열기..."
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Open Recent"
msgstr "최근 기록 열기"
#: editor/editor_node.cpp
msgid "Save Scene"
msgstr "씬 저장"
#: editor/editor_node.cpp
msgid "Convert To..."
msgstr "다음으로 변환..."
#: editor/editor_node.cpp
msgid "MeshLibrary..."
msgstr "메시 라이브러리..."
#: editor/editor_node.cpp
msgid "TileSet..."
msgstr "타일셋..."
#: editor/editor_node.cpp editor/plugins/script_text_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Undo"
msgstr "실행 취소"
#: editor/editor_node.cpp editor/plugins/script_text_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Redo"
msgstr "다시 실행"
#: editor/editor_node.cpp
msgid "Miscellaneous project or scene-wide tools."
msgstr "프로젝트 또는 씬 관련 여러가지 도구들."
#: editor/editor_node.cpp editor/project_manager.cpp
#: editor/script_create_dialog.cpp
msgid "Project"
msgstr "프로젝트"
#: editor/editor_node.cpp
msgid "Project Settings..."
msgstr "프로젝트 설정..."
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
msgstr "버전 컨트롤"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Set Up Version Control"
msgstr "버전 컨트롤 설정"
#: editor/editor_node.cpp
msgid "Shut Down Version Control"
msgstr "버전 컨트롤 종료"
#: editor/editor_node.cpp
msgid "Export..."
msgstr "내보내기..."
#: editor/editor_node.cpp
msgid "Install Android Build Template..."
msgstr "Android 빌드 템플릿 설치..."
#: editor/editor_node.cpp
msgid "Open Project Data Folder"
msgstr "프로젝트 데이터 폴더 열기"
#: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp
msgid "Tools"
msgstr "도구"
#: editor/editor_node.cpp
msgid "Orphan Resource Explorer..."
msgstr "미사용 리소스 탐색기..."
#: editor/editor_node.cpp
msgid "Reload Current Project"
msgstr "현재 프로젝트 새로고침"
#: editor/editor_node.cpp
msgid "Quit to Project List"
msgstr "종료 후 프로젝트 목록 열기"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/project_export.cpp
msgid "Debug"
msgstr "디버그"
#: editor/editor_node.cpp
msgid "Deploy with Remote Debug"
msgstr "원격 디버그와 함께 배포"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, using one-click deploy will make the executable "
"attempt to connect to this computer's IP so the running project can be "
"debugged.\n"
"This option is intended to be used for remote debugging (typically with a "
"mobile device).\n"
"You don't need to enable it to use the GDScript debugger locally."
msgstr ""
"이 옵션이 활성화된 경우 원 클릭 배포를 사용하면 실행중인 프로젝트를 디버깅 "
"할 수 있도록이 컴퓨터의 IP에 연결을 시도합니다.\n"
"이 옵션은 원격 디버깅 (일반적으로 모바일 기기 사용)에 사용하기 위한 것입니"
"다.\n"
"GDScript 디버거를 로컬에서 사용하기 위해 활성화할 필요는 없습니다."
#: editor/editor_node.cpp
msgid "Small Deploy with Network Filesystem"
msgstr "네트워크 파일시스템을 사용하여 작게 배포"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, using one-click deploy for Android will only "
"export an executable without the project data.\n"
"The filesystem will be provided from the project by the editor over the "
"network.\n"
"On Android, deploying will use the USB cable for faster performance. This "
"option speeds up testing for projects with large assets."
msgstr ""
"이 옵션을 활성화하고 Android 용 원 클릭 배포를 사용하면 프로젝트 데이터없이 "
"실행 파일만 내 보냅니다.\n"
"파일시스템은 네트워크를 통해 에디터에 의해 프로젝트에서 제공됩니다.\n"
"Android의 경우, 배포시 더 빠른 속도를 위해 USB 케이블을 사용합니다. 이 옵션"
"은 애셋의 용량이 큰 프로젝트의 테스트 속도를 높입니다."
#: editor/editor_node.cpp
msgid "Visible Collision Shapes"
msgstr "콜리전 모양 보이기"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, collision shapes and raycast nodes (for 2D and "
"3D) will be visible in the running project."
msgstr ""
"이 설정을 활성화하면 프로젝트를 실행하는 동안 (2D와 3D용) 콜리전 모양과 "
"Raycast 노드가 보이게 됩니다."
#: editor/editor_node.cpp
msgid "Visible Navigation"
msgstr "내비게이션 보이기"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, navigation meshes and polygons will be visible "
"in the running project."
msgstr ""
"이 설정이 활성화되면, 프로젝트를 실행하는 동안 네비게이션 메시와 폴리곤이 보"
"이게 됩니다."
#: editor/editor_node.cpp
msgid "Synchronize Scene Changes"
msgstr "씬 변경사항 동기화"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, any changes made to the scene in the editor "
"will be replicated in the running project.\n"
"When used remotely on a device, this is more efficient when the network "
"filesystem option is enabled."
msgstr ""
"이 설정이 활성화되면, 에디터에서 씬을 수정하면 실행 중인 프로젝트에 반영됩니"
"다.\n"
"기기에서 원격으로 사용 중인 경우 네트워크 파일시스템 기능을 활성화하면 더욱 "
"효율적입니다."
#: editor/editor_node.cpp
msgid "Synchronize Script Changes"
msgstr "스크립트 변경사항 동기화"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, any script that is saved will be reloaded in "
"the running project.\n"
"When used remotely on a device, this is more efficient when the network "
"filesystem option is enabled."
msgstr ""
"이 옵션이 활성화되면, 어떤 스크립트든지 저장되면 실행 중인 프로젝트를 다시 불"
"러오게 됩니다.\n"
"기기에서 원격으로 사용 중이면, 네트워크 파일시스템 옵션이 활성화되어 있다면 "
"더욱 효율적입니다."
#: editor/editor_node.cpp editor/script_create_dialog.cpp
msgid "Editor"
msgstr "에디터"
#: editor/editor_node.cpp
msgid "Editor Settings..."
msgstr "에디터 설정..."
#: editor/editor_node.cpp
msgid "Editor Layout"
msgstr "에디터 레이아웃"
#: editor/editor_node.cpp
msgid "Take Screenshot"
msgstr "스크린샷 찍기"
#: editor/editor_node.cpp
msgid "Screenshots are stored in the Editor Data/Settings Folder."
msgstr "스크린샷이 Editor Data/Settings 폴더에 저장되었습니다."
#: editor/editor_node.cpp
msgid "Toggle Fullscreen"
msgstr "전체 화면 토글"
#: editor/editor_node.cpp
msgid "Toggle System Console"
msgstr "시스템 콘솔 토글"
#: editor/editor_node.cpp
msgid "Open Editor Data/Settings Folder"
msgstr "에디터 데이터/설정 폴더 열기"
#: editor/editor_node.cpp
msgid "Open Editor Data Folder"
msgstr "에디터 데이터 폴더 열기"
#: editor/editor_node.cpp
msgid "Open Editor Settings Folder"
msgstr "에디터 설정 폴더 열기"
#: editor/editor_node.cpp
msgid "Manage Editor Features..."
msgstr "에디터 기능 관리..."
#: editor/editor_node.cpp
msgid "Manage Export Templates..."
msgstr "내보내기 템플릿 관리..."
#: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp
msgid "Help"
msgstr "도움말"
#: editor/editor_node.cpp
msgid "Online Documentation"
msgstr "온라인 문서"
#: editor/editor_node.cpp
msgid "Questions & Answers"
msgstr "질문과 답변"
#: editor/editor_node.cpp
msgid "Report a Bug"
msgstr "버그 보고"
#: editor/editor_node.cpp
msgid "Suggest a Feature"
msgstr "기능 제안"
#: editor/editor_node.cpp
msgid "Send Docs Feedback"
msgstr "문서 피드백 보내기"
#: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp
msgid "Community"
msgstr "커뮤니티"
#: editor/editor_node.cpp
msgid "About Godot"
msgstr "Godot 정보"
#: editor/editor_node.cpp
msgid "Support Godot Development"
msgstr "Godot 개발 지원"
#: editor/editor_node.cpp
msgid "Play the project."
msgstr "프로젝트를 실행합니다."
#: editor/editor_node.cpp
msgid "Play"
msgstr "실행"
#: editor/editor_node.cpp
msgid "Pause the scene execution for debugging."
msgstr "디버깅을 하기 위해 씬 실행을 중단합니다."
#: editor/editor_node.cpp
msgid "Pause Scene"
msgstr "씬 일시정지"
#: editor/editor_node.cpp
msgid "Stop the scene."
msgstr "씬을 중단합니다."
#: editor/editor_node.cpp
msgid "Play the edited scene."
msgstr "편집하고 있던 씬을 실행합니다."
#: editor/editor_node.cpp
msgid "Play Scene"
msgstr "씬 실행"
#: editor/editor_node.cpp
msgid "Play custom scene"
msgstr "커스텀 씬 실행"
#: editor/editor_node.cpp
msgid "Play Custom Scene"
msgstr "커스텀 씬 실행"
#: editor/editor_node.cpp
msgid "Changing the video driver requires restarting the editor."
msgstr "비디오 드라이버를 변경하려면 에디터를 다시 시작해야 합니다."
#: editor/editor_node.cpp editor/project_settings_editor.cpp
#: editor/settings_config_dialog.cpp
msgid "Save & Restart"
msgstr "저장 & 다시 시작"
#: editor/editor_node.cpp
msgid "Update Continuously"
msgstr "상시 업데이트"
#: editor/editor_node.cpp
msgid "Update When Changed"
msgstr "변경될 때 업데이트"
#: editor/editor_node.cpp
msgid "Hide Update Spinner"
msgstr "업데이트 스피너 숨기기"
#: editor/editor_node.cpp
msgid "FileSystem"
msgstr "파일시스템"
#: editor/editor_node.cpp
msgid "Inspector"
msgstr "인스펙터"
#: editor/editor_node.cpp
msgid "Expand Bottom Panel"
msgstr "하단 패널 확장"
#: editor/editor_node.cpp
msgid "Output"
msgstr "출력"
#: editor/editor_node.cpp
msgid "Don't Save"
msgstr "저장하지 않음"
#: editor/editor_node.cpp
msgid "Android build template is missing, please install relevant templates."
msgstr "Android 빌드 템플릿이 누락되어 있습니다, 관련 템플릿을 설치해주세요."
#: editor/editor_node.cpp
msgid "Manage Templates"
msgstr "템플릿 관리"
#: editor/editor_node.cpp
msgid "Install from file"
msgstr "파일에서 설치"
#: editor/editor_node.cpp
msgid "Select android sources file"
msgstr "Android 소스 파일 선택"
#: editor/editor_node.cpp
msgid ""
"This will set up your project for custom Android builds by installing the "
"source template to \"res://android/build\".\n"
"You can then apply modifications and build your own custom APK on export "
"(adding modules, changing the AndroidManifest.xml, etc.).\n"
"Note that in order to make custom builds instead of using pre-built APKs, "
"the \"Use Custom Build\" option should be enabled in the Android export "
"preset."
msgstr ""
"\"res://android/build\"에 소스 템플릿을 설치해서 프로젝트를 커스텀 Android 빌"
"드에 맞게 설정합니다.\n"
"그런 다음 수정 사항을 적용하고 커스텀 APK를 빌드해서 내보낼 수 있습니다(모듈 "
"추가, AndroidManifest.xml 변경 등).\n"
"미리 빌드된 APK를 사용하는 대신 커스텀 빌드를 만들려면, Android 내보내기 프리"
"셋에서 \"커스텀 빌드 사용(Use Custom Build)\" 설정을 활성화해야 합니다."
#: editor/editor_node.cpp
msgid ""
"The Android build template is already installed in this project and it won't "
"be overwritten.\n"
"Remove the \"res://android/build\" directory manually before attempting this "
"operation again."
msgstr ""
"Android 빌드 템플릿이 이미 이 프로젝트에 설치했고, 덮어 쓸 수 없습니다.\n"
"이 명령을 다시 실행하기 전에 \"res://android/build\" 디렉토리를 직접 제거하세"
"요."
#: editor/editor_node.cpp
msgid "Import Templates From ZIP File"
msgstr "ZIP 파일에서 템플릿 불러오기"
#: editor/editor_node.cpp
msgid "Template Package"
msgstr "템플릿 패키지"
#: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp
msgid "Export Library"
msgstr "라이브러리 내보내기"
#: editor/editor_node.cpp
msgid "Merge With Existing"
msgstr "기존의 것과 병합하기"
#: editor/editor_node.cpp
msgid "Apply MeshInstance Transforms"
msgstr "MeshInstance 변형 적용"
#: editor/editor_node.cpp
msgid "Open & Run a Script"
msgstr "스크립트 열기 & 실행"
#: editor/editor_node.cpp
msgid ""
"The following files are newer on disk.\n"
"What action should be taken?"
msgstr ""
"다음 파일은 디스크에 있는 게 더 최신입니다.\n"
"조치을 어떻게 취해야 합니까?"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Reload"
msgstr "새로고침"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Resave"
msgstr "다시 저장"
#: editor/editor_node.cpp
msgid "New Inherited"
msgstr "새 상속 씬"
#: editor/editor_node.cpp
msgid "Load Errors"
msgstr "불러오기 오류"
#: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Select"
msgstr "선택"
#: editor/editor_node.cpp
msgid "Select Current"
msgstr "현재 선택"
#: editor/editor_node.cpp
msgid "Open 2D Editor"
msgstr "2D 에디터 열기"
#: editor/editor_node.cpp
msgid "Open 3D Editor"
msgstr "3D 에디터 열기"
#: editor/editor_node.cpp
msgid "Open Script Editor"
msgstr "스크립트 에디터 열기"
#: editor/editor_node.cpp editor/project_manager.cpp
msgid "Open Asset Library"
msgstr "애셋 라이브러리 열기"
#: editor/editor_node.cpp
msgid "Open the next Editor"
msgstr "다음 에디터 열기"
#: editor/editor_node.cpp
msgid "Open the previous Editor"
msgstr "이전 에디터 열기"
#: editor/editor_node.h
msgid "Warning!"
msgstr "경고!"
#: editor/editor_path.cpp
msgid "No sub-resources found."
msgstr "하위 리소스를 찾을 수 없습니다."
#: editor/editor_path.cpp
msgid "Open a list of sub-resources."
msgstr "하위 리소스의 목록을 엽니다."
#: editor/editor_plugin.cpp
msgid "Creating Mesh Previews"
msgstr "메시 미리보기 만드는 중"
#: editor/editor_plugin.cpp
msgid "Thumbnail..."
msgstr "썸네일..."
#: editor/editor_plugin_settings.cpp
msgid "Main Script:"
msgstr "주 스크립트:"
#: editor/editor_plugin_settings.cpp
msgid "Edit Plugin"
msgstr "플러그인 편집"
#: editor/editor_plugin_settings.cpp
msgid "Installed Plugins:"
msgstr "설치된 플러그인:"
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
msgid "Update"
msgstr "업데이트"
#: editor/editor_plugin_settings.cpp
msgid "Version"
msgstr "버전"
#: editor/editor_plugin_settings.cpp
msgid "Author"
msgstr "저자"
#: editor/editor_plugin_settings.cpp
#: editor/plugins/version_control_editor_plugin.cpp
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Status"
msgstr "상태"
#: editor/editor_profiler.cpp
msgid "Measure:"
msgstr "측정:"
#: editor/editor_profiler.cpp
msgid "Frame Time (ms)"
msgstr "프레임 시간 (ms)"
#: editor/editor_profiler.cpp
msgid "Average Time (ms)"
msgstr "평균 시간 (ms)"
#: editor/editor_profiler.cpp
msgid "Frame %"
msgstr "프레임 %"
#: editor/editor_profiler.cpp
msgid "Physics Frame %"
msgstr "물리 프레임 %"
#: editor/editor_profiler.cpp
msgid "Inclusive"
msgstr "포괄적"
#: editor/editor_profiler.cpp
msgid "Self"
msgstr "자체"
#: editor/editor_profiler.cpp
msgid ""
"Inclusive: Includes time from other functions called by this function.\n"
"Use this to spot bottlenecks.\n"
"\n"
"Self: Only count the time spent in the function itself, not in other "
"functions called by that function.\n"
"Use this to find individual functions to optimize."
msgstr ""
"포괄적: 이 함수에 의해 호출된 다른 함수로부터 시간을 포함합니다.\n"
"이를 사용하여 병목 현상을 찾아냅니다.\n"
"\n"
"자체: 해당 함수에 의해 호출된 다른 함수에서가 아닌, 함수 자체에서 보낸 시간"
"만 계산합니다.\n"
"이를 사용하여 최적화할 개별 함수를 찾습니다."
#: editor/editor_profiler.cpp
msgid "Frame #:"
msgstr "프레임 #:"
#: editor/editor_profiler.cpp
msgid "Time"
msgstr "시간"
#: editor/editor_profiler.cpp
msgid "Calls"
msgstr "호출"
#: editor/editor_properties.cpp
msgid "Edit Text:"
msgstr "문자 편집:"
#: editor/editor_properties.cpp editor/script_create_dialog.cpp
msgid "On"
msgstr "사용"
#: editor/editor_properties.cpp
msgid "Layer"
msgstr "레이어"
#: editor/editor_properties.cpp
msgid "Bit %d, value %d"
msgstr "비트 %d, 값 %d"
#: editor/editor_properties.cpp
msgid "[Empty]"
msgstr "[비어있음]"
#: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp
msgid "Assign..."
msgstr "지정..."
#: editor/editor_properties.cpp
msgid "Invalid RID"
msgstr "잘못된 RID"
#: editor/editor_properties.cpp
msgid ""
"Can't create a ViewportTexture on resources saved as a file.\n"
"Resource needs to belong to a scene."
msgstr ""
"파일로 저장한 리소스에 ViewportTexture를 만들 수 없습니다.\n"
"리소스가 씬에 속해 있어야 합니다."
#: editor/editor_properties.cpp
msgid ""
"Can't create a ViewportTexture on this resource because it's not set as "
"local to scene.\n"
"Please switch on the 'local to scene' property on it (and all resources "
"containing it up to a node)."
msgstr ""
"씬에 지역으로 설정되지 않았기 때문에 이 리소스에 ViewportTexture를 만들 수 없"
"습니다.\n"
"리소스 (그리고 한 노드에 있는 모든 리소스)의 'local to scene' 속성을 켜주세"
"요 ."
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Pick a Viewport"
msgstr "뷰포트를 선택하세요"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Selected node is not a Viewport!"
msgstr "선택된 노드는 뷰포트가 아닙니다!"
#: editor/editor_properties_array_dict.cpp
msgid "Size: "
msgstr "크기: "
#: editor/editor_properties_array_dict.cpp
msgid "Page: "
msgstr "페이지: "
#: editor/editor_properties_array_dict.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Item"
msgstr "항목 제거"
#: editor/editor_properties_array_dict.cpp
msgid "New Key:"
msgstr "새 키:"
#: editor/editor_properties_array_dict.cpp
msgid "New Value:"
msgstr "새 값:"
#: editor/editor_properties_array_dict.cpp
msgid "Add Key/Value Pair"
msgstr "키/값 쌍 추가"
#: editor/editor_resource_picker.cpp
msgid ""
"The selected resource (%s) does not match any type expected for this "
"property (%s)."
msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 맞지 않습니다."
#: editor/editor_resource_picker.cpp
msgid "Quick Load"
msgstr "빠른 불러오기"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "Make Unique"
msgstr "유일하게 만들기"
#: editor/editor_resource_picker.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp
#: editor/scene_tree_dock.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Paste"
msgstr "붙여넣기"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "Convert to %s"
msgstr "%s(으)로 변환"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "New %s"
msgstr "새 %s"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "New Script"
msgstr "새 스크립트"
#: editor/editor_resource_picker.cpp editor/scene_tree_dock.cpp
msgid "Extend Script"
msgstr "스크립트 상속"
#: editor/editor_run_native.cpp
msgid ""
"No runnable export preset found for this platform.\n"
"Please add a runnable preset in the Export menu or define an existing preset "
"as runnable."
msgstr ""
"이 플랫폼을 위한 실행할 수 있는 내보내기 프리셋이 없습니다.\n"
"내보내기 메뉴에서 실행할 수 있는 프리셋을 추가하거나 기존 프리셋을 실행할 수 "
"있도록 정의해주세요."
#: editor/editor_run_script.cpp
msgid "Write your logic in the _run() method."
msgstr "_run() 메서드에 당신의 논리를 작성하세요."
#: editor/editor_run_script.cpp
msgid "There is an edited scene already."
msgstr "이미 편집된 씬이 있습니다."
#: editor/editor_run_script.cpp
msgid "Couldn't instance script:"
msgstr "스크립트를 인스턴스할 수 없음:"
#: editor/editor_run_script.cpp
msgid "Did you forget the 'tool' keyword?"
msgstr "'tool' 키워드를 잊었나요?"
#: editor/editor_run_script.cpp
msgid "Couldn't run script:"
msgstr "스크립트를 실행할 수 없음:"
#: editor/editor_run_script.cpp
msgid "Did you forget the '_run' method?"
msgstr "'_run' 메서드를 잊었나요?"
#: editor/editor_spin_slider.cpp
msgid "Hold %s to round to integers. Hold Shift for more precise changes."
msgstr "%s를 눌러 정수로 반올림합니다. Shift를 눌러 좀 더 정밀하게 조작합니다."
#: editor/editor_sub_scene.cpp
msgid "Select Node(s) to Import"
msgstr "불러올 노드 선택"
#: editor/editor_sub_scene.cpp editor/project_manager.cpp
msgid "Browse"
msgstr "탐색"
#: editor/editor_sub_scene.cpp
msgid "Scene Path:"
msgstr "씬 경로:"
#: editor/editor_sub_scene.cpp
msgid "Import From Node:"
msgstr "노드에서 불러오기:"
#: editor/export_template_manager.cpp
msgid "Open the folder containing these templates."
msgstr "이 템플릿을 포함하는 폴더를 엽니다."
#: editor/export_template_manager.cpp
msgid "Uninstall these templates."
msgstr "이 템플릿을 제거합니다."
#: editor/export_template_manager.cpp
msgid "There are no mirrors available."
msgstr "사용 가능한 미러가 없습니다."
#: editor/export_template_manager.cpp
msgid "Retrieving the mirror list..."
msgstr "미러 목록을 검색하는 중..."
#: editor/export_template_manager.cpp
msgid "Starting the download..."
msgstr "다운로드를 시작하는 중..."
#: editor/export_template_manager.cpp
msgid "Error requesting URL:"
msgstr "URL 요청 중 오류:"
#: editor/export_template_manager.cpp
msgid "Connecting to the mirror..."
msgstr "미러에 연결 중..."
#: editor/export_template_manager.cpp
msgid "Can't resolve the requested address."
msgstr "요청된 주소를 해결할 수 없습니다."
#: editor/export_template_manager.cpp
msgid "Can't connect to the mirror."
msgstr "미러에 연결할 수 없습니다."
#: editor/export_template_manager.cpp
msgid "No response from the mirror."
msgstr "미러로부터 응담이 없습니다."
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed."
msgstr "요청에 실패했습니다."
#: editor/export_template_manager.cpp
msgid "Request ended up in a redirect loop."
msgstr "요청이 리디렉션 루프로 끝났습니다."
#: editor/export_template_manager.cpp
msgid "Request failed:"
msgstr "요청 실패됨:"
#: editor/export_template_manager.cpp
msgid "Download complete; extracting templates..."
msgstr "다운로드 완료. 템플릿 압축 해제 중..."
#: editor/export_template_manager.cpp
msgid "Cannot remove temporary file:"
msgstr "임시 파일을 제거할 수 없음:"
#: editor/export_template_manager.cpp
msgid ""
"Templates installation failed.\n"
"The problematic templates archives can be found at '%s'."
msgstr ""
"템플릿 설치에 실패했습니다.\n"
"문제가 있는 템플릿 기록은 '%s'에서 찾아 볼 수 있습니다."
#: editor/export_template_manager.cpp
msgid "Error getting the list of mirrors."
msgstr "미러 목록을 가져오는 중 오류."
#: editor/export_template_manager.cpp
msgid "Error parsing JSON with the list of mirrors. Please report this issue!"
msgstr "미러 목록의 JSON 구문 분석 중 오류. 이 문제를 신고해주세요!"
#: editor/export_template_manager.cpp
msgid "Best available mirror"
msgstr "최상의 사용 가능한 미러"
#: editor/export_template_manager.cpp
msgid ""
"No download links found for this version. Direct download is only available "
"for official releases."
msgstr ""
"이 버전의 다운로드 링크를 찾을 수 없습니다. 공식 출시 버전만 바로 다운로드할 "
"수 있습니다."
#: editor/export_template_manager.cpp
msgid "Disconnected"
msgstr "연결 해제됨"
#: editor/export_template_manager.cpp
msgid "Resolving"
msgstr "해결 중"
#: editor/export_template_manager.cpp
msgid "Can't Resolve"
msgstr "해결할 수 없음"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Connecting..."
msgstr "연결 중..."
#: editor/export_template_manager.cpp
msgid "Can't Connect"
msgstr "연결할 수 없음"
#: editor/export_template_manager.cpp
msgid "Connected"
msgstr "연결됨"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Requesting..."
msgstr "요청 중..."
#: editor/export_template_manager.cpp
msgid "Downloading"
msgstr "다운로드 중"
#: editor/export_template_manager.cpp
msgid "Connection Error"
msgstr "연결 오류"
#: editor/export_template_manager.cpp
msgid "SSL Handshake Error"
msgstr "SSL 핸드셰이크 오류"
#: editor/export_template_manager.cpp
msgid "Can't open the export templates file."
msgstr "내보내기 템플릿 파일을 열 수 없습니다."
#: editor/export_template_manager.cpp
msgid "Invalid version.txt format inside the export templates file: %s."
msgstr "내보내기 템플릿 파일 안의 version.txt가 잘못된 형식임: %s."
#: editor/export_template_manager.cpp
msgid "No version.txt found inside the export templates file."
msgstr "내보내기 템플릿 파일 안에 version.txt를 찾을 수 없습니다."
#: editor/export_template_manager.cpp
msgid "Error creating path for extracting templates:"
msgstr "템플릿을 압축 풀기 위한 경로를 만드는 중 오류:"
#: editor/export_template_manager.cpp
msgid "Extracting Export Templates"
msgstr "내보내기 템플릿 압축 푸는 중"
#: editor/export_template_manager.cpp
msgid "Importing:"
msgstr "불러오는 중:"
#: editor/export_template_manager.cpp
msgid "Remove templates for the version '%s'?"
msgstr "버전 '%s'의 템플릿을 제거하시겠습니까?"
#: editor/export_template_manager.cpp
msgid "Uncompressing Android Build Sources"
msgstr "Android 빌드 소스 압축 푸는 중"
#: editor/export_template_manager.cpp
msgid "Export Template Manager"
msgstr "내보내기 템플릿 매니저"
#: editor/export_template_manager.cpp
msgid "Current Version:"
msgstr "현재 버전:"
#: editor/export_template_manager.cpp
msgid "Export templates are missing. Download them or install from a file."
msgstr ""
"내보내기 템플릿이 누락되어 있습니다. 다운로드하거나 파일에서 설치하세요."
#: editor/export_template_manager.cpp
msgid "Export templates are installed and ready to be used."
msgstr "내보내기 템플릿이 설치되어 사용될 준비가 되었습니다."
#: editor/export_template_manager.cpp
msgid "Open Folder"
msgstr "폴더 열기"
#: editor/export_template_manager.cpp
msgid "Open the folder containing installed templates for the current version."
msgstr "현재 버전을 위한 설치된 템플릿을 포함하는 폴더를 엽니다."
#: editor/export_template_manager.cpp
msgid "Uninstall"
msgstr "제거"
#: editor/export_template_manager.cpp
msgid "Uninstall templates for the current version."
msgstr "현재 버전을 위한 템플릿을 제거합니다."
#: editor/export_template_manager.cpp
msgid "Download from:"
msgstr "다음으로부터 다운로드:"
#: editor/export_template_manager.cpp
msgid "Open in Web Browser"
msgstr "웹 브라우저에서 열기"
#: editor/export_template_manager.cpp
msgid "Copy Mirror URL"
msgstr "미러 URL 복사"
#: editor/export_template_manager.cpp
msgid "Download and Install"
msgstr "다운로드 및 설치"
#: editor/export_template_manager.cpp
msgid ""
"Download and install templates for the current version from the best "
"possible mirror."
msgstr ""
"최상의 가능한 미러에서 현재 버전을 위한 템플릿을 다운로드하고 설치합니다."
#: editor/export_template_manager.cpp
msgid "Official export templates aren't available for development builds."
msgstr "공식 내보내기 템플릿은 개발 빌드에서는 이용할 수 없습니다."
#: editor/export_template_manager.cpp
msgid "Install from File"
msgstr "파일에서 설치"
#: editor/export_template_manager.cpp
msgid "Install templates from a local file."
msgstr "로컬 파일로부터 템플릿을 설치합니다."
#: editor/export_template_manager.cpp editor/find_in_files.cpp
#: editor/progress_dialog.cpp scene/gui/dialogs.cpp
msgid "Cancel"
msgstr "취소"
#: editor/export_template_manager.cpp
msgid "Cancel the download of the templates."
msgstr "템플릿의 다운로드를 취소합니다."
#: editor/export_template_manager.cpp
msgid "Other Installed Versions:"
msgstr "다른 설치된 버전:"
#: editor/export_template_manager.cpp
msgid "Uninstall Template"
msgstr "템플릿 제거"
#: editor/export_template_manager.cpp
msgid "Select Template File"
msgstr "템플릿 파일 선택"
#: editor/export_template_manager.cpp
msgid "Godot Export Templates"
msgstr "Godot 내보내기 템플릿"
#: editor/export_template_manager.cpp
msgid ""
"The templates will continue to download.\n"
"You may experience a short editor freeze when they finish."
msgstr ""
"템플릿이 다운로드를 계속할 것입니다.\n"
"완료되면 에디터가 짧게 멈추는 현상을 겪을 수 있습니다."
#: editor/filesystem_dock.cpp
msgid "Favorites"
msgstr "즐겨찾기"
#: editor/filesystem_dock.cpp
msgid "Status: Import of file failed. Please fix file and reimport manually."
msgstr ""
"상태: 파일 불러오기에 실패했습니다. 수동으로 파일을 수정하고 다시 불러와주세"
"요."
#: editor/filesystem_dock.cpp
msgid ""
"Importing has been disabled for this file, so it can't be opened for editing."
msgstr ""
"이 파일에 대해 불러오기가 비활성화되었으며, 편집을 위해 열 수 없습니다."
#: editor/filesystem_dock.cpp
msgid "Cannot move/rename resources root."
msgstr "리소스 루트를 옮기거나 이름을 바꿀 수 없습니다."
#: editor/filesystem_dock.cpp
msgid "Cannot move a folder into itself."
msgstr "폴더를 자신의 하위로 옮길 수 없습니다."
#: editor/filesystem_dock.cpp
msgid "Error moving:"
msgstr "이동 중 오류:"
#: editor/filesystem_dock.cpp
msgid "Error duplicating:"
msgstr "복제 중 오류:"
#: editor/filesystem_dock.cpp
msgid "Unable to update dependencies:"
msgstr "종속 항목을 업데이트할 수 없음:"
#: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp
msgid "No name provided."
msgstr "이름을 제공하지 않았습니다."
#: editor/filesystem_dock.cpp
msgid "Provided name contains invalid characters."
msgstr "제공한 이름에 잘못된 문자가 있습니다."
#: editor/filesystem_dock.cpp
msgid "A file or folder with this name already exists."
msgstr "이 이름은 이미 어떤 파일이나 폴더가 쓰고 있습니다."
#: editor/filesystem_dock.cpp
msgid "Name contains invalid characters."
msgstr "이름에 잘못된 문자가 있습니다."
#: editor/filesystem_dock.cpp
msgid ""
"The following files or folders conflict with items in the target location "
"'%s':\n"
"\n"
"%s\n"
"\n"
"Do you wish to overwrite them?"
msgstr ""
"다음 파일이나 폴더가 대상 위치 '%s'의 항목과 충돌합니다:\n"
"\n"
"%s\n"
"\n"
"이를 덮어쓰시겠습니까?"
#: editor/filesystem_dock.cpp
msgid "Renaming file:"
msgstr "파일 이름 바꾸기:"
#: editor/filesystem_dock.cpp
msgid "Renaming folder:"
msgstr "폴더 이름 바꾸기:"
#: editor/filesystem_dock.cpp
msgid "Duplicating file:"
msgstr "파일 복제:"
#: editor/filesystem_dock.cpp
msgid "Duplicating folder:"
msgstr "폴더 복제:"
#: editor/filesystem_dock.cpp
msgid "New Inherited Scene"
msgstr "새 상속 씬"
#: editor/filesystem_dock.cpp
msgid "Set As Main Scene"
msgstr "메인 씬으로 설정"
#: editor/filesystem_dock.cpp
msgid "Open Scenes"
msgstr "씬 열기"
#: editor/filesystem_dock.cpp
msgid "Instance"
msgstr "인스턴스하기"
#: editor/filesystem_dock.cpp
msgid "Add to Favorites"
msgstr "즐겨찾기에 추가"
#: editor/filesystem_dock.cpp
msgid "Remove from Favorites"
msgstr "즐겨찾기에서 제거"
#: editor/filesystem_dock.cpp
msgid "Edit Dependencies..."
msgstr "종속 관계 편집..."
#: editor/filesystem_dock.cpp
msgid "View Owners..."
msgstr "소유자 보기..."
#: editor/filesystem_dock.cpp
msgid "Move To..."
msgstr "여기로 이동..."
#: editor/filesystem_dock.cpp
msgid "New Scene..."
msgstr "새 씬..."
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
msgid "New Script..."
msgstr "새 스크립트..."
#: editor/filesystem_dock.cpp
msgid "New Resource..."
msgstr "새 리소스..."
#: editor/filesystem_dock.cpp editor/inspector_dock.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_editor_debugger.cpp
msgid "Expand All"
msgstr "모두 펼치기"
#: editor/filesystem_dock.cpp editor/inspector_dock.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_editor_debugger.cpp
msgid "Collapse All"
msgstr "모두 접기"
#: editor/filesystem_dock.cpp
msgid "Sort files"
msgstr "파일 정렬"
#: editor/filesystem_dock.cpp
msgid "Sort by Name (Ascending)"
msgstr "이름순 정렬 (오름차순)"
#: editor/filesystem_dock.cpp
msgid "Sort by Name (Descending)"
msgstr "이름순 정렬 (내림차순)"
#: editor/filesystem_dock.cpp
msgid "Sort by Type (Ascending)"
msgstr "타입별 정렬 (오름차순)"
#: editor/filesystem_dock.cpp
msgid "Sort by Type (Descending)"
msgstr "타입별 정렬 (내림차순)"
#: editor/filesystem_dock.cpp
msgid "Sort by Last Modified"
msgstr "마지막으로 수정된 순서로 정렬"
#: editor/filesystem_dock.cpp
msgid "Sort by First Modified"
msgstr "처음으로 수정된 순서로 정렬"
#: editor/filesystem_dock.cpp
msgid "Duplicate..."
msgstr "복제..."
#: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Rename..."
msgstr "이름 바꾸기..."
#: editor/filesystem_dock.cpp
msgid "Focus the search box"
msgstr "검색창에 초점 맞추기"
#: editor/filesystem_dock.cpp
msgid "Previous Folder/File"
msgstr "이전 폴더/파일"
#: editor/filesystem_dock.cpp
msgid "Next Folder/File"
msgstr "다음 폴더/파일"
#: editor/filesystem_dock.cpp
msgid "Re-Scan Filesystem"
msgstr "파일시스템 다시 스캔"
#: editor/filesystem_dock.cpp
msgid "Toggle Split Mode"
msgstr "분할 모드 토글"
#: editor/filesystem_dock.cpp
msgid "Search files"
msgstr "파일 검색"
#: editor/filesystem_dock.cpp
msgid ""
"Scanning Files,\n"
"Please Wait..."
msgstr ""
"파일 스캔중.\n"
"잠시만 기다려주세요..."
#: editor/filesystem_dock.cpp
msgid "Move"
msgstr "이동"
#: editor/filesystem_dock.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/project_manager.cpp editor/rename_dialog.cpp
#: editor/scene_tree_dock.cpp
msgid "Rename"
msgstr "이름 바꾸기"
#: editor/filesystem_dock.cpp
msgid "Overwrite"
msgstr "덮어 쓰기"
#: editor/filesystem_dock.cpp
msgid "Create Scene"
msgstr "씬 만들기"
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
msgid "Create Script"
msgstr "스크립트 만들기"
#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
msgid "Find in Files"
msgstr "파일에서 찾기"
#: editor/find_in_files.cpp
msgid "Find:"
msgstr "찾기:"
#: editor/find_in_files.cpp
msgid "Folder:"
msgstr "폴더:"
#: editor/find_in_files.cpp
msgid "Filters:"
msgstr "필터:"
#: editor/find_in_files.cpp
msgid ""
"Include the files with the following extensions. Add or remove them in "
"ProjectSettings."
msgstr ""
"다음 확장자의 파일을 포함하세요. 프로젝트 설정에서 파일을 추가하거나 제거하세"
"요."
#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find..."
msgstr "찾기..."
#: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp
msgid "Replace..."
msgstr "바꾸기..."
#: editor/find_in_files.cpp
msgid "Find: "
msgstr "찾기: "
#: editor/find_in_files.cpp
msgid "Replace: "
msgstr "바꾸기: "
#: editor/find_in_files.cpp
msgid "Replace all (no undo)"
msgstr "모두 바꾸기 (되돌릴 수 없습니다)"
#: editor/find_in_files.cpp
msgid "Searching..."
msgstr "검색 중..."
#: editor/find_in_files.cpp
msgid "%d match in %d file."
msgstr "파일 %d$2개 중 %d$1개 일치."
#: editor/find_in_files.cpp
msgid "%d matches in %d file."
msgstr "파일 %d$2개 중 %d$1개 일치."
#: editor/find_in_files.cpp
msgid "%d matches in %d files."
msgstr "파일 %d$2개 중 %d$1개 일치."
#: editor/groups_editor.cpp
msgid "Add to Group"
msgstr "그룹에 추가"
#: editor/groups_editor.cpp
msgid "Remove from Group"
msgstr "그룹에서 제거"
#: editor/groups_editor.cpp
msgid "Group name already exists."
msgstr "이 그룹 이름은 이미 누가 쓰고 있습니다."
#: editor/groups_editor.cpp
msgid "Invalid group name."
msgstr "이 그룹 이름은 잘못되었습니다."
#: editor/groups_editor.cpp
msgid "Rename Group"
msgstr "그룹 이름 바꾸기"
#: editor/groups_editor.cpp
msgid "Delete Group"
msgstr "그룹 삭제"
#: editor/groups_editor.cpp editor/node_dock.cpp
msgid "Groups"
msgstr "그룹"
#: editor/groups_editor.cpp
msgid "Nodes Not in Group"
msgstr "그룹에 속하지 않는 노드"
#: editor/groups_editor.cpp editor/scene_tree_dock.cpp
#: editor/scene_tree_editor.cpp
msgid "Filter nodes"
msgstr "노드 필터"
#: editor/groups_editor.cpp
msgid "Nodes in Group"
msgstr "그룹에 속한 노드"
#: editor/groups_editor.cpp
msgid "Empty groups will be automatically removed."
msgstr "빈 그룹은 자동으로 제거됩니다."
#: editor/groups_editor.cpp
msgid "Group Editor"
msgstr "그룹 에디터"
#: editor/groups_editor.cpp
msgid "Manage Groups"
msgstr "그룹 관리"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Single Scene"
msgstr "단일 씬으로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Animations"
msgstr "별도의 애니메이션으로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Materials"
msgstr "별도의 머티리얼로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects"
msgstr "별도의 오브젝트로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Materials"
msgstr "별도의 오브젝트와 머티리얼로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Animations"
msgstr "별도의 오브젝트와 애니메이션으로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Materials+Animations"
msgstr "별도의 머티리얼과 애니메이션으로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Materials+Animations"
msgstr "별도의 오브젝트, 머티리얼과 애니메이션으로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Multiple Scenes"
msgstr "여러 개의 씬으로 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Multiple Scenes+Materials"
msgstr "여러 개의 씬과 머티리얼로 불러오기"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import Scene"
msgstr "씬 불러오기"
#: editor/import/resource_importer_scene.cpp
msgid "Importing Scene..."
msgstr "씬 불러오는 중..."
#: editor/import/resource_importer_scene.cpp
msgid "Generating Lightmaps"
msgstr "라이트맵 생성 중"
#: editor/import/resource_importer_scene.cpp
msgid "Generating for Mesh: "
msgstr "메시 용으로 생성 중: "
#: editor/import/resource_importer_scene.cpp
msgid "Running Custom Script..."
msgstr "커스텀 스크립트 실행 중..."
#: editor/import/resource_importer_scene.cpp
msgid "Couldn't load post-import script:"
msgstr "post-import 스크립트를 불러올 수 없음:"
#: editor/import/resource_importer_scene.cpp
msgid "Invalid/broken script for post-import (check console):"
msgstr "post-impot용 스크립트가 잘못되거나 망가짐 (콘솔을 확인하세요):"
#: editor/import/resource_importer_scene.cpp
msgid "Error running post-import script:"
msgstr "post-import 스크립트 실행 중 오류:"
#: editor/import/resource_importer_scene.cpp
msgid "Did you return a Node-derived object in the `post_import()` method?"
msgstr "`post_import()` 메서드에서 Node에서 상속받은 오브젝트를 반환했습니까?"
#: editor/import/resource_importer_scene.cpp
msgid "Saving..."
msgstr "저장 중..."
#: editor/import_defaults_editor.cpp
msgid "Select Importer"
msgstr "임포터 선택"
#: editor/import_defaults_editor.cpp
msgid "Importer:"
msgstr "임포터:"
#: editor/import_defaults_editor.cpp
msgid "Reset to Defaults"
msgstr "디폴트로 재설정"
#: editor/import_dock.cpp
msgid "Keep File (No Import)"
msgstr "파일 유지 (불러오기 없음)"
#: editor/import_dock.cpp
msgid "%d Files"
msgstr "파일 %d개"
#: editor/import_dock.cpp
msgid "Set as Default for '%s'"
msgstr "'%s'을(를) 디폴트으로 설정"
#: editor/import_dock.cpp
msgid "Clear Default for '%s'"
msgstr "'%s'을(를) 디폴트에서 지우기"
#: editor/import_dock.cpp
msgid "Reimport"
msgstr "다시 불러오기"
#: editor/import_dock.cpp
msgid ""
"You have pending changes that haven't been applied yet. Click Reimport to "
"apply changes made to the import options.\n"
"Selecting another resource in the FileSystem dock without clicking Reimport "
"first will discard changes made in the Import dock."
msgstr ""
#: editor/import_dock.cpp
msgid "Import As:"
msgstr "다음 형식으로 불러오기:"
#: editor/import_dock.cpp
msgid "Preset"
msgstr "프리셋"
#: editor/import_dock.cpp
msgid "Save Scenes, Re-Import, and Restart"
msgstr "씬 저장, 다시 불러오기 및 다시 시작"
#: editor/import_dock.cpp
msgid "Changing the type of an imported file requires editor restart."
msgstr "불러온 파일의 타입을 바꾸려면 에디터를 다시 시작해야 합니다."
#: editor/import_dock.cpp
msgid ""
"WARNING: Assets exist that use this resource, they may stop loading properly."
msgstr ""
"경고: 이 리소스를 사용하는 애셋이 있습니다. 정상적으로 불러오지 못할 수도 있"
"습니다."
#: editor/inspector_dock.cpp
msgid "Failed to load resource."
msgstr "리소스 불러오기에 실패했습니다."
#: editor/inspector_dock.cpp
msgid "Copy Properties"
msgstr "속성 복사"
#: editor/inspector_dock.cpp
msgid "Paste Properties"
msgstr "속성 붙여넣기"
#: editor/inspector_dock.cpp
msgid "Make Sub-Resources Unique"
msgstr "하위 리소스를 유일하게 만들기"
#: editor/inspector_dock.cpp
msgid "Create a new resource in memory and edit it."
msgstr "새 리소스를 메모리에서 만들고 편집합니다."
#: editor/inspector_dock.cpp
msgid "Load an existing resource from disk and edit it."
msgstr "디스크에서 기존 리소스를 불러오고 편집합니다."
#: editor/inspector_dock.cpp
msgid "Save the currently edited resource."
msgstr "현재 편집하는 리소스를 저장합니다."
#: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Save As..."
msgstr "다른 이름으로 저장..."
#: editor/inspector_dock.cpp
msgid "Extra resource options."
msgstr "별도의 리소스 옵션."
#: editor/inspector_dock.cpp
msgid "Edit Resource from Clipboard"
msgstr "클립보드에서 리소스 편집"
#: editor/inspector_dock.cpp
msgid "Copy Resource"
msgstr "리소스 복사"
#: editor/inspector_dock.cpp
msgid "Make Resource Built-In"
msgstr "리소스를 내장으로 만들기"
#: editor/inspector_dock.cpp
msgid "Go to the previous edited object in history."
msgstr "기록상 이전에 편집했던 오브젝트로 이동합니다."
#: editor/inspector_dock.cpp
msgid "Go to the next edited object in history."
msgstr "기록상 다음에 편집했던 오브젝트로 이동합니다."
#: editor/inspector_dock.cpp
msgid "History of recently edited objects."
msgstr "최근에 편집한 오브젝트 기록입니다."
#: editor/inspector_dock.cpp
msgid "Open documentation for this object."
msgstr "이 오브젝트를 위한 문서를 엽니다."
#: editor/inspector_dock.cpp editor/scene_tree_dock.cpp
msgid "Open Documentation"
msgstr "문서 열기"
#: editor/inspector_dock.cpp
msgid "Filter properties"
msgstr "필터 속성"
#: editor/inspector_dock.cpp
msgid "Manage object properties."
msgstr "오브젝트 속성을 관리합니다."
#: editor/inspector_dock.cpp
msgid "Changes may be lost!"
msgstr "변경사항을 잃을 수도 있습니다!"
#: editor/multi_node_edit.cpp
msgid "MultiNode Set"
msgstr "다중 노드 설정"
#: editor/node_dock.cpp
msgid "Select a single node to edit its signals and groups."
msgstr "시그널과 그룹을 편집할 단일 노드를 선택하세요."
#: editor/plugin_config_dialog.cpp
msgid "Edit a Plugin"
msgstr "플러그인 편집"
#: editor/plugin_config_dialog.cpp
msgid "Create a Plugin"
msgstr "플러그인 만들기"
#: editor/plugin_config_dialog.cpp
msgid "Plugin Name:"
msgstr "플러그인 이름:"
#: editor/plugin_config_dialog.cpp
msgid "Subfolder:"
msgstr "하위 폴더:"
#: editor/plugin_config_dialog.cpp
msgid "Author:"
msgstr "저자:"
#: editor/plugin_config_dialog.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Version:"
msgstr "버전:"
#: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp
msgid "Language:"
msgstr "언어:"
#: editor/plugin_config_dialog.cpp
msgid "Script Name:"
msgstr "스크립트 이름:"
#: editor/plugin_config_dialog.cpp
msgid "Activate now?"
msgstr "지금 실행할까요?"
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon"
msgstr "폴리곤 만들기"
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Create points."
msgstr "점을 만듭니다."
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid ""
"Edit points.\n"
"LMB: Move Point\n"
"RMB: Erase Point"
msgstr ""
"점을 편집합니다.\n"
"좌클릭: 점 이동\n"
"우클릭: 점 지우기"
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Erase points."
msgstr "점 지우기."
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Edit Polygon"
msgstr "폴리곤 편집"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Insert Point"
msgstr "점 삽입"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Edit Polygon (Remove Point)"
msgstr "폴리곤 편집 (점 제거)"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Remove Polygon And Point"
msgstr "폴리곤과 점 제거"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Animation"
msgstr "애니메이션 추가"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Load..."
msgstr "불러오기..."
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Move Node Point"
msgstr "노드 점 이동"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Change BlendSpace1D Limits"
msgstr "BlendSpace1D 제한 바꾸기"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Change BlendSpace1D Labels"
msgstr "BlendSpace1D 라벨 바꾸기"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "This type of node can't be used. Only root nodes are allowed."
msgstr "이 타입의 노드를 사용할 수 없습니다. 루트 노드만 쓸 수 있습니다."
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Node Point"
msgstr "노드 점 추가"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Animation Point"
msgstr "애니메이션 점 추가"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Remove BlendSpace1D Point"
msgstr "BlendSpace1D 점 제거"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Move BlendSpace1D Node Point"
msgstr "BlendSpace1D 노드 점 이동"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid ""
"AnimationTree is inactive.\n"
"Activate to enable playback, check node warnings if activation fails."
msgstr ""
"AnimationTree가 비활성 상태입니다.\n"
"재생을 활성화하려면 AnimationTree를 활성화하고, 활성화에 실패하면 노드 경고"
"를 확인하세요."
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Set the blending position within the space"
msgstr "공간 내의 혼합 지점 설정"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Select and move points, create points with RMB."
msgstr "점을 선택하고 이동합니다. 우클릭으로 점을 만드세요."
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp
msgid "Enable snap and show grid."
msgstr "스냅을 활성화하고 격자를 보이게 합니다."
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Point"
msgstr "점"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Open Editor"
msgstr "에디터 열기"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Open Animation Node"
msgstr "애니메이션 노드 열기"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Triangle already exists."
msgstr "삼각형이 이미 있습니다."
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Triangle"
msgstr "삼각형 추가"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Change BlendSpace2D Limits"
msgstr "BlendSpace2D 제한 바꾸기"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Change BlendSpace2D Labels"
msgstr "BlendSpace2D 라벨 바꾸기"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Remove BlendSpace2D Point"
msgstr "BlendSpace2D 점 제거"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Remove BlendSpace2D Triangle"
msgstr "BlendSpace2D 삼각형 제거"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "BlendSpace2D does not belong to an AnimationTree node."
msgstr "BlendSpace2D가 AnimationTree 노드에 속해있지 않습니다."
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "No triangles exist, so no blending can take place."
msgstr "삼각형이 없습니다. 혼합이 일어나지 않을 것입니다."
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Toggle Auto Triangles"
msgstr "자동 삼각형 토글"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Create triangles by connecting points."
msgstr "점을 연결해서 삼각형을 만듭니다."
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Erase points and triangles."
msgstr "점과 삼각형 지우기."
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Generate blend triangles automatically (instead of manually)"
msgstr "(수동 대신) 자동으로 혼합 삼각형 만들기"
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend:"
msgstr "혼합:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Parameter Changed:"
msgstr "매개변수 변경됨:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Edit Filters"
msgstr "필터 편집"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Output node can't be added to the blend tree."
msgstr "출력 노드를 혼합 트리에 추가할 수 없습니다."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Add Node to BlendTree"
msgstr "BlendTree에 노드 추가"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Node Moved"
msgstr "노드 이동됨"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Unable to connect, port may be in use or connection may be invalid."
msgstr "연결할 수 없습니다. 포트가 사용 중이거나 연결이 잘못된 것 같습니다."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Nodes Connected"
msgstr "노드 연결됨"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Nodes Disconnected"
msgstr "노드 연결 해제됨"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Set Animation"
msgstr "애니메이션 설정"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Delete Node"
msgstr "노드 삭제"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/scene_tree_dock.cpp
msgid "Delete Node(s)"
msgstr "노드 삭제"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Toggle Filter On/Off"
msgstr "필터 켜기/끄기 토글"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Change Filter"
msgstr "필터 바꾸기"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "No animation player set, so unable to retrieve track names."
msgstr ""
"애니메이션 플레이어가 설정되지 않았습니다. 그래서 트랙 이름을 검색할 수 없습"
"니다."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Player path set is invalid, so unable to retrieve track names."
msgstr ""
"플레이어 경로 설정이 잘못되었습니다. 그래서 트랙 이름을 검색할 수 없습니다."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/root_motion_editor_plugin.cpp
msgid ""
"Animation player has no valid root node path, so unable to retrieve track "
"names."
msgstr ""
"애니메이션 플레이어의 루트 노드 경로가 유효하지 않으므로 트랙 이름을 검색할 "
"수 없습니다."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Anim Clips"
msgstr "애니메이션 클립"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Audio Clips"
msgstr "오디오 클립"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Functions"
msgstr "함수(Function)"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Node Renamed"
msgstr "노드 이름 바뀜"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Node..."
msgstr "노드 추가..."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "Edit Filtered Tracks:"
msgstr "필터 트랙 편집:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Enable Filtering"
msgstr "필터 활성화"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Toggle Autoplay"
msgstr "자동 재생 토글"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "New Animation Name:"
msgstr "새 애니메이션 이름:"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "New Anim"
msgstr "새 애니메이션"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Change Animation Name:"
msgstr "애니메이션 이름 바꾸기:"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Delete Animation?"
msgstr "애니메이션을 삭제할까요?"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Remove Animation"
msgstr "애니메이션 제거"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Invalid animation name!"
msgstr "애니메이션 이름이 잘못되었습니다!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation name already exists!"
msgstr "애니메이션 이름이 이미 있습니다!"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Rename Animation"
msgstr "애니메이션 이름 바꾸기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Blend Next Changed"
msgstr "혼합 다음으로 바뀜"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Change Blend Time"
msgstr "혼합 시간 바꾸기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Load Animation"
msgstr "애니메이션 불러오기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Duplicate Animation"
msgstr "애니메이션 복제"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation to copy!"
msgstr "복사할 애니메이션이 없습니다!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation resource on clipboard!"
msgstr "클립보드에 애니메이션 리소스가 없습니다!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pasted Animation"
msgstr "붙여 넣은 애니메이션"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Paste Animation"
msgstr "애니메이션 붙여넣기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation to edit!"
msgstr "편집할 애니메이션이 없습니다!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation backwards from current pos. (A)"
msgstr "선택한 애니메이션을 현재 위치에서 거꾸로 재생합니다. (A)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation backwards from end. (Shift+A)"
msgstr "선택한 애니메이션을 끝에서 거꾸로 재생합니다. (Shift+A)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Stop animation playback. (S)"
msgstr "애니메이션 재생을 중단합니다. (S)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation from start. (Shift+D)"
msgstr "선택한 애니메이션을 처음부터 재생합니다. (Shift+D)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation from current pos. (D)"
msgstr "선택한 애니메이션을 현재 위치부터 재생합니다. (D)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation position (in seconds)."
msgstr "애니메이션 위치 (초)."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Scale animation playback globally for the node."
msgstr "노드의 애니메이션 재생 스케일를 전체적으로 조절합니다."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Tools"
msgstr "애니메이션 도구"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation"
msgstr "애니메이션"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/version_control_editor_plugin.cpp
msgid "New"
msgstr "새로 만들기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
msgstr "전환 편집..."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Open in Inspector"
msgstr "인스펙터에서 열기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Display list of animations in player."
msgstr "애니메이션 목록을 표시합니다."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Autoplay on Load"
msgstr "불러올 시 자동으로 재생"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Enable Onion Skinning"
msgstr "어니언 스키닝 활성화"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Onion Skinning Options"
msgstr "어니언 스키닝 설정"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Directions"
msgstr "방향"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Past"
msgstr "과거"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Future"
msgstr "미래"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Depth"
msgstr "깊이"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "1 step"
msgstr "1단계"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "2 steps"
msgstr "2단계"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "3 steps"
msgstr "3단계"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Differences Only"
msgstr "차이만"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Force White Modulate"
msgstr "강제 흰색 조절"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Include Gizmos (3D)"
msgstr "기즈모 포함 (3D)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pin AnimationPlayer"
msgstr "AnimationPlayer 고정"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Create New Animation"
msgstr "새 애니메이션 만들기"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Name:"
msgstr "애니메이션 이름:"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp
msgid "Error!"
msgstr "오류!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Blend Times:"
msgstr "혼합 시간:"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Next (Auto Queue):"
msgstr "다음 (자동 큐):"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Cross-Animation Blend Times"
msgstr "교차-애니메이션 혼합 시간"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Move Node"
msgstr "노드 이동"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition exists!"
msgstr "전환이 있습니다!"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Add Transition"
msgstr "전환 추가"
#: editor/plugins/animation_state_machine_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node"
msgstr "노드 추가"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "End"
msgstr "끝"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Immediate"
msgstr "즉시"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Sync"
msgstr "동기화"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "At End"
msgstr "끝에서"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Travel"
msgstr "진행"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Start and end nodes are needed for a sub-transition."
msgstr "하위 전환에는 시작과 끝 노드가 필요합니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "No playback resource set at path: %s."
msgstr "이 경로에 설정한 재생 리소스가 없음: %s."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Node Removed"
msgstr "노드 제거됨"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition Removed"
msgstr "전환 제거됨"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Set Start Node (Autoplay)"
msgstr "시작 노드 설정 (자동 재생)"
#: editor/plugins/animation_state_machine_editor.cpp
msgid ""
"Select and move nodes.\n"
"RMB to add new nodes.\n"
"Shift+LMB to create connections."
msgstr ""
"노드를 선택하고 이동합니다.\n"
"우클릭으로 새 노드를 추가합니다.\n"
"Shift+좌클릭으로 연결을 만듭니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Create new nodes."
msgstr "새 노드를 만듭니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Connect nodes."
msgstr "노드를 연결합니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Remove selected node or transition."
msgstr "선택한 노드나 전환을 제거합니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Toggle autoplay this animation on start, restart or seek to zero."
msgstr ""
"이 애니메이션을 시작, 재시작, 혹은 0으로 가도록 자동 재생을 토글합니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Set the end animation. This is useful for sub-transitions."
msgstr "끝 애니메이션을 설정합니다. 이것은 하위 전환에 유용합니다."
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition: "
msgstr "전환: "
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
msgstr "실행 모드:"
#: editor/plugins/animation_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "AnimationTree"
msgstr "애니메이션 트리"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "New name:"
msgstr "새 이름:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Scale:"
msgstr "스케일:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Fade In (s):"
msgstr "페이드 인 (초):"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Fade Out (s):"
msgstr "페이드 아웃 (초):"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend"
msgstr "혼합"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Mix"
msgstr "믹스"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Auto Restart:"
msgstr "자동 재시작:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Restart (s):"
msgstr "재시작 (초):"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Random Restart (s):"
msgstr "임의 재시작 (초):"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Start!"
msgstr "시작!"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Amount:"
msgstr "양:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend 0:"
msgstr "혼합 0:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend 1:"
msgstr "혼합 1:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "X-Fade Time (s):"
msgstr "X-페이드 시간 (초):"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Current:"
msgstr "현재:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Input"
msgstr "입력 추가"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Clear Auto-Advance"
msgstr "자동 진행 지우기"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Set Auto-Advance"
msgstr "자동 진행 설정"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Delete Input"
msgstr "입력 삭제"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation tree is valid."
msgstr "애니메이션 트리는 정상입니다."
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation tree is invalid."
msgstr "애니메이션 트리가 잘못되었습니다."
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation Node"
msgstr "애니메이션 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "OneShot Node"
msgstr "원샷 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Mix Node"
msgstr "믹스 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend2 Node"
msgstr "혼합2 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend3 Node"
msgstr "혼합3 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend4 Node"
msgstr "혼합4 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeScale Node"
msgstr "시간 스케일 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeSeek Node"
msgstr "시간 탐색 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Transition Node"
msgstr "전환 노드"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Import Animations..."
msgstr "애니메이션 불러오기..."
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Edit Node Filters"
msgstr "노드 필터 편집"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Filters..."
msgstr "필터..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
msgstr "콘텐츠:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "View Files"
msgstr "파일 보기"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download"
msgstr "다운로드"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Connection error, please try again."
msgstr "연결 오류. 다시 시도해주세요."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't connect."
msgstr "연결할 수 없습니다."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't connect to host:"
msgstr "호스트에 연결할 수 없음:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No response from host:"
msgstr "호스트의 응답 없음:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No response."
msgstr "응답 없음."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't resolve hostname:"
msgstr "호스트 이름을 찾을 수 없음:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't resolve."
msgstr "해결할 수 없습니다."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, return code:"
msgstr "요청 실패. 반환 코드:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Cannot save response to:"
msgstr "응답을 저장할 수 없음:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Write error."
msgstr "작성 오류."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, too many redirects"
msgstr "요청 실패. 너무 많은 리다이렉트"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Redirect loop."
msgstr "리다이렉트 루프."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, timeout"
msgstr "요청 실패. 시간 초과"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Timeout."
msgstr "시간 초과."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed:"
msgstr "실패함:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Bad download hash, assuming file has been tampered with."
msgstr "잘못된 다운로드 해시. 파일이 변조된 것 같아요."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Expected:"
msgstr "예상:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Got:"
msgstr "받음:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed SHA-256 hash check"
msgstr "SHA-256 해시 확인 실패"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Asset Download Error:"
msgstr "애셋 다운로드 오류:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Downloading (%s / %s)..."
msgstr "다운로드 중 (%s / %s)..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Downloading..."
msgstr "다운로드 중..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Resolving..."
msgstr "해결 중..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Error making request"
msgstr "요청 만드는 중 오류"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Idle"
msgstr "대기"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Install..."
msgstr "설치..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Retry"
msgstr "다시 시도"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download Error"
msgstr "다운로드 오류"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
msgstr "이 애셋은 이미 다운로드 중입니다!"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Recently Updated"
msgstr "최근 업데이트"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Least Recently Updated"
msgstr "가장 최근 업데이트"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Name (A-Z)"
msgstr "이름 (A-Z)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Name (Z-A)"
msgstr "이름 (Z-A)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "License (A-Z)"
msgstr "라이선스 (A-Z)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "License (Z-A)"
msgstr "라이선스 (Z-A)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "First"
msgstr "처음으로"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Previous"
msgstr "이전"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Next"
msgstr "다음"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Last"
msgstr "끝으로"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "All"
msgstr "모두"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Search templates, projects, and demos"
msgstr "검색 템플릿, 프로젝트, 및 데모"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Search assets (excluding templates, projects, and demos)"
msgstr "애셋 검색 (템플릿, 프로젝트, 및 데모 제외)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Import..."
msgstr "불러오기..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Plugins..."
msgstr "플러그인..."
#: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp
msgid "Sort:"
msgstr "정렬:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Category:"
msgstr "카테고리:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Site:"
msgstr "사이트:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Support"
msgstr "지원"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Official"
msgstr "공식"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Testing"
msgstr "테스트"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Loading..."
msgstr "불러오는 중..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
msgstr "애셋 ZIP 파일"
#: editor/plugins/audio_stream_editor_plugin.cpp
msgid "Audio Preview Play/Pause"
msgstr "오디오 미리보기 재생/일시 정지"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"Can't determine a save path for lightmap images.\n"
"Save your scene and try again."
msgstr ""
"라이트맵 이미지를 위한 저장 경로를 결정할 수 없습니다.\n"
"당신의 씬을 저장하고 다시 시도하세요."
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"No meshes to bake. Make sure they contain an UV2 channel and that the 'Use "
"In Baked Light' and 'Generate Lightmap' flags are on."
msgstr ""
"구울 메시가 없습니다. UV2 채널을 포함하고 있고 'Use In Baked Light' 및 "
"'Generate Lightmap' 플래그가 켜져 있는지 확인해주세요."
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Failed creating lightmap images, make sure path is writable."
msgstr "라이트맵 이미지 생성 실패. 작성 가능한 경로인지 확인해주세요."
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Failed determining lightmap size. Maximum lightmap size too small?"
msgstr ""
"라이트맵 크기를 결정하는 데 실패했습니다. 최대 라이트맵 크기가 너무 작나요?"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"Some mesh is invalid. Make sure the UV2 channel values are contained within "
"the [0.0,1.0] square region."
msgstr ""
"일부 메시가 잘못되었습니다. UV2 채널 값이 [0.0,1.0] 정사각형 영역 안에 포함되"
"어 있는지 확인해주세요."
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"Godot editor was built without ray tracing support, lightmaps can't be baked."
msgstr ""
"Godot 에디터는 레이 트레이싱 지원 없이 빌드되었으며 라이트맵은 구울 수 없습니"
"다."
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Bake Lightmaps"
msgstr "라이트맵 굽기"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Select lightmap bake file:"
msgstr "라이트맵을 구울 파일 선택:"
#: editor/plugins/camera_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Preview"
msgstr "미리보기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Configure Snap"
msgstr "스냅 구성"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Offset:"
msgstr "격자 오프셋:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Step:"
msgstr "격자 단계:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Primary Line Every:"
msgstr "매 첫 라인:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "steps"
msgstr "단계"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation Offset:"
msgstr "회전 오프셋:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation Step:"
msgstr "회전 단계:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale Step:"
msgstr "스케일 단계:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move Vertical Guide"
msgstr "수직 가이드 이동"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Vertical Guide"
msgstr "수직 가이드 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Remove Vertical Guide"
msgstr "수직 가이드 제거"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move Horizontal Guide"
msgstr "수평 가이드 이동"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Horizontal Guide"
msgstr "수평 가이드 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Remove Horizontal Guide"
msgstr "수평 가이드 제거"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Horizontal and Vertical Guides"
msgstr "수평 및 수직 가이드 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)"
msgstr "CanvasItem \"%s\"의 피벗 오프셋을 (%d, %d)로 설정"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotate %d CanvasItems"
msgstr "CanvasItem %d개 회전"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotate CanvasItem \"%s\" to %d degrees"
msgstr "CanvasItem \"%s\"를 %d도로 회전"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move CanvasItem \"%s\" Anchor"
msgstr "CanvasItem \"%s\" 앵커 이동"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale Node2D \"%s\" to (%s, %s)"
msgstr "Node2D \"%s\"를 (%s, %s)로 스케일 조절"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Resize Control \"%s\" to (%d, %d)"
msgstr "컨트롤 \"%s\"를 (%d, %d)로 크기 조절"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale %d CanvasItems"
msgstr "CanvasItem %d개 스케일 조절"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale CanvasItem \"%s\" to (%s, %s)"
msgstr "CanvasItem \"%s\"를 (%s, %s)로 스케일 조절"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move %d CanvasItems"
msgstr "CanvasItem %d개 이동"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move CanvasItem \"%s\" to (%d, %d)"
msgstr "CanvasItem \"%s\"를 (%d, %d)로 이동"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Locked"
msgstr "잠김"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Grouped"
msgstr "그룹됨"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Children of containers have their anchors and margins values overridden by "
"their parent."
msgstr "컨테이너의 자식은 부모로 인해 오버라이드된 앵커와 여백 값을 가집니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Presets for the anchors and margins values of a Control node."
msgstr "Control 노드의 앵커와 여백 값의 프리셋."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"When active, moving Control nodes changes their anchors instead of their "
"margins."
msgstr "이 설정을 켜면, Control 노드는 움직이면서 여백이 아닌 앵커를 바꿉니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Left"
msgstr "왼쪽 위"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Right"
msgstr "오른쪽 위"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Right"
msgstr "오른쪽 아래"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Left"
msgstr "왼쪽 아래"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Left"
msgstr "왼쪽 중앙"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Top"
msgstr "위쪽 중앙"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Right"
msgstr "오른쪽 중앙"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Bottom"
msgstr "아래쪽 중앙"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center"
msgstr "중앙"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Left Wide"
msgstr "왼쪽 넓게"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Wide"
msgstr "위쪽 넓게"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Right Wide"
msgstr "오른쪽 넓게"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Wide"
msgstr "아래쪽 넓게"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "VCenter Wide"
msgstr "수직선 중앙 넓게"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "HCenter Wide"
msgstr "수평선 중앙 넓게"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Full Rect"
msgstr "사각형 전체"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Keep Ratio"
msgstr "비율 유지"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Anchors only"
msgstr "앵커만 적용"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Anchors and Margins"
msgstr "앵커와 여백 바꾸기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Anchors"
msgstr "앵커 바꾸기"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Project Camera Override\n"
"Overrides the running project's camera with the editor viewport camera."
msgstr ""
"프로젝트 카메라 오버라이드\n"
"실행 중인 프로젝트의 카메라를 에디터 뷰포트 카메라로 오버라이드합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Project Camera Override\n"
"No project instance running. Run the project from the editor to use this "
"feature."
msgstr ""
"프로젝트 카메라 오버라이드\n"
"실행 중인 프로젝트 인스턴스가 없습니다. 이 기능을 사용하려면 에디터에서 프로"
"젝트를 실행하세요."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock Selected"
msgstr "선택 항목 잠그기"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unlock Selected"
msgstr "선택 항목 잠금 풀기"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Group Selected"
msgstr "선택 항목 묶기"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Ungroup Selected"
msgstr "선택 항목 묶음 풀기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Paste Pose"
msgstr "포즈 붙여 넣기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Guides"
msgstr "가이드 지우기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Custom Bone(s) from Node(s)"
msgstr "노드에서 커스텀 본 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Bones"
msgstr "본 지우기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Make IK Chain"
msgstr "IK 체인 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear IK Chain"
msgstr "IK 체인 지우기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Warning: Children of a container get their position and size determined only "
"by their parent."
msgstr "경고: 컨테이너의 자손 위치와 크기는 부모에 의해 결정됩니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom Reset"
msgstr "줌 재설정"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Select Mode"
msgstr "모드 선택"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Drag: Rotate selected node around pivot."
msgstr "드래그: 피벗 주위에 선택된 노드를 회전합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Alt+Drag: Move selected node."
msgstr "Alt+드래그: 선택된 노드를 이동합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "V: Set selected node's pivot position."
msgstr "V: 선택된 노드의 피벗 위치를 설정합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Alt+RMB: Show list of all nodes at position clicked, including locked."
msgstr ""
"Alt+우클릭: 클릭된 위치에 있는 잠금을 포함한 모든 노드의 목록을 보여줍니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "RMB: Add node at position clicked."
msgstr "우클릭: 클릭한 위치에 노드를 추가합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Move Mode"
msgstr "이동 모드"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Mode"
msgstr "회전 모드"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Mode"
msgstr "스케일 모드"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Show a list of all objects at the position clicked\n"
"(same as Alt+RMB in select mode)."
msgstr ""
"클릭한 위치에 있는 모든 오브젝트 목록을 보여줍니다\n"
"(선택 모드에서 Alt+우클릭과 같음)."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Click to change object's rotation pivot."
msgstr "클릭으로 오브젝트의 회전 피벗을 바꿉니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Pan Mode"
msgstr "팬 모드"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Ruler Mode"
msgstr "자 모드"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle smart snapping."
msgstr "스마트 스냅을 토글합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Smart Snap"
msgstr "스마트 스냅 사용"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle grid snapping."
msgstr "격자 스냅을 토글합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Grid Snap"
msgstr "격자 스냅 사용"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snapping Options"
msgstr "스냅 설정"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Rotation Snap"
msgstr "회전 스냅 사용"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Scale Snap"
msgstr "스케일 스냅 사용"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap Relative"
msgstr "상대적인 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Pixel Snap"
msgstr "픽셀 스냅 사용"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Smart Snapping"
msgstr "스마트 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Configure Snap..."
msgstr "스냅 구성..."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Parent"
msgstr "부모에 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Anchor"
msgstr "노드 앵커에 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Sides"
msgstr "노드 옆면에 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Center"
msgstr "노드 중앙에 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Other Nodes"
msgstr "다른 노드에 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Guides"
msgstr "가이드에 스냅"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock the selected object in place (can't be moved)."
msgstr "선택된 오브젝트를 그 자리에 잠급니다 (움직일 수 없습니다)."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unlock the selected object (can be moved)."
msgstr "선택된 오브젝트를 잠금에서 풉니다 (움직일 수 있습니다)."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Makes sure the object's children are not selectable."
msgstr "오브젝트의 자손을 선택하지 않도록 합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Restores the object's children's ability to be selected."
msgstr "오브젝트의 자손을 선택할 수 있도록 복원합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Skeleton Options"
msgstr "스켈레톤 설정"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Bones"
msgstr "본 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Make Custom Bone(s) from Node(s)"
msgstr "노드에서 커스텀 본 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Custom Bones"
msgstr "커스텀 본 지우기"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View"
msgstr "보기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Always Show Grid"
msgstr "항상 격자 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Helpers"
msgstr "도우미 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Rulers"
msgstr "자 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Guides"
msgstr "가이드 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Origin"
msgstr "원점 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Viewport"
msgstr "뷰포트 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Group And Lock Icons"
msgstr "그룹과 잠금 아이콘 보이기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Selection"
msgstr "선택 항목 중앙으로"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Frame Selection"
msgstr "프레임 선택"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Preview Canvas Scale"
msgstr "캔버스 스케일 미리보기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Translation mask for inserting keys."
msgstr "키를 삽입하기 위한 전환 마스크."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation mask for inserting keys."
msgstr "키를 삽입하기 위한 회전 마스크."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale mask for inserting keys."
msgstr "키를 삽입하기 위한 스케일 마스크."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert keys (based on mask)."
msgstr "키 삽입하기 (마스크 기준)."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Auto insert keys when objects are translated, rotated or scaled (based on "
"mask).\n"
"Keys are only added to existing tracks, no new tracks will be created.\n"
"Keys must be inserted manually for the first time."
msgstr ""
"오브젝트를 전환, 회전 또는 스케일을 조절할 때마다 자동으로 키를 삽입합니다 "
"(마스크 기준).\n"
"키는 기존 트랙에만 추가되고, 새 트랙을 추가하진 않습니다.\n"
"처음에는 수동으로 키를 삽입해야 합니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Auto Insert Key"
msgstr "자동으로 키 삽입"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Animation Key and Pose Options"
msgstr "애니메이션 키와 포즈 설정"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key (Existing Tracks)"
msgstr "키 삽입 (기존 트랙)"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Copy Pose"
msgstr "포즈 복사"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Pose"
msgstr "포즈 지우기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Add Node Here"
msgstr "여기에 노드 추가"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Instance Scene Here"
msgstr "여기에 씬 인스턴스화"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Multiply grid step by 2"
msgstr "격자 단계를 2배 증가"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Divide grid step by 2"
msgstr "격자 단계를 반으로 감소"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Pan View"
msgstr "팬 보기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 3.125%"
msgstr "3.125%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 6.25%"
msgstr "6.25%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 12.5%"
msgstr "12.5%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 25%"
msgstr "25%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 50%"
msgstr "50%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 100%"
msgstr "100%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 200%"
msgstr "200%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 400%"
msgstr "400%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 800%"
msgstr "800%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Zoom to 1600%"
msgstr "1600%로 줌"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Add %s"
msgstr "%s 추가"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Adding %s..."
msgstr "%s 추가하는 중..."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Cannot instantiate multiple nodes without root."
msgstr "루트 노드 없이는 여러 노드를 인스턴스할 수 없습니다."
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Create Node"
msgstr "노드 만들기"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Error instancing scene from %s"
msgstr "'%s'에서 씬 인스턴스 중 오류"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Default Type"
msgstr "디폴트 타입 바꾸기"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Drag & drop + Shift : Add node as sibling\n"
"Drag & drop + Alt : Change node type"
msgstr ""
"드래그 & 드롭 + Shift : 동기 노드로 추가\n"
"드래그 & 드롭 + Alt : 노드 타입 바꾸기"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Create Polygon3D"
msgstr "Polygon3D 만들기"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Edit Poly"
msgstr "폴리곤 편집"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Edit Poly (Remove Point)"
msgstr "폴리곤 편집 (점 제거)"
#: editor/plugins/collision_shape_2d_editor_plugin.cpp
msgid "Set Handle"
msgstr "핸들 설정"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Load Emission Mask"
msgstr "방출 마스크 불러오기"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Restart"
msgstr "다시 시작"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Clear Emission Mask"
msgstr "에미션 마스크 정리"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Particles"
msgstr "파티클"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generated Point Count:"
msgstr "생성한 점 개수:"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Emission Mask"
msgstr "방출 마스크"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Solid Pixels"
msgstr "전면 픽셀"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Border Pixels"
msgstr "테두리 픽셀"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Directed Border Pixels"
msgstr "방향성이 있는 테두리 픽셀"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Capture from Pixel"
msgstr "픽셀에서 캡처"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Emission Colors"
msgstr "방출 색상"
#: editor/plugins/cpu_particles_editor_plugin.cpp
msgid "CPUParticles"
msgstr "CPUParticles"
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emission Points From Mesh"
msgstr "메시에서 방출 점 만들기"
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emission Points From Node"
msgstr "노드에서 방출 점 만들기"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 0"
msgstr "플랫 0"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 1"
msgstr "플랫 1"
#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease In"
msgstr "감속"
#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease Out"
msgstr "가속"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Smoothstep"
msgstr "부드러운 단계"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Modify Curve Point"
msgstr "곡선 점 수정"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Modify Curve Tangent"
msgstr "곡선 탄젠트 수정"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Load Curve Preset"
msgstr "곡선 프리셋 불러오기"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Add Point"
msgstr "점 추가"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Remove Point"
msgstr "점 제거"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Left Linear"
msgstr "왼쪽 선형"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Right Linear"
msgstr "오른쪽 선형"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Load Preset"
msgstr "프리셋 불러오기"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Remove Curve Point"
msgstr "곡선 점 제거"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Toggle Curve Linear Tangent"
msgstr "곡선 선형 탄젠트 토글"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Hold Shift to edit tangents individually"
msgstr "Shift키를 눌러서 탄젠트를 개별적으로 편집"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Right click to add point"
msgstr "점을 추가하려면 우클릭"
#: editor/plugins/gi_probe_editor_plugin.cpp
msgid "Bake GI Probe"
msgstr "GI 프로브 굽기"
#: editor/plugins/gradient_editor_plugin.cpp
msgid "Gradient Edited"
msgstr "기울기 편집됨"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
msgstr "항목 %d개"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Items"
msgstr "항목"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item List Editor"
msgstr "항목 목록 에디터"
#: editor/plugins/light_occluder_2d_editor_plugin.cpp
msgid "Create Occluder Polygon"
msgstr "Occluder 폴리곤 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh is empty!"
msgstr "메시가 없습니다!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create a Trimesh collision shape."
msgstr "Trimesh 콜리전 모양을 만들 수 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Static Trimesh Body"
msgstr "Static Trimesh Body 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "This doesn't work on scene root!"
msgstr "씬 루트에서 작업할 수 없습니다!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Shape"
msgstr "Trimesh Static Shape 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Can't create a single convex collision shape for the scene root."
msgstr "씬 루트에서 단일 컨벡스 콜리전 모양을 만들 수 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create a single convex collision shape."
msgstr "단일 컨벡스 콜리전 모양을 만들 수 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Simplified Convex Shape"
msgstr "단순 컨벡스 모양 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Single Convex Shape"
msgstr "단일 컨벡스 모양 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Can't create multiple convex collision shapes for the scene root."
msgstr "씬 루트에 다중 컨벡스 콜리전 모양을 만들 수 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create any collision shapes."
msgstr "콜리전 모양을 만들 수 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Multiple Convex Shapes"
msgstr "다중 컨벡스 모양 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Navigation Mesh"
msgstr "내비게이션 메시 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Contained Mesh is not of type ArrayMesh."
msgstr "포함된 메시가 ArrayMesh 타입이 아닙니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "UV Unwrap failed, mesh may not be manifold?"
msgstr "UV 펼치기를 실패했습니다. 메시가 다양한 것 같은데요?"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "No mesh to debug."
msgstr "디버그할 메시가 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh has no UV in layer %d."
msgstr "레이어 %d에서 메시에 UV가 없습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "MeshInstance lacks a Mesh!"
msgstr "MeshInstance에 메시가 없습니다!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh has not surface to create outlines from!"
msgstr "메시에 윤곽선을 만들 표면이 없습니다!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!"
msgstr "메시 기본 타입이 PRIMITIVE_TRIANGLES이 아닙니다!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Could not create outline!"
msgstr "윤곽선을 만들 수 없습니다!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline"
msgstr "윤곽선 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh"
msgstr "메시"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Body"
msgstr "Trimesh Static Body 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a StaticBody and assigns a polygon-based collision shape to it "
"automatically.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
"StaticBody를 만들고 거기에 폴리곤 기반 콜리전 모양을 자동으로 만들어 붙입니"
"다.\n"
"이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Collision Sibling"
msgstr "Trimesh 콜리전 동기 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a polygon-based collision shape.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
"폴리곤 기반 콜리전 모양을 만듭니다.\n"
"이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Single Convex Collision Sibling"
msgstr "단일 컨벡스 콜리전 동기 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a single convex collision shape.\n"
"This is the fastest (but least accurate) option for collision detection."
msgstr ""
"단일 컨벡스 콜리전 모양을 만듭니다.\n"
"이 방법은 가장 빠른 (하지만 덜 정확한) 콜리전 감지 옵션입니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Simplified Convex Collision Sibling"
msgstr "단순 컨벡스 콜리전 동기 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a simplified convex collision shape.\n"
"This is similar to single collision shape, but can result in a simpler "
"geometry in some cases, at the cost of accuracy."
msgstr ""
"단순 컨벡스 콜리전 모양을 만듭니다.\n"
"단일 콜리전 모양과 비슷하지만, 경우에 따라 정확도를 희생시켜 지오메트리가 더 "
"단순해지는 결과를 초래할 수 있습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Multiple Convex Collision Siblings"
msgstr "다중 컨벡스 콜리전 동기 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a polygon-based collision shape.\n"
"This is a performance middle-ground between a single convex collision and a "
"polygon-based collision."
msgstr ""
"폴리곤 기반 콜리전 모양을 만듭니다.\n"
"이 방법은 단일 컨벡스 콜리전과 폴리곤 기반 콜리전 사이의 중간 정도 성능입니"
"다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline Mesh..."
msgstr "윤곽선 메시 만들기..."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a static outline mesh. The outline mesh will have its normals "
"flipped automatically.\n"
"This can be used instead of the SpatialMaterial Grow property when using "
"that property isn't possible."
msgstr ""
"스태틱 윤곽선 메시를 만듭니다. 윤곽선 메시의 법선 벡터는 자동으로 반전됩니"
"다.\n"
"SpatialMaterial의 Grow 속성을 사용할 수 없을 때 대신 사용할 수 있습니다."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "View UV1"
msgstr "UV1 보기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "View UV2"
msgstr "UV2 보기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Unwrap UV2 for Lightmap/AO"
msgstr "라이트맵/AO를 위한 UV2 펼치기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline Mesh"
msgstr "윤곽선 메시 만들기"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Outline Size:"
msgstr "윤곽선 크기:"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "UV Channel Debug"
msgstr "UV 채널 디버그"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Remove item %d?"
msgstr "항목 %d개를 제거하시겠습니까?"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid ""
"Update from existing scene?:\n"
"%s"
msgstr ""
"존재하는 씬에서 업데이트할까요?\n"
"%s"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Mesh Library"
msgstr "메시 라이브러리"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Add Item"
msgstr "항목 추가"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Remove Selected Item"
msgstr "선택한 항목 제거"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import from Scene (Ignore Transforms)"
msgstr "씬에서 불러오기 (변형 무시)"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import from Scene (Apply Transforms)"
msgstr "씬에서 불러오기 (변형 적용)"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Update from Scene"
msgstr "씬에서 업데이트"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and no MultiMesh set in node)."
msgstr ""
"메시 소스를 지정하지 않았습니다 (그리고 노드에 MultiMesh를 설정하지 않았습니"
"다)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and MultiMesh contains no Mesh)."
msgstr "메시 소스를 지정하지 않았습니다 (그리고 MultiMesh에 메시가 없습니다)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (invalid path)."
msgstr "메시 소스가 잘못되었습니다 (잘못된 경로)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (not a MeshInstance)."
msgstr "메시 소스가 잘못되었습니다 (MeshInstance가 아님)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (contains no Mesh resource)."
msgstr "메시 소스가 잘못되었습니다 (Mesh 리소스가 없음)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No surface source specified."
msgstr "표면 소스를 지정하지 않았습니다."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (invalid path)."
msgstr "표면 소스가 잘못되었습니다 (잘못된 경로)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (no geometry)."
msgstr "표면 소스가 잘못되었습니다 (지오메트리 없음)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (no faces)."
msgstr "표면 소스가 잘못되었습니다 (면 없음)."
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Select a Source Mesh:"
msgstr "소스 메시를 선택하세요:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Select a Target Surface:"
msgstr "대상 표면을 선택하세요:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate Surface"
msgstr "표면 채우기"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate MultiMesh"
msgstr "MultiMesh 만들기"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Target Surface:"
msgstr "대상 표면:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Source Mesh:"
msgstr "원본 메시:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "X-Axis"
msgstr "X축"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Y-Axis"
msgstr "Y축"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Z-Axis"
msgstr "Z축"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh Up Axis:"
msgstr "메시의 위쪽 축:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Rotation:"
msgstr "무작위 회전:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Tilt:"
msgstr "무작위 기울기:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Scale:"
msgstr "무작위 스케일:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate"
msgstr "만들기"
#: editor/plugins/navigation_polygon_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Navigation Polygon"
msgstr "내비게이션 폴리곤 만들기"
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Convert to CPUParticles"
msgstr "CPUParticles로 변환"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generating Visibility Rect"
msgstr "가시성 직사각형 만들기"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generate Visibility Rect"
msgstr "가시성 직사각형을 만듭니다"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Can only set point into a ParticlesMaterial process material"
msgstr "ParticlesMaterial 프로세스 머티리얼 안에만 점을 설정할 수 있습니다"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Convert to CPUParticles2D"
msgstr "CPUParticles2D로 변환"
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generation Time (sec):"
msgstr "생성 시간 (초):"
#: editor/plugins/particles_editor_plugin.cpp
msgid "The geometry's faces don't contain any area."
msgstr "지오메트리의 면에 영역이 포함되지 않습니다."
#: editor/plugins/particles_editor_plugin.cpp
msgid "The geometry doesn't contain any faces."
msgstr "지오메트리에 면이 포함되지 않습니다."
#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't inherit from Spatial."
msgstr "\"%s\"은(는) Spatial을 상속받지 않습니다."
#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't contain geometry."
msgstr "\"%s\"에 지오메트리가 포함되지 않습니다."
#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't contain face geometry."
msgstr "\"%s\"에 면 지오메트리가 포함되지 않습니다."
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emitter"
msgstr "방출기 만들기"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Emission Points:"
msgstr "방출 점:"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Surface Points"
msgstr "표면 점"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Surface Points+Normal (Directed)"
msgstr "표면 점+노멀 (직접)"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Volume"
msgstr "볼륨"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Emission Source: "
msgstr "방출 소스: "
#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
msgstr "'ParticlesMaterial' 타입의 프로세서 머티리얼이 필요합니다."
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generating AABB"
msgstr "AABB 만드는 중"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generate Visibility AABB"
msgstr "가시성 AABB 만들기"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove Point from Curve"
msgstr "곡선에서 점 제거"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove Out-Control from Curve"
msgstr "곡선의 아웃-컨트롤 제거"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove In-Control from Curve"
msgstr "곡선의 인-컨트롤 제거"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Add Point to Curve"
msgstr "곡선에 점 추가"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Split Curve"
msgstr "곡선 가르기"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move Point in Curve"
msgstr "곡선의 점 이동"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move In-Control in Curve"
msgstr "곡선의 인-컨트롤 이동"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move Out-Control in Curve"
msgstr "곡선의 아웃-컨트롤 이동"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Select Points"
msgstr "점 선택"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Shift+Drag: Select Control Points"
msgstr "Shift+드래그: 컨트롤 점 선택"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Click: Add Point"
msgstr "클릭: 점 추가"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Left Click: Split Segment (in curve)"
msgstr "좌클릭: (곡선에서) 세그먼트 가르기"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Right Click: Delete Point"
msgstr "우클릭: 점 삭제"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Select Control Points (Shift+Drag)"
msgstr "컨트롤 점 선택 (Shift+드래그)"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Add Point (in empty space)"
msgstr "(빈 공간에) 점 추가"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Delete Point"
msgstr "점 삭제"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Close Curve"
msgstr "곡선 닫기"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
#: editor/plugins/theme_editor_preview.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp
msgid "Options"
msgstr "설정"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Mirror Handle Angles"
msgstr "핸들 각도 거울"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Mirror Handle Lengths"
msgstr "핸들 길이 거울"
#: editor/plugins/path_editor_plugin.cpp
msgid "Curve Point #"
msgstr "곡선 점 #"
#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve Point Position"
msgstr "곡선 점 위치 설정"
#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve In Position"
msgstr "곡선의 인 위치 설정"
#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve Out Position"
msgstr "곡선의 아웃 위치 설정"
#: editor/plugins/path_editor_plugin.cpp
msgid "Split Path"
msgstr "경로 가르기"
#: editor/plugins/path_editor_plugin.cpp
msgid "Remove Path Point"
msgstr "경로 점 제거"
#: editor/plugins/path_editor_plugin.cpp
msgid "Remove Out-Control Point"
msgstr "아웃-컨트롤 점 제거"
#: editor/plugins/path_editor_plugin.cpp
msgid "Remove In-Control Point"
msgstr "인-컨트롤 점 제거"
#: editor/plugins/path_editor_plugin.cpp
msgid "Split Segment (in curve)"
msgstr "(곡선에서) 세그먼트 가르기"
#: editor/plugins/physical_bone_plugin.cpp
msgid "Move Joint"
msgstr "관절 이동"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"The skeleton property of the Polygon2D does not point to a Skeleton2D node"
msgstr "Polygon2D의 Skeleton 속성이 Skeleton2D 노드를 향하지 않습니다"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Sync Bones"
msgstr "본 동기화"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"No texture in this polygon.\n"
"Set a texture to be able to edit UV."
msgstr ""
"이 폴리곤에 텍스처가 없습니다.\n"
"UV를 편집하려면 텍스처를 설정하세요."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create UV Map"
msgstr "UV 맵 만들기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"Polygon 2D has internal vertices, so it can no longer be edited in the "
"viewport."
msgstr ""
"Polygon2D에 내부 꼭짓점이 있습니다. 더 이상 뷰포트에서 편집할 수 없습니다."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon & UV"
msgstr "폴리곤 & UV 만들기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Internal Vertex"
msgstr "내부 꼭짓점 만들기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Remove Internal Vertex"
msgstr "내부 꼭짓점 제거"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Invalid Polygon (need 3 different vertices)"
msgstr "잘못된 폴리곤 (3개의 다른 꼭짓점이 필요합니다)"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Add Custom Polygon"
msgstr "커스텀 폴리곤 추가"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Remove Custom Polygon"
msgstr "커스텀 폴리곤 제거"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Transform UV Map"
msgstr "UV 맵 변형"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Transform Polygon"
msgstr "폴리곤 변형"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Paint Bone Weights"
msgstr "본 가중치 칠하기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Open Polygon 2D UV editor."
msgstr "폴리곤 2D UV 에디터를 엽니다."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygon 2D UV Editor"
msgstr "폴리곤 2D UV 에디터"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "UV"
msgstr "UV"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Points"
msgstr "점"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygons"
msgstr "폴리곤"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Bones"
msgstr "본"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Move Points"
msgstr "점 이동"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Command: Rotate"
msgstr "Command: 회전"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift: Move All"
msgstr "Shift: 모두 이동"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift+Command: Scale"
msgstr "Shift+Command: 스케일 조절"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Ctrl: Rotate"
msgstr "Ctrl: 회전"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift+Ctrl: Scale"
msgstr "Shift+Ctrl: 스케일 조절"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Move Polygon"
msgstr "폴리곤 이동"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Rotate Polygon"
msgstr "폴리곤 회전"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Scale Polygon"
msgstr "폴리곤 스케일 조절"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create a custom polygon. Enables custom polygon rendering."
msgstr "커스텀 폴리곤을 만듭니다. 커스텀 폴리곤 렌더링을 활성화합니다."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"Remove a custom polygon. If none remain, custom polygon rendering is "
"disabled."
msgstr ""
"커스텀 폴리곤을 제거합니다. 남아있는 커스텀 폴리곤이 없으면 커스텀 폴리곤 렌"
"더링은 비활성화됩니다."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Paint weights with specified intensity."
msgstr "지정한 강도로 가중치를 칠합니다."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Unpaint weights with specified intensity."
msgstr "지정한 강도로 가중치를 지웁니다."
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Radius:"
msgstr "반지름:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Copy Polygon to UV"
msgstr "폴리곤을 UV로 복사"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Copy UV to Polygon"
msgstr "UV를 폴리곤으로 복사"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Clear UV"
msgstr "UV 지우기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Settings"
msgstr "격자 설정"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Snap"
msgstr "스냅"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Enable Snap"
msgstr "스냅 켜기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid"
msgstr "격자"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Show Grid"
msgstr "격자 보이기"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Configure Grid:"
msgstr "격자 구성:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Offset X:"
msgstr "격자 오프셋 X:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Offset Y:"
msgstr "격자 오프셋 Y:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Step X:"
msgstr "격자 스텝 X:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Step Y:"
msgstr "격자 스텝 Y:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Sync Bones to Polygon"
msgstr "본을 폴리곤에 동기화"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ERROR: Couldn't load resource!"
msgstr "오류: 리소스를 불러올 수 없습니다!"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Add Resource"
msgstr "리소스 추가"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Rename Resource"
msgstr "리소스 이름 바꾸기"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Delete Resource"
msgstr "리소스 삭제"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Resource clipboard is empty!"
msgstr "리소스 클립보드가 비었습니다!"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Paste Resource"
msgstr "리소스 붙여넣기"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/scene_tree_editor.cpp
msgid "Instance:"
msgstr "인스턴스:"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp
#: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Type:"
msgstr "타입:"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp
msgid "Open in Editor"
msgstr "에디터에서 열기"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Load Resource"
msgstr "리소스 불러오기"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ResourcePreloader"
msgstr "리소스 프리로더"
#: editor/plugins/room_manager_editor_plugin.cpp
msgid "Flip Portals"
msgstr "포털 뒤집기"
#: editor/plugins/room_manager_editor_plugin.cpp
msgid "Room Generate Points"
msgstr "룸 생성한 점 개수"
#: editor/plugins/room_manager_editor_plugin.cpp
msgid "Generate Points"
msgstr "생성한 점 개수"
#: editor/plugins/room_manager_editor_plugin.cpp
msgid "Flip Portal"
msgstr "포털 뒤집기"
#: editor/plugins/room_manager_editor_plugin.cpp
msgid "Occluder Set Transform"
msgstr "어클루더 세트 변형"
#: editor/plugins/room_manager_editor_plugin.cpp
msgid "Center Node"
msgstr "중앙 노드"
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "AnimationTree has no path set to an AnimationPlayer"
msgstr "AnimationTree에 AnimationPlayer를 향하는 경로가 없습니다"
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "Path to AnimationPlayer is invalid"
msgstr "AnimationPlayer를 향하는 경로가 잘못되었습니다"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Files"
msgstr "최근 파일 지우기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close and save changes?"
msgstr "변경사항을 저장하고 닫을까요?"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error writing TextFile:"
msgstr "텍스트 파일 작성 중 오류:"
#: editor/plugins/script_editor_plugin.cpp
msgid "Could not load file at:"
msgstr "파일을 찾을 수 없음:"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error saving file!"
msgstr "파일 저장 중 오류!"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error while saving theme."
msgstr "테마 저장 중 오류."
#: editor/plugins/script_editor_plugin.cpp
msgid "Error Saving"
msgstr "저장 중 오류"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error importing theme."
msgstr "테마 불러오는 중 오류."
#: editor/plugins/script_editor_plugin.cpp
msgid "Error Importing"
msgstr "불러오는 중 오류"
#: editor/plugins/script_editor_plugin.cpp
msgid "New Text File..."
msgstr "새 텍스트 파일..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Open File"
msgstr "파일 열기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save File As..."
msgstr "다른 이름으로 저장..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Can't obtain the script for running."
msgstr "실행하기 위한 스크립트를 가질 수 없습니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Script failed reloading, check console for errors."
msgstr "스크립트 새로고침에 실패했습니다. 콘솔에서 오류를 확인하세요."
#: editor/plugins/script_editor_plugin.cpp
msgid "Script is not in tool mode, will not be able to run."
msgstr "스크립트가 Tool 모드가 아닙니다. 실행할 수 없을 것입니다."
#: editor/plugins/script_editor_plugin.cpp
msgid ""
"To run this script, it must inherit EditorScript and be set to tool mode."
msgstr ""
"이 스크립트를 실행하려면, 반드시 EditorScript에 속해야 하며, Tool 모드로 설정"
"되어 있어야 합니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Import Theme"
msgstr "테마 불러오기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error while saving theme"
msgstr "테마 저장 중 오류"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error saving"
msgstr "저장 중 오류"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme As..."
msgstr "테마를 다른 이름으로 저장..."
#: editor/plugins/script_editor_plugin.cpp
msgid "%s Class Reference"
msgstr "%s 클래스 참조"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find Next"
msgstr "다음 찾기"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find Previous"
msgstr "이전 찾기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Filter scripts"
msgstr "스크립트 필터"
#: editor/plugins/script_editor_plugin.cpp
msgid "Toggle alphabetical sorting of the method list."
msgstr "메서드 목록의 사전 식 정렬을 토글합니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Filter methods"
msgstr "메서드 필터"
#: editor/plugins/script_editor_plugin.cpp
msgid "Sort"
msgstr "정렬"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Move Up"
msgstr "위로 이동"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Move Down"
msgstr "아래로 이동"
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
msgid "Next Script"
msgstr "다음 스크립트"
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
msgid "Previous Script"
msgstr "이전 스크립트"
#: editor/plugins/script_editor_plugin.cpp
msgid "File"
msgstr "파일"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open..."
msgstr "열기..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Reopen Closed Script"
msgstr "닫은 스크립트 다시 열기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save All"
msgstr "모두 저장"
#: editor/plugins/script_editor_plugin.cpp
msgid "Soft Reload Script"
msgstr "스크립트 일반 새로고침"
#: editor/plugins/script_editor_plugin.cpp
msgid "Copy Script Path"
msgstr "스크립트 경로 복사"
#: editor/plugins/script_editor_plugin.cpp
msgid "History Previous"
msgstr "이전 기록"
#: editor/plugins/script_editor_plugin.cpp
msgid "History Next"
msgstr "다음 기록"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme"
msgstr "테마"
#: editor/plugins/script_editor_plugin.cpp
msgid "Import Theme..."
msgstr "테마 불러오기..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Reload Theme"
msgstr "테마 새로고침"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme"
msgstr "테마 저장"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close All"
msgstr "모두 닫기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close Docs"
msgstr "문서 닫기"
#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp
msgid "Run"
msgstr "실행"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "Search"
msgstr "검색"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Step Into"
msgstr "프로시저 단위 실행"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Step Over"
msgstr "한 단계씩 코드 실행"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Break"
msgstr "정지"
#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp
#: editor/script_editor_debugger.cpp
msgid "Continue"
msgstr "계속"
#: editor/plugins/script_editor_plugin.cpp
msgid "Keep Debugger Open"
msgstr "디버거 항상 열어놓기"
#: editor/plugins/script_editor_plugin.cpp
msgid "Debug with External Editor"
msgstr "외부 에디터로 디버깅"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Online Docs"
msgstr "온라인 문서"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open Godot online documentation."
msgstr "Godot 온라인 문서를 엽니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Search the reference documentation."
msgstr "참조 문서를 검색합니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Go to previous edited document."
msgstr "이전에 편집한 문서로 이동합니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Go to next edited document."
msgstr "다음에 편집한 문서로 이동합니다."
#: editor/plugins/script_editor_plugin.cpp
msgid "Discard"
msgstr "버리기"
#: editor/plugins/script_editor_plugin.cpp
msgid ""
"The following files are newer on disk.\n"
"What action should be taken?:"
msgstr ""
"해당 파일은 디스크에 있는 게 더 최신입니다.\n"
"어떻게 할 건가요?:"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Debugger"
msgstr "디버거"
#: editor/plugins/script_editor_plugin.cpp
msgid "Search Results"
msgstr "검색 결과"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Scripts"
msgstr "최근 스크립트 지우기"
#: editor/plugins/script_text_editor.cpp
msgid "Connections to method:"
msgstr "메서드에 연결:"
#: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp
msgid "Source"
msgstr "소스"
#: editor/plugins/script_text_editor.cpp
msgid "Target"
msgstr "Target(대상)"
#: editor/plugins/script_text_editor.cpp
msgid ""
"Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
msgstr ""
"메서드 '%s'이(가) 시그널 '%s'을 노드 '%s'에서 노드 '%s'으로 연결되지 않았습니"
"다."
#: editor/plugins/script_text_editor.cpp
msgid "[Ignore]"
msgstr "[무시]"
#: editor/plugins/script_text_editor.cpp
msgid "Line"
msgstr "행"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Function"
msgstr "함수로 이동"
#: editor/plugins/script_text_editor.cpp
msgid "Only resources from filesystem can be dropped."
msgstr "파일시스템의 리소스만 드롭할 수 있습니다."
#: editor/plugins/script_text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't drop nodes because script '%s' is not used in this scene."
msgstr ""
"스크립트 '%s'이(가) 이 씬에서 사용되지 않고 있어서 노드를 드롭할 수 없습니다."
#: editor/plugins/script_text_editor.cpp
msgid "Lookup Symbol"
msgstr "룩업 기호"
#: editor/plugins/script_text_editor.cpp
msgid "Pick Color"
msgstr "색상 선택"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Convert Case"
msgstr "대소문자 변환"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Uppercase"
msgstr "대문자로"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Lowercase"
msgstr "소문자로"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Capitalize"
msgstr "대문자로 시작"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Syntax Highlighter"
msgstr "구문 강조"
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
msgid "Bookmarks"
msgstr "북마크"
#: editor/plugins/script_text_editor.cpp
msgid "Breakpoints"
msgstr "중단점"
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
msgid "Go To"
msgstr "이동"
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Cut"
msgstr "잘라내기"
#: editor/plugins/script_text_editor.cpp editor/plugins/theme_editor_plugin.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Select All"
msgstr "모두 선택"
#: editor/plugins/script_text_editor.cpp
msgid "Delete Line"
msgstr "행 삭제"
#: editor/plugins/script_text_editor.cpp
msgid "Indent Left"
msgstr "내어쓰기"
#: editor/plugins/script_text_editor.cpp
msgid "Indent Right"
msgstr "들여쓰기"
#: editor/plugins/script_text_editor.cpp
msgid "Toggle Comment"
msgstr "주석 토글"
#: editor/plugins/script_text_editor.cpp
msgid "Fold/Unfold Line"
msgstr "행 접기/펼치기"
#: editor/plugins/script_text_editor.cpp
msgid "Fold All Lines"
msgstr "모든 행 접기"
#: editor/plugins/script_text_editor.cpp
msgid "Unfold All Lines"
msgstr "모든 행 펼치기"
#: editor/plugins/script_text_editor.cpp
msgid "Complete Symbol"
msgstr "상징 자동 완성"
#: editor/plugins/script_text_editor.cpp
msgid "Evaluate Selection"
msgstr "선택 항목 평가"
#: editor/plugins/script_text_editor.cpp
msgid "Trim Trailing Whitespace"
msgstr "후행 공백 문자 제거"
#: editor/plugins/script_text_editor.cpp
msgid "Convert Indent to Spaces"
msgstr "공백으로 들여쓰도록 변환"
#: editor/plugins/script_text_editor.cpp
msgid "Convert Indent to Tabs"
msgstr "탭으로 들여쓰도록 변환"
#: editor/plugins/script_text_editor.cpp
msgid "Auto Indent"
msgstr "자동 들여쓰기"
#: editor/plugins/script_text_editor.cpp
msgid "Find in Files..."
msgstr "파일에서 찾기..."
#: editor/plugins/script_text_editor.cpp
msgid "Contextual Help"
msgstr "상황에 맞는 도움말"
#: editor/plugins/script_text_editor.cpp
msgid "Toggle Bookmark"
msgstr "북마크 토글"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Next Bookmark"
msgstr "다음 북마크로 이동"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Previous Bookmark"
msgstr "이전 북마크로 이동"
#: editor/plugins/script_text_editor.cpp
msgid "Remove All Bookmarks"
msgstr "모든 북마크 제거"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Function..."
msgstr "함수로 이동..."
#: editor/plugins/script_text_editor.cpp
msgid "Go to Line..."
msgstr "행으로 이동..."
#: editor/plugins/script_text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Toggle Breakpoint"
msgstr "중단점 토글"
#: editor/plugins/script_text_editor.cpp
msgid "Remove All Breakpoints"
msgstr "모든 중단점 제거"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Next Breakpoint"
msgstr "다음 중단점으로 이동"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Previous Breakpoint"
msgstr "이전 중단점으로 이동"
#: editor/plugins/shader_editor_plugin.cpp
msgid ""
"This shader has been modified on on disk.\n"
"What action should be taken?"
msgstr ""
"이 셰이더는 디스크에서 수정했습니다.\n"
"어떤 행동을 할 건가요?"
#: editor/plugins/shader_editor_plugin.cpp
msgid "Shader"
msgstr "셰이더"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "This skeleton has no bones, create some children Bone2D nodes."
msgstr "이 스켈레톤에는 본이 없습니다. Bone2D노드를 자손으로 만드세요."
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Create Rest Pose from Bones"
msgstr "본의 대기 자세 만들기"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Set Rest Pose to Bones"
msgstr "본에게 대기 자세 설정"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Skeleton2D"
msgstr "스켈레톤2D"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Reset to Rest Pose"
msgstr "대기 자세로 재설정"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Overwrite Rest Pose"
msgstr "대기 자세 덮어 쓰기"
#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Create physical bones"
msgstr "물리적 본 만들기"
#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Skeleton"
msgstr "스켈레톤"
#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Create physical skeleton"
msgstr "물리적 스켈레톤 만들기"
#: editor/plugins/skeleton_ik_editor_plugin.cpp
msgid "Play IK"
msgstr "IK 실행"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orthogonal"
msgstr "직교"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Perspective"
msgstr "원근"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top Orthogonal"
msgstr "상단 직교"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top Perspective"
msgstr "상단 원근"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom Orthogonal"
msgstr "하단 직교"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom Perspective"
msgstr "하단 원근"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left Orthogonal"
msgstr "좌측 직교"
#: editor/plugins/spatial_editor_plugin.cpp
#, fuzzy
msgid "Left Perspective"
msgstr "원근"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right Orthogonal"
msgstr "우측 직교"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right Perspective"
msgstr "우측 원근"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front Orthogonal"
msgstr "정면 직교"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front Perspective"
msgstr "정면 원근"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear Orthogonal"
msgstr "후면 직교"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear Perspective"
msgstr "후면 원근"
#. TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled.
#: editor/plugins/spatial_editor_plugin.cpp
msgid " [auto]"
msgstr " [자동]"
#. TRANSLATORS: This will be appended to the view name when Portal Occulusion is enabled.
#: editor/plugins/spatial_editor_plugin.cpp
msgid " [portals active]"
msgstr " [포털 활성]"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Aborted."
msgstr "변형 중단됨."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "X-Axis Transform."
msgstr "X축 변형."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Y-Axis Transform."
msgstr "Y축 변형."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Z-Axis Transform."
msgstr "Z축 변형."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Plane Transform."
msgstr "뷰 평면 변형."
#: editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp scene/resources/visual_shader.cpp
msgid "None"
msgstr "없음"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate"
msgstr "회전"
#. TRANSLATORS: This refers to the movement that changes the position of an object.
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate"
msgstr "이동"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale"
msgstr "스케일"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scaling: "
msgstr "크기 조절 중: "
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translating: "
msgstr "이동 중: "
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotating %s degrees."
msgstr "%s도로 회전."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Keying is disabled (no key inserted)."
msgstr "키가 비활성화되어 있습니다 (키가 삽입되지 않습니다)."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Animation Key Inserted."
msgstr "애니메이션 키를 삽입했습니다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pitch:"
msgstr "Pitch:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Yaw:"
msgstr "Yaw:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Size:"
msgstr "크기:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Objects Drawn:"
msgstr "그려진 오브젝트:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Material Changes:"
msgstr "머티리얼 바꾸기:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Shader Changes:"
msgstr "셰이더 바꾸기:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Surface Changes:"
msgstr "표면 바꾸기:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Draw Calls:"
msgstr "드로우 콜:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Vertices:"
msgstr "정점:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "FPS: %d (%s ms)"
msgstr "FPS: %d (%s ms)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View."
msgstr "윗면 보기."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom View."
msgstr "아랫면 보기."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left View."
msgstr "왼쪽면 보기."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right View."
msgstr "오른쪽면 보기."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front View."
msgstr "정면 보기."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear View."
msgstr "뒷면 보기."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Align Transform with View"
msgstr "변형을 뷰에 정렬"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Align Rotation with View"
msgstr "회전을 뷰에 정렬"
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "No parent to instance a child at."
msgstr "자손을 인스턴스할 부모가 없습니다."
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "This operation requires a single selected node."
msgstr "이 작업은 단일 노드가 선택되어야 합니다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Auto Orthogonal Enabled"
msgstr "자동 직교 활성화"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock View Rotation"
msgstr "뷰 회전 잠금"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Normal"
msgstr "노멀 표시"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Wireframe"
msgstr "와이어프레임 표시"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Overdraw"
msgstr "오버드로 표시"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Unshaded"
msgstr "셰이더 없음 표시"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Environment"
msgstr "환경 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Gizmos"
msgstr "기즈모 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Information"
msgstr "정보 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View FPS"
msgstr "FPS 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Half Resolution"
msgstr "절반 해상도"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Audio Listener"
msgstr "오디오 리스너"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Enable Doppler"
msgstr "파동 왜곡 활성화"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Cinematic Preview"
msgstr "시네마틱 미리보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Not available when using the GLES2 renderer."
msgstr "GLES2 렌더러에서 사용할 수 없습니다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
msgstr "자유 시점 왼쪽으로"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Right"
msgstr "자유 시점 오른쪽으로"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Forward"
msgstr "자유 시점 앞으로"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Backwards"
msgstr "자유 시점 뒤로"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Up"
msgstr "자유 시점 위로"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Down"
msgstr "자유 시점 아래로"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Speed Modifier"
msgstr "자유 시점 속도 수정자"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Slow Modifier"
msgstr "자유 시점 느린 수정자"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Toggle Camera Preview"
msgstr "카메라 미리보기 토글"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Rotation Locked"
msgstr "뷰 회전 잠김"
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"To zoom further, change the camera's clipping planes (View -> Settings...)"
msgstr "더욱 확대하려면, 카메라의 클리핑 평면을 바꾸세요 (보기 -> 설정...)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Note: The FPS value displayed is the editor's framerate.\n"
"It cannot be used as a reliable indication of in-game performance."
msgstr ""
"참고: FPS 값은 에디터의 프레임으로 표시됩니다.\n"
"이것이 게임 내 성능을 보장할 수 없습니다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Convert Rooms"
msgstr "룸 변환"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "XForm Dialog"
msgstr "XForm 대화 상자"
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Click to toggle between visibility states.\n"
"\n"
"Open eye: Gizmo is visible.\n"
"Closed eye: Gizmo is hidden.\n"
"Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")."
msgstr ""
"표시 상태를 토글하려면 클릭하세요.\n"
"\n"
"열린 눈: 기즈모가 보입니다.\n"
"닫힌 눈: 기즈모가 숨겨집니다.\n"
"반 열린 눈: 불투명한 표면에도 기즈모가 보입니다 (\"엑스레이\")."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Nodes to Floor"
msgstr "노드를 바닥에 스냅"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Couldn't find a solid floor to snap the selection to."
msgstr "선택 항목을 스냅할 바닥을 찾을 수 없습니다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Use Local Space"
msgstr "로컬 공간 사용"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Use Snap"
msgstr "스냅 사용"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Converts rooms for portal culling."
msgstr "포털 컬링을 위한 룸을 변환합니다."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom View"
msgstr "하단 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View"
msgstr "상단 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear View"
msgstr "후면 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front View"
msgstr "정면 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left View"
msgstr "좌측 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right View"
msgstr "우측 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View Down"
msgstr ""
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View Left"
msgstr ""
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View Right"
msgstr ""
#: editor/plugins/spatial_editor_plugin.cpp
#, fuzzy
msgid "Orbit View Up"
msgstr "정면 뷰"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orbit View 180"
msgstr ""
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Switch Perspective/Orthogonal View"
msgstr "원근/직교 뷰 전환"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Insert Animation Key"
msgstr "애니메이션 키 삽입"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Focus Origin"
msgstr "원점 포커스"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Focus Selection"
msgstr "선택 항목 포커스"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Toggle Freelook"
msgstr "자유 시점 토글"
#: editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform"
msgstr "변형"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Object to Floor"
msgstr "오브젝트를 바닥에 스냅"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Dialog..."
msgstr "변형 대화 상자..."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "1 Viewport"
msgstr "뷰포트 1개"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "2 Viewports"
msgstr "뷰포트 2개"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "2 Viewports (Alt)"
msgstr "뷰포트 2개 (다른 방식)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "3 Viewports"
msgstr "뷰포트 3개"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "3 Viewports (Alt)"
msgstr "뷰포트 3개 (다른 방식)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "4 Viewports"
msgstr "뷰포트 4개"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Gizmos"
msgstr "기즈모"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Origin"
msgstr "원점 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Grid"
msgstr "격자 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Portal Culling"
msgstr "포털 컬링 보기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Occlusion Culling"
msgstr "어클루전 컬링 보기"
#: editor/plugins/spatial_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Settings..."
msgstr "설정..."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Settings"
msgstr "스냅 설정"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate Snap:"
msgstr "이동 스냅:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Snap (deg.):"
msgstr "회전 스냅 (도):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Snap (%):"
msgstr "스케일 스냅 (%):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Viewport Settings"
msgstr "뷰포트 설정"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Perspective FOV (deg.):"
msgstr "원근 시야 (도):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Z-Near:"
msgstr "Z-근경 보기:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Z-Far:"
msgstr "Z-원경 보기:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Change"
msgstr "변형 바꾸기"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate:"
msgstr "이동:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate (deg.):"
msgstr "회전 (도):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale (ratio):"
msgstr "스케일 (비율):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Type"
msgstr "변형 타입"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pre"
msgstr "전"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Post"
msgstr "후"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unnamed Gizmo"
msgstr "이름 없는 기즈모"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Mesh2D"
msgstr "Mesh2D 만들기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Mesh2D Preview"
msgstr "Mesh2D 미리보기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Polygon2D"
msgstr "Polygon2D 만들기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Polygon2D Preview"
msgstr "Polygon2D 미리보기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create CollisionPolygon2D"
msgstr "CollisionPolygon2D 만들기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "CollisionPolygon2D Preview"
msgstr "CollisionPolygon2D 미리보기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create LightOccluder2D"
msgstr "LightOccluder2D 만들기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "LightOccluder2D Preview"
msgstr "LightOccluder2D 미리보기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Sprite is empty!"
msgstr "스프라이트가 없습니다!"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Can't convert a sprite using animation frames to mesh."
msgstr "애니메이션 프레임을 사용하는 스프라이트를 메시로 변환할 수 없습니다."
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't replace by mesh."
msgstr "잘못된 지오메트리. 메시로 대체할 수 없습니다."
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Convert to Mesh2D"
msgstr "Mesh2D로 변환"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create polygon."
msgstr "잘못된 지오메트리. 폴리곤을 만들 수 없습니다."
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Convert to Polygon2D"
msgstr "Polygon2D로 변환"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create collision polygon."
msgstr "잘못된 지오메트리. 콜리전 폴리곤을 만들 수 없습니다."
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create CollisionPolygon2D Sibling"
msgstr "CollisionPolygon2D 동기 만들기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create light occluder."
msgstr "잘못된 지오메트리. 조명 어클루더를 만들 수 없습니다."
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create LightOccluder2D Sibling"
msgstr "LightOccluder2D 동기 만들기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Sprite"
msgstr "스프라이트"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Simplification: "
msgstr "단순화: "
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Shrink (Pixels): "
msgstr "수축 (픽셀): "
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Grow (Pixels): "
msgstr "성장 (픽셀): "
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
msgstr "업데이트 미리보기"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Settings:"
msgstr "설정:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "No Frames Selected"
msgstr "선택한 프레임 없음"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add %d Frame(s)"
msgstr "프레임 %d개 추가"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Frame"
msgstr "프레임 추가"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Unable to load images"
msgstr "이미지를 불러올 수 없음"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "ERROR: Couldn't load frame resource!"
msgstr "오류: 프레임 리소스를 불러올 수 없습니다!"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Resource clipboard is empty or not a texture!"
msgstr "리소스 클립보드가 비었거나 텍스처가 아닙니다!"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Paste Frame"
msgstr "프레임 붙여넣기"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Empty"
msgstr "빈 프레임 추가"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation FPS"
msgstr "애니메이션 FPS 바꾸기"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "(empty)"
msgstr "(비었음)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move Frame"
msgstr "프레임 이동"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Animations:"
msgstr "애니메이션:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "New Animation"
msgstr "새 애니메이션"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed:"
msgstr "속도:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Loop"
msgstr "루프"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Animation Frames:"
msgstr "애니메이션 프레임:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add a Texture from File"
msgstr "파일에서 텍스처 추가"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Frames from a Sprite Sheet"
msgstr "스프라이트 시트에서 프레임 추가"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Insert Empty (Before)"
msgstr "빈 프레임 삽입 (이전)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Insert Empty (After)"
msgstr "빈 프레임 삽입 (이후)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move (Before)"
msgstr "이동 (이전)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move (After)"
msgstr "이동 (이후)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Select Frames"
msgstr "프레임 선택"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Horizontal:"
msgstr "수평:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Vertical:"
msgstr "수직:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Select/Clear All Frames"
msgstr "모든 프레임 선택/지우기"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Create Frames from Sprite Sheet"
msgstr "스프라이트 시트에서 프레임 만들기"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "SpriteFrames"
msgstr "스프라이트 프레임"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Set Region Rect"
msgstr "사각 영역 설정"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Set Margin"
msgstr "여백 설정"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Snap Mode:"
msgstr "스냅 모드:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Pixel Snap"
msgstr "픽셀 스냅"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Grid Snap"
msgstr "격자 스냅"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Auto Slice"
msgstr "자동 자르기"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Offset:"
msgstr "오프셋:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Step:"
msgstr "단계:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Separation:"
msgstr "간격:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "TextureRegion"
msgstr "텍스처 영역"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Colors"
msgstr "색상"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Fonts"
msgstr "글꼴"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Icons"
msgstr "아이콘"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Styleboxes"
msgstr "스타일박스"
#: editor/plugins/theme_editor_plugin.cpp
msgid "{num} color(s)"
msgstr "{num}색"
#: editor/plugins/theme_editor_plugin.cpp
msgid "No colors found."
msgstr "색을 찾을 수 없습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "{num} constant(s)"
msgstr "상수 {num}개"
#: editor/plugins/theme_editor_plugin.cpp
msgid "No constants found."
msgstr "상수를 찾을 수 없습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "{num} font(s)"
msgstr "글꼴 {num}개"
#: editor/plugins/theme_editor_plugin.cpp
msgid "No fonts found."
msgstr "글꼴을 찾을 수 없습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "{num} icon(s)"
msgstr "아이콘 {num}개"
#: editor/plugins/theme_editor_plugin.cpp
msgid "No icons found."
msgstr "아이콘을 찾을 수 없습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "{num} stylebox(es)"
msgstr "스타일박스 {num}개"
#: editor/plugins/theme_editor_plugin.cpp
msgid "No styleboxes found."
msgstr "스타일박스를 찾을 수 없습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "{num} currently selected"
msgstr "현재 선택 {num}개"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Nothing was selected for the import."
msgstr "불러올 것이 선택되지 않았습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Importing Theme Items"
msgstr "테마 항목을 불러오는 중"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Importing items {n}/{n}"
msgstr "항목을 불러오는 중 {n}/{n}"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Updating the editor"
msgstr "에디터를 업데이트 중"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Finalizing"
msgstr "마무리 중"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Filter:"
msgstr "필터:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "With Data"
msgstr "데이터와 함께"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select by data type:"
msgstr "데이터 타입별 선택:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible color items."
msgstr "보이는 모든 색상 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible color items and their data."
msgstr "보이는 모든 색상 항목과 그 데이터를 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all visible color items."
msgstr "보이는 모든 색상 항목을 선택 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible constant items."
msgstr "보이는 모든 상수 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible constant items and their data."
msgstr "보이는 모든 상수 항목과 그 데이터를 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all visible constant items."
msgstr "보이는 모든 상수 항목을 선택 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible font items."
msgstr "보이는 모든 글꼴 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible font items and their data."
msgstr "보이는 모든 글꼴 항목과 그 데이터를 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all visible font items."
msgstr "보이는 모든 글꼴 항목을 선택 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible icon items."
msgstr "보이는 모든 아이콘 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible icon items and their data."
msgstr "보이는 모든 아이콘 항목과 그 데이터를 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all visible icon items."
msgstr "보이는 모든 아이콘 항목을 선택 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible stylebox items."
msgstr "보이는 모든 스타일박스 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all visible stylebox items and their data."
msgstr "보이는 모든 스타일박스 항목과 그 데이터를 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all visible stylebox items."
msgstr "보이는 모든 스타일박스 항목을 선택 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
"Caution: Adding icon data may considerably increase the size of your Theme "
"resource."
msgstr ""
"주의: 아이콘 데이터를 추가하면 테마 리소스의 크기가 상당히 커질 수 있습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Collapse types."
msgstr "타입을 접습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Expand types."
msgstr "타입을 펼칩니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all Theme items."
msgstr "모든 테마 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select With Data"
msgstr "데이터로 선택"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select all Theme items with item data."
msgstr "항목 데이터가 있는 모든 테마 항목을 선택합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect All"
msgstr "모두 선택 해제"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Deselect all Theme items."
msgstr "모든 테마 항목을 선택 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Import Selected"
msgstr "선택된 항목 불러오기"
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
"Import Items tab has some items selected. Selection will be lost upon "
"closing this window.\n"
"Close anyway?"
msgstr ""
"항목 불러오기 탭에 일부 항목이 선택되어 있습니다. 이 창을 닫으면 선택을 잃게 "
"됩니다.\n"
"무시하고 닫으시겠습니까?"
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
"Select a theme type from the list to edit its items.\n"
"You can add a custom type or import a type with its items from another theme."
msgstr ""
"테마의 항목을 편집하려면 목록에서 테마 타입을 선택하세요.\n"
"커스텀 타입을 추가하거나 다른 테마의 항목과 함께 타입을 불러올 수 있습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Color Items"
msgstr "모든 색상 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Rename Item"
msgstr "항목 이름 바꾸기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Constant Items"
msgstr "모든 상수 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Font Items"
msgstr "모든 글꼴 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Icon Items"
msgstr "모든 아이콘 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All StyleBox Items"
msgstr "모든 스타일박스 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
"This theme type is empty.\n"
"Add more items to it manually or by importing from another theme."
msgstr ""
"이 테마 타입은 비어 있습니다.\n"
"직접 또는 다른 테마에서 불러와서 테마에 더 많은 항목을 추가하세요."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Color Item"
msgstr "색상 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Constant Item"
msgstr "상수 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Font Item"
msgstr "글꼴 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Icon Item"
msgstr "아이콘 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Stylebox Item"
msgstr "스타일박스 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Rename Color Item"
msgstr "색상 항목 이름 바꾸기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Rename Constant Item"
msgstr "상수 항목 이름 바꾸기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Rename Font Item"
msgstr "글꼴 항목 이름 바꾸기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Rename Icon Item"
msgstr "아이콘 항목 이름 바꾸기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Rename Stylebox Item"
msgstr "스타일박스 항목 이름 바꾸기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Invalid file, not a Theme resource."
msgstr "잘못된 파일, 테마 리소스가 아닙니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Invalid file, same as the edited Theme resource."
msgstr "잘못된 파일, 편집된 테마 리소스와 같습니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Manage Theme Items"
msgstr "테마 항목 관리"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Edit Items"
msgstr "항목 편집"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Types:"
msgstr "타입:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Type:"
msgstr "타입 추가:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Item:"
msgstr "항목 추가:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add StyleBox Item"
msgstr "스타일박스 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Items:"
msgstr "항목 제거:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Class Items"
msgstr "클래스 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Custom Items"
msgstr "커스텀 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Items"
msgstr "모든 항목 제거"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Theme Item"
msgstr "테마 항목 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Old Name:"
msgstr "이전 이름:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Import Items"
msgstr "항목 불러오기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Default Theme"
msgstr "디폴트 테마"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Editor Theme"
msgstr "테마 에디터"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select Another Theme Resource:"
msgstr "다른 테마 리소스 선택:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Another Theme"
msgstr "다른 테마"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Confirm Item Rename"
msgstr "항목 이름 바꾸기 확인"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Cancel Item Rename"
msgstr "항목 이름 바꾸기 취소"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Override Item"
msgstr "항목 오버라이드"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Unpin this StyleBox as a main style."
msgstr "이 스타일박스를 주 스타일로 고정을 해제합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
"Pin this StyleBox as a main style. Editing its properties will update the "
"same properties in all other StyleBoxes of this type."
msgstr ""
"스타일박스를 주 스타일로 고정합니다. 속성을 편집하면 이 타입의 다른 모든 스타"
"일박스에서 같은 속성이 업데이트됩니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Type"
msgstr "타입 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Item Type"
msgstr "항목 타입 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Node Types:"
msgstr "노드 타입:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Show Default"
msgstr "디폴트 보이기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Show default type items alongside items that have been overridden."
msgstr "오버라이드된 항목 옆에 디폴트 타입 항목을 보여줍니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Override All"
msgstr "모두 오버라이드"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Override all default type items."
msgstr "모든 디폴트 타입 항목을 오버라이드합니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme:"
msgstr "테마:"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Manage Items..."
msgstr "항목 관리..."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add, remove, organize and import Theme items."
msgstr "테마 항목을 추가, 제거, 구성 및 불러옵니다."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Preview"
msgstr "미리보기 추가"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Default Preview"
msgstr "디폴트 미리보기"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Select UI Scene:"
msgstr "UI 씬을 선택하세요:"
#: editor/plugins/theme_editor_preview.cpp
msgid ""
"Toggle the control picker, allowing to visually select control types for "
"edit."
msgstr ""
"컨트롤 선택기를 토글하여, 편집할 컨트롤 타입을 시각적으로 선택할 수 있게 합니"
"다."
#: editor/plugins/theme_editor_preview.cpp
msgid "Toggle Button"
msgstr "토글 버튼"
#: editor/plugins/theme_editor_preview.cpp
msgid "Disabled Button"
msgstr "비활성화된 버튼"
#: editor/plugins/theme_editor_preview.cpp
msgid "Item"
msgstr "항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Disabled Item"
msgstr "비활성화된 항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Check Item"
msgstr "체크 항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Checked Item"
msgstr "체크된 항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Radio Item"
msgstr "라디오 항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Checked Radio Item"
msgstr "체크된 라디오 항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Named Separator"
msgstr "이름 있는 구분자"
#: editor/plugins/theme_editor_preview.cpp
msgid "Submenu"
msgstr "하위 메뉴"
#: editor/plugins/theme_editor_preview.cpp
msgid "Subitem 1"
msgstr "하위 항목 1"
#: editor/plugins/theme_editor_preview.cpp
msgid "Subitem 2"
msgstr "하위 항목 2"
#: editor/plugins/theme_editor_preview.cpp
#, fuzzy
msgid "Has"
msgstr "갖춤"
#: editor/plugins/theme_editor_preview.cpp
msgid "Many"
msgstr "많은"
#: editor/plugins/theme_editor_preview.cpp
msgid "Disabled LineEdit"
msgstr "비활성화된 LineEdit"
#: editor/plugins/theme_editor_preview.cpp
msgid "Tab 1"
msgstr "탭 1"
#: editor/plugins/theme_editor_preview.cpp
msgid "Tab 2"
msgstr "탭 2"
#: editor/plugins/theme_editor_preview.cpp
msgid "Tab 3"
msgstr "탭 3"
#: editor/plugins/theme_editor_preview.cpp
msgid "Editable Item"
msgstr "편집할 수 있는 항목"
#: editor/plugins/theme_editor_preview.cpp
msgid "Subtree"
msgstr "하위 트리"
#: editor/plugins/theme_editor_preview.cpp
#, fuzzy
msgid "Has,Many,Options"
msgstr "많은,옵션,갖춤"
#: editor/plugins/theme_editor_preview.cpp
msgid "Invalid path, the PackedScene resource was probably moved or removed."
msgstr "잘못된 경로, PackedScene 리소스가 이동되었거나 제거되었을 수 있습니다."
#: editor/plugins/theme_editor_preview.cpp
msgid "Invalid PackedScene resource, must have a Control node at its root."
msgstr "잘못된 PackedScene 리소스, 루트에 컨트롤 노드가 있어야 합니다."
#: editor/plugins/theme_editor_preview.cpp
msgid "Invalid file, not a PackedScene resource."
msgstr "잘못된 파일, PackedScene 리소스가 아닙니다."
#: editor/plugins/theme_editor_preview.cpp
msgid "Reload the scene to reflect its most actual state."
msgstr "씬을 새로 고쳐 가장 실제 상태를 반영합니다."
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Erase Selection"
msgstr "선택 항목 지우기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Fix Invalid Tiles"
msgstr "잘못된 타일 고치기"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cut Selection"
msgstr "선택 항목 잘라내기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Paint TileMap"
msgstr "타일맵 칠하기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Line Draw"
msgstr "선 그리기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rectangle Paint"
msgstr "사각 영역 칠하기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Bucket Fill"
msgstr "버킷 채우기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Erase TileMap"
msgstr "타일맵 지우기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Find Tile"
msgstr "타일 찾기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Transpose"
msgstr "행렬 맞바꾸기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Disable Autotile"
msgstr "오토타일 비활성화"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Enable Priority"
msgstr "우선 순위 활성화"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Filter tiles"
msgstr "타일 필터"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Give a TileSet resource to this TileMap to use its tiles."
msgstr "타일을 사용하려면 이 TileMap에게 TileSet 리소스를 주세요."
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Paint Tile"
msgstr "타일 칠하기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid ""
"Shift+LMB: Line Draw\n"
"Shift+Command+LMB: Rectangle Paint"
msgstr ""
"Shift+좌클릭: 선 그리기\n"
"Shift+Command+좌클릭: 사각 영역 칠하기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid ""
"Shift+LMB: Line Draw\n"
"Shift+Ctrl+LMB: Rectangle Paint"
msgstr ""
"Shift+좌클릭: 선 그리기\n"
"Shift+Ctrl+좌클릭: 사각 영역 칠하기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Pick Tile"
msgstr "타일 선택"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rotate Left"
msgstr "왼쪽으로 회전"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rotate Right"
msgstr "오른쪽으로 회전"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Flip Horizontally"
msgstr "수평으로 뒤집기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Flip Vertically"
msgstr "수직으로 뒤집기"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Clear Transform"
msgstr "변형 지우기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Add Texture(s) to TileSet."
msgstr "TileSet에 텍스처를 추가합니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove selected Texture from TileSet."
msgstr "선택된 텍스처를 TileSet에서 제거합니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create from Scene"
msgstr "씬에서 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Merge from Scene"
msgstr "씬에서 병합하기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Single Tile"
msgstr "새 단일 타일"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Autotile"
msgstr "새 오토타일"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Atlas"
msgstr "새 아틀라스"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Next Coordinate"
msgstr "다음 좌표"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Select the next shape, subtile, or Tile."
msgstr "다음 모양, 하위 타일, 혹은 타일을 선택하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Previous Coordinate"
msgstr "이전 좌표"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Select the previous shape, subtile, or Tile."
msgstr "이전 모양, 하위 타일, 혹은 타일을 선택하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Region"
msgstr "영역"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Collision"
msgstr "콜리전"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion"
msgstr "어클루전"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Navigation"
msgstr "네비게이션"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Bitmask"
msgstr "비트 마스크"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Priority"
msgstr "우선 순위"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Icon"
msgstr "아이콘"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Z Index"
msgstr "Z 인덱스"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Region Mode"
msgstr "영역 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Collision Mode"
msgstr "콜리전 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion Mode"
msgstr "어클루전 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Navigation Mode"
msgstr "내비게이션 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Bitmask Mode"
msgstr "비트 마스크 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Priority Mode"
msgstr "우선 순위 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Icon Mode"
msgstr "아이콘 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Z Index Mode"
msgstr "Z 인덱스 모드"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Copy bitmask."
msgstr "비트 마스크를 복사합니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Paste bitmask."
msgstr "비트 마스크를 붙여넣습니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Erase bitmask."
msgstr "비트 마스크를 지웁니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create a new rectangle."
msgstr "새로운 사각 영역을 만듭니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Rectangle"
msgstr "새 사각 영역"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create a new polygon."
msgstr "새로운 폴리곤을 만듭니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Polygon"
msgstr "새 폴리곤"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete Selected Shape"
msgstr "선택된 모양 삭제"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Keep polygon inside region Rect."
msgstr "사각형 영역 안에 폴리곤을 유지합니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Enable snap and show grid (configurable via the Inspector)."
msgstr "스냅을 활성화하고 격자를 보여줍니다 (인스펙터를 통해 구성함)."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Display Tile Names (Hold Alt Key)"
msgstr "타일 이름 보이기 (Alt키를 누르세요)"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Add or select a texture on the left panel to edit the tiles bound to it."
msgstr ""
"타일을 경계에 맞게 편집하려면 왼쪽 패널에서 텍스처를 추가하거나 선택하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove selected texture? This will remove all tiles which use it."
msgstr ""
"선택한 텍스처를 제거하시겠습니까? 이 텍스처를 사용하는 모든 타일도 제거됩니"
"다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "You haven't selected a texture to remove."
msgstr "제거할 텍스처를 선택하지 않았습니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create from scene? This will overwrite all current tiles."
msgstr "씬에서 만드시겠습니까? 모든 현재 파일을 덮어 씌울 것입니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Merge from scene?"
msgstr "씬에서 병합하시겠습니까?"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Texture"
msgstr "텍스처 제거"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "%s file(s) were not added because was already on the list."
msgstr "%s 파일이 이미 목록에 있어서 추가하지 않았습니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Drag handles to edit Rect.\n"
"Click on another Tile to edit it."
msgstr ""
"핸들을 드래그하여 사각형을 편집합니다.\n"
"다른 타일을 편집하려면 클릭하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete selected Rect."
msgstr "선택한 사각형을 삭제합니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select current edited sub-tile.\n"
"Click on another Tile to edit it."
msgstr ""
"현재 편집한 하위 타일을 선택합니다.\n"
"다른 타일을 편집하려면 클릭하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete polygon."
msgstr "폴리곤을 삭제합니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"LMB: Set bit on.\n"
"RMB: Set bit off.\n"
"Shift+LMB: Set wildcard bit.\n"
"Click on another Tile to edit it."
msgstr ""
"좌클릭: 비트를 켭니다.\n"
"우클릭: 비트를 끕니다.\n"
"Shift+좌클릭: 와일드카드 비트를 설정합니다.\n"
"다른 타일을 편집하려면 클릭하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to use as icon, this will be also used on invalid autotile "
"bindings.\n"
"Click on another Tile to edit it."
msgstr ""
"아이콘으로 쓸 하위 타일을 선택하세요. 이것은 잘못된 오토타일 바인딩에도 사용"
"됩니다.\n"
"다른 타일을 편집하려면 클릭하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to change its priority.\n"
"Click on another Tile to edit it."
msgstr ""
"하위 타일을 선택해서 우선 순위를 바꿉니다.\n"
"다른 타일을 편집하려면 클릭하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to change its z index.\n"
"Click on another Tile to edit it."
msgstr ""
"하위 타일을 선택해서 Z 인덱스를 바꿉니다.\n"
"다른 타일을 편집하려면 클릭하세요."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Set Tile Region"
msgstr "타일 영역 설정"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Tile"
msgstr "타일 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Set Tile Icon"
msgstr "타일 아이콘 설정"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Bitmask"
msgstr "타일 비트 마스크 편집"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Collision Polygon"
msgstr "콜리전 폴리곤 편집"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Occlusion Polygon"
msgstr "어클루전 폴리곤 편집"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Navigation Polygon"
msgstr "내비게이션 폴리곤 편집"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Paste Tile Bitmask"
msgstr "타일 비트 마스크 붙여넣기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Clear Tile Bitmask"
msgstr "타일 비트 마스크 지우기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Polygon Concave"
msgstr "오목한 폴리곤 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Polygon Convex"
msgstr "폴리곤을 볼록하게 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Tile"
msgstr "타일 제거"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Collision Polygon"
msgstr "콜리전 폴리곤 제거"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Occlusion Polygon"
msgstr "어클루전 폴리곤 제거"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Navigation Polygon"
msgstr "내비게이션 폴리곤 제거"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Priority"
msgstr "필터 우선 순위 편집"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Z Index"
msgstr "타일 Z 인덱스 편집"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Convex"
msgstr "볼록하게 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Concave"
msgstr "오목하게 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Collision Polygon"
msgstr "콜리전 폴리곤 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Occlusion Polygon"
msgstr "어클루전 폴리곤 만들기"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "This property can't be changed."
msgstr "이 속성은 바꿀 수 없습니다."
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
msgstr "타일셋"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No VCS addons are available."
msgstr "이용할 수 있는 버전 관리 시스템(VCS)이 없습니다."
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Error"
msgstr "오류"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No files added to stage"
msgstr "스테이지에 추가된 파일이 없습니다"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit"
msgstr "커밋"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "VCS Addon is not initialized"
msgstr "버전 관리 시스템(VCS)이 초기화되지 않았습니다"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control System"
msgstr "버전 관리 시스템"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Initialize"
msgstr "초기화"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Staging area"
msgstr "스테이징 영역"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
msgstr "새 변경사항 감지"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Changes"
msgstr "변경사항"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Modified"
msgstr "수정됨"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Renamed"
msgstr "이름 변경됨"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Deleted"
msgstr "삭제됨"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Typechange"
msgstr "타입체인지"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Stage Selected"
msgstr "선택 항목 스테이지로 보내기"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Stage All"
msgstr "모두 스테이지로 보내기"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit Changes"
msgstr "커밋 변경사항"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "View file diffs before committing them to the latest version"
msgstr "최신 버전으로 커밋하기 전에 파일 diff 보기"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No file diff is active"
msgstr "파일 diff가 켜져 있지 않습니다"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect changes in file diff"
msgstr "파일 차이에서 감지한 변경사항"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(GLES3 only)"
msgstr "(GLES3만 가능)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Output"
msgstr "출력 추가"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar"
msgstr "스칼라"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector"
msgstr "벡터"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean"
msgstr "불리언"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sampler"
msgstr "샘플러"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add input port"
msgstr "입력 포트 추가"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add output port"
msgstr "출력 포트 추가"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change input port type"
msgstr "입력 포트 타입 바꾸기"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change output port type"
msgstr "출력 포트 타입 바꾸기"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change input port name"
msgstr "입력 포트 이름 바꾸기"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change output port name"
msgstr "출력 포트 이름 바꾸기"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Remove input port"
msgstr "입력 포트 제거"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Remove output port"
msgstr "출력 포트 제거"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set expression"
msgstr "표현식 설정"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Resize VisualShader node"
msgstr "비주얼셰이더 노드 크기 조정"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set Uniform Name"
msgstr "Uniform 이름 설정"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set Input Default Port"
msgstr "입력 디폴트 포트 설정"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Node to Visual Shader"
msgstr "노드를 비주얼 셰이더에 추가"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Node(s) Moved"
msgstr "노드 이동됨"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Duplicate Nodes"
msgstr "노드 복제"
#: editor/plugins/visual_shader_editor_plugin.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Paste Nodes"
msgstr "노드 붙여넣기"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Delete Nodes"
msgstr "노드 삭제"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Visual Shader Input Type Changed"
msgstr "비주얼 셰이더 입력 타입 변경됨"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "UniformRef Name Changed"
msgstr "UniformRef 이름 변경됨"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vertex"
msgstr "꼭짓점"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Fragment"
msgstr "프래그먼트"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Light"
msgstr "라이트"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Show resulted shader code."
msgstr "결과 셰이더 코드를 보여줍니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Create Shader Node"
msgstr "셰이더 노드 만들기"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color function."
msgstr "색상 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color operator."
msgstr "색상 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Grayscale function."
msgstr "회색조 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts HSV vector to RGB equivalent."
msgstr "HSV 벡터를 RGB로 변환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts RGB vector to HSV equivalent."
msgstr "RGB 벡터를 HSV로 변환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sepia function."
msgstr "세피아 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Burn operator."
msgstr "번 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Darken operator."
msgstr "어두움 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Difference operator."
msgstr "차이 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Dodge operator."
msgstr "닷지 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "HardLight operator."
msgstr "하드 라이트 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Lighten operator."
msgstr "Lighten 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Overlay operator."
msgstr "오버레이 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Screen operator."
msgstr "화면 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "SoftLight operator."
msgstr "소프트 라이트 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color constant."
msgstr "색상 상수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color uniform."
msgstr "색상 Uniform."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the boolean result of the %s comparison between two parameters."
msgstr "두 매개변수 사이 %s 비교의 불리언 결과 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Equal (==)"
msgstr "같다 (==)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Greater Than (>)"
msgstr "보다 더 크다 (>)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Greater Than or Equal (>=)"
msgstr "보다 크거나 같다 (>=)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated vector if the provided scalars are equal, greater or "
"less."
msgstr "제공된 스칼라가 같거나, 더 크거나, 더 작으면 관련 벡터를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between INF and a scalar "
"parameter."
msgstr "INF(무한)과 스칼라 매개변수 사이 비교의 불리언 결과 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between NaN and a scalar "
"parameter."
msgstr ""
"NaN(숫자 아님)과 스칼라 매개변수 사이 비교의 불리언 결과 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Less Than (<)"
msgstr "보다 더 작다 (<)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Less Than or Equal (<=)"
msgstr "보다 작거나 같다 (<=)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Not Equal (!=)"
msgstr "같지 않다 (!=)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated vector if the provided boolean value is true or false."
msgstr "불리언 값이 참이거나 거짓이면 관련 벡터를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated scalar if the provided boolean value is true or false."
msgstr "불리언 값이 참이거나 거짓이면 관련 스칼라를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the boolean result of the comparison between two parameters."
msgstr "두 매개변수 사이 비교의 불리언 결과 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between INF (or NaN) and a "
"scalar parameter."
msgstr ""
"INF(무한) (또는 NaN(숫자 아님))과 스칼라 매개변수 사이 비교의 불리언 결과 값"
"을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean constant."
msgstr "불리언 상수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean uniform."
msgstr "불리언 Uniform."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for all shader modes."
msgstr "모든 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Input parameter."
msgstr "입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex and fragment shader modes."
msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for fragment and light shader modes."
msgstr "프래그먼트와 라이트 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for fragment shader mode."
msgstr "프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for light shader mode."
msgstr "조명 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex shader mode."
msgstr "꼭짓점 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex and fragment shader mode."
msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar function."
msgstr "스칼라 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar operator."
msgstr "스칼라 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "E constant (2.718282). Represents the base of the natural logarithm."
msgstr "E 상수 (2.718282). 자연 로그의 밑을 나타냄."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Epsilon constant (0.00001). Smallest possible scalar number."
msgstr "Epsilon 상수 (0.00001). 스칼라 수에서 가능한 가장 작은 수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Phi constant (1.618034). Golden ratio."
msgstr "Phi 상수 (1.618034). 황금 비율."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi/4 constant (0.785398) or 45 degrees."
msgstr "Pi/4 상수 (0.785398) 혹은 45도."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi/2 constant (1.570796) or 90 degrees."
msgstr "Pi/2 상수 (1.570796) 혹은 90도."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi constant (3.141593) or 180 degrees."
msgstr "Pi 상수 (3.141593) 혹은 180도."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Tau constant (6.283185) or 360 degrees."
msgstr "Tau 상수 (6.283185) 혹은 360도."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sqrt2 constant (1.414214). Square root of 2."
msgstr "Sqrt2 상수 (1.414214). 2의 제곱근."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the absolute value of the parameter."
msgstr "매개변수의 절대값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-cosine of the parameter."
msgstr "매개변수의 아크코사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "매개변수의 역쌍곡코사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-sine of the parameter."
msgstr "매개변수의 아크사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "매개변수의 역쌍곡사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-tangent of the parameter."
msgstr "매개변수의 아크탄젠트 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-tangent of the parameters."
msgstr "매개변수들의 아크탄젠트 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "매개변수의 역쌍곡탄젠트 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr "매개변수보다 크거나 같은 가장 가까운 정수를 찾습니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Constrains a value to lie between two further values."
msgstr "떨어져 있는 두 값 사이에 놓이는 값을 제한합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the cosine of the parameter."
msgstr "매개변수의 코사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "매개변수의 쌍곡코사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts a quantity in radians to degrees."
msgstr "각도 단위를 라디안에서 도로 변환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-e Exponential."
msgstr "e가 밑인 지수 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-2 Exponential."
msgstr "2가 밑인 지수 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "매개변수보다 적거나 같은 가장 가까운 정수를 찾습니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Computes the fractional part of the argument."
msgstr "인수의 소수 부분을 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse of the square root of the parameter."
msgstr "매개변수의 제곱근 역함수 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Natural logarithm."
msgstr "자연로그."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-2 logarithm."
msgstr "2가 밑인 로그 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the greater of two values."
msgstr "두 값 중 더 큰 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the lesser of two values."
msgstr "두 값 중 더 작은 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two scalars."
msgstr "두 스칼라 값 사이 선형 보간."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the opposite value of the parameter."
msgstr "매개변수의 반대 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 - scalar"
msgstr "1.0 - 스칼라"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the value of the first parameter raised to the power of the second."
msgstr "첫 번째 매개변수를 두 번째 매개변수로 제곱한 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts a quantity in degrees to radians."
msgstr "각도 단위를 도에서 라디안으로 변환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 / scalar"
msgstr "1.0 / 스칼라"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest integer to the parameter."
msgstr "매개변수에서 가장 가까운 정수를 찾습니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest even integer to the parameter."
msgstr "매개변수에서 가장 가까운 짝수 정수를 찾습니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Clamps the value between 0.0 and 1.0."
msgstr "값을 0.0에서 1.0 사이로 고정합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Extracts the sign of the parameter."
msgstr "매개변수의 부호를 추출합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the sine of the parameter."
msgstr "매개변수의 사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic sine of the parameter."
msgstr "매개변수의 쌍곡사인 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the square root of the parameter."
msgstr "매개변수의 제곱근을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep 함수( 스칼라(edge0), 스칼라(edge1), 스칼라(x) ).\n"
"\n"
"'x'가 'edge0'보다 작으면 0.0을 반환하고, 'edge1'보다 크면 1.0을 반환합니다. "
"그렇지 않은 경우, 에르미트 다항식을 통해반환값을 0.0과 1.0사이로 보간합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( scalar(edge), scalar(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step 함수( 스칼라(edge), 스칼라(x) ).\n"
"\n"
"'x'가 'edge'보다 작으면 0.0을 반환하고 그렇지 않으면 1.0을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the tangent of the parameter."
msgstr "매개변수의 탄젠트 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "매개변수의 쌍곡탄젠트 값을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the truncated value of the parameter."
msgstr "매개변수의 절사된 값을 찾습니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Adds scalar to scalar."
msgstr "스칼라에 스칼라를 더합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Divides scalar by scalar."
msgstr "스칼라를 스칼라로 나눕니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies scalar by scalar."
msgstr "스칼라를 스칼라로 곱합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the remainder of the two scalars."
msgstr "두 스칼라의 나머지를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Subtracts scalar from scalar."
msgstr "스칼라에서 스칼라를 뺍니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar constant."
msgstr "스칼라 상수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar uniform."
msgstr "스칼라 Uniform."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Perform the cubic texture lookup."
msgstr "세제곱 텍스처 룩업을 수행합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Perform the texture lookup."
msgstr "텍스처 룩업을 수행합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Cubic texture uniform lookup."
msgstr "세제곱 텍스처 Uniform 룩업."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "2D texture uniform lookup."
msgstr "2D 텍스처 Uniform 룩업."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "2D texture uniform lookup with triplanar."
msgstr "Triplanar가 적용된 2D 텍스처 Uniform 룩업 ."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform function."
msgstr "변형 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Calculate the outer product of a pair of vectors.\n"
"\n"
"OuterProduct treats the first parameter 'c' as a column vector (matrix with "
"one column) and the second parameter 'r' as a row vector (matrix with one "
"row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix "
"whose number of rows is the number of components in 'c' and whose number of "
"columns is the number of components in 'r'."
msgstr ""
"벡터 한 쌍의 외적을 계산합니다.\n"
"\n"
"OuterProduct는 첫 매개변수 'c'를 열 벡터로 취급하고 (1열로 이루어진 행렬) 두 "
"번째 매개변수 'r'을 행 벡터로 취급합니다 (1행으로 이루어진 행렬), 그리고 선"
"형 대수 행렬에 'c * r'을 곱해서 행렬을 산출하는데, 행 수는 'c'의 컴포넌트 수"
"이고 열 수는 'r'의 컴포넌트 수가 됩니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Composes transform from four vectors."
msgstr "4개의 벡터로 변형을 합성합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Decomposes transform to four vectors."
msgstr "변형을 4개의 벡터로 분해합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the determinant of a transform."
msgstr "변형의 행렬식을 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the inverse of a transform."
msgstr "변형의 역함수를 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the transpose of a transform."
msgstr "변형의 전치를 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies transform by transform."
msgstr "변형에 변형을 곱합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies vector by transform."
msgstr "변형에 벡터를 곱합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform constant."
msgstr "변형 상수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform uniform."
msgstr "변형 Uniform."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector function."
msgstr "벡터 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector operator."
msgstr "벡터 연산자."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Composes vector from three scalars."
msgstr "세 개의 스칼라로 벡터를 합성합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Decomposes vector to three scalars."
msgstr "벡터를 세 개의 스칼라로 분해합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the cross product of two vectors."
msgstr "두 벡터의 벡터곱 값을 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the distance between two points."
msgstr "두 점 사이의 거리를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the dot product of two vectors."
msgstr "두 벡터의 스칼라곱 값을 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the vector that points in the same direction as a reference vector. "
"The function has three vector parameters : N, the vector to orient, I, the "
"incident vector, and Nref, the reference vector. If the dot product of I and "
"Nref is smaller than zero the return value is N. Otherwise -N is returned."
msgstr ""
"같은 방향을 가리키는 벡터를 참조 벡터로 반환합니다. 함수에는 세 개의 벡터 매"
"개변수가 있습니다 : 방향을 지정하는 벡터 N, 인시던트 벡터 I, 그리고 참조 벡"
"터 Nref. 만약 I와 Nref가 0의 벡터곱이 0보다 작다면 반환값은 N이 됩니다. 그렇"
"지 않으면 -N이 반환됩니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the length of a vector."
msgstr "벡터의 길이를 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two vectors."
msgstr "두 벡터 간의 선형 보간."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two vectors using scalar."
msgstr "스칼라를 사용하 두 벡터 간의 선형 보간."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the normalize product of vector."
msgstr "벡터의 노멀 값을 계산합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 - vector"
msgstr "1.0 - 벡터"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 / vector"
msgstr "1.0 / 벡터"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the vector that points in the direction of reflection ( a : incident "
"vector, b : normal vector )."
msgstr ""
"반사 방향을 가리키는 벡터를 반환합니다 (a : 인시던트 벡터, b : 노멀 벡터)."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the vector that points in the direction of refraction."
msgstr "반사 방향을 가리키는 벡터를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep 함수( 벡터(edge0), 벡터(edge1), 벡터(x) ).\n"
"\n"
"'x'가 'edge0'보다 작으면 0.0을, 'x'가 'edge1'보다 크면 1.0을 반환합니다. 그렇"
"지 않은 경우 에르미트 다항식으로 반환값을 0.0과 1.0 사이로 보간합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep 함수( 스칼라(edge0), 스칼라(edge1), 벡터(x) ).\n"
"\n"
"'x'가 'edge0'보다 작으면 0.0을, 'x'가 'edge1'보다 크면 1.0을 반환합니다. 그렇"
"지 않은 경우 에르미트 다항식으로 반환값을 0.0과 1.0 사이로 보간합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( vector(edge), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step 함수( 벡터(edge), 벡터(x) ).\n"
"\n"
"'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( scalar(edge), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step 함수( 스칼라(edge), 벡터(x) ).\n"
"\n"
"'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Adds vector to vector."
msgstr "벡터에 벡터를 더합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Divides vector by vector."
msgstr "벡터를 벡터로 나눕니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies vector by vector."
msgstr "벡터를 벡터로 곱합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the remainder of the two vectors."
msgstr "두 벡터의 나머지를 반환합니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Subtracts vector from vector."
msgstr "벡터에서 벡터를 뺍니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector constant."
msgstr "벡터 상수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector uniform."
msgstr "벡터 Uniform."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Custom Godot Shader Language expression, with custom amount of input and "
"output ports. This is a direct injection of code into the vertex/fragment/"
"light function, do not use it to write the function declarations inside."
msgstr ""
"커스텀 입력 및 출력 포트로 이루어진, 커스텀 Godot 셰이더 언어 표현식. 꼭짓점/"
"프래그먼트/라이트 함수에 직접 코드를 넣는 것이므로 코드 안에 함수 선언을 작성"
"하는 용도로 쓰지 마세요."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns falloff based on the dot product of surface normal and view "
"direction of camera (pass associated inputs to it)."
msgstr ""
"표면의 법선 벡터와 카메라가 바라보는 방향 벡터의 내적을 기반으로 한 폴오프를 "
"반환합니다. (폴오프와 관련된 입력을 전달함)."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"resulted shader. You can place various function definitions inside and call "
"it later in the Expressions. You can also declare varyings, uniforms and "
"constants."
msgstr ""
"결과 셰이더 위에 배치되는, 커스텀 Godot 셰이더 언어 표현식. 안에 다양한 함수 "
"선언을 작성하고 표현식에서 호출할 수 있습니다. Varying, Uniform, 상수도 선언"
"할 수 있습니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "A reference to an existing uniform."
msgstr "기존 Uniform에 대한 참조입니다."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(Fragment/Light mode only) Scalar derivative function."
msgstr "(프래그먼트/라이트 모드만 가능) 스칼라 미분 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(Fragment/Light mode only) Vector derivative function."
msgstr "(프래그먼트/라이트 모드만 가능) 벡터 미분 함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'x' using local "
"differencing."
msgstr ""
"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (벡터) 도함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'x' using local "
"differencing."
msgstr ""
"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (스칼라) 도함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'y' using local "
"differencing."
msgstr ""
"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (벡터) 도함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'y' using local "
"differencing."
msgstr ""
"(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (스칼라) 도함수."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and "
"'y'."
msgstr "(프래그먼트/라이트 모드만 가능) (벡터) 'x'와 'y'의 절대 미분 값의 합."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and "
"'y'."
msgstr ""
"(프래그먼트/라이트 모드만 가능) (스칼라) 'x'와 'y'의 절대 미분 값의 합."
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "VisualShader"
msgstr "비주얼셰이더"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Edit Visual Property:"
msgstr "비주얼 속성 편집:"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Visual Shader Mode Changed"
msgstr "비주얼 셰이더 모드 변경됨"
#: editor/project_export.cpp
msgid "Runnable"
msgstr "실행가능"
#: editor/project_export.cpp
msgid "Delete preset '%s'?"
msgstr "'%s' 프리셋을 삭제하시겠습니까?"
#: editor/project_export.cpp
msgid ""
"Failed to export the project for platform '%s'.\n"
"Export templates seem to be missing or invalid."
msgstr ""
"'%s' 플랫폼에 프로젝트를 내보낼 수 없습니다.\n"
"내보내기 템플릿이 누락되거나 잘못된 것 같습니다."
#: editor/project_export.cpp
msgid ""
"Failed to export the project for platform '%s'.\n"
"This might be due to a configuration issue in the export preset or your "
"export settings."
msgstr ""
"'%s' 플랫폼에 프로젝트를 내보낼 수 없습니다.\n"
"내보내기 프리셋이나 내보내기 설정의 문제인 것 같습니다."
#: editor/project_export.cpp
msgid "Release"
msgstr "출시"
#: editor/project_export.cpp
msgid "Exporting All"
msgstr "모두 내보내기"
#: editor/project_export.cpp
msgid "The given export path doesn't exist:"
msgstr "주어진 내보내기 경로가 없음:"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing/corrupted:"
msgstr "이 플랫폼의 내보내기 템플릿이 누락됨/손상됨:"
#: editor/project_export.cpp
msgid "Presets"
msgstr "프리셋"
#: editor/project_export.cpp editor/project_settings_editor.cpp
msgid "Add..."
msgstr "추가..."
#: editor/project_export.cpp
msgid ""
"If checked, the preset will be available for use in one-click deploy.\n"
"Only one preset per platform may be marked as runnable."
msgstr ""
"체크하면 프리셋은 원 클릭 배포로 사용할 수 있게 됩니다.\n"
"플랫폼 당 하나의 프리셋만 실행 가능하다고 표시될 것입니다."
#: editor/project_export.cpp
msgid "Export Path"
msgstr "경로 내보내기"
#: editor/project_export.cpp
msgid "Resources"
msgstr "리소스"
#: editor/project_export.cpp
msgid "Export all resources in the project"
msgstr "프로젝트의 모든 리소스 내보내기"
#: editor/project_export.cpp
msgid "Export selected scenes (and dependencies)"
msgstr "선택한 씬 내보내기 (종속된 리소스 포함)"
#: editor/project_export.cpp
msgid "Export selected resources (and dependencies)"
msgstr "선택한 리소스 내보내기 (종속된 리소스 포함)"
#: editor/project_export.cpp
msgid "Export Mode:"
msgstr "내보내기 모드:"
#: editor/project_export.cpp
msgid "Resources to export:"
msgstr "내보내는 리소스:"
#: editor/project_export.cpp
msgid ""
"Filters to export non-resource files/folders\n"
"(comma-separated, e.g: *.json, *.txt, docs/*)"
msgstr ""
"리소스가 아닌 파일/폴더 내보내기 필터\n"
"(쉼표로 구분, 예: *.json, *.txt, docs/*)"
#: editor/project_export.cpp
msgid ""
"Filters to exclude files/folders from project\n"
"(comma-separated, e.g: *.json, *.txt, docs/*)"
msgstr ""
"프로젝트에서 제외할 파일/폴더 필터\n"
"(쉼표로 구분, 예: *.json, *.txt, docs/*)"
#: editor/project_export.cpp
msgid "Features"
msgstr "기능"
#: editor/project_export.cpp
msgid "Custom (comma-separated):"
msgstr "커스텀(쉼표로 구분):"
#: editor/project_export.cpp
msgid "Feature List:"
msgstr "기능 목록:"
#: editor/project_export.cpp
msgid "Script"
msgstr "스크립트"
#: editor/project_export.cpp
msgid "GDScript Export Mode:"
msgstr "GDScript 내보내기 모드:"
#: editor/project_export.cpp
msgid "Text"
msgstr "텍스트"
#: editor/project_export.cpp
msgid "Compiled Bytecode (Faster Loading)"
msgstr "컴파일된 바이트코드 (더 빠른 불러오기)"
#: editor/project_export.cpp
msgid "Encrypted (Provide Key Below)"
msgstr "암호화 (아래에 키가 필요합니다)"
#: editor/project_export.cpp
msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)"
msgstr "잘못된 암호화 키 (길이가 16진수 형식의 64자이어야 합니다)"
#: editor/project_export.cpp
msgid "GDScript Encryption Key (256-bits as hexadecimal):"
msgstr "GDScript 암호화 키 (256-비트를 16진수 형식으로):"
#: editor/project_export.cpp
msgid "Export PCK/Zip"
msgstr "PCK/Zip 내보내기"
#: editor/project_export.cpp
msgid "Export Project"
msgstr "프로젝트 내보내기"
#: editor/project_export.cpp
msgid "Export mode?"
msgstr "내보내기 모드?"
#: editor/project_export.cpp
msgid "Export All"
msgstr "모두 내보내기"
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
msgstr "ZIP 파일"
#: editor/project_export.cpp
msgid "Godot Game Pack"
msgstr "Godot 게임 팩"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing:"
msgstr "이 플랫폼에 대한 내보내기 템플릿이 누락됨:"
#: editor/project_export.cpp
msgid "Manage Export Templates"
msgstr "내보내기 템플릿 관리"
#: editor/project_export.cpp
msgid "Export With Debug"
msgstr "디버그와 함께 내보내기"
#: editor/project_manager.cpp
msgid "The path specified doesn't exist."
msgstr "지정한 경로가 없습니다."
#: editor/project_manager.cpp
msgid "Error opening package file (it's not in ZIP format)."
msgstr "패키지 파일을 여는 중 오류 (ZIP 형식이 아닙니다)."
#: editor/project_manager.cpp
msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr ""
"잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니"
"다."
#: editor/project_manager.cpp
msgid "Please choose an empty folder."
msgstr "비어있는 폴더를 선택해주세요."
#: editor/project_manager.cpp
msgid "Please choose a \"project.godot\" or \".zip\" file."
msgstr "\"project.godot\" 파일 또는 \".zip\" 파일을 선택해주세요."
#: editor/project_manager.cpp
msgid "This directory already contains a Godot project."
msgstr "디렉토리에 Godot 프로젝트가 이미 존재합니다."
#: editor/project_manager.cpp
msgid "New Game Project"
msgstr "새 게임 프로젝트"
#: editor/project_manager.cpp
msgid "Imported Project"
msgstr "불러온 프로젝트"
#: editor/project_manager.cpp
msgid "Invalid project name."
msgstr "잘못된 프로젝트 이름입니다."
#: editor/project_manager.cpp
msgid "Couldn't create folder."
msgstr "폴더를 만들 수 없습니다."
#: editor/project_manager.cpp
msgid "There is already a folder in this path with the specified name."
msgstr "이미 이 경로에 이 이름과 같은 폴더가 있습니다."
#: editor/project_manager.cpp
msgid "It would be a good idea to name your project."
msgstr "프로젝트 이름을 정하는 게 좋을 것입니다."
#: editor/project_manager.cpp
msgid "Invalid project path (changed anything?)."
msgstr "잘못된 프로젝트 경로 (무언가를 변경하셨습니까?)."
#: editor/project_manager.cpp
msgid ""
"Couldn't load project.godot in project path (error %d). It may be missing or "
"corrupted."
msgstr ""
"프로젝트 경로에서 project.godot을 불러올 수 없습니다 (오류 %d). 누락되거나 손"
"상된 모양입니다."
#: editor/project_manager.cpp
msgid "Couldn't edit project.godot in project path."
msgstr "프로젝트 경로에서 project.godot 파일을 편집할 수 없습니다."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
msgstr "프로젝트 경로에서 project.godot 파일을 만들 수 없습니다."
#: editor/project_manager.cpp
msgid "Error opening package file, not in ZIP format."
msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다."
#: editor/project_manager.cpp
msgid "The following files failed extraction from package:"
msgstr "다음 파일을 패키지에서 추출하는데 실패함:"
#: editor/project_manager.cpp
msgid "Package installed successfully!"
msgstr "패키지를 성공적으로 설치했습니다!"
#: editor/project_manager.cpp
msgid "Rename Project"
msgstr "프로젝트 이름 바꾸기"
#: editor/project_manager.cpp
msgid "Import Existing Project"
msgstr "기존 프로젝트 불러오기"
#: editor/project_manager.cpp
msgid "Import & Edit"
msgstr "불러오기 & 편집"
#: editor/project_manager.cpp
msgid "Create New Project"
msgstr "새 프로젝트 만들기"
#: editor/project_manager.cpp
msgid "Create & Edit"
msgstr "만들기 & 편집"
#: editor/project_manager.cpp
msgid "Install Project:"
msgstr "프로젝트 설치:"
#: editor/project_manager.cpp
msgid "Install & Edit"
msgstr "설치 & 편집"
#: editor/project_manager.cpp
msgid "Project Name:"
msgstr "프로젝트 이름:"
#: editor/project_manager.cpp
msgid "Project Path:"
msgstr "프로젝트 경로:"
#: editor/project_manager.cpp
msgid "Project Installation Path:"
msgstr "프로젝트 설치 경로:"
#: editor/project_manager.cpp
msgid "Renderer:"
msgstr "렌더러:"
#: editor/project_manager.cpp
msgid "OpenGL ES 3.0"
msgstr "OpenGL ES 3.0"
#: editor/project_manager.cpp
msgid "Not supported by your GPU drivers."
msgstr "당신의 GPU 드라이버에 의해 지원되지 않습니다."
#: editor/project_manager.cpp
msgid ""
"Higher visual quality\n"
"All features available\n"
"Incompatible with older hardware\n"
"Not recommended for web games"
msgstr ""
"높은 시각적 품질\n"
"모든 기능 사용 가능\n"
"오래된 하드웨어에는 호환하지 않음\n"
"웹 게임에는 비 추천"
#: editor/project_manager.cpp
msgid "OpenGL ES 2.0"
msgstr "OpenGL ES 2.0"
#: editor/project_manager.cpp
msgid ""
"Lower visual quality\n"
"Some features not available\n"
"Works on most hardware\n"
"Recommended for web games"
msgstr ""
"낮은 시각적 품질\n"
"일부 기능은 사용할 수 없음\n"
"대부분의 하드웨어에서 작동함\n"
"웹 게임에 추천"
#: editor/project_manager.cpp
msgid "Renderer can be changed later, but scenes may need to be adjusted."
msgstr "렌더러는 나중에 바꿀 수 있지만, 씬을 조정해야 할 수도 있습니다."
#: editor/project_manager.cpp
msgid "Unnamed Project"
msgstr "이름 없는 프로젝트"
#: editor/project_manager.cpp
msgid "Missing Project"
msgstr "누락된 프로젝트"
#: editor/project_manager.cpp
msgid "Error: Project is missing on the filesystem."
msgstr "오류: 프로젝트가 파일시스템에서 누락되었습니다."
#: editor/project_manager.cpp
msgid "Can't open project at '%s'."
msgstr "'%s'에서 프로젝트를 열 수 없습니다."
#: editor/project_manager.cpp
msgid "Are you sure to open more than one project?"
msgstr "두 개 이상의 프로젝트를 여시겠습니까?"
#: editor/project_manager.cpp
msgid ""
"The following project settings file does not specify the version of Godot "
"through which it was created.\n"
"\n"
"%s\n"
"\n"
"If you proceed with opening it, it will be converted to Godot's current "
"configuration file format.\n"
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
"다음 프로젝트 설정 파일은 현재 버전의 Godot에서 만든 것이 아닙니다.\n"
"↵\n"
"%s↵\n"
"↵\n"
"파일 열기를 계속한다면, 현재 Godot의 구성 파일 형식으로 변환될 것입니다.\n"
"경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다."
#: editor/project_manager.cpp
msgid ""
"The following project settings file was generated by an older engine "
"version, and needs to be converted for this version:\n"
"\n"
"%s\n"
"\n"
"Do you want to convert it?\n"
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
"다음 프로젝트 설정 파일은 이전 버전에 만든 것으로, 현재 버전에 맞게 변환해야 "
"합니다:\n"
"\n"
"%s\n"
"\n"
"변환할까요?\n"
"경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다."
#: editor/project_manager.cpp
msgid ""
"The project settings were created by a newer engine version, whose settings "
"are not compatible with this version."
msgstr ""
"프로젝트 설정이 새 버전에 맞게 만들어졌습니다. 이 버전에서는 호환하지 않습니"
"다."
#: editor/project_manager.cpp
msgid ""
"Can't run project: no main scene defined.\n"
"Please edit the project and set the main scene in the Project Settings under "
"the \"Application\" category."
msgstr ""
"프로젝트를 실행할 수 없음: 메인 씬을 정의하지 않았습니다.\n"
"프로젝트를 편집하고 프로젝트 설정의 \"Application\" 카테고리에서 메인 씬을 설"
"정해주세요."
#: editor/project_manager.cpp
msgid ""
"Can't run project: Assets need to be imported.\n"
"Please edit the project to trigger the initial import."
msgstr ""
"프로젝트를 실행할 수 없음: 애셋을 불러와야 합니다.\n"
"프로젝트를 편집해서 최초 불러오기가 실행되도록 하세요."
#: editor/project_manager.cpp
msgid "Are you sure to run %d projects at once?"
msgstr "한 번에 %d개의 프로젝트를 실행할 건가요?"
#: editor/project_manager.cpp
msgid "Remove %d projects from the list?"
msgstr "목록에서 프로젝트 %d개를 제거하시겠습니까?"
#: editor/project_manager.cpp
msgid "Remove this project from the list?"
msgstr "목록에서 이 프로젝트를 제거하시겠습니까?"
#: editor/project_manager.cpp
msgid ""
"Remove all missing projects from the list?\n"
"The project folders' contents won't be modified."
msgstr ""
"모든 누락된 프로젝트를 목록에서 제거하시겠습니까?\n"
"프로젝트 폴더의 콘텐츠는 수정되지 않습니다."
#: editor/project_manager.cpp
msgid ""
"Language changed.\n"
"The interface will update after restarting the editor or project manager."
msgstr ""
"언어가 바뀌었습니다.\n"
"인터페이스는 에디터나 프로젝트 매니저를 다시 시작하고 나서 갱신됩니다."
#: editor/project_manager.cpp
msgid ""
"Are you sure to scan %s folders for existing Godot projects?\n"
"This could take a while."
msgstr ""
"Godot 프로젝트를 확인하기 위해 %s 폴더를 스캔하시겠습니까?\n"
"시간이 걸릴 수 있습니다."
#. TRANSLATORS: This refers to the application where users manage their Godot projects.
#: editor/project_manager.cpp
msgid "Project Manager"
msgstr "프로젝트 매니저"
#: editor/project_manager.cpp
msgid "Local Projects"
msgstr "로컬 프로젝트"
#: editor/project_manager.cpp
msgid "Loading, please wait..."
msgstr "로드 중, 기다려 주세요..."
#: editor/project_manager.cpp
msgid "Last Modified"
msgstr "마지막으로 수정됨"
#: editor/project_manager.cpp
msgid "Edit Project"
msgstr "프로젝트 편집"
#: editor/project_manager.cpp
msgid "Run Project"
msgstr "프로젝트 실행"
#: editor/project_manager.cpp
msgid "Scan"
msgstr "스캔"
#: editor/project_manager.cpp
msgid "Scan Projects"
msgstr "프로젝트 스캔"
#: editor/project_manager.cpp
msgid "Select a Folder to Scan"
msgstr "스캔할 폴더를 선택하세요"
#: editor/project_manager.cpp
msgid "New Project"
msgstr "새 프로젝트"
#: editor/project_manager.cpp
msgid "Import Project"
msgstr "프로젝트 불러오기"
#: editor/project_manager.cpp
msgid "Remove Project"
msgstr "프로젝트 제거"
#: editor/project_manager.cpp
msgid "Remove Missing"
msgstr "누락된 부분 제거"
#: editor/project_manager.cpp
msgid "About"
msgstr "정보"
#: editor/project_manager.cpp
msgid "Asset Library Projects"
msgstr "애셋 라이브러리 프로젝트"
#: editor/project_manager.cpp
msgid "Restart Now"
msgstr "지금 다시 시작"
#: editor/project_manager.cpp
msgid "Remove All"
msgstr "모두 제거"
#: editor/project_manager.cpp
msgid "Also delete project contents (no undo!)"
msgstr "프로젝트 콘텐츠도 삭제 (되돌릴 수 없습니다!)"
#: editor/project_manager.cpp
msgid "Can't run project"
msgstr "프로젝트를 실행할 수 없습니다"
#: editor/project_manager.cpp
msgid ""
"You currently don't have any projects.\n"
"Would you like to explore official example projects in the Asset Library?"
msgstr ""
"현재 프로젝트가 하나도 없습니다.\n"
"애셋 라이브러리에서 공식 예제 프로젝트를 찾아볼까요?"
#: editor/project_manager.cpp
msgid "Filter projects"
msgstr "프로젝트 필터"
#: editor/project_manager.cpp
msgid ""
"This field filters projects by name and last path component.\n"
"To filter projects by name and full path, the query must contain at least "
"one `/` character."
msgstr ""
"이 필드는 프로젝트를 이름과 경로의 마지막 부분으로 거릅니다.\n"
"프로젝트를 이름과 전체 경로를 기준으로 걸러내려면, 검색어에 `/`를 한 글자 이"
"상 포함시켜야 합니다."
#: editor/project_settings_editor.cpp
msgid "Key "
msgstr "키 "
#: editor/project_settings_editor.cpp
msgid "Physical Key"
msgstr "물리 키"
#: editor/project_settings_editor.cpp
msgid "Joy Button"
msgstr "조이스틱 버튼"
#: editor/project_settings_editor.cpp
msgid "Joy Axis"
msgstr "조이스틱 축"
#: editor/project_settings_editor.cpp
msgid "Mouse Button"
msgstr "마우스 버튼"
#: editor/project_settings_editor.cpp
msgid ""
"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or "
"'\"'"
msgstr ""
"잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"' 를 포함하면 안 됩니"
"다"
#: editor/project_settings_editor.cpp
msgid "An action with the name '%s' already exists."
msgstr "이름 '%s'을(를) 가진 액션이 이미 있습니다."
#: editor/project_settings_editor.cpp
msgid "Rename Input Action Event"
msgstr "입력 액션 이벤트 이름 바꾸기"
#: editor/project_settings_editor.cpp
msgid "Change Action deadzone"
msgstr "액션 데드존 바꾸기"
#: editor/project_settings_editor.cpp
msgid "Add Input Action Event"
msgstr "입력 액션 이벤트 추가"
#: editor/project_settings_editor.cpp
msgid "All Devices"
msgstr "모든 기기"
#: editor/project_settings_editor.cpp
msgid "Device"
msgstr "기기"
#: editor/project_settings_editor.cpp
msgid " (Physical)"
msgstr " (물리)"
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "Press a Key..."
msgstr "키를 눌러주세요..."
#: editor/project_settings_editor.cpp
msgid "Mouse Button Index:"
msgstr "마우스 버튼 인덱스:"
#: editor/project_settings_editor.cpp
msgid "Left Button"
msgstr "왼쪽 버튼"
#: editor/project_settings_editor.cpp
msgid "Right Button"
msgstr "오른쪽 버튼"
#: editor/project_settings_editor.cpp
msgid "Middle Button"
msgstr "가운데 버튼"
#: editor/project_settings_editor.cpp
msgid "Wheel Up Button"
msgstr "휠 위로 버튼"
#: editor/project_settings_editor.cpp
msgid "Wheel Down Button"
msgstr "휠 아래로 버튼"
#: editor/project_settings_editor.cpp
msgid "Wheel Left Button"
msgstr "휠 왼쪽 버튼"
#: editor/project_settings_editor.cpp
msgid "Wheel Right Button"
msgstr "휠 오른쪽 버튼"
#: editor/project_settings_editor.cpp
msgid "X Button 1"
msgstr "X 버튼 1"
#: editor/project_settings_editor.cpp
msgid "X Button 2"
msgstr "X 버튼 2"
#: editor/project_settings_editor.cpp
msgid "Joypad Axis Index:"
msgstr "조이패드 축 인덱스:"
#: editor/project_settings_editor.cpp
msgid "Axis"
msgstr "축"
#: editor/project_settings_editor.cpp
msgid "Joypad Button Index:"
msgstr "조이패드 버튼 인덱스:"
#: editor/project_settings_editor.cpp
msgid "Erase Input Action"
msgstr "입력 액션 지우기"
#: editor/project_settings_editor.cpp
msgid "Erase Input Action Event"
msgstr "입력 액션 이벤트 삭제"
#: editor/project_settings_editor.cpp
msgid "Add Event"
msgstr "이벤트 추가"
#: editor/project_settings_editor.cpp
msgid "Button"
msgstr "Button"
#: editor/project_settings_editor.cpp
msgid "Left Button."
msgstr "왼쪽 버튼."
#: editor/project_settings_editor.cpp
msgid "Right Button."
msgstr "오른쪽 버튼."
#: editor/project_settings_editor.cpp
msgid "Middle Button."
msgstr "가운데 버튼."
#: editor/project_settings_editor.cpp
msgid "Wheel Up."
msgstr "휠 위로."
#: editor/project_settings_editor.cpp
msgid "Wheel Down."
msgstr "휠 아래로."
#: editor/project_settings_editor.cpp
msgid "Add Global Property"
msgstr "전역 속성 추가"
#: editor/project_settings_editor.cpp
msgid "Select a setting item first!"
msgstr "먼저 설정 항목을 선택하세요!"
#: editor/project_settings_editor.cpp
msgid "No property '%s' exists."
msgstr "'%s' 속성이 없습니다."
#: editor/project_settings_editor.cpp
msgid "Setting '%s' is internal, and it can't be deleted."
msgstr "'%s' 설정은 내부적인 것입니다. 삭제할 수 없습니다."
#: editor/project_settings_editor.cpp
msgid "Delete Item"
msgstr "항목 삭제"
#: editor/project_settings_editor.cpp
msgid ""
"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or "
"'\"'."
msgstr ""
"잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"'를 포함하면 안 됩니"
"다."
#: editor/project_settings_editor.cpp
msgid "Add Input Action"
msgstr "입력 액션 추가"
#: editor/project_settings_editor.cpp
msgid "Error saving settings."
msgstr "설정 저장 중 오류."
#: editor/project_settings_editor.cpp
msgid "Settings saved OK."
msgstr "설정 저장 완료."
#: editor/project_settings_editor.cpp
msgid "Moved Input Action Event"
msgstr "입력 액션 이벤트 이동함"
#: editor/project_settings_editor.cpp
msgid "Override for Feature"
msgstr "기능 오버라이드"
#: editor/project_settings_editor.cpp
msgid "Add %d Translations"
msgstr "번역 %d개 추가"
#: editor/project_settings_editor.cpp
msgid "Remove Translation"
msgstr "번역 제거"
#: editor/project_settings_editor.cpp
msgid "Translation Resource Remap: Add %d Path(s)"
msgstr "리소스 리맵핑 번역: 경로 %d개 추가"
#: editor/project_settings_editor.cpp
msgid "Translation Resource Remap: Add %d Remap(s)"
msgstr "리소스 리맵핑 번역: 리매핑 %d개 추가"
#: editor/project_settings_editor.cpp
msgid "Change Resource Remap Language"
msgstr "리소스 리맵핑 언어 바꾸기"
#: editor/project_settings_editor.cpp
msgid "Remove Resource Remap"
msgstr "리소스 리맵핑 제거"
#: editor/project_settings_editor.cpp
msgid "Remove Resource Remap Option"
msgstr "리소스 리맵핑 옵션 제거"
#: editor/project_settings_editor.cpp
msgid "Changed Locale Filter"
msgstr "로케일 필터 변경됨"
#: editor/project_settings_editor.cpp
msgid "Changed Locale Filter Mode"
msgstr "로케일 필터 모드 변경됨"
#: editor/project_settings_editor.cpp
msgid "Project Settings (project.godot)"
msgstr "프로젝트 설정 (project.godot)"
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "General"
msgstr "일반"
#: editor/project_settings_editor.cpp
msgid "Override For..."
msgstr "오버라이드 대상..."
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "The editor must be restarted for changes to take effect."
msgstr "변경사항을 반영하려면 에디터를 다시 시작해야 합니다."
#: editor/project_settings_editor.cpp
msgid "Input Map"
msgstr "입력 맵"
#: editor/project_settings_editor.cpp
msgid "Action:"
msgstr "액션:"
#: editor/project_settings_editor.cpp
msgid "Action"
msgstr "액션"
#: editor/project_settings_editor.cpp
msgid "Deadzone"
msgstr "데드존"
#: editor/project_settings_editor.cpp
msgid "Device:"
msgstr "기기:"
#: editor/project_settings_editor.cpp
msgid "Index:"
msgstr "인덱스:"
#: editor/project_settings_editor.cpp
msgid "Localization"
msgstr "현지화"
#: editor/project_settings_editor.cpp
msgid "Translations"
msgstr "번역"
#: editor/project_settings_editor.cpp
msgid "Translations:"
msgstr "번역:"
#: editor/project_settings_editor.cpp
msgid "Remaps"
msgstr "리맵핑"
#: editor/project_settings_editor.cpp
msgid "Resources:"
msgstr "리소스:"
#: editor/project_settings_editor.cpp
msgid "Remaps by Locale:"
msgstr "로케일에 따른 리맵핑:"
#: editor/project_settings_editor.cpp
msgid "Locale"
msgstr "로케일"
#: editor/project_settings_editor.cpp
msgid "Locales Filter"
msgstr "로케일 필터"
#: editor/project_settings_editor.cpp
msgid "Show All Locales"
msgstr "모든 로케일 보이기"
#: editor/project_settings_editor.cpp
msgid "Show Selected Locales Only"
msgstr "선택한 로케일만 보이기"
#: editor/project_settings_editor.cpp
msgid "Filter mode:"
msgstr "필터 모드:"
#: editor/project_settings_editor.cpp
msgid "Locales:"
msgstr "로케일:"
#: editor/project_settings_editor.cpp
msgid "AutoLoad"
msgstr "오토로드"
#: editor/project_settings_editor.cpp
msgid "Plugins"
msgstr "플러그인(Plugin)"
#: editor/project_settings_editor.cpp
msgid "Import Defaults"
msgstr "디폴트 불러오기"
#: editor/property_editor.cpp
msgid "Preset..."
msgstr "프리셋..."
#: editor/property_editor.cpp
msgid "Zero"
msgstr "등속"
#: editor/property_editor.cpp
msgid "Easing In-Out"
msgstr "감속-가속"
#: editor/property_editor.cpp
msgid "Easing Out-In"
msgstr "가속-감속"
#: editor/property_editor.cpp
msgid "File..."
msgstr "파일..."
#: editor/property_editor.cpp
msgid "Dir..."
msgstr "디렉토리..."
#: editor/property_editor.cpp
msgid "Assign"
msgstr "지정"
#: editor/property_editor.cpp
msgid "Select Node"
msgstr "노드 선택"
#: editor/property_editor.cpp
msgid "Error loading file: Not a resource!"
msgstr "파일 불러오기 오류: 리소스가 아닙니다!"
#: editor/property_editor.cpp
msgid "Pick a Node"
msgstr "노드를 선택하세요"
#: editor/property_editor.cpp
msgid "Bit %d, val %d."
msgstr "비트 %d, 값 %d."
#: editor/property_selector.cpp
msgid "Select Property"
msgstr "속성 선택"
#: editor/property_selector.cpp
msgid "Select Virtual Method"
msgstr "가상 메서드 선택"
#: editor/property_selector.cpp
msgid "Select Method"
msgstr "메서드 선택"
#: editor/rename_dialog.cpp editor/scene_tree_dock.cpp
msgid "Batch Rename"
msgstr "일괄 이름 바꾸기"
#: editor/rename_dialog.cpp
msgid "Replace:"
msgstr "바꾸기:"
#: editor/rename_dialog.cpp
msgid "Prefix:"
msgstr "접두사:"
#: editor/rename_dialog.cpp
msgid "Suffix:"
msgstr "접미사:"
#: editor/rename_dialog.cpp
msgid "Use Regular Expressions"
msgstr "정규 표현식 사용"
#: editor/rename_dialog.cpp
msgid "Advanced Options"
msgstr "고급 옵션"
#: editor/rename_dialog.cpp
msgid "Substitute"
msgstr "대체"
#: editor/rename_dialog.cpp
msgid "Node name"
msgstr "노드 이름"
#: editor/rename_dialog.cpp
msgid "Node's parent name, if available"
msgstr "노드의 부모 이름 (사용 가능한 경우)"
#: editor/rename_dialog.cpp
msgid "Node type"
msgstr "노드 타입"
#: editor/rename_dialog.cpp
msgid "Current scene name"
msgstr "현재 씬 이름"
#: editor/rename_dialog.cpp
msgid "Root node name"
msgstr "루트 노드 이름"
#: editor/rename_dialog.cpp
msgid ""
"Sequential integer counter.\n"
"Compare counter options."
msgstr ""
"순차 정수 카운터.\n"
"카운터 옵션을 비교합니다."
#: editor/rename_dialog.cpp
msgid "Per-level Counter"
msgstr "단계별 카운터"
#: editor/rename_dialog.cpp
msgid "If set, the counter restarts for each group of child nodes."
msgstr "설정하면 각 그룹의 자손 노드의 카운터를 다시 시작합니다."
#: editor/rename_dialog.cpp
msgid "Initial value for the counter"
msgstr "카운터의 초기 값"
#: editor/rename_dialog.cpp
msgid "Step"
msgstr "단계"
#: editor/rename_dialog.cpp
msgid "Amount by which counter is incremented for each node"
msgstr "각 노드에 대해 카운터가 증가하는 양"
#: editor/rename_dialog.cpp
msgid "Padding"
msgstr "패딩"
#: editor/rename_dialog.cpp
msgid ""
"Minimum number of digits for the counter.\n"
"Missing digits are padded with leading zeros."
msgstr ""
"카운터의 최소 자릿수.\n"
"빈 자리는 0으로 채웁니다."
#: editor/rename_dialog.cpp
msgid "Post-Process"
msgstr "후처리"
#: editor/rename_dialog.cpp
msgid "Style"
msgstr "스타일"
#: editor/rename_dialog.cpp
msgid "Keep"
msgstr "유지"
#: editor/rename_dialog.cpp
msgid "PascalCase to snake_case"
msgstr "PascalCase를 snake_case로"
#: editor/rename_dialog.cpp
msgid "snake_case to PascalCase"
msgstr "snake_case를 PascalCase로"
#: editor/rename_dialog.cpp
msgid "Case"
msgstr "문자"
#: editor/rename_dialog.cpp
msgid "To Lowercase"
msgstr "소문자화"
#: editor/rename_dialog.cpp
msgid "To Uppercase"
msgstr "대문자화"
#: editor/rename_dialog.cpp
msgid "Reset"
msgstr "되돌리기"
#: editor/rename_dialog.cpp
msgid "Regular Expression Error:"
msgstr "정규 표현식 오류:"
#: editor/rename_dialog.cpp
msgid "At character %s"
msgstr "(문자 %s 위치)"
#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent Node"
msgstr "부모 노드 다시 지정"
#: editor/reparent_dialog.cpp
msgid "Reparent Location (Select new Parent):"
msgstr "부모 노드 다시 지정 위치 (새 부모 노드를 선택합니다):"
#: editor/reparent_dialog.cpp
msgid "Keep Global Transform"
msgstr "전역 변형 유지"
#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent"
msgstr "부모 다시 지정"
#: editor/run_settings_dialog.cpp
msgid "Run Mode:"
msgstr "실행 모드:"
#: editor/run_settings_dialog.cpp
msgid "Current Scene"
msgstr "현재 씬"
#: editor/run_settings_dialog.cpp
msgid "Main Scene"
msgstr "메인 씬"
#: editor/run_settings_dialog.cpp
msgid "Main Scene Arguments:"
msgstr "메인 씬 인수:"
#: editor/run_settings_dialog.cpp
msgid "Scene Run Settings"
msgstr "씬 실행 설정"
#: editor/scene_tree_dock.cpp
msgid "No parent to instance the scenes at."
msgstr "씬을 인스턴스할 수 있는 부모가 없습니다."
#: editor/scene_tree_dock.cpp
msgid "Error loading scene from %s"
msgstr "%s에서 씬 불러오는 중 오류"
#: editor/scene_tree_dock.cpp
msgid ""
"Cannot instance the scene '%s' because the current scene exists within one "
"of its nodes."
msgstr "한 노드에 현재 씬이 있기 때문에, '%s' 씬을 인스턴스할 수 없습니다."
#: editor/scene_tree_dock.cpp
msgid "Instance Scene(s)"
msgstr "씬 인스턴스화"
#: editor/scene_tree_dock.cpp
msgid "Replace with Branch Scene"
msgstr "가지 씬으로 교체"
#: editor/scene_tree_dock.cpp
msgid "Instance Child Scene"
msgstr "자손 씬 인스턴스화"
#: editor/scene_tree_dock.cpp
msgid "Can't paste root node into the same scene."
msgstr "루트 노드를 같은 씬 안으로 붙여넣을 수 없습니다."
#: editor/scene_tree_dock.cpp
msgid "Paste Node(s)"
msgstr "노드 붙여넣기"
#: editor/scene_tree_dock.cpp
msgid "Detach Script"
msgstr "스크립트 떼기"
#: editor/scene_tree_dock.cpp
msgid "This operation can't be done on the tree root."
msgstr "이 작업은 트리 루트에서 할 수 없습니다."
#: editor/scene_tree_dock.cpp
msgid "Move Node In Parent"
msgstr "노드를 부모 노드로 이동"
#: editor/scene_tree_dock.cpp
msgid "Move Nodes In Parent"
msgstr "노드들을 부모 노드로 이동"
#: editor/scene_tree_dock.cpp
msgid "Duplicate Node(s)"
msgstr "노드 복제"
#: editor/scene_tree_dock.cpp
msgid "Can't reparent nodes in inherited scenes, order of nodes can't change."
msgstr ""
"상속한 씬에서 노드의 부모를 다시 지정할 수 없습니다. 노드 순서는 바뀌지 않습"
"니다."
#: editor/scene_tree_dock.cpp
msgid "Node must belong to the edited scene to become root."
msgstr "노드는 루트가 되기 위해선 편집한 씬에 속해야 합니다."
#: editor/scene_tree_dock.cpp
msgid "Instantiated scenes can't become root"
msgstr "인스턴트화된 씬은 루트가 될 수 없습니다"
#: editor/scene_tree_dock.cpp
msgid "Make node as Root"
msgstr "노드를 루트로 만들기"
#: editor/scene_tree_dock.cpp
msgid "Delete %d nodes and any children?"
msgstr "%d 개의 노드와 모든 자손 노드를 삭제할까요?"
#: editor/scene_tree_dock.cpp
msgid "Delete %d nodes?"
msgstr "%d개의 노드를 삭제할까요?"
#: editor/scene_tree_dock.cpp
msgid "Delete the root node \"%s\"?"
msgstr "루트 노드 \"%s\"을(를) 삭제할까요?"
#: editor/scene_tree_dock.cpp
msgid "Delete node \"%s\" and its children?"
msgstr "노드 \"%s\"와(과) 자손을 삭제할까요?"
#: editor/scene_tree_dock.cpp
msgid "Delete node \"%s\"?"
msgstr "노드 \"%s\"을(를) 삭제할까요?"
#: editor/scene_tree_dock.cpp
msgid ""
"Saving the branch as a scene requires having a scene open in the editor."
msgstr "가지를 씬으로 저장하려면 에디터에서 씬을 열어야 합니다."
#: editor/scene_tree_dock.cpp
msgid ""
"Saving the branch as a scene requires selecting only one node, but you have "
"selected %d nodes."
msgstr ""
"가지를 씬으로 저장하려면 노드 한 개만 선택해야 하지만, 노드 %d개가 선택되어 "
"있습니다."
#: editor/scene_tree_dock.cpp
msgid ""
"Can't save the root node branch as an instanced scene.\n"
"To create an editable copy of the current scene, duplicate it using the "
"FileSystem dock context menu\n"
"or create an inherited scene using Scene > New Inherited Scene... instead."
msgstr ""
"루트 노드 가지를 인스턴스된 씬으로 저장할 수 없습니다.\n"
"현재 씬의 편집 가능한 복사본을 만드려면, 파일시스템 독 컨텍스트 메뉴를 사용하"
"여 복제하거나\n"
"상속 씬을 씬 > 새 상속 씬...을 대신 사용하여 만드세요."
#: editor/scene_tree_dock.cpp
msgid ""
"Can't save the branch of an already instanced scene.\n"
"To create a variation of a scene, you can make an inherited scene based on "
"the instanced scene using Scene > New Inherited Scene... instead."
msgstr ""
"이미 인스턴스된 씬의 가지를 저장할 수 없습니다.\n"
"씬의 바리에이션을 만드려면, 인스턴스된 씬을 바탕으로 상속 씬을 씬 > 새 상속 "
"씬...을 대신 사용하여 만들 수 있습니다."
#: editor/scene_tree_dock.cpp
msgid "Save New Scene As..."
msgstr "새 씬을 다른 이름으로 저장..."
#: editor/scene_tree_dock.cpp
msgid ""
"Disabling \"editable_instance\" will cause all properties of the node to be "
"reverted to their default."
msgstr ""
"\"editable_instance\"가 비활성화되면 노드의 모든 속성이 디폴트로 복원됩니다."
#: editor/scene_tree_dock.cpp
msgid ""
"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and "
"cause all properties of the node to be reverted to their default."
msgstr ""
"\"자리 표시자로 불러오기\"를 활성화하면 \"편집할 수 있는 자손\" 설정이 비활성"
"화되고, 그러면 그 노드의 모든 속성이 디폴트로 복원됩니다."
#: editor/scene_tree_dock.cpp
msgid "Make Local"
msgstr "로컬로 만들기"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
msgstr "새 씬 루트"
#: editor/scene_tree_dock.cpp
msgid "Create Root Node:"
msgstr "루트 노드 만들기:"
#: editor/scene_tree_dock.cpp
msgid "2D Scene"
msgstr "2D 씬"
#: editor/scene_tree_dock.cpp
msgid "3D Scene"
msgstr "3D 씬"
#: editor/scene_tree_dock.cpp
msgid "User Interface"
msgstr "유저 인터페이스"
#: editor/scene_tree_dock.cpp
msgid "Other Node"
msgstr "다른 노드"
#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes from a foreign scene!"
msgstr "다른 씬에서 수행할 수 없는 작업입니다!"
#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes the current scene inherits from!"
msgstr "상속 씬 내에서 수행할 수 없는 작업입니다!"
#: editor/scene_tree_dock.cpp
msgid "This operation can't be done on instanced scenes."
msgstr "이 작업은 인스턴스된 씬에서 할 수 없습니다."
#: editor/scene_tree_dock.cpp
msgid "Attach Script"
msgstr "스크립트 붙이기"
#: editor/scene_tree_dock.cpp
msgid "Cut Node(s)"
msgstr "노드 잘라내기"
#: editor/scene_tree_dock.cpp
msgid "Remove Node(s)"
msgstr "노드 제거"
#: editor/scene_tree_dock.cpp
msgid "Change type of node(s)"
msgstr "노드 타입 바꾸기"
#: editor/scene_tree_dock.cpp
msgid ""
"Couldn't save new scene. Likely dependencies (instances) couldn't be "
"satisfied."
msgstr ""
"씬을 저장할 수 없습니다. 종속 관계 (인스턴스)가 만족되지 않은 것 같습니다."
#: editor/scene_tree_dock.cpp
msgid "Error saving scene."
msgstr "씬 저장 중 오류."
#: editor/scene_tree_dock.cpp
msgid "Error duplicating scene to save it."
msgstr "저장하기 위해 씬 복제 중 오류."
#: editor/scene_tree_dock.cpp
msgid "Sub-Resources"
msgstr "하위 리소스"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance"
msgstr "상속 지우기"
#: editor/scene_tree_dock.cpp
msgid "Editable Children"
msgstr "편집할 수 있는 자손"
#: editor/scene_tree_dock.cpp
msgid "Load As Placeholder"
msgstr "자리 표시자로 불러오기"
#: editor/scene_tree_dock.cpp
msgid ""
"Cannot attach a script: there are no languages registered.\n"
"This is probably because this editor was built with all language modules "
"disabled."
msgstr ""
"스크립트를 붙일 수 없습니다: 언어가 하나도 등록되지 않았습니다.\n"
"에디터가 모든 언어 모듈을 비활성화한 채로 빌드되어서 그럴 가능성이 높습니다."
#: editor/scene_tree_dock.cpp
msgid "Add Child Node"
msgstr "자손 노드 추가"
#: editor/scene_tree_dock.cpp
msgid "Expand/Collapse All"
msgstr "모두 펼치기/접기"
#: editor/scene_tree_dock.cpp
msgid "Change Type"
msgstr "타입 바꾸기"
#: editor/scene_tree_dock.cpp
msgid "Reparent to New Node"
msgstr "새 노드에 부모 노드 다시 지정"
#: editor/scene_tree_dock.cpp
msgid "Make Scene Root"
msgstr "씬 루트 만들기"
#: editor/scene_tree_dock.cpp
msgid "Merge From Scene"
msgstr "다른 씬에서 병합하기"
#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Save Branch as Scene"
msgstr "가지를 씬으로 저장"
#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Copy Node Path"
msgstr "노드 경로 복사"
#: editor/scene_tree_dock.cpp
msgid "Delete (No Confirm)"
msgstr "삭제 (확인 없음)"
#: editor/scene_tree_dock.cpp
msgid "Add/Create a New Node."
msgstr "새 노드를 추가하거나 만듭니다."
#: editor/scene_tree_dock.cpp
msgid ""
"Instance a scene file as a Node. Creates an inherited scene if no root node "
"exists."
msgstr ""
"씬 파일을 노드로 인스턴스합니다. 루트 노드가 없으면 상속된 씬을 만듭니다."
#: editor/scene_tree_dock.cpp
msgid "Attach a new or existing script to the selected node."
msgstr "선택한 노드에 새 스크립트나 기존 스크립트를 붙입니다."
#: editor/scene_tree_dock.cpp
msgid "Detach the script from the selected node."
msgstr "선택한 노드에서 스크립트를 뗍니다."
#: editor/scene_tree_dock.cpp
msgid "Remote"
msgstr "원격"
#: editor/scene_tree_dock.cpp
msgid ""
"If selected, the Remote scene tree dock will cause the project to stutter "
"every time it updates.\n"
"Switch back to the Local scene tree dock to improve performance."
msgstr ""
"선택되어 있다면, 원격 씬 트리 독은 그것이 업데이트될 때마다 프로젝트가 끊기"
"는 원인이 됩니다.\n"
"성능을 향상시키려면 로컬 씬 트리 독으로 다시 전환하세요."
#: editor/scene_tree_dock.cpp
msgid "Local"
msgstr "로컬"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance? (No Undo!)"
msgstr "상속을 지울까요? (되돌릴 수 없습니다!)"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
msgstr "보이기 토글"
#: editor/scene_tree_editor.cpp
msgid "Unlock Node"
msgstr "노드 잠금 풀기"
#: editor/scene_tree_editor.cpp
msgid "Button Group"
msgstr "버튼 그룹"
#: editor/scene_tree_editor.cpp
msgid "(Connecting From)"
msgstr "(연결 시작 지점)"
#: editor/scene_tree_editor.cpp
msgid "Node configuration warning:"
msgstr "노드 설정 경고:"
#: editor/scene_tree_editor.cpp
msgid ""
"Node has %s connection(s) and %s group(s).\n"
"Click to show signals dock."
msgstr ""
"노드에 %s 연결과 %s 그룹이 있습니다.\n"
"클릭하여 시그널 독을 봅니다."
#: editor/scene_tree_editor.cpp
msgid ""
"Node has %s connection(s).\n"
"Click to show signals dock."
msgstr ""
"노드에 %s 연결이 있습니다.\n"
"클릭하여 시그널 독을 봅니다."
#: editor/scene_tree_editor.cpp
msgid ""
"Node is in %s group(s).\n"
"Click to show groups dock."
msgstr ""
"노드가 그룹 안에 있습니다.\n"
"클릭하면 그룹 독을 보여줘요."
#: editor/scene_tree_editor.cpp
msgid "Open Script:"
msgstr "스크립트 열기:"
#: editor/scene_tree_editor.cpp
msgid ""
"Node is locked.\n"
"Click to unlock it."
msgstr ""
"노드가 잠겨있습니다.\n"
"클릭하면 잠금을 해제합니다."
#: editor/scene_tree_editor.cpp
msgid ""
"Children are not selectable.\n"
"Click to make selectable."
msgstr ""
"자손을 선택할 수 없습니다.\n"
"클릭하면 선택할 수 있습니다."
#: editor/scene_tree_editor.cpp
msgid "Toggle Visibility"
msgstr "가시성 토글"
#: editor/scene_tree_editor.cpp
msgid ""
"AnimationPlayer is pinned.\n"
"Click to unpin."
msgstr ""
"AnimationPlayer가 고정되어 있습니다.\n"
"클릭하면 고정을 해제합니다."
#: editor/scene_tree_editor.cpp
msgid "Invalid node name, the following characters are not allowed:"
msgstr "잘못된 노드 이름입니다. 다음 문자는 허용하지 않습니다:"
#: editor/scene_tree_editor.cpp
msgid "Rename Node"
msgstr "노드 이름 바꾸기"
#: editor/scene_tree_editor.cpp
msgid "Scene Tree (Nodes):"
msgstr "씬 트리 (노드):"
#: editor/scene_tree_editor.cpp
msgid "Node Configuration Warning!"
msgstr "노드 설정 경고!"
#: editor/scene_tree_editor.cpp
msgid "Select a Node"
msgstr "노드를 선택하세요"
#: editor/script_create_dialog.cpp
msgid "Path is empty."
msgstr "경로가 비었습니다."
#: editor/script_create_dialog.cpp
msgid "Filename is empty."
msgstr "파일 이름이 비었습니다."
#: editor/script_create_dialog.cpp
msgid "Path is not local."
msgstr "경로가 로컬이 아닙니다."
#: editor/script_create_dialog.cpp
msgid "Invalid base path."
msgstr "잘못된 기본 경로."
#: editor/script_create_dialog.cpp
msgid "A directory with the same name exists."
msgstr "같은 이름의 디렉토리가 있습니다."
#: editor/script_create_dialog.cpp
msgid "File does not exist."
msgstr "파일이 존재하지 않습니다."
#: editor/script_create_dialog.cpp
msgid "Invalid extension."
msgstr "잘못된 확장자."
#: editor/script_create_dialog.cpp
msgid "Wrong extension chosen."
msgstr "잘못된 확장자 선택."
#: editor/script_create_dialog.cpp
msgid "Error loading template '%s'"
msgstr "'%s' 템플릿 불러오는 중 오류"
#: editor/script_create_dialog.cpp
msgid "Error - Could not create script in filesystem."
msgstr "오류 - 파일시스템에 스크립트를 만들 수 없습니다."
#: editor/script_create_dialog.cpp
msgid "Error loading script from %s"
msgstr "'%s' 스크립트 불러오는 중 오류"
#: editor/script_create_dialog.cpp
msgid "Overrides"
msgstr "오버라이드"
#: editor/script_create_dialog.cpp
msgid "N/A"
msgstr "해당 없음"
#: editor/script_create_dialog.cpp
msgid "Open Script / Choose Location"
msgstr "스크립트 열기 / 위치 선택"
#: editor/script_create_dialog.cpp
msgid "Open Script"
msgstr "스크립트 열기"
#: editor/script_create_dialog.cpp
msgid "File exists, it will be reused."
msgstr "파일이 있습니다. 재사용될 것입니다."
#: editor/script_create_dialog.cpp
msgid "Invalid path."
msgstr "잘못된 경로."
#: editor/script_create_dialog.cpp
msgid "Invalid class name."
msgstr "잘못된 클래스 이름."
#: editor/script_create_dialog.cpp
msgid "Invalid inherited parent name or path."
msgstr "잘못된 상속된 부모 이름 또는 경로."
#: editor/script_create_dialog.cpp
msgid "Script path/name is valid."
msgstr "스크립트의 경로/이름이 올바릅니다."
#: editor/script_create_dialog.cpp
msgid "Allowed: a-z, A-Z, 0-9, _ and ."
msgstr "허용됨: a-z, A-z, 0-9 그리고 ."
#: editor/script_create_dialog.cpp
msgid "Built-in script (into scene file)."
msgstr "내장 스크립트 (씬 파일 안)."
#: editor/script_create_dialog.cpp
msgid "Will create a new script file."
msgstr "새 스크립트 파일을 만듭니다."
#: editor/script_create_dialog.cpp
msgid "Will load an existing script file."
msgstr "기존 스크립트 파일을 불러옵니다."
#: editor/script_create_dialog.cpp
msgid "Script file already exists."
msgstr "스크립트 파일이 이미 있습니다."
#: editor/script_create_dialog.cpp
msgid ""
"Note: Built-in scripts have some limitations and can't be edited using an "
"external editor."
msgstr ""
"참고: 내장 스크립트에는 일부 제한 사항이 있으며 외부 에디터를 사용하여 편집"
"할 수 없습니다."
#: editor/script_create_dialog.cpp
msgid ""
"Warning: Having the script name be the same as a built-in type is usually "
"not desired."
msgstr ""
"경고: 스크립트 이름을 내장 타입과 같게 정하는 것은 일반적으로 바람직하지 않습"
"니다."
#: editor/script_create_dialog.cpp
msgid "Class Name:"
msgstr "클래스 이름:"
#: editor/script_create_dialog.cpp
msgid "Template:"
msgstr "템플릿:"
#: editor/script_create_dialog.cpp
msgid "Built-in Script:"
msgstr "내장 스크립트:"
#: editor/script_create_dialog.cpp
msgid "Attach Node Script"
msgstr "노드 스크립트 붙이기"
#: editor/script_editor_debugger.cpp
msgid "Remote "
msgstr "원격 "
#: editor/script_editor_debugger.cpp
msgid "Bytes:"
msgstr "바이트:"
#: editor/script_editor_debugger.cpp
msgid "Warning:"
msgstr "경고:"
#: editor/script_editor_debugger.cpp
msgid "Error:"
msgstr "오류:"
#: editor/script_editor_debugger.cpp
msgid "C++ Error"
msgstr "C++ 오류"
#: editor/script_editor_debugger.cpp
msgid "C++ Error:"
msgstr "C++ 오류:"
#: editor/script_editor_debugger.cpp
msgid "C++ Source"
msgstr "C++ 소스"
#: editor/script_editor_debugger.cpp
msgid "Source:"
msgstr "소스:"
#: editor/script_editor_debugger.cpp
msgid "C++ Source:"
msgstr "C++ 소스:"
#: editor/script_editor_debugger.cpp
msgid "Stack Trace"
msgstr "스택 추적"
#: editor/script_editor_debugger.cpp
msgid "Errors"
msgstr "오류"
#: editor/script_editor_debugger.cpp
msgid "Child process connected."
msgstr "자손 프로세스 연결됨."
#: editor/script_editor_debugger.cpp
msgid "Copy Error"
msgstr "오류 복사"
#: editor/script_editor_debugger.cpp
msgid "Open C++ Source on GitHub"
msgstr "GitHub에서 C++ 소스 열기"
#: editor/script_editor_debugger.cpp
msgid "Video RAM"
msgstr "비디오 RAM"
#: editor/script_editor_debugger.cpp
msgid "Skip Breakpoints"
msgstr "중단점 넘기기"
#: editor/script_editor_debugger.cpp
msgid "Inspect Previous Instance"
msgstr "이전 인스턴스 검사"
#: editor/script_editor_debugger.cpp
msgid "Inspect Next Instance"
msgstr "다음 인스턴스 검사"
#: editor/script_editor_debugger.cpp
msgid "Stack Frames"
msgstr "스택 프레임"
#: editor/script_editor_debugger.cpp
msgid "Profiler"
msgstr "프로파일러"
#: editor/script_editor_debugger.cpp
msgid "Network Profiler"
msgstr "네트워크 프로파일러"
#: editor/script_editor_debugger.cpp
msgid "Monitor"
msgstr "모니터"
#: editor/script_editor_debugger.cpp
msgid "Value"
msgstr "값"
#: editor/script_editor_debugger.cpp
msgid "Monitors"
msgstr "모니터"
#: editor/script_editor_debugger.cpp
msgid "Pick one or more items from the list to display the graph."
msgstr "목록에서 한 개 이상의 항목을 집어 그래프로 표시하세요."
#: editor/script_editor_debugger.cpp
msgid "List of Video Memory Usage by Resource:"
msgstr "리소스 별 비디오 메모리 사용량 목록:"
#: editor/script_editor_debugger.cpp
msgid "Total:"
msgstr "전체:"
#: editor/script_editor_debugger.cpp
msgid "Export list to a CSV file"
msgstr "목록을 CSV 파일로 내보내기"
#: editor/script_editor_debugger.cpp
msgid "Resource Path"
msgstr "리소스 경로"
#: editor/script_editor_debugger.cpp
msgid "Type"
msgstr "타입"
#: editor/script_editor_debugger.cpp
msgid "Format"
msgstr "형식"
#: editor/script_editor_debugger.cpp
msgid "Usage"
msgstr "사용"
#: editor/script_editor_debugger.cpp
msgid "Misc"
msgstr "기타"
#: editor/script_editor_debugger.cpp
msgid "Clicked Control:"
msgstr "클릭된 Control:"
#: editor/script_editor_debugger.cpp
msgid "Clicked Control Type:"
msgstr "클릭된 컨트롤 타입:"
#: editor/script_editor_debugger.cpp
msgid "Live Edit Root:"
msgstr "실시간 편집 루트:"
#: editor/script_editor_debugger.cpp
msgid "Set From Tree"
msgstr "트리에서 설정"
#: editor/script_editor_debugger.cpp
msgid "Export measures as CSV"
msgstr "CSV로 측정 값 내보내기"
#: editor/settings_config_dialog.cpp
msgid "Erase Shortcut"
msgstr "단축키 지우기"
#: editor/settings_config_dialog.cpp
msgid "Restore Shortcut"
msgstr "단축키 복원"
#: editor/settings_config_dialog.cpp
msgid "Change Shortcut"
msgstr "단축키 바꾸기"
#: editor/settings_config_dialog.cpp
msgid "Editor Settings"
msgstr "에디터 설정"
#: editor/settings_config_dialog.cpp
msgid "Shortcuts"
msgstr "단축키"
#: editor/settings_config_dialog.cpp
msgid "Binding"
msgstr "바인딩"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Light Radius"
msgstr "라이트 반경 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change AudioStreamPlayer3D Emission Angle"
msgstr "AudioStreamPlayer3D 방출 각도 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera FOV"
msgstr "카메라 시야 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera Size"
msgstr "카메라 크기 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Notifier AABB"
msgstr "알림 AABB 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Particles AABB"
msgstr "파티클 AABB 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Probe Extents"
msgstr "프로브 범위 바꾸기"
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Change Sphere Shape Radius"
msgstr "구체 모양 반경 바꾸기"
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Change Box Shape Extents"
msgstr "박스 모양 범위 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Capsule Shape Radius"
msgstr "캡슐 모양 반경 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Capsule Shape Height"
msgstr "캡슐 모양 높이 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Cylinder Shape Radius"
msgstr "캡슐 모양 반지름 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Cylinder Shape Height"
msgstr "캡슐 모양 높이 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Ray Shape Length"
msgstr "광선 모양 길이 바꾸기"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Room Point Position"
msgstr "룸 점 위치 설정"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Portal Point Position"
msgstr "포털 점 위치 설정"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Occluder Sphere Radius"
msgstr "어클루더 구체 반지름 설정"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Occluder Sphere Position"
msgstr "어클루더 구체 위치 설정"
#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Radius"
msgstr "원기둥 반지름 바꾸기"
#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Height"
msgstr "원기둥 높이 바꾸기"
#: modules/csg/csg_gizmos.cpp
msgid "Change Torus Inner Radius"
msgstr "도넛 내부 반지름 바꾸기"
#: modules/csg/csg_gizmos.cpp
msgid "Change Torus Outer Radius"
msgstr "도넛 외부 반지름 바꾸기"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Select the dynamic library for this entry"
msgstr "이 항목의 동적 라이브러리 선택"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Select dependencies of the library for this entry"
msgstr "이 항목의 동적 라이브러리의 종속 관계를 선택"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Remove current entry"
msgstr "현재 엔트리 제거"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Double click to create a new entry"
msgstr "더블 클릭으로 새 항목 만들기"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Platform:"
msgstr "플랫폼:"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Platform"
msgstr "플랫폼"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Dynamic Library"
msgstr "동적 라이브러리"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Add an architecture entry"
msgstr "구조 항목을 추가"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "GDNativeLibrary"
msgstr "GDNative 라이브러리"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Enabled GDNative Singleton"
msgstr "활성화된 GDNative 싱글톤"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Disabled GDNative Singleton"
msgstr "비활성화된 GDNative 싱글톤"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Library"
msgstr "라이브러리"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Libraries: "
msgstr "라이브러리: "
#: modules/gdnative/register_types.cpp
msgid "GDNative"
msgstr "GDNative"
#: modules/gdscript/gdscript_functions.cpp
msgid "Step argument is zero!"
msgstr "스텝 인수가 0입니다!"
#: modules/gdscript/gdscript_functions.cpp
msgid "Not a script with an instance"
msgstr "스크립트의 인스턴스가 아님"
#: modules/gdscript/gdscript_functions.cpp
msgid "Not based on a script"
msgstr "스크립트에 기반하지 않음"
#: modules/gdscript/gdscript_functions.cpp
msgid "Not based on a resource file"
msgstr "리소스 파일에 기반하지 않음"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (missing @path)"
msgstr "잘못된 인스턴스 딕셔너리 형식 (@path 누락됨)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (can't load script at @path)"
msgstr "잘못된 인스턴스 딕셔너리 형식 (@path에서 스크립트를 불러올 수 없음)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (invalid script at @path)"
msgstr "잘못된 인스턴스 딕셔너리 형식 (잘못된 @path의 스크립트)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary (invalid subclasses)"
msgstr "잘못된 인스턴스 딕셔너리 (잘못된 하위 클래스)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Object can't provide a length."
msgstr "오브젝트는 길이를 제공할 수 없습니다."
#: modules/gltf/editor_scene_exporter_gltf_plugin.cpp
msgid "Export Mesh GLTF2"
msgstr "메시 GLTF2 내보내기"
#: modules/gltf/editor_scene_exporter_gltf_plugin.cpp
msgid "Export GLTF..."
msgstr "GLTF 내보내기..."
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Plane"
msgstr "다음 평면"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Previous Plane"
msgstr "이전 평면"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Plane:"
msgstr "평면:"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Floor"
msgstr "다음 층"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Previous Floor"
msgstr "이전 층"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Floor:"
msgstr "층:"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Delete Selection"
msgstr "그리드맵 선택 항목 삭제"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Fill Selection"
msgstr "그리드맵 선택 항목 채우기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paste Selection"
msgstr "그리드맵 선택 붙여넣기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paint"
msgstr "그리드맵 칠하기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Selection"
msgstr "그리드맵 선택"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Grid Map"
msgstr "그리드맵"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Snap View"
msgstr "스냅 뷰"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Disabled"
msgstr "클립 비활성화"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Above"
msgstr "위에 클립"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Below"
msgstr "아래에 클립"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit X Axis"
msgstr "X 축 편집"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit Y Axis"
msgstr "Y 축 편집"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit Z Axis"
msgstr "Z 축 편집"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate X"
msgstr "커서 X 회전"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate Y"
msgstr "커서 Y 회전"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate Z"
msgstr "커서 Z 회전"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate X"
msgstr "커서 X 역회전"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate Y"
msgstr "커서 Y 역회전"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate Z"
msgstr "커서 Z 역회전"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Clear Rotation"
msgstr "커서 회전 지우기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Paste Selects"
msgstr "선택 항목 붙여넣기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clear Selection"
msgstr "선택 항목 지우기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Fill Selection"
msgstr "선택 항목 채우기"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Settings"
msgstr "그리드맵 설정"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Pick Distance:"
msgstr "거리 선택:"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Filter meshes"
msgstr "메시 필터"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Give a MeshLibrary resource to this GridMap to use its meshes."
msgstr "메시를 사용하려면 이 GridMap에 MeshLibrary 리소스를 주세요."
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Begin Bake"
msgstr "굽기 시작"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Preparing data structures"
msgstr "데이터 구조 준비 중"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Generate buffers"
msgstr "버퍼 생성"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Direct lighting"
msgstr "직접 조명"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Indirect lighting"
msgstr "간접 조명"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Post processing"
msgstr "후처리"
#: modules/lightmapper_cpu/lightmapper_cpu.cpp
msgid "Plotting lightmaps"
msgstr "라이트맵 그리는 중"
#: modules/mono/csharp_script.cpp
msgid "Class name can't be a reserved keyword"
msgstr "클래스 이름은 키워드가 될 수 없습니다"
#: modules/mono/csharp_script.cpp
msgid "Build Solution"
msgstr "솔루션 빌드"
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
msgstr "내부 예외 스택 추적의 끝"
#: modules/recast/navigation_mesh_editor_plugin.cpp
msgid "Bake NavMesh"
msgstr "NavMesh 굽기"
#: modules/recast/navigation_mesh_editor_plugin.cpp
msgid "Clear the navigation mesh."
msgstr "내비게이션 메시를 지웁니다."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Setting up Configuration..."
msgstr "구성 설정 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Calculating grid size..."
msgstr "그리드 크기 계산 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating heightfield..."
msgstr "Heightfield 만드는 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Marking walkable triangles..."
msgstr "걷기 가능한 삼각형 표시 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Constructing compact heightfield..."
msgstr "압축된 Heightfield를 구성 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Eroding walkable area..."
msgstr "걷기 가능한 영역 계산 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Partitioning..."
msgstr "파티션 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating contours..."
msgstr "윤곽선 만드는 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating polymesh..."
msgstr "Polymesh 만드는 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Converting to native navigation mesh..."
msgstr "네이티브 내비게이션 메시로 변환 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Navigation Mesh Generator Setup:"
msgstr "내비게이션 메시 생성기 설정:"
#: modules/recast/navigation_mesh_generator.cpp
msgid "Parsing Geometry..."
msgstr "지오메트리 분석 중..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Done!"
msgstr "완료!"
#: modules/visual_script/visual_script.cpp
msgid ""
"A node yielded without working memory, please read the docs on how to yield "
"properly!"
msgstr ""
"작업 메모리 없이 Yield된 노드입니다. 문서에서 노드에게 적절히 Yield하는 방법"
"을 읽어주세요!"
#: modules/visual_script/visual_script.cpp
msgid ""
"Node yielded, but did not return a function state in the first working "
"memory."
msgstr ""
"노드가 Yield됐지만, 첫번째 작업 메모리의 함수 상태를 반환하지 않았습니다."
#: modules/visual_script/visual_script.cpp
msgid ""
"Return value must be assigned to first element of node working memory! Fix "
"your node please."
msgstr ""
"반환 값은 반드시 노드 작업 메모리의 첫 번째 요소로 지정해야 합니다! 노드를 고"
"쳐주세요."
#: modules/visual_script/visual_script.cpp
msgid "Node returned an invalid sequence output: "
msgstr "잘못된 시퀀스 출력을 반환한 노드: "
#: modules/visual_script/visual_script.cpp
msgid "Found sequence bit but not the node in the stack, report bug!"
msgstr ""
"시퀀스 비트를 발견했지만 스택 안의 노드에는 없습니다. 버그를 신고하세요!"
#: modules/visual_script/visual_script.cpp
msgid "Stack overflow with stack depth: "
msgstr "스택 깊이로 오버플로우한 스택: "
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Signal Arguments"
msgstr "시그널 인수 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Argument Type"
msgstr "인수 타입 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Argument name"
msgstr "인수 이름 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Set Variable Default Value"
msgstr "변수 기본값 설정"
#: modules/visual_script/visual_script_editor.cpp
msgid "Set Variable Type"
msgstr "변수 타입 설정"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Input Port"
msgstr "입력 포트 추가하기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Output Port"
msgstr "출력 포트 추가하기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Port Type"
msgstr "포트 타입 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Port Name"
msgstr "포트 이름 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Override an existing built-in function."
msgstr "기존의 내장 함수를 오버라이드합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new function."
msgstr "새 함수를 만듭니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Variables:"
msgstr "변수:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new variable."
msgstr "새 변수를 만듭니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Signals:"
msgstr "시그널:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new signal."
msgstr "새 시그널을 만듭니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Name is not a valid identifier:"
msgstr "이름이 올바른 식별자가 아님:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Name already in use by another func/var/signal:"
msgstr "이미 다른 함수/변수/시그널로 사용된 이름:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Function"
msgstr "함수명 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Variable"
msgstr "변수명 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Signal"
msgstr "시그널 이름 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Function"
msgstr "함수 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Delete input port"
msgstr "입력 포트 삭제"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Variable"
msgstr "변수 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Signal"
msgstr "시그널 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Input Port"
msgstr "입력 포트 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Output Port"
msgstr "출력 포트 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Expression"
msgstr "표현식 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove VisualScript Nodes"
msgstr "비주얼스크립트 노드 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Duplicate VisualScript Nodes"
msgstr "비주얼스크립트 노드 복제"
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature."
msgstr ""
"%s을(를) 누르고 있으면 Getter를 드롭합니다. Shift를 누르고 있으면 일반적인 시"
"그니처를 드롭합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature."
msgstr ""
"Ctrl을 누르고 있으면 Getter를 드롭합니다. Shift를 누르고 있으면 일반적인 시그"
"니처를 드롭합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a simple reference to the node."
msgstr "%s을(를) 누르고 있으면 노드에 대한 간단한 참조를 드롭합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a simple reference to the node."
msgstr "Ctrl을 누르고 있으면 노드에 대한 간단한 참조를 드롭합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a Variable Setter."
msgstr "%s을(를) 누르고 있르면 변수 Setter를 드롭합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a Variable Setter."
msgstr "Ctrl을 누르고 있으면 변수 Setter를 드롭합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Preload Node"
msgstr "Preload 노드 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node(s)"
msgstr "노드 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node(s) From Tree"
msgstr "트리에서 노드 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid ""
"Can't drop properties because script '%s' is not used in this scene.\n"
"Drop holding 'Shift' to just copy the signature."
msgstr ""
"스크립트 '%s'이(가) 이 씬에서 사용되지 않고 있어서 속성을 드롭할 수 없습니"
"다.\n"
"'Shift' 키를 누른 채로 드롭하면 시그니처를 복사합니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Getter Property"
msgstr "Getter 속성 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Setter Property"
msgstr "Setter 속성 추가"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Base Type"
msgstr "기본 타입 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Move Node(s)"
msgstr "노드 이동"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove VisualScript Node"
msgstr "비주얼스크립트 노드 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Nodes"
msgstr "노드 연결"
#: modules/visual_script/visual_script_editor.cpp
msgid "Disconnect Nodes"
msgstr "그래프 노드 연결 풀기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Node Data"
msgstr "노드 데이터 연결"
#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Node Sequence"
msgstr "노드 시퀀스 연결"
#: modules/visual_script/visual_script_editor.cpp
msgid "Script already has function '%s'"
msgstr "스크립트에 이미 '%s' 함수가 있습니다"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Input Value"
msgstr "입력 값 바꾸기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Resize Comment"
msgstr "주석 크기 조절"
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't copy the function node."
msgstr "함수 노드를 복사할 수 없습니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Paste VisualScript Nodes"
msgstr "비주얼스크립트 노드 붙여넣기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't create function with a function node."
msgstr "함수 노드가 있으면 함수를 만들 수 없습니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't create function of nodes from nodes of multiple functions."
msgstr "많은 함수의 노드에서 노드의 함수를 만들 수 없습니다."
#: modules/visual_script/visual_script_editor.cpp
msgid "Select at least one node with sequence port."
msgstr "Sequence 포트에서 적어도 하나의 노드를 선택하세요."
#: modules/visual_script/visual_script_editor.cpp
msgid "Try to only have one sequence input in selection."
msgstr "선택 항목에서 Sequence 입력이 하나만 있도록 하세요."
#: modules/visual_script/visual_script_editor.cpp
msgid "Create Function"
msgstr "함수 만들기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Function"
msgstr "함수 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Variable"
msgstr "변수 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Editing Variable:"
msgstr "변수 편집:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Signal"
msgstr "시그널 제거"
#: modules/visual_script/visual_script_editor.cpp
msgid "Editing Signal:"
msgstr "시그널 편집:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Make Tool:"
msgstr "도구 만들기:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Members:"
msgstr "멤버:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Base Type:"
msgstr "기본 타입 바꾸기:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Nodes..."
msgstr "노드 추가..."
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Function..."
msgstr "함수 추가..."
#: modules/visual_script/visual_script_editor.cpp
msgid "function_name"
msgstr "function_name"
#: modules/visual_script/visual_script_editor.cpp
msgid "Select or create a function to edit its graph."
msgstr "그래프를 편집하기 위한 함수를 선택하거나 만드세요."
#: modules/visual_script/visual_script_editor.cpp
msgid "Delete Selected"
msgstr "선택 항목 삭제"
#: modules/visual_script/visual_script_editor.cpp
msgid "Find Node Type"
msgstr "노드 타입 찾기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Copy Nodes"
msgstr "노드 복사"
#: modules/visual_script/visual_script_editor.cpp
msgid "Cut Nodes"
msgstr "노드 잘라내기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Make Function"
msgstr "함수 만들기"
#: modules/visual_script/visual_script_editor.cpp
msgid "Refresh Graph"
msgstr "그래프 새로고침"
#: modules/visual_script/visual_script_editor.cpp
msgid "Edit Member"
msgstr "멤버 편집"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Input type not iterable: "
msgstr "반복할 수 없는 입력 타입: "
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "Iterator가 잘못되었습니다"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid: "
msgstr "Iterator가 잘못됨: "
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name."
msgstr "잘못된 인덱스 속성 이름."
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Base object is not a Node!"
msgstr "기본 오브젝트는 노드가 아닙니다!"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Path does not lead Node!"
msgstr "노드를 지정하는 경로가 아닙니다!"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name '%s' in node %s."
msgstr "노드 %s 안에 인덱스 속성 이름 '%s'이(가) 잘못되었습니다."
#: modules/visual_script/visual_script_nodes.cpp
msgid ": Invalid argument of type: "
msgstr ": 잘못된 인수 타입: "
#: modules/visual_script/visual_script_nodes.cpp
msgid ": Invalid arguments: "
msgstr ": 잘못된 인수: "
#: modules/visual_script/visual_script_nodes.cpp
msgid "VariableGet not found in script: "
msgstr "VariableGet을 스크립트에서 찾을 수 없음: "
#: modules/visual_script/visual_script_nodes.cpp
msgid "VariableSet not found in script: "
msgstr "VariableSet을 스크립트에서 찾을 수 없음: "
#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
msgstr "커스텀 노드에 _step() 메서드가 없습니다. 그래프를 처리할 수 없습니다."
#: modules/visual_script/visual_script_nodes.cpp
msgid ""
"Invalid return value from _step(), must be integer (seq out), or string "
"(error)."
msgstr ""
"_step()에서 잘못된 반환 값입니다. 정수 (seq out), 또는 문자열 (error)이어야 "
"합니다."
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search VisualScript"
msgstr "비주얼스크립트 검색"
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Get %s"
msgstr "Get %s"
#: platform/android/export/export_plugin.cpp
msgid "Package name is missing."
msgstr "패키지 이름이 누락되어 있습니다."
#: platform/android/export/export_plugin.cpp
msgid "Package segments must be of non-zero length."
msgstr "패키지 세그먼트는 길이가 0이 아니어야 합니다."
#: platform/android/export/export_plugin.cpp
msgid "The character '%s' is not allowed in Android application package names."
msgstr "문자 '%s'은(는) Android 애플리케이션 패키지 이름으로 쓸 수 없습니다."
#: platform/android/export/export_plugin.cpp
msgid "A digit cannot be the first character in a package segment."
msgstr "숫자는 패키지 세그먼트의 첫 문자로 쓸 수 없습니다."
#: platform/android/export/export_plugin.cpp
msgid "The character '%s' cannot be the first character in a package segment."
msgstr "문자 '%s'은(는) 패키지 세그먼트의 첫 문자로 쓸 수 없습니다."
#: platform/android/export/export_plugin.cpp
msgid "The package must have at least one '.' separator."
msgstr "패키지는 적어도 하나의 '.' 분리 기호가 있어야 합니다."
#: platform/android/export/export_plugin.cpp
msgid "Select device from the list"
msgstr "목록에서 기기 선택"
#: platform/android/export/export_plugin.cpp
msgid "Running on %s"
msgstr "%s에서 실행"
#: platform/android/export/export_plugin.cpp
msgid "Exporting APK..."
msgstr "APK로 내보내는 중..."
#: platform/android/export/export_plugin.cpp
msgid "Uninstalling..."
msgstr "제거 중..."
#: platform/android/export/export_plugin.cpp
msgid "Installing to device, please wait..."
msgstr "기기에 설치 중, 기다려 주세요..."
#: platform/android/export/export_plugin.cpp
msgid "Could not install to device: %s"
msgstr "기기에 설치할 수 없음: %s"
#: platform/android/export/export_plugin.cpp
msgid "Running on device..."
msgstr "기기에서 실행 중..."
#: platform/android/export/export_plugin.cpp
msgid "Could not execute on device."
msgstr "기기에서 실행할 수 없었습니다."
#: platform/android/export/export_plugin.cpp
msgid "Unable to find the 'apksigner' tool."
msgstr "'apksigner' 도구를 찾을 수 없습니다."
#: platform/android/export/export_plugin.cpp
msgid ""
"Android build template not installed in the project. Install it from the "
"Project menu."
msgstr ""
"프로젝트에 Android 빌드 템플릿을 설치하지 않았습니다. 프로젝트 메뉴에서 설치"
"하세요."
#: platform/android/export/export_plugin.cpp
msgid ""
"Either Debug Keystore, Debug User AND Debug Password settings must be "
"configured OR none of them."
msgstr ""
"Debug Keystore, Debug User 및 Debug Password 설정을 구성하거나 그 중 어느 것"
"도 없어야 합니다."
#: platform/android/export/export_plugin.cpp
msgid "Debug keystore not configured in the Editor Settings nor in the preset."
msgstr "Debug keystore를 에디터 설정과 프리셋에 구성하지 않았습니다."
#: platform/android/export/export_plugin.cpp
msgid ""
"Either Release Keystore, Release User AND Release Password settings must be "
"configured OR none of them."
msgstr ""
"Release Keystore, Release User 및 Release Password 설정을 구성하거나 그 중 어"
"느 것도 없어야 합니다."
#: platform/android/export/export_plugin.cpp
msgid "Release keystore incorrectly configured in the export preset."
msgstr "내보내기 프리셋에 출시 keystorke가 잘못 구성되어 있습니다."
#: platform/android/export/export_plugin.cpp
msgid "A valid Android SDK path is required in Editor Settings."
msgstr "에디터 설정에서 올바른 Android SDK 경로가 필요합니다."
#: platform/android/export/export_plugin.cpp
msgid "Invalid Android SDK path in Editor Settings."
msgstr "에디터 설정에서 잘못된 Android SDK 경로입니다."
#: platform/android/export/export_plugin.cpp
msgid "Missing 'platform-tools' directory!"
msgstr "'platform-tools' 디렉토리가 누락되어 있습니다!"
#: platform/android/export/export_plugin.cpp
msgid "Unable to find Android SDK platform-tools' adb command."
msgstr "Android SDK platform-tools의 adb 명령을 찾을 수 없습니다."
#: platform/android/export/export_plugin.cpp
msgid "Please check in the Android SDK directory specified in Editor Settings."
msgstr "에디터 설정에서 지정된 Android SDK 디렉토리를 확인해주세요."
#: platform/android/export/export_plugin.cpp
msgid "Missing 'build-tools' directory!"
msgstr "'build-tools' 디렉토리가 누락되어 있습니다!"
#: platform/android/export/export_plugin.cpp
msgid "Unable to find Android SDK build-tools' apksigner command."
msgstr "Android SDK build-tools의 apksigner 명령을 찾을 수 없습니다."
#: platform/android/export/export_plugin.cpp
msgid "Invalid public key for APK expansion."
msgstr "APK 확장에 잘못된 공개 키입니다."
#: platform/android/export/export_plugin.cpp
msgid "Invalid package name:"
msgstr "잘못된 패키지 이름:"
#: platform/android/export/export_plugin.cpp
msgid ""
"Invalid \"GodotPaymentV3\" module included in the \"android/modules\" "
"project setting (changed in Godot 3.2.2).\n"
msgstr ""
"\"android/modules\" 프로젝트 세팅에 잘못된 \"GodotPaymentV3\" 모듈이 포함되"
"어 있습니다. (Godot 3.2.2 에서 변경됨).\n"
#: platform/android/export/export_plugin.cpp
msgid "\"Use Custom Build\" must be enabled to use the plugins."
msgstr "플러그인을 사용하려면 \"Use Custom Build\"가 활성화되어야 합니다."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Hand Tracking\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR\"."
msgstr ""
"\"손 추적\" 은 \"Xr 모드\" 가 \"Oculus Mobile VR\"일 때만 사용 가능합니다."
#: platform/android/export/export_plugin.cpp
msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled."
msgstr "\"Export AAB\"는 \"Use Custom Build\"가 활성화된 경우에만 유효합니다."
#: platform/android/export/export_plugin.cpp
msgid ""
"'apksigner' could not be found.\n"
"Please check the command is available in the Android SDK build-tools "
"directory.\n"
"The resulting %s is unsigned."
msgstr ""
"'apksigner'를 찾을 수 없었습니다.\n"
"명령이 Android SDK build-tools 디렉토리에서 사용 가능한지 확인해주세요.\n"
"결과 %s는 서명되지 않습니다."
#: platform/android/export/export_plugin.cpp
msgid "Signing debug %s..."
msgstr "디버그 %s에 서명 중..."
#: platform/android/export/export_plugin.cpp
msgid "Signing release %s..."
msgstr "출시 %s에 서명 중..."
#: platform/android/export/export_plugin.cpp
msgid "Could not find keystore, unable to export."
msgstr "keystore를 찾을 수 없어, 내보낼 수 없었습니다."
#: platform/android/export/export_plugin.cpp
msgid "'apksigner' returned with error #%d"
msgstr "'apksigner'가 오류 #%d로 반환되었습니다"
#: platform/android/export/export_plugin.cpp
msgid "Verifying %s..."
msgstr "%s 검증 중..."
#: platform/android/export/export_plugin.cpp
msgid "'apksigner' verification of %s failed."
msgstr "%s의 'apksigner' 검증에 실패했습니다."
#: platform/android/export/export_plugin.cpp
msgid "Exporting for Android"
msgstr "Android용으로 내보내는 중"
#: platform/android/export/export_plugin.cpp
msgid "Invalid filename! Android App Bundle requires the *.aab extension."
msgstr "잘못된 파일명! Android App Bundle에는 * .aab 확장자가 필요합니다."
#: platform/android/export/export_plugin.cpp
msgid "APK Expansion not compatible with Android App Bundle."
msgstr "APK 확장은 Android App Bundle과 호환되지 않습니다."
#: platform/android/export/export_plugin.cpp
msgid "Invalid filename! Android APK requires the *.apk extension."
msgstr "잘못된 파일이름입니다! Android APK는 *.apk 확장자가 필요합니다."
#: platform/android/export/export_plugin.cpp
msgid "Unsupported export format!\n"
msgstr "지원되지 않는 내보내기 형식입니다!\n"
#: platform/android/export/export_plugin.cpp
msgid ""
"Trying to build from a custom built template, but no version info for it "
"exists. Please reinstall from the 'Project' menu."
msgstr ""
"커스텀 빌드 템플릿으로 빌드하려 했으나, 버전 정보가 없습니다. '프로젝트"
"(Project)' 메뉴에서 다시 설치해주세요."
#: platform/android/export/export_plugin.cpp
msgid ""
"Android build version mismatch:\n"
" Template installed: %s\n"
" Godot Version: %s\n"
"Please reinstall Android build template from 'Project' menu."
msgstr ""
"Android 빌드 버전이 맞지 않음:\n"
" 설치된 템플릿: %s\n"
" Godot 버전: %s\n"
"'프로젝트' 메뉴에서 Android 빌드 템플릿을 다시 설치해주세요."
#: platform/android/export/export_plugin.cpp
msgid ""
"Unable to overwrite res://android/build/res/*.xml files with project name"
msgstr ""
"res://android/build/res/*.xml 파일을 프로젝트 이름으로 덮어쓸 수 없습니다"
#: platform/android/export/export_plugin.cpp
msgid "Could not export project files to gradle project\n"
msgstr "프로젝트 파일을 gradle 프로젝트로 내보낼 수 없었습니다\n"
#: platform/android/export/export_plugin.cpp
msgid "Could not write expansion package file!"
msgstr "확장 패키지 파일을 쓸 수 없었습니다!"
#: platform/android/export/export_plugin.cpp
msgid "Building Android Project (gradle)"
msgstr "Android 프로젝트 빌드 중 (gradle)"
#: platform/android/export/export_plugin.cpp
msgid ""
"Building of Android project failed, check output for the error.\n"
"Alternatively visit docs.godotengine.org for Android build documentation."
msgstr ""
"Android 프로젝트의 빌드에 실패했습니다, 출력된 오류를 확인하세요.\n"
"또는 docs.godotengine.org에서 Android 빌드 문서를 찾아보세요."
#: platform/android/export/export_plugin.cpp
msgid "Moving output"
msgstr "출력 이동 중"
#: platform/android/export/export_plugin.cpp
msgid ""
"Unable to copy and rename export file, check gradle project directory for "
"outputs."
msgstr ""
"내보내기 파일을 복사하고 이름을 바꿀 수 없습니다, 출력에 대한 gradle 프로젝"
"트 디렉토리를 확인하세요."
#: platform/android/export/export_plugin.cpp
msgid "Package not found: %s"
msgstr "패키지를 찾을 수 없음: %s"
#: platform/android/export/export_plugin.cpp
msgid "Creating APK..."
msgstr "APK를 만드는 중..."
#: platform/android/export/export_plugin.cpp
msgid ""
"Could not find template APK to export:\n"
"%s"
msgstr ""
"내보낼 템플릿 APK를 찾을 수 없음:\n"
"%s"
#: platform/android/export/export_plugin.cpp
msgid ""
"Missing libraries in the export template for the selected architectures: "
"%s.\n"
"Please build a template with all required libraries, or uncheck the missing "
"architectures in the export preset."
msgstr ""
"선택된 아키텍처를 위한 내보내기 템플릿에 라이브러리가 누락되어 있습니다: "
"%s.\n"
"모든 필수 라이브러리로 템플릿을 빌드하거나, 내보내기 프리셋에서 누락된 아키텍"
"처를 선택 취소하세요."
#: platform/android/export/export_plugin.cpp
msgid "Adding files..."
msgstr "파일을 추가하는 중..."
#: platform/android/export/export_plugin.cpp
msgid "Could not export project files"
msgstr "프로젝트 파일을 내보낼 수 없었습니다"
#: platform/android/export/export_plugin.cpp
msgid "Aligning APK..."
msgstr "APK를 정렬 중..."
#: platform/android/export/export_plugin.cpp
msgid "Could not unzip temporary unaligned APK."
msgstr "임시 정렬되지 않은 APK의 압축을 풀 수 없었습니다."
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
msgid "Identifier is missing."
msgstr "식별자가 누락되어 있습니다."
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
msgid "The character '%s' is not allowed in Identifier."
msgstr "문자 '%s'은(는) 식별자에 쓸 수 없습니다."
#: platform/iphone/export/export.cpp
msgid "App Store Team ID not specified - cannot configure the project."
msgstr "App Store 팀 ID를 지정하지 않았습니다 - 프로젝트를 구성할 수 없습니다."
#: platform/iphone/export/export.cpp
msgid "Invalid Identifier:"
msgstr "잘못된 식별자:"
#: platform/iphone/export/export.cpp
msgid "Required icon is not specified in the preset."
msgstr "요구하는 아이콘을 프리셋에서 지정하지 않았습니다."
#: platform/javascript/export/export.cpp
msgid "Stop HTTP Server"
msgstr "HTTP 서버 멈추기"
#: platform/javascript/export/export.cpp
msgid "Run in Browser"
msgstr "브라우저에서 실행"
#: platform/javascript/export/export.cpp
msgid "Run exported HTML in the system's default browser."
msgstr "내보낸 HTML을 시스템의 기본 브라우저를 사용하여 실행합니다."
#: platform/javascript/export/export.cpp
msgid "Could not open template for export:"
msgstr "내보내기 템플릿을 열 수 없음:"
#: platform/javascript/export/export.cpp
msgid "Invalid export template:"
msgstr "잘못된 내보내기 템플릿:"
#: platform/javascript/export/export.cpp
msgid "Could not write file:"
msgstr "파일에 쓸 수 없음:"
#: platform/javascript/export/export.cpp
msgid "Could not read file:"
msgstr "파일을 읽을 수 없음:"
#: platform/javascript/export/export.cpp
msgid "Could not read HTML shell:"
msgstr "HTML shell을 읽을 수 없음:"
#: platform/javascript/export/export.cpp
msgid "Could not create HTTP server directory:"
msgstr "HTTP 서버 디렉토리를 만들 수 없음:"
#: platform/javascript/export/export.cpp
msgid "Error starting HTTP server:"
msgstr "HTTP 서버를 시작하는 중 오류:"
#: platform/osx/export/export.cpp
msgid "Invalid bundle identifier:"
msgstr "잘못된 bundle 식별자:"
#: platform/osx/export/export.cpp
msgid "Notarization: code signing required."
msgstr "공증: 코드 서명이 필요합니다."
#: platform/osx/export/export.cpp
msgid "Notarization: hardened runtime required."
msgstr "공증: 강화된 런타임이 필요합니다."
#: platform/osx/export/export.cpp
msgid "Notarization: Apple ID name not specified."
msgstr "공증: Apple ID 이름이 지정되지 않았습니다."
#: platform/osx/export/export.cpp
msgid "Notarization: Apple ID password not specified."
msgstr "공증: Apple ID 비밀번호가 지정되지 않았습니다."
#: platform/uwp/export/export.cpp
msgid "Invalid package short name."
msgstr "잘못된 패키지 단축 이름."
#: platform/uwp/export/export.cpp
msgid "Invalid package unique name."
msgstr "잘못된 패키지 고유 이름."
#: platform/uwp/export/export.cpp
msgid "Invalid package publisher display name."
msgstr "잘못된 패키지 게시자 표시 이름."
#: platform/uwp/export/export.cpp
msgid "Invalid product GUID."
msgstr "잘못된 제품 GUID."
#: platform/uwp/export/export.cpp
msgid "Invalid publisher GUID."
msgstr "잘못된 퍼블리셔 GUID."
#: platform/uwp/export/export.cpp
msgid "Invalid background color."
msgstr "잘못된 배경 색상."
#: platform/uwp/export/export.cpp
msgid "Invalid Store Logo image dimensions (should be 50x50)."
msgstr "잘못된 Store 로고 이미지 크기(50x50이어야 합니다)."
#: platform/uwp/export/export.cpp
msgid "Invalid square 44x44 logo image dimensions (should be 44x44)."
msgstr "잘못된 사각형 44x44 로고 이미지 크기 (44x44이어야 합니다)."
#: platform/uwp/export/export.cpp
msgid "Invalid square 71x71 logo image dimensions (should be 71x71)."
msgstr "잘못된 사각형 71x71 로고 이미지 크기 (71x71이어야 합니다)."
#: platform/uwp/export/export.cpp
msgid "Invalid square 150x150 logo image dimensions (should be 150x150)."
msgstr "잘못된 사각형 150x150 로고 이미지 크기 (150x150이어야 합니다)."
#: platform/uwp/export/export.cpp
msgid "Invalid square 310x310 logo image dimensions (should be 310x310)."
msgstr "잘못된 사각형 310x310 로고 이미지 크기 (310x310이어야 합니다)."
#: platform/uwp/export/export.cpp
msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)."
msgstr "잘못된 넓은 310x150 로고 이미지 크기 (310x150이어야 합니다)."
#: platform/uwp/export/export.cpp
msgid "Invalid splash screen image dimensions (should be 620x300)."
msgstr "잘못된 스플래시 스크린 이미지 크기 (620x300이어야 합니다)."
#: scene/2d/animated_sprite.cpp
msgid ""
"A SpriteFrames resource must be created or set in the \"Frames\" property in "
"order for AnimatedSprite to display frames."
msgstr ""
"AnimatedSprite이 프레임을 보여주려면 \"Frames\" 속성에 SpriteFrames 리소스를 "
"만들거나 지정해야 합니다."
#: scene/2d/canvas_modulate.cpp
msgid ""
"Only one visible CanvasModulate is allowed per scene (or set of instanced "
"scenes). The first created one will work, while the rest will be ignored."
msgstr ""
"CanvasModulate는 씬 (또는 인스턴트된 씬 세트) 당 단 하나만 보일 수 있습니다. "
"처음에 만든 것만 작동하고, 나머지는 무시됩니다."
#: scene/2d/collision_object_2d.cpp
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to "
"define its shape."
msgstr ""
"이 노드는 모양이 없습니다, 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n"
"CollisionShape2D 또는 CollisionPolygon2D를 자손 노드로 추가하여 모양을 정의하"
"는 것을 고려하세요."
#: scene/2d/collision_polygon_2d.cpp
msgid ""
"CollisionPolygon2D only serves to provide a collision shape to a "
"CollisionObject2D derived node. Please only use it as a child of Area2D, "
"StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."
msgstr ""
"CollisionPolygon2D는 CollisionObject2D에 콜리전 모양을 지정하는 용도로만 사용"
"됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, "
"KinematicBody2D 등의 자손으로만 사용해주세요."
#: scene/2d/collision_polygon_2d.cpp
msgid "An empty CollisionPolygon2D has no effect on collision."
msgstr "빈 CollisionPolygon2D는 콜리전에 영향을 주지 않습니다."
#: scene/2d/collision_polygon_2d.cpp
msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode."
msgstr "잘못된 폴리곤. 적어도 '솔리드' 빌드 모드에서 점 3개가 필요합니다."
#: scene/2d/collision_polygon_2d.cpp
msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode."
msgstr "잘못된 폴리곤. 적어도 '세그먼트' 빌드 모드에서 점 2개가 필요합니다."
#: scene/2d/collision_shape_2d.cpp
msgid ""
"CollisionShape2D only serves to provide a collision shape to a "
"CollisionObject2D derived node. Please only use it as a child of Area2D, "
"StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."
msgstr ""
"CollisionShape2D는 CollisionObject2D에 콜리전 모양을 지정하는 용도로만 사용됩"
"니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, "
"KinematicBody2D 등의 자손으로만 사용해주세요."
#: scene/2d/collision_shape_2d.cpp
msgid ""
"A shape must be provided for CollisionShape2D to function. Please create a "
"shape resource for it!"
msgstr ""
"CollisionShape2D가 작동하려면 반드시 모양이 있어야 합니다. 모양 리소스를 만들"
"어주세요!"
#: scene/2d/collision_shape_2d.cpp
msgid ""
"Polygon-based shapes are not meant be used nor edited directly through the "
"CollisionShape2D node. Please use the CollisionPolygon2D node instead."
msgstr ""
"폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 "
"않았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오."
#: scene/2d/cpu_particles_2d.cpp
msgid ""
"CPUParticles2D animation requires the usage of a CanvasItemMaterial with "
"\"Particles Animation\" enabled."
msgstr ""
"CPUParticles2D 애니메이션에는 \"Particles Animation\"이 활성화된 "
"CanvasItemMaterial을 사용해야 합니다."
#: scene/2d/joints_2d.cpp
msgid "Node A and Node B must be PhysicsBody2Ds"
msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다"
#: scene/2d/joints_2d.cpp
msgid "Node A must be a PhysicsBody2D"
msgstr "노드 A는 PhysicsBody2D여야 합니다"
#: scene/2d/joints_2d.cpp
msgid "Node B must be a PhysicsBody2D"
msgstr "노드 B는 PhysicsBody2D여야 합니다"
#: scene/2d/joints_2d.cpp
msgid "Joint is not connected to two PhysicsBody2Ds"
msgstr "관절이 PhysicsBody2D 두 곳과 연결되어 있지 않습니다"
#: scene/2d/joints_2d.cpp
msgid "Node A and Node B must be different PhysicsBody2Ds"
msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody2D여야 합니다"
#: scene/2d/light_2d.cpp
msgid ""
"A texture with the shape of the light must be supplied to the \"Texture\" "
"property."
msgstr "라이트 모양의 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다."
#: scene/2d/light_occluder_2d.cpp
msgid ""
"An occluder polygon must be set (or drawn) for this occluder to take effect."
msgstr ""
"이 Occluder를 반영하려면 Occluder 폴리곤을 설정해야 (혹은 그려야) 합니다."
#: scene/2d/light_occluder_2d.cpp
msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
msgstr "Occluder 폴리곤이 비어있습니다. 폴리곤을 그려주세요."
#: scene/2d/navigation_polygon.cpp
msgid ""
"A NavigationPolygon resource must be set or created for this node to work. "
"Please set a property or draw a polygon."
msgstr ""
"이 노드가 작동하려면 NavigationPolygon 리소스를 설정하거나 만들어야 합니다. "
"속성을 설정하거나 폴리곤을 그려주세요."
#: scene/2d/navigation_polygon.cpp
msgid ""
"NavigationPolygonInstance must be a child or grandchild to a Navigation2D "
"node. It only provides navigation data."
msgstr ""
"NavigationPolygonInstance는 Navigation2D 노드의 자손이나 손주에 있어야 합니"
"다. 이것은 내비게이션 데이터만을 제공합니다."
#: scene/2d/parallax_layer.cpp
msgid ""
"ParallaxLayer node only works when set as child of a ParallaxBackground node."
msgstr ""
"ParallaxLayer는 ParallaxBackground 노드의 자손 노드로 있을 때만 작동합니다."
#: 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 기반 파티클은 GLES2 비디오 드라이버에서 지원하지 않습니다.\n"
"대신 CPUParticles2D 노드를 사용하세요. 이 경우 \"CPUParticles로 변환\" 옵션"
"을 사용할 수 있습니다."
#: scene/2d/particles_2d.cpp scene/3d/particles.cpp
msgid ""
"A material to process the particles is not assigned, so no behavior is "
"imprinted."
msgstr ""
"파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니"
"다."
#: scene/2d/particles_2d.cpp
msgid ""
"Particles2D animation requires the usage of a CanvasItemMaterial with "
"\"Particles Animation\" enabled."
msgstr ""
"Particles2D 애니메이션은 \"Particles Animation\"이 활성화되어 있는 "
"CanvasItemMaterial을 사용해야 합니다."
#: scene/2d/path_2d.cpp
msgid "PathFollow2D only works when set as a child of a Path2D node."
msgstr "PathFollow2D는 Path2D 노드의 자손 노드로 있을 때만 작동합니다."
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"(캐릭터나 리지드 모드에서) RigidBody2D의 크기 변경은 물리 엔진이 작동하는 동"
"안 큰 부담이 됩니다.\n"
"대신 자손 콜리전 모양의 크기를 변경해보세요."
#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다."
#: scene/2d/skeleton_2d.cpp
msgid "This Bone2D chain should end at a Skeleton2D node."
msgstr "이 Bone2D 체인은 Skeleton2D 노드에서 끝나야 합니다."
#: scene/2d/skeleton_2d.cpp
msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node."
msgstr "Bone2D는 Skeleton2D나 다른 Bone2D가 부모 노드로 있어야만 작동합니다."
#: scene/2d/skeleton_2d.cpp
msgid ""
"This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."
msgstr ""
"이 본에 적절한 대기 자세가 없습니다. Skeleton2D 노드로 가서 대기 자세를 설정"
"하세요."
#: scene/2d/tile_map.cpp
msgid ""
"TileMap with Use Parent on needs a parent CollisionObject2D to give shapes "
"to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, "
"KinematicBody2D, etc. to give them a shape."
msgstr ""
"Use Parent가 켜진 TileMap은 모양을 주는 부모 CollisionObject2D가 필요합니다. "
"모양을 주기 위해 Area2D, StaticBody2D, RigidBody2D, KinematicBody2D 등을 자"
"손 노드로 사용해주세요."
#: scene/2d/visibility_notifier_2d.cpp
msgid ""
"VisibilityEnabler2D works best when used with the edited scene root directly "
"as parent."
msgstr ""
"VisibilityEnabler2D는 편집한 씬의 루트에 직접 부모로 사용할 때 가장 잘 작동합"
"니다."
#: scene/3d/arvr_nodes.cpp
msgid "ARVRCamera must have an ARVROrigin node as its parent."
msgstr "ARVRCamera의 부모 노드는 반드시 ARVROrigin이어야 합니다."
#: scene/3d/arvr_nodes.cpp
msgid "ARVRController must have an ARVROrigin node as its parent."
msgstr "ARVRController의 부모 노드는 반드시 ARVROrigin이어야 합니다."
#: scene/3d/arvr_nodes.cpp
msgid ""
"The controller ID must not be 0 or this controller won't be bound to an "
"actual controller."
msgstr ""
"컨트롤러 ID가 0이 되면 컨트롤러가 실제 컨트롤러에 바인딩하지 않게 됩니다."
#: scene/3d/arvr_nodes.cpp
msgid "ARVRAnchor must have an ARVROrigin node as its parent."
msgstr "ARVRAnchor의 부모 노드는 반드시 ARVROrigin이어야 합니다."
#: scene/3d/arvr_nodes.cpp
msgid ""
"The anchor ID must not be 0 or this anchor won't be bound to an actual "
"anchor."
msgstr "앵커 ID가 0이 되면 앵커가 실제 앵커에 바인딩하지 않게 됩니다."
#: scene/3d/arvr_nodes.cpp
msgid "ARVROrigin requires an ARVRCamera child node."
msgstr "ARVROrigin은 자손으로 ARVRCamera 노드가 필요합니다."
#: scene/3d/baked_lightmap.cpp
msgid "Finding meshes and lights"
msgstr "메시 및 라이트를 찾는 중"
#: scene/3d/baked_lightmap.cpp
msgid "Preparing geometry (%d/%d)"
msgstr "지오메트리 준비 중 (%d/%d)"
#: scene/3d/baked_lightmap.cpp
msgid "Preparing environment"
msgstr "환경 준비 중"
#: scene/3d/baked_lightmap.cpp
msgid "Generating capture"
msgstr "캡처 생성 중"
#: scene/3d/baked_lightmap.cpp
msgid "Saving lightmaps"
msgstr "라이트맵 저장 중"
#: scene/3d/baked_lightmap.cpp
msgid "Done"
msgstr "완료"
#: scene/3d/collision_object.cpp
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape or CollisionPolygon as a child to define "
"its shape."
msgstr ""
"이 노드는 모양이 없습니다. 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n"
"CollisionShape 또는 CollisionPolygon을 자손 노드로 추가해서 모양을 정의하는 "
"것을 고려하세요."
#: scene/3d/collision_polygon.cpp
msgid ""
"CollisionPolygon only serves to provide a collision shape to a "
"CollisionObject derived node. Please only use it as a child of Area, "
"StaticBody, RigidBody, KinematicBody, etc. to give them a shape."
msgstr ""
"CollisionPolygon은 CollisionObject에 콜리전 모양을 지정하는 용도로만 사용됩니"
"다. Area, StaticBody, RigidBody, KinematicBody 등에 자손 노드로 추가해서 사용"
"해주세요."
#: scene/3d/collision_polygon.cpp
msgid "An empty CollisionPolygon has no effect on collision."
msgstr "빈 CollisionPolygon는 콜리전에 영향을 주지 않습니다."
#: scene/3d/collision_shape.cpp
msgid ""
"CollisionShape only serves to provide a collision shape to a CollisionObject "
"derived node. Please only use it as a child of Area, StaticBody, RigidBody, "
"KinematicBody, etc. to give them a shape."
msgstr ""
"CollisionShape은 CollisionObject에 콜리전 모양을 지정하는 용도로만 사용됩니"
"다. Area, StaticBody, RigidBody, KinematicBody 등에 자손 노드로 추가해서 사용"
"해주세요."
#: scene/3d/collision_shape.cpp
msgid ""
"A shape must be provided for CollisionShape to function. Please create a "
"shape resource for it."
msgstr ""
"CollisionShape가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들어"
"주세요."
#: scene/3d/collision_shape.cpp
msgid ""
"Plane shapes don't work well and will be removed in future versions. Please "
"don't use them."
msgstr ""
"평면 Shape는 잘 작동하지 않으며 이후 버전에서 제거될 예정입니다. 사용하지 말"
"아주세요."
#: scene/3d/collision_shape.cpp
msgid ""
"ConcavePolygonShape doesn't support RigidBody in another mode than static."
msgstr ""
"ConcavePolygonShape는 static 외의 모드가 설정된 RigidBody를 지원하지 않습니"
"다."
#: scene/3d/cpu_particles.cpp
msgid "Nothing is visible because no mesh has been assigned."
msgstr "지정한 메시가 없어서 아무 것도 보이지 않습니다."
#: scene/3d/cpu_particles.cpp
msgid ""
"CPUParticles animation requires the usage of a SpatialMaterial whose "
"Billboard Mode is set to \"Particle Billboard\"."
msgstr ""
"CPUParticles 애니메이션을 사용하려면 Billboard Mode가 \"Particle Billboard"
"\"로 설정된 SpatialMaterial이 필요합니다."
#: scene/3d/gi_probe.cpp
msgid "Plotting Meshes"
msgstr "메시 구분"
#: scene/3d/gi_probe.cpp
msgid "Finishing Plot"
msgstr "구분 끝남"
#: scene/3d/gi_probe.cpp
msgid ""
"GIProbes are not supported by the GLES2 video driver.\n"
"Use a BakedLightmap instead."
msgstr ""
"GIProbe는 GLES2 비디오 드라이버에서 지원하지 않습니다.\n"
"대신 BakedLightmap을 사용하세요."
#: scene/3d/gi_probe.cpp
msgid ""
"The GIProbe Compress property has been deprecated due to known bugs and no "
"longer has any effect.\n"
"To remove this warning, disable the GIProbe's Compress property."
msgstr ""
"GIProbe Compress 속성은 알려진 버그로 인해 더 이상 사용되지 않으며 더 이상 영"
"향이 없습니다.\n"
"이 경고를 제거하려면, GIProbe의 Compress 속성을 비활성화하세요."
#: scene/3d/light.cpp
msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows."
msgstr "SpotLight의 각도를 90도 이상으로 잡으면 그림자를 투영할 수 없습니다."
#: scene/3d/navigation_mesh.cpp
msgid "A NavigationMesh resource must be set or created for this node to work."
msgstr ""
"이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다."
#: scene/3d/navigation_mesh.cpp
msgid ""
"NavigationMeshInstance must be a child or grandchild to a Navigation node. "
"It only provides navigation data."
msgstr ""
"NavigationMeshInstance는 Navigation 노드의 자손이나 손주에 있어야 합니다. 이"
"것은 내비게이션 데이터만 제공합니다."
#: scene/3d/occluder.cpp
msgid "No shape is set."
msgstr "설정할 모양이 없습니다."
#: scene/3d/occluder.cpp
msgid "Only uniform scales are supported."
msgstr "Uniform 스케일만 지원됩니다."
#: scene/3d/particles.cpp
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 기반 파티클은 GLES2 비디오 드라이버에서 지원하지 않습니다.\n"
"대신 CPUParticles 노드를 사용하세요. 이 경우 \"CPUParticles로 변환\" 설정을 "
"사용할 수 있습니다."
#: scene/3d/particles.cpp
msgid ""
"Nothing is visible because meshes have not been assigned to draw passes."
msgstr "메시가 패스를 그리도록 지정하지 않아서, 아무 것도 보이지 않습니다."
#: scene/3d/particles.cpp
msgid ""
"Particles animation requires the usage of a SpatialMaterial whose Billboard "
"Mode is set to \"Particle Billboard\"."
msgstr ""
"Particles 애니메이션을 사용하려면 Billboard Mode가 \"Particle Billboard\"로 "
"설정된 SpatialMaterial이 필요합니다."
#: scene/3d/path.cpp
msgid "PathFollow only works when set as a child of a Path node."
msgstr "PathFollow는 Path 노드의 자손으로 있을 때만 작동합니다."
#: scene/3d/path.cpp
msgid ""
"PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its "
"parent Path's Curve resource."
msgstr ""
"PathFollow의 ROTATION_ORIENTED는 부모 Path의 Curve 리소스에서 \"Up Vector"
"\"가 켜져 있어야 합니다."
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"(캐릭터나 리지드 모드에서) RigidBody의 크기 변경은 물리 엔진이 작동하는 동안 "
"큰 부담이 됩니다.\n"
"대신 자손 콜리전 모양의 크기를 변경하세요."
#: scene/3d/physics_joint.cpp
msgid "Node A and Node B must be PhysicsBodies"
msgstr "노드 A와 노드 B는 PhysicsBody여야 합니다"
#: scene/3d/physics_joint.cpp
msgid "Node A must be a PhysicsBody"
msgstr "노드 A는 PhysicsBody여야 합니다"
#: scene/3d/physics_joint.cpp
msgid "Node B must be a PhysicsBody"
msgstr "노드 B는 PhysicsBodies여야 합니다"
#: scene/3d/physics_joint.cpp
msgid "Joint is not connected to any PhysicsBodies"
msgstr "관절이 어떠한 PhysicsBody에도 연결되어 있지 않습니다"
#: scene/3d/physics_joint.cpp
msgid "Node A and Node B must be different PhysicsBodies"
msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody여야 합니다"
#: scene/3d/portal.cpp
msgid "The RoomManager should not be a child or grandchild of a Portal."
msgstr "RoomManager는 Portal의 자손이나 손주가 아니어야 합니다."
#: scene/3d/portal.cpp
msgid "A Room should not be a child or grandchild of a Portal."
msgstr "Room은 Portal의 자손이나 손주가 아니어야 합니다."
#: scene/3d/portal.cpp
msgid "A RoomGroup should not be a child or grandchild of a Portal."
msgstr "RoomGroup은 Portal의 자손이나 손주가 아니어야 합니다."
#: scene/3d/remote_transform.cpp
msgid ""
"The \"Remote Path\" property must point to a valid Spatial or Spatial-"
"derived node to work."
msgstr ""
"\"Remote Path\" 속성은 올바른 Spatial 노드, 또는 Spatial에서 파생된 노드를 가"
"리켜야 합니다."
#: scene/3d/room.cpp
msgid "A Room cannot have another Room as a child or grandchild."
msgstr "Room은 다른 Room을 자손이나 손주로 가질 수 없습니다."
#: scene/3d/room.cpp
msgid "The RoomManager should not be placed inside a Room."
msgstr "RoomManager는 Room 안에 배치해서는 안됩니다."
#: scene/3d/room.cpp
msgid "A RoomGroup should not be placed inside a Room."
msgstr "RoomGroup은 Room 안에 배치해서는 안됩니다."
#: scene/3d/room.cpp
msgid ""
"Room convex hull contains a large number of planes.\n"
"Consider simplifying the room bound in order to increase performance."
msgstr ""
"룸 컨벡스 헐에는 다수의 평면이 있습니다.\n"
"성능을 높이려면 룸 경계를 단순화하는 것을 고려하세요."
#: scene/3d/room_group.cpp
msgid "The RoomManager should not be placed inside a RoomGroup."
msgstr "RoomManager는 RoomGroup 안에 배치해서는 안됩니다."
#: scene/3d/room_manager.cpp
msgid "The RoomList has not been assigned."
msgstr "RoomList가 할당되어 있지 않습니다."
#: scene/3d/room_manager.cpp
msgid "The RoomList node should be a Spatial (or derived from Spatial)."
msgstr "RoomList 노드는 Spatial(또는 Spatial에서 파생)이어야 합니다."
#: scene/3d/room_manager.cpp
msgid ""
"Portal Depth Limit is set to Zero.\n"
"Only the Room that the Camera is in will render."
msgstr ""
"포털 깊이 제한이 영으로 설정됩니다.\n"
"카메라가 있는 룸만 렌더링될 것입니다."
#: scene/3d/room_manager.cpp
msgid "There should only be one RoomManager in the SceneTree."
msgstr "SceneTree에는 RoomManager 하나만 있어야 합니다."
#: scene/3d/room_manager.cpp
msgid ""
"RoomList path is invalid.\n"
"Please check the RoomList branch has been assigned in the RoomManager."
msgstr ""
"RoomList 경로가 잘못되었습니다.\n"
"RoomList 가지가 RoomManager에서 할당되었는지 확인해주세요."
#: scene/3d/room_manager.cpp
msgid "RoomList contains no Rooms, aborting."
msgstr "RoomList에 포함된 Room이 없어, 중단합니다."
#: scene/3d/room_manager.cpp
msgid "Misnamed nodes detected, check output log for details. Aborting."
msgstr ""
"이름이 잘못된 노드가 감지되었으며, 자세한 사항은 출력 로그를 확인하세요. 중단"
"합니다."
#: scene/3d/room_manager.cpp
msgid "Portal link room not found, check output log for details."
msgstr "포털 연결 룸을 찾을 수 없으며, 자세한 사항은 출력 로그를 확인하세요."
#: scene/3d/room_manager.cpp
msgid ""
"Portal autolink failed, check output log for details.\n"
"Check the portal is facing outwards from the source room."
msgstr ""
"포털 자동연결에 실패했으며, 자세한 사항은 출력 로그를 확인하세요.\n"
"포털이 소스 룸으로부터 바깥쪽을 향하고 있는지 확인하세요."
#: scene/3d/room_manager.cpp
msgid ""
"Room overlap detected, cameras may work incorrectly in overlapping area.\n"
"Check output log for details."
msgstr ""
"룸 겹침이 감지되어, 카메라가 겹치는 영역에서 잘못 작동할 수 있습니다.\n"
"자세한 사항은 출력 로그를 확인하세요."
#: scene/3d/room_manager.cpp
msgid ""
"Error calculating room bounds.\n"
"Ensure all rooms contain geometry or manual bounds."
msgstr ""
"룸 경계를 계산하는 중 오류.\n"
"모든 룸에 지오메트리 또는 수동 경계가 포함되어 있는지 확인하세요."
#: scene/3d/soft_body.cpp
msgid "This body will be ignored until you set a mesh."
msgstr "이 바디는 메시를 설정할 때까지 무시됩니다."
#: scene/3d/soft_body.cpp
msgid ""
"Size changes to SoftBody will be overridden by the physics engine when "
"running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"실행 중에 SoftBody의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n"
"대신 자식 콜리전 모양의 크기를 변경하세요."
#: scene/3d/sprite_3d.cpp
msgid ""
"A SpriteFrames resource must be created or set in the \"Frames\" property in "
"order for AnimatedSprite3D to display frames."
msgstr ""
"AnimatedSprite3D가 프레임을 보여주기 위해서는 \"Frames\" 속성에 SpriteFrames "
"리소스를 만들거나 설정해야 합니다."
#: scene/3d/vehicle_body.cpp
msgid ""
"VehicleWheel serves to provide a wheel system to a VehicleBody. Please use "
"it as a child of a VehicleBody."
msgstr ""
"VehicleWheel은 VehicleBody로 바퀴 시스템을 제공하는 역할입니다. VehicleBody"
"의 자손으로 사용해주세요."
#: scene/3d/world_environment.cpp
msgid ""
"WorldEnvironment requires its \"Environment\" property to contain an "
"Environment to have a visible effect."
msgstr ""
"WorldEnvironment가 시각 이펙트를 갖도록 Environment를 갖고 있는 \"Environment"
"\" 속성이 필요합니다."
#: scene/3d/world_environment.cpp
msgid ""
"Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."
msgstr ""
"씬(또는 인스턴스된 씬 세트마다) 당 WorldEnvironment는 하나만 허용됩니다."
#: scene/3d/world_environment.cpp
msgid ""
"This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set "
"this environment's Background Mode to Canvas (for 2D scenes)."
msgstr ""
"이 WorldEnvironment는 무시됩니다. (3D 씬을 위해) Camera를 추가하거나 아니면 "
"(2D 씬을 위해) 이 환경의 Background Mode를 Canvas로 설정하세요."
#: scene/animation/animation_blend_tree.cpp
msgid "On BlendTree node '%s', animation not found: '%s'"
msgstr "BlendTree 노드 '%s'에서, 애니메이션을 찾을 수 없음: '%s'"
#: scene/animation/animation_blend_tree.cpp
msgid "Animation not found: '%s'"
msgstr "애니메이션을 찾을 수 없음: '%s'"
#: scene/animation/animation_player.cpp
msgid "Anim Apply Reset"
msgstr "애니메이션 적용 재설정"
#: scene/animation/animation_tree.cpp
msgid "In node '%s', invalid animation: '%s'."
msgstr "노드 '%s'에서, 잘못된 애니메이션: '%s'."
#: scene/animation/animation_tree.cpp
msgid "Invalid animation: '%s'."
msgstr "잘못된 애니메이션: '%s'."
#: scene/animation/animation_tree.cpp
msgid "Nothing connected to input '%s' of node '%s'."
msgstr "노드 '%s'의 '%s' 입력에 아무것도 연결되지 않았습니다."
#: scene/animation/animation_tree.cpp
msgid "No root AnimationNode for the graph is set."
msgstr "그래프를 위한 루트 AnimationNode를 설정하지 않았습니다."
#: scene/animation/animation_tree.cpp
msgid "Path to an AnimationPlayer node containing animations is not set."
msgstr "애니메이션을 포함한 AnimationPlayer 노드의 경로를 설정하지 않았습니다."
#: scene/animation/animation_tree.cpp
msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node."
msgstr ""
"AnimationPlayer에 대한 경로 설정이 AnimationPlayer 노드를 향하고 있지 않습니"
"다."
#: scene/animation/animation_tree.cpp
msgid "The AnimationPlayer root node is not a valid node."
msgstr "AnimationPlayer 루트 노드가 올바른 노드가 아닙니다."
#: scene/animation/animation_tree_player.cpp
msgid "This node has been deprecated. Use AnimationTree instead."
msgstr "이 노드는 더 이상 사용할 수 없습니다. 대신 AnimationTree를 사용하세요."
#: scene/gui/color_picker.cpp
msgid ""
"Color: #%s\n"
"LMB: Set color\n"
"RMB: Remove preset"
msgstr ""
"색상: #%s\n"
"좌클릭: 색상 설정\n"
"우클릭: 프리셋 제거"
#: scene/gui/color_picker.cpp
msgid "Pick a color from the editor window."
msgstr "에디터 창에서 색상을 고르세요."
#: scene/gui/color_picker.cpp
msgid "HSV"
msgstr "HSV"
#: scene/gui/color_picker.cpp
msgid "Raw"
msgstr "Raw"
#: scene/gui/color_picker.cpp
msgid "Switch between hexadecimal and code values."
msgstr "16진수나 코드 값으로 전환합니다."
#: scene/gui/color_picker.cpp
msgid "Add current color as a preset."
msgstr "현재 색상을 프리셋으로 추가합니다."
#: scene/gui/container.cpp
msgid ""
"Container by itself serves no purpose unless a script configures its "
"children placement behavior.\n"
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
"Container 자체는 자손 배치 작업을 구성하는 스크립트 외에는 목적이 없습니다.\n"
"스크립트를 추가하는 의도가 없으면, 순수한 Control 노드를 사용해주세요."
#: scene/gui/control.cpp
msgid ""
"The Hint Tooltip won't be displayed as the control's Mouse Filter is set to "
"\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"."
msgstr ""
"Hint Tooltip은 Control의 Mouse Filter가 \"Ignore\"으로 설정되어 있기 때문에 "
"보이지 않습니다. 해결하려면 Mouse Filter를 \"Stop\"이나 \"Pass\"로 설정하세"
"요."
#: scene/gui/dialogs.cpp
msgid "Alert!"
msgstr "경고!"
#: scene/gui/dialogs.cpp
msgid "Please Confirm..."
msgstr "확인해주세요..."
#: scene/gui/file_dialog.cpp
msgid "Must use a valid extension."
msgstr "올바른 확장자를 사용해야 합니다."
#: scene/gui/graph_edit.cpp
msgid "Enable grid minimap."
msgstr "그리드 미니맵을 활성화합니다."
#: scene/gui/nine_patch_rect.cpp
msgid ""
"The Tile and Tile Fit options for Axis Stretch properties are only effective "
"when using the GLES3 rendering backend.\n"
"The GLES2 backend is currently in use, so these modes will act like Stretch "
"instead."
msgstr ""
"축 스트레치 속성에 대한 타일 및 타일 맞춤 옵션은 GLES3 렌더링 백엔드를 사용"
"할 때만 효과적입니다.\n"
"GLES2 백엔드가 현재 사용 중이므로, 이러한 모드는 대신 스트레치처럼 작동합니"
"다."
#: scene/gui/popup.cpp
msgid ""
"Popups will hide by default unless you call popup() or any of the popup*() "
"functions. Making them visible for editing is fine, but they will hide upon "
"running."
msgstr ""
"Popup은 popup() 또는 기타 popup*() 함수로 호출하기 전까지 기본적으로 숨어있습"
"니다. 편집하는 동안 보이도록 할 수는 있으나, 실행 시에는 보이지 않습니다."
#: scene/gui/range.cpp
msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0."
msgstr "\"Exp Edit\"을 활성화하면, \"Min Value\"는 반드시 0보다 커야 합니다."
#: scene/gui/scroll_container.cpp
msgid ""
"ScrollContainer is intended to work with a single child control.\n"
"Use a container as child (VBox, HBox, etc.), or a Control and set the custom "
"minimum size manually."
msgstr ""
"ScrollContainer는 단일 자손 Control을 작업하기 위한 것입니다.\n"
"(VBox, HBox 등) 컨테이너를 자손으로 사용하거나, Control을 사용하고 사용자 지"
"정 최소 수치를 수동으로 설정하세요."
#: scene/gui/tree.cpp
msgid "(Other)"
msgstr "(기타)"
#: scene/main/scene_tree.cpp
msgid ""
"Default Environment as specified in Project Settings (Rendering -> "
"Environment -> Default Environment) could not be loaded."
msgstr ""
"프로젝트 설정 (Rendering -> Environment -> Default Environment)에 지정한 디폴"
"트 환경을 불러올 수 없습니다."
#: scene/main/timer.cpp
msgid ""
"Very low timer wait times (< 0.05 seconds) may behave in significantly "
"different ways depending on the rendered or physics frame rate.\n"
"Consider using a script's process loop instead of relying on a Timer for "
"very low wait times."
msgstr ""
#: scene/main/viewport.cpp
msgid ""
"This viewport is not set as render target. If you intend for it to display "
"its contents directly to the screen, make it a child of a Control so it can "
"obtain a size. Otherwise, make it a RenderTarget and assign its internal "
"texture to some node for display."
msgstr ""
"뷰포트를 렌더 대상으로 설정하지 않았습니다. 뷰포트의 내용을 화면에 직접 표시"
"하려면, Control의 자손 노드로 만들어서 크기를 얻어야 합니다. 그렇지 않을 경"
"우, 화면에 표시하기 위해서는 뷰포트를 RenderTarget으로 만들고 내부적인 텍스처"
"를 다른 노드에 지정해야 합니다."
#: scene/main/viewport.cpp
#, fuzzy
msgid ""
"The Viewport size must be greater than or equal to 2 pixels on both "
"dimensions to render anything."
msgstr "무엇이든 렌더링하려면 뷰포트 크기가 0보다 커야 합니다."
#: scene/resources/occluder_shape.cpp
msgid "OccluderShapeSphere Set Spheres"
msgstr "OccluderShapeSphere를 구체로 설정"
#: scene/resources/visual_shader_nodes.cpp
msgid ""
"The sampler port is connected but not used. Consider changing the source to "
"'SamplerPort'."
msgstr ""
"샘플러 포트가 연결되어 있지만 사용되지 않습이다. 소스를 'SamplerPort'로 변경"
"하는 것을 고려해주세요."
#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid source for preview."
msgstr "미리보기에 잘못된 소스."
#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid source for shader."
msgstr "셰이더에 잘못된 소스."
#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid comparison function for that type."
msgstr "해당 타입에 잘못된 비교 함수."
#: servers/visual/shader_language.cpp
msgid "Varying may not be assigned in the '%s' function."
msgstr "Varying은 '%s' 함수에서 할당되지 않을 수 있습니다."
#: servers/visual/shader_language.cpp
msgid ""
"Varyings which assigned in 'vertex' function may not be reassigned in "
"'fragment' or 'light'."
msgstr ""
"'vertex' 함수에서 할당된 Varying은 'fragment' 또는 'light'에서 재할당되지 않"
"을 수 있습니다."
#: servers/visual/shader_language.cpp
msgid ""
"Varyings which assigned in 'fragment' function may not be reassigned in "
"'vertex' or 'light'."
msgstr ""
"'fragment' 함수에서 할당된 Varying은 'vertex' 또는 'light'에서 재할당되지 않"
"을 수 있습니다."
#: servers/visual/shader_language.cpp
msgid "Fragment-stage varying could not been accessed in custom function!"
msgstr "커스텀 함수에서 Fragment-stage varying에 접근할 수 없습니다!"
#: servers/visual/shader_language.cpp
msgid "Assignment to function."
msgstr "함수에 대입."
#: servers/visual/shader_language.cpp
msgid "Assignment to uniform."
msgstr "Uniform에 대입."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "상수는 수정할 수 없습니다."
#~ msgid "Make Rest Pose (From Bones)"
#~ msgstr "(본의) 대기 자세 만들기"
#~ msgid "Bottom"
#~ msgstr "아랫면"
#~ msgid "Left"
#~ msgstr "왼쪽면"
#~ msgid "Right"
#~ msgstr "오른쪽면"
#~ msgid "Front"
#~ msgstr "정면"
#~ msgid "Rear"
#~ msgstr "뒷면"
#~ msgid "Nameless gizmo"
#~ msgstr "이름 없는 기즈모"
#~ msgid ""
#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
#~ "VR\"."
#~ msgstr ""
#~ "\"자유도(DoF)\"는 \"Xr 모드\" 가 \"Oculus Mobile VR\" 일 때만 사용 가능합"
#~ "니다."
#~ msgid ""
#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
#~ "\"."
#~ msgstr ""
#~ "\"포커스 인식\"은 \"Xr 모드\"가 \"Oculus Mobile VR\" 인 경우에만 사용 가능"
#~ "합니다."
#~ msgid "Package Contents:"
#~ msgstr "패키지 내용:"
#~ msgid "Singleton"
#~ msgstr "싱글톤"
#~ msgid "Erase profile '%s'? (no undo)"
#~ msgstr "프로필 '%s'을(를) 지울까요? (되돌릴 수 없습니다)"
#~ msgid "Enabled Properties:"
#~ msgstr "켜진 속성:"
#~ msgid "Enabled Features:"
#~ msgstr "켜진 기능:"
#~ msgid "Unset"
#~ msgstr "설정하지 않기"
#~ msgid "Class Options"
#~ msgstr "클래스 옵션"
#~ msgid "Set"
#~ msgstr "설정"
#~ msgid "Saved %s modified resource(s)."
#~ msgstr "수정된 리소스 %s을(를) 저장하였습니다."
#~ msgid "Q&A"
#~ msgstr "Q&A"
#~ msgid "Status:"
#~ msgstr "상태:"
#~ msgid "Edit:"
#~ msgstr "편집:"
#~ msgid "Redownload"
#~ msgstr "다시 다운로드"
#~ msgid "(Installed)"
#~ msgstr "(설치됨)"
#~ msgid "(Missing)"
#~ msgstr "(누락)"
#~ msgid "Request Failed."
#~ msgstr "요청 실패."
#~ msgid "Redirect Loop."
#~ msgstr "리다이렉트 루프."
#~ msgid "Download Complete."
#~ msgstr "다운로드 완료."
#~ msgid "Remove Template"
#~ msgstr "템플릿 삭제"
#~ msgid "Download Templates"
#~ msgstr "템플릿 다운로드"
#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
#~ msgstr "목록에서 미러를 선택하세요: (Shift+클릭: 브라우저에서 열기)"
#~ msgid "Move to Trash"
#~ msgstr "휴지통으로 이동"
#~ msgid "Expand All Properties"
#~ msgstr "모든 속성 펼치기"
#~ msgid "Collapse All Properties"
#~ msgstr "모든 속성 접기"
#~ msgid "Copy Params"
#~ msgstr "매개변수 복사"
#~ msgid "Open in Help"
#~ msgstr "도움말에서 열기"
#~ msgid ""
#~ "Game Camera Override\n"
#~ "No game instance running."
#~ msgstr ""
#~ "게임 카메라 다시 정의\n"
#~ "실행하고 있는 게임 인스턴스가 없습니다."
#~ msgid "Drag: Rotate"
#~ msgstr "드래그: 회전"
#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
#~ msgstr "'v'키로 피벗 바꾸기. 'Shift+v'키로 피벗 드래그 (이동하는 동안)."
#~ msgid "Alt+RMB: Depth list selection"
#~ msgstr "Alt+우클릭: 겹친 목록 선택"
#~ msgid "Clone Down"
#~ msgstr "아래로 복제"
#~ msgid "Yaw"
#~ msgstr "요"
#~ msgid "Size"
#~ msgstr "크기"
#~ msgid ""
#~ "Drag: Rotate\n"
#~ "Alt+Drag: Move\n"
#~ "Alt+RMB: Depth list selection"
#~ msgstr ""
#~ "드래그: 회전\n"
#~ "Alt+드래그: 이동\n"
#~ "Alt+우클릭: 겹친 목록 선택"
#~ msgid "Sep.:"
#~ msgstr "분리.:"
#~ msgid "Add All"
#~ msgstr "모두 추가"
#~ msgid "Theme editing menu."
#~ msgstr "테마 편집 메뉴."
#~ msgid "Create Empty Template"
#~ msgstr "빈 템플릿 만들기"
#~ msgid "Create Empty Editor Template"
#~ msgstr "빈 편집기 템플릿 만들기"
#~ msgid "Create From Current Editor Theme"
#~ msgstr "현재 편집기 테마에서 만들기"
#~ msgid "Data Type:"
#~ msgstr "데이터 유형:"
#~ msgid "Theme File"
#~ msgstr "테마 파일"
#~ msgid "Compiled"
#~ msgstr "컴파일됨"
#~ msgid ""
#~ "Remove %d projects from the list?\n"
#~ "The project folders' contents won't be modified."
#~ msgstr ""
#~ "%d개의 프로젝트를 삭제할까요?\n"
#~ "프로젝트 폴더의 내용은 수정되지 않습니다."
#~ msgid ""
#~ "Remove this project from the list?\n"
#~ "The project folder's contents won't be modified."
#~ msgstr ""
#~ "이 프로젝트를 목록에서 삭제할까요?\n"
#~ "프로젝트 폴더의 내용은 수정되지 않습니다."
#~ msgid "Templates"
#~ msgstr "템플릿"
#~ msgid "Add Remapped Path"
#~ msgstr "리맵핑 경로 추가"
#~ msgid "Can not perform with the root node."
#~ msgstr "루트 노드로는 수행할 수 없습니다."
#~ msgid "Could not read boot splash image file:"
#~ msgstr "부트 스플래시 이미지 파일을 읽을 수 없음:"
#~ msgid "Using default boot splash image."
#~ msgstr "기본 부트 스플래시 이미지 사용."
#~ msgid "An animation player can't animate itself, only other players."
#~ msgstr ""
#~ "애니메이션 플레이어는 자신이 아닌 다른 플레이어에만 애니메이션을 부여할 "
#~ "수 있습니다."
#~ msgid "Clipboard is empty"
#~ msgstr "클립보드가 비었음"
#~ msgid ""
#~ "Godot editor was built without ray tracing support; lightmaps can't be "
#~ "baked.\n"
#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
#~ "emulation on Godot.app in the application settings\n"
#~ "then restart the editor."
#~ msgstr ""
#~ "Godot 편집기는 레이 트레이싱 지원 없이 빌드되었으며 라이트맵은 구울 수 없"
#~ "습니다.\n"
#~ "Apple Silicon 기반의 Mac을 사용 중인 경우, 애플리케이션 설정에서 Godot.app"
#~ "의 Rosetta 에뮬레이션 강제로\n"
#~ "시도하고 나서 편집기를 다시 시작하세요."
#~ msgid ""
#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
#~ msgstr ""
#~ "InterpolatedCamera는 더 이상 사용되지 않으며 Godot 4.0에서 제거됩니다."
#~ msgid "No"
#~ msgstr "아니오"
#~ msgid "This scene has never been saved. Save before running?"
#~ msgstr "이 씬은 아직 저장하지 않았습니다. 실행하기 전에 저장할까요?"
#~ msgid "ADB executable not configured in the Editor Settings."
#~ msgstr "ADB 실행 파일을 편집기 설정에서 설정하지 않았습니다."
#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
#~ msgstr "OpenJDK jarsigner를 편집기 설정에서 설정하지 않았습니다."
#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
#~ msgstr ""
#~ "맞춤 빌드에는 편집기 설정에서 올바른 안드로이드 SDK 경로가 필요합니다."
#~ msgid "%d%%"
#~ msgstr "%d%%"
#~ msgid "(Time Left: %d:%02d s)"
#~ msgstr "(남은 시간: %d:%02d 초)"
#~ msgid "Plotting Meshes: "
#~ msgstr "구분하는 메시: "
#~ msgid "Lighting Meshes: "
#~ msgstr "조명 메시: "
#~ msgid "Search complete"
#~ msgstr "검색 완료"
#~ msgid "No commit message was provided"
#~ msgstr "커밋 메시지를 제공하지 않았습니다"
#~ msgid "Add a commit message"
#~ msgstr "커밋 메시지 추가"
#~ msgid "There is already file or folder with the same name in this location."
#~ msgstr "이 위치에는 같은 이름의 파일이나 폴더가 있습니다."
#~ msgid "Error trying to save layout!"
#~ msgstr "레이아웃 저장 중 오류!"
#~ msgid "Default editor layout overridden."
#~ msgstr "기본 편집기 레이아웃을 덮어씁니다."
#~ msgid "Move pivot"
#~ msgstr "피벗 이동"
#~ msgid "Move anchor"
#~ msgstr "앵커 이동"
#~ msgid "Resize CanvasItem"
#~ msgstr "CanvasItem 크기 조절"
#~ msgid "Polygon->UV"
#~ msgstr "폴리곤->UV"
#~ msgid "UV->Polygon"
#~ msgstr "UV->폴리곤"
#~ msgid "Add initial export..."
#~ msgstr "초기 내보내기 추가..."
#~ msgid "Add previous patches..."
#~ msgstr "이전 패치 추가..."
#~ msgid "Delete patch '%s' from list?"
#~ msgstr "'%s'을(를) 패치 목록에서 삭제할까요?"
#~ msgid "Patches"
#~ msgstr "패치"
#~ msgid "Make Patch"
#~ msgstr "패치 만들기"
#~ msgid "Pack File"
#~ msgstr "팩 파일"
#~ msgid "No build apk generated at: "
#~ msgstr "여기에 빌드 apk를 만들지 않음: "
#~ msgid "FileSystem and Import Docks"
#~ msgstr "파일 시스템과 가져오기 독"
#~ msgid ""
#~ "When exporting or deploying, the resulting executable will attempt to "
#~ "connect to the IP of this computer in order to be debugged."
#~ msgstr ""
#~ "내보내거나 배포할 때, 결과 실행 파일은 디버깅을 위해 이 컴퓨터의 IP와 연결"
#~ "을 시도할 것입니다."
#~ msgid "Current scene was never saved, please save it prior to running."
#~ msgstr "현재 씬이 아직 저장되지 않았습니다. 실행하기 전에 저장해주세요."
#~ msgid "Revert"
#~ msgstr "되돌리기"
#~ msgid "This action cannot be undone. Revert anyway?"
#~ msgstr "이 행동은 취소할 수 없습니다. 무시하고 되돌릴까요?"
#~ msgid "Revert Scene"
#~ msgstr "씬 되돌리기"
#~ msgid "Clear Script"
#~ msgstr "스크립트 삭제"
#~ msgid "Issue Tracker"
#~ msgstr "이슈 트래커"
#~ msgid "Request Docs"
#~ msgstr "문서 요청"
#~ msgid "Help improve the Godot documentation by giving feedback."
#~ msgstr "피드백으로 Godot 문서를 개선하는데 도와주세요."
#~ msgid "Replaced %d occurrence(s)."
#~ msgstr "%d개를 바꿨습니다."
#~ msgid "Create Static Convex Body"
#~ msgstr "Static Convex Body 만들기"
#~ msgid "Failed creating shapes!"
#~ msgstr "Shape 만들기 실패!"
#~ msgid ""
#~ "There are currently no tutorials for this class, you can [color=$color]"
#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
#~ "$url2]request one[/url][/color]."
#~ msgstr ""
#~ "현재 이 클래스에 대한 튜토리얼이 없어요. [color=$color][url=$url]튜토리얼"
#~ "에 기여하거나[/url][/color] [color=$color][url=$url2]튜토리얼을 요청할 수"
#~ "[/url][/color] 있어요."
#~ msgid "enum "
#~ msgstr "이넘 "
#~ msgid "Brief Description"
#~ msgstr "간단한 설명"
#~ msgid "Class Description"
#~ msgstr "클래스 설명"
#~ msgid "Project export failed with error code %d."
#~ msgstr "프로젝트 내보내기에 실패했어요. 오류 코드%d."
#~ msgid "Password:"
#~ msgstr "암호:"
#~ msgid "Identifier segments must be of non-zero length."
#~ msgstr "식별자 세그먼트는 길이가 0이 아니어야 해요."
#~ msgid "A digit cannot be the first character in a Identifier segment."
#~ msgstr "숫자는 식별자 세그먼트의 첫 문자로 쓸 수 없어요."
#~ msgid ""
#~ "The character '%s' cannot be the first character in a Identifier segment."
#~ msgstr "문자 '%s'은(는) 식별자 분리의 첫 문자로 쓸 수 없어요."
#~ msgid "The Identifier must have at least one '.' separator."
#~ msgstr "식별자는 적어도 하나의 '.' 분리 기호를 갖고 있어야 해요."
#~ msgid "Pause the scene"
#~ msgstr "씬 일시 정지"
#~ msgid "Shift+"
#~ msgstr "Shift+"
#~ msgid "Alt+"
#~ msgstr "Alt+"
#~ msgid "Control+"
#~ msgstr "Control+"
#~ msgid "Snap to Grid"
#~ msgstr "격자에 스냅"
#~ msgid "Add input +"
#~ msgstr "입력 추가하기 +"
#~ msgid "Language"
#~ msgstr "언어"
#~ msgid "Inherits"
#~ msgstr "상속"
#~ msgid "Base Type:"
#~ msgstr "기본 유형:"
#~ msgid "Available Nodes:"
#~ msgstr "사용 가능한 노드:"
#~ msgid "Input"
#~ msgstr "입력"
#~ msgid "Methods:"
#~ msgstr "메서드:"
#~ msgid "Theme Properties:"
#~ msgstr "테마 속성:"
#~ msgid "Enumerations:"
#~ msgstr "열거:"
#~ msgid "Constants:"
#~ msgstr "상수:"
#~ msgid "Class Description:"
#~ msgstr "클래스 설명:"
#~ msgid "Property Descriptions:"
#~ msgstr "속성 설명:"
#~ msgid "Method Descriptions:"
#~ msgstr "메서드 설명:"
#~ 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 ""
#~ "맞춤 빌드 용 안드로이드 프로젝트를 설치할게요.\n"
#~ "이것을 사용하려면 내보내기 프리셋마다 이 설정을 켜줘야 해요."
#~ msgid "Reverse sorting."
#~ msgstr "역순 정렬."
#~ msgid "Delete Node(s)?"
#~ msgstr "노드를 삭제할까요?"
#~ msgid "No Matches"
#~ msgstr "일치 결과 없음"
#~ msgid ""
#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
#~ msgstr ""
#~ "file_type_cache.cch를 열수 없어서, 파일 타입 캐쉬를 저장하지 않습니다!"
#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
#~ msgstr "파일 시스템에서 '%s'을(를) 찾을 수 없습니다!"
#~ msgid "Error loading image:"
#~ msgstr "이미지 불러오기 오류:"
#~ msgid "No pixels with transparency > 128 in image..."
#~ msgstr "이미지에 투명도가 128보다 큰 픽셀이 없습니다..."
#~ msgid "Parent has no solid faces to populate."
#~ msgstr "부모노드가 솔리드 페이스를 가지고 있지 않아 생성할 수 없습니다."
#~ msgid "Couldn't map area."
#~ msgstr "영역을 매핑 할 수 없습니다."
#~ msgid "Faces contain no area!"
#~ msgstr "페이스가 영역을 가지고 있지 않습니다!"
#~ msgid "No faces!"
#~ msgstr "페이스가 없습니다!"
#~ msgid "Error: could not load file."
#~ msgstr "오류: 파일을 불러올 수 없음."
#~ msgid "Error could not load file."
#~ msgstr "오류로 파일을 불러올 수 없음."
#~ msgid "Doppler Enable"
#~ msgstr "도플러 활성화"
#~ msgid "Select Mode (Q)"
#~ msgstr "선택 모드 (Q)"
#~ msgid "Move Mode (W)"
#~ msgstr "이동 모드 (W)"
#~ msgid "Rotate Mode (E)"
#~ msgstr "회전 모드 (E)"
#~ msgid "Scale Mode (R)"
#~ msgstr "크기 조절 모드 (R)"
#~ msgid "Local Coords"
#~ msgstr "지역 좌표"
#~ msgid "Snap Mode (%s)"
#~ msgstr "스냅 모드 (%s)"
#~ msgid "Tool Select"
#~ msgstr "선택 툴"
#~ msgid "Tool Move"
#~ msgstr "이동 툴"
#~ msgid "Tool Rotate"
#~ msgstr "회전 툴"
#~ msgid "Tool Scale"
#~ msgstr "크기 조절 툴"
#~ msgid ""
#~ "Remove all missing projects from the list? (Folders contents will not be "
#~ "modified)"
#~ msgstr ""
#~ "목록에서 모든 이름없는 프로젝트를 삭제하시겠습니까? (폴더의 내용물은 수정"
#~ "되지 않습니다)"
#~ msgid "Project List"
#~ msgstr "프로젝트 목록"
#~ msgid "Exit"
#~ msgstr "종료"
#~ msgid "Could not execute PVRTC tool:"
#~ msgstr "PVRTC 도구를 실행할 수 없습니다:"
#~ msgid "Can't load back converted image using PVRTC tool:"
#~ msgstr "PVRTC 도구를 사용하여 변환된 이미지를 다시 불러올 수 없습니다:"
#~ msgid "Error initializing FreeType."
#~ msgstr "FreeType 초기화 오류."
#~ msgid "Unknown font format."
#~ msgstr "알 수 없는 폰트 형식."
#~ msgid "Error loading font."
#~ msgstr "폰트 로딩 오류."
#~ msgid "Invalid font size."
#~ msgstr "올바르지 않은 폰트 크기."
#~ msgid "Previous Folder"
#~ msgstr "이전 폴더"
#~ msgid "Next Folder"
#~ msgstr "다음 폴더"
#~ msgid "Automatically Open Screenshots"
#~ msgstr "스크린샷 자동 열기"
#~ msgid "Open in an external image editor."
#~ msgstr "외부 이미지 편집기에서 열기."
#~ msgid "Reverse"
#~ msgstr "뒤집기"
#~ msgid "Mirror X"
#~ msgstr "X축 뒤집기"
#~ msgid "Mirror Y"
#~ msgstr "Y축 뒤집기"
#~ msgid "Generating solution..."
#~ msgstr "솔루션 생성 중..."
#~ msgid "Generating C# project..."
#~ msgstr "C# 프로젝트 생성 중..."
#~ msgid "Failed to create solution."
#~ msgstr "솔루션 생성 실패."
#~ msgid "Failed to save solution."
#~ msgstr "솔루션 저장 실패."
#~ msgid "Failed to create C# project."
#~ msgstr "C# 프로젝트 생성 실패."
#~ msgid "Mono"
#~ msgstr "모노"
#~ msgid "About C# support"
#~ msgstr "C# 지원에 대하여"
#~ msgid "Create C# solution"
#~ msgstr "C# 솔루션 만들기"
#~ msgid "Builds"
#~ msgstr "빌드"
#~ msgid "Build Project"
#~ msgstr "프로젝트 빌드"
#~ msgid "View log"
#~ msgstr "로그 보기"
#~ msgid "WorldEnvironment needs an Environment resource."
#~ msgstr "WorldEnvironment는 Environment 리소스가 필요합니다."
#~ msgid "Enabled Classes"
#~ msgstr "활성화된 클래스"
#~ msgid "Update Always"
#~ msgstr "항상 업데이트"
#~ msgid "'camera' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'camera' 입력 매개변수."
#~ msgid "'inv_camera' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'inv_camera' 입력 매개변수."
#~ msgid "'inv_projection' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'inv_projection' 입력 매개변수."
#~ msgid "'normal' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'normal' 입력 매개변수."
#~ msgid "'projection' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'projection' 입력 매개변수."
#~ msgid "'time' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'time' 입력 매개변수."
#~ msgid "'viewport_size' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'viewport_size' 입력 매개변수."
#~ msgid "'world' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'world' 입력 매개변수."
#~ msgid "'alpha' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'alpha' 입력 매개변수."
#~ msgid "'color' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'color' 입력 매개변수."
#~ msgid "'texture_pixel_size' input parameter for all shader modes."
#~ msgstr "모든 셰이더 모드에 대한 'texture_pixel_size' 입력 매개변수."
#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'alpha' 입력 매개변수."
#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'binormal' 입력 매개변수."
#~ msgid "'color' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'color' 입력 매개변수."
#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
#~ msgstr "프래그먼트와 조명 셰이더 모드에 대한 'fragcoord' 입력 매개변수."
#~ msgid "'point_coord' input parameter for fragment shader mode."
#~ msgstr "프래그먼트 셰이더 모드에 대한 'point_coord' 입력 매개변수."
#~ msgid "'screen_uv' input parameter for fragment shader mode."
#~ msgstr "프래그먼트 셰이더 모드에 대한 'screen_uv' 입력 매개변수."
#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'tangent' 입력 매개변수."
#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'uv2' 입력 매개변수."
#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'vertex' 입력 매개변수."
#~ msgid "'albedo' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'albedo' 입력 매개변수."
#~ msgid "'attenuation' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'attenuation' 입력 매개변수."
#~ msgid "'light' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'light' 입력 매개변수."
#~ msgid "'light_color' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'light_color' 입력 매개변수."
#~ msgid "'roughness' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'roughness' 입력 매개변수."
#~ msgid "'specular' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'specular' 입력 매개변수."
#~ msgid "'transmission' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'transmission' 입력 매개변수."
#~ msgid "'modelview' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'modelview' 입력 매개변수."
#~ msgid "'point_size' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'point_size' 입력 매개변수."
#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'tangent' 입력 매개변수."
#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'light_pass' 입력 매개변수."
#~ msgid "'point_coord' input parameter for fragment and light shader modes."
#~ msgstr "프래그먼트와 조명 셰이더 모드에 대한 'point_coord' 입력 매개변수."
#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
#~ msgstr "프래그먼트 셰이더 모드에 대한 'screen_pixel_size' 입력 매개변수."
#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
#~ msgstr "프래그먼트와 조명 셰이더 모드에 대한 'screen_uv' 입력 매개변수."
#~ msgid "'light_alpha' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'light_alpha' 입력 매개변수."
#~ msgid "'light_height' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'light_height' 입력 매개변수."
#~ msgid "'light_uv' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'light_uv' 입력 매개변수."
#~ msgid "'light_vec' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'light_vec' 입력 매개변수."
#~ msgid "'normal' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'normal' 입력 매개변수."
#~ msgid "'shadow_color' input parameter for light shader mode."
#~ msgstr "조명 셰이더 모드에 대한 'shadow_color' 입력 매개변수."
#~ msgid "'extra' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'extra' 입력 매개변수."
#~ msgid "'projection' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'projection' 입력 매개변수."
#~ msgid "'vertex' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'vertex' 입력 매개변수."
#~ msgid "'world' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'world' 입력 매개변수."
#~ msgid "'active' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'active' 입력 매개변수."
#~ msgid "'alpha' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'alpha' 입력 매개변수."
#~ msgid "'color' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'color' 입력 매개변수."
#~ msgid "'custom_alpha' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'custom_alpha' 입력 매개변수."
#~ msgid "'delta' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'delta' 입력 매개변수."
#~ msgid "'emission_transform' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'emission_transform' 입력 매개변수."
#~ msgid "'index' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'index' 입력 매개변수."
#~ msgid "'lifetime' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'lifetime' 입력 매개변수."
#~ msgid "'restart' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'restart' 입력 매개변수."
#~ msgid "'time' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'time' 입력 매개변수."
#~ msgid "'transform' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'transform' 입력 매개변수."
#~ msgid "'velocity' input parameter for vertex shader mode."
#~ msgstr "꼭짓점 셰이더 모드에 대한 'velocity' 입력 매개변수."
#~ msgid "Raw Mode"
#~ msgstr "Raw 모드"
#~ msgid "Path to Node:"
#~ msgstr "노드 경로:"
#~ msgid "Delete selected files?"
#~ msgstr "선택된 파일들을 삭제하시겠습니까?"
#~ msgid "There is no 'res://default_bus_layout.tres' file."
#~ msgstr "'res://default_bus_layout.tres' 파일이 없습니다."
#~ msgid "Go to parent folder"
#~ msgstr "부모 폴더로 이동"
#~ msgid "Open Scene(s)"
#~ msgstr "씬(들) 열기"
#~ msgid "Previous Directory"
#~ msgstr "이전 디렉토리"
#~ msgid "Next Directory"
#~ msgstr "다음 디렉토리"
#~ msgid "Ease in"
#~ msgstr "완화 in"
#~ msgid "Ease out"
#~ msgstr "완화 out"
#~ msgid "Create Convex Static Body"
#~ msgstr "Convex Static Body 만들기"
#~ msgid "CheckBox Radio1"
#~ msgstr "체크박스 라디오1"
#~ msgid "CheckBox Radio2"
#~ msgstr "체크박스 라디오2"
#~ msgid "Create folder"
#~ msgstr "폴더 만들기"
#~ msgid "Custom Node"
#~ msgstr "커스텀 노드"
#~ msgid "Invalid Path"
#~ msgstr "유효하지 않은 경로"
#~ msgid "GridMap Duplicate Selection"
#~ msgstr "그리드맵 선택 복제"
#~ msgid "Create Area"
#~ msgstr "영역 만들기"
#~ msgid "Create Exterior Connector"
#~ msgstr "외부 커넥터 만들기"
#~ msgid "Edit Signal Arguments:"
#~ msgstr "시그널 인수 편집:"
#~ msgid "Edit Variable:"
#~ msgstr "변수 편집:"
#~ msgid "Snap (s): "
#~ msgstr "스냅: "
#~ msgid "Insert keys."
#~ msgstr "키 삽입."
#~ msgid "Instance the selected scene(s) as child of the selected node."
#~ msgstr "선택된 씬을 선택된 노드의 자식으로 인스턴스 합니다."
#~ msgid "Font Size:"
#~ msgstr "폰트 크기:"
#~ msgid "Line:"
#~ msgstr "라인:"
#~ msgid "Col:"
#~ msgstr "칼럼:"
#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
#~ msgstr "OrientedPathFollow는 Path 노드의 자식으로 있을 때만 동작합니다."
#~ msgid "Split point with itself."
#~ msgstr "자체적으로 포인트 분할."
#~ msgid "Split can't form an existing edge."
#~ msgstr "분할은 존재하는 모서리를 형성할 수 없습니다."
#~ msgid "Add Split"
#~ msgstr "분할 추가"
#~ msgid "Invalid Split: "
#~ msgstr "유효하지 않은 분할: "
#~ msgid "Remove Split"
#~ msgstr "분할 삭제"
#~ msgid "Poly"
#~ msgstr "폴리"
#~ msgid "Splits"
#~ msgstr "분할"
#~ msgid "Connect two points to make a split."
#~ msgstr "두 포인트를 연결하여 나누기."
#~ msgid "Add Node.."
#~ msgstr "노드 추가.."
#~ msgid "Create from scene?"
#~ msgstr "씬으로부터 만드시겠습니까?"
#~ msgid "Create Poly"
#~ msgstr "폴리곤 만들기"
#~ msgid "Create a new polygon from scratch"
#~ msgstr "처음부터 새로운 폴리곤 만들기"
#~ msgid "Zoom out"
#~ msgstr "축소"
#~ msgid "Zoom in"
#~ msgstr "확대"
#~ msgid "Create Poly3D"
#~ msgstr "폴리곤3D 만들기"
#~ msgid ""
#~ "No OccluderPolygon2D resource on this node.\n"
#~ "Create and assign one?"
#~ msgstr ""
#~ "이 노드에 OccluderPolygon2D 리소스가 없습니다.\n"
#~ "새로 만들어서 지정하시겠습니까?"
#~ msgid "LMB: Move Point."
#~ msgstr "좌클릭: 포인트 이동."
#~ msgid "Ctrl+LMB: Split Segment."
#~ msgstr "Ctrl+좌클릭: 선분 분할."
#~ msgid "RMB: Erase Point."
#~ msgstr "우클릭: 포인트 삭제."
#~ msgid "New TextFile"
#~ msgstr "새 텍스트 파일"
#~ msgid "Save Theme As"
#~ msgstr "테마 다른 이름으로 저장"
#~ msgid "<None>"
#~ msgstr "<없음>"
#~ msgid ""
#~ "Select sub-tile to use as icon, this will be also used on invalid "
#~ "autotile bindings."
#~ msgstr ""
#~ "사용할 서브 타일을 아이콘으로 설정하세요, 효력없는 자동타일 바인딩에도 사"
#~ "용됩니다."
#~ msgid "Zoom:"
#~ msgstr "확대:"
#~ msgid "Are you sure you want to remove all connections from the \""
#~ msgstr "\" 에서 모든 연결을 제거하시겠습니까"
#~ msgid "Class List:"
#~ msgstr "클래스 목록:"
#~ msgid "Public Methods"
#~ msgstr "공개 메서드"
#~ msgid "Public Methods:"
#~ msgstr "공개 메서드:"
#~ msgid "GUI Theme Items:"
#~ msgstr "GUI 테마 항목:"
#~ msgid "Property: "
#~ msgstr "속성: "
#~ msgid "Toggle folder status as Favorite."
#~ msgstr "폴더를 즐겨찾기로 설정."
#~ msgid "Show current scene file."
#~ msgstr "현재 씬 파일을 보여줌."
#~ msgid "Enter tree-view."
#~ msgstr "트리 보기로 가기."
#~ msgid "Whole words"
#~ msgstr "전체 단어"
#~ msgid "Match case"
#~ msgstr "대소문자 구분"
#~ msgid "Ok"
#~ msgstr "확인"
#~ msgid "Show In File System"
#~ msgstr "파일 시스템에서 보기"
#~ msgid "Search the class hierarchy."
#~ msgstr "클래스 계층 검색."
#~ msgid "Search in files"
#~ msgstr "파일에서 검색"
#~ msgid ""
#~ "Built-in scripts can only be edited when the scene they belong to is "
#~ "loaded"
#~ msgstr "내장 스크립트는 종속된 씬이 열린 상태에서만 편집이 가능합니다"
#~ msgid "Convert To Uppercase"
#~ msgstr "대문자로 변환"
#~ msgid "Convert To Lowercase"
#~ msgstr "소문자로 변환"
#~ msgid "Rotate 0 degrees"
#~ msgstr "0도 회전"
#~ msgid "Rotate 90 degrees"
#~ msgstr "90도 회전"
#~ msgid "Rotate 180 degrees"
#~ msgstr "180도 회전"
#~ msgid "Rotate 270 degrees"
#~ msgstr "270도 회전"
#~ msgid "Errors:"
#~ msgstr "에러:"
#~ msgid "Stack Trace (if applicable):"
#~ msgstr "스택 추적 (해당되는 경우):"
#~ msgid "Bake!"
#~ msgstr "굽기!"
#~ msgid "Bake the navigation mesh."
#~ msgstr "네비게이션 메시 만들기."
#~ msgid "Get"
#~ msgstr "Get"
#~ msgid "Change RGB Constant"
#~ msgstr "RGB 상수 변경"
#~ msgid "Change Vec Scalar Operator"
#~ msgstr "Vec Scalar 연산자 변경"
#~ msgid "Change RGB Operator"
#~ msgstr "RGB 연산자 변경"
#~ msgid "Toggle Rot Only"
#~ msgstr "오직 회전 토글"
#~ msgid "Change Vec Function"
#~ msgstr "Vec 함수 변경"
#~ msgid "Change Vec Uniform"
#~ msgstr "Vec uniform 변경"
#~ msgid "Change RGB Uniform"
#~ msgstr "RGB uniform 변경"
#~ msgid "Change Default Value"
#~ msgstr "기본값 변경"
#~ msgid "Change XForm Uniform"
#~ msgstr "XForm uniform 변경"
#~ msgid "Change Cubemap Uniform"
#~ msgstr "큐브맵 uniform 변경"
#~ msgid "Change Comment"
#~ msgstr "주석 변경"
#~ msgid "Add/Remove to Color Ramp"
#~ msgstr "색상 램프 추가/삭제"
#~ msgid "Modify Color Ramp"
#~ msgstr "칼라 램프 수정"
#~ msgid "Add/Remove to Curve Map"
#~ msgstr "커브 맵 추가/삭제"
#~ msgid "Modify Curve Map"
#~ msgstr "커브맵 수정"
#~ msgid "Connect Graph Nodes"
#~ msgstr "그래프 노드 연결"
#~ msgid "Remove Shader Graph Node"
#~ msgstr "셰이더 그래프 노드 삭제"
#~ msgid "Move Shader Graph Node"
#~ msgstr "셰이더 그래프 노드 이동"
#~ msgid "Duplicate Graph Node(s)"
#~ msgstr "그래프 노드 복제"
#~ msgid "Error: Cyclic Connection Link"
#~ msgstr "에러: 순환 연결 링크"
#~ msgid "Error: Missing Input Connections"
#~ msgstr "에러: 입력 연결 누락"
#~ msgid "Add Shader Graph Node"
#~ msgstr "셰이더 그래프 노드 추가"
#~ msgid "Move Anim Track Up"
#~ msgstr "애니메이션 트랙 위로 이동"
#~ msgid "Move Anim Track Down"
#~ msgstr "애니메이션 트랙 아래로 이동"
#~ msgid "Set Transitions to:"
#~ msgstr "전환 설정:"
#~ msgid "Anim Track Change Interpolation"
#~ msgstr "애니메이션 트랙 보간 변경"
#~ msgid "Anim Track Change Value Mode"
#~ msgstr "애니메이션 트랙 값 모드 변경"
#~ msgid "Anim Track Change Wrap Mode"
#~ msgstr "애니메이션 트랙 랩 모드 변경"
#~ msgid "Edit Node Curve"
#~ msgstr "노드 커브 편집"
#~ msgid "Edit Selection Curve"
#~ msgstr "선택 커브 편집"
#~ msgid "Anim Add Key"
#~ msgstr "애니메이션 키 추가"
#~ msgid "In"
#~ msgstr "In"
#~ msgid "Out"
#~ msgstr "밖"
#~ msgid "In-Out"
#~ msgstr "안-밖"
#~ msgid "Out-In"
#~ msgstr "밖-안"
#~ msgid "Change Anim Len"
#~ msgstr "애니메이션 길이 변경"
#~ msgid "Change Anim Loop"
#~ msgstr "애니메이션 루프 변경"
#~ msgid "Anim Create Typed Value Key"
#~ msgstr "애니메이션 타입지정 값 키 만들기"
#~ msgid "Anim Add Call Track"
#~ msgstr "애니메이션 호출 트랙 추가"
#~ msgid "Length (s):"
#~ msgstr "길이 (초):"
#~ msgid "Step (s):"
#~ msgstr "단계 (초):"
#~ msgid "Cursor step snap (in seconds)."
#~ msgstr "커서 단계 스냅 (초)."
#~ msgid "Enable/Disable looping in animation."
#~ msgstr "애니메이션 루프 활성화/비활성화."
#~ msgid "Add new tracks."
#~ msgstr "새 트랙 추가."
#~ msgid "Move current track up."
#~ msgstr "현재 트랙을 위로 이동."
#~ msgid "Move current track down."
#~ msgstr "현재 트랙을 아래로 이동."
#~ msgid "Track tools"
#~ msgstr "트랙 도구"
#~ msgid "Enable editing of individual keys by clicking them."
#~ msgstr "개별 키를 클릭함으로써 편집 활성화."
#~ msgid "Key"
#~ msgstr "키"
#~ msgid "Call Functions in Which Node?"
#~ msgstr "어떤 노드에서 함수를 호출할까요?"
#~ msgid "Thanks!"
#~ msgstr "감사합니다!"
#~ msgid "I see..."
#~ msgstr "알겠습니다..."
#~ msgid "Ugh"
#~ msgstr "오우"
#~ msgid "Run Script"
#~ msgstr "스크립트 실행"
#~ msgid "Stop Profiling"
#~ msgstr "프로파일링 중지"
#~ msgid "Start Profiling"
#~ msgstr "프로파일링 시작"
#~ msgid "Default (Same as Editor)"
#~ msgstr "기본 (에디터와 동일)"
#~ msgid "Create new animation in player."
#~ msgstr "새로운 애니메이션 만들기."
#~ msgid "Load animation from disk."
#~ msgstr "디스크에서 애니메이션 로드."
#~ msgid "Load an animation from disk."
#~ msgstr "디스크에서 애니메이션 로드."
#~ msgid "Save the current animation"
#~ msgstr "현재 애니메이션 저장"
#~ msgid "Edit Target Blend Times"
#~ msgstr "대상 블렌드 시간 편집"
#~ msgid "Copy Animation"
#~ msgstr "애니메이션 복사"
#~ msgid "Fetching:"
#~ msgstr "가져오는 중:"
#~ msgid "prev"
#~ msgstr "이전"
#~ msgid "next"
#~ msgstr "다음"
#~ msgid "last"
#~ msgstr "마지막"
#~ msgid "Edit IK Chain"
#~ msgstr "IK 체인 편집"
#~ msgid "Drag pivot from mouse position"
#~ msgstr "마우스로 중심점 드래그"
#~ msgid "Set pivot at mouse position"
#~ msgstr "마우스 위치에 피벗 설정"
#~ msgid "Add/Remove Color Ramp Point"
#~ msgstr "칼라 램프 포인트 추가/삭제"
#~ msgid "OK :("
#~ msgstr "넹 :("
#~ msgid "Skeleton Gizmo visibility"
#~ msgstr "스켈레톤 기즈모 가시성"
#~ msgid "StyleBox Preview:"
#~ msgstr "StyleBox 미리보기:"
#~ msgid "Texture Region Editor"
#~ msgstr "텍스쳐 영역 에디터"
#~ msgid "Erase selection"
#~ msgstr "선택 지우기"
#~ msgid "Item name or ID:"
#~ msgstr "아이템 이름 또는 아이디:"
#~ msgid "Export templates for this platform are missing/corrupted: "
#~ msgstr "이 플랫폼에 대한 내보내기 템플릿이 없거나 손상됨: "
#~ msgid "Button 8"
#~ msgstr "버튼 8"
#~ msgid "Button 9"
#~ msgstr "버튼 9"
#~ msgid "Discard Instancing"
#~ msgstr "인스턴스 폐기"
#~ msgid "Makes Sense!"
#~ msgstr "오케바리!"
#~ msgid "Clear!"
#~ msgstr "지웠습니다!"
#~ msgid "Toggle Spatial Visible"
#~ msgstr "Spatial 보이기 토글"
#~ msgid "Condition"
#~ msgstr "조건"
#~ msgid "Sequence"
#~ msgstr "시퀀스"
#~ msgid "Switch"
#~ msgstr "스위치"
#~ msgid "Iterator"
#~ msgstr "반복자"
#~ msgid "While"
#~ msgstr "동안에"
#~ msgid "Return"
#~ msgstr "리턴"
#~ msgid "Call"
#~ msgstr "호출"
#~ msgid "Edit Variable"
#~ msgstr "변수 편집"
#~ msgid "Edit Signal"
#~ msgstr "시그널 편집"
#~ msgid "Invalid action (anything goes but '/' or ':')."
#~ msgstr "유효하지 않은 액션 ('/' 또는 ':' 문자 사용 불가)."
#~ msgid "Can't contain '/' or ':'"
#~ msgstr "'/' 또는 ':' 문자를 포함할 수 없음"
#~ msgid ""
#~ "Invalid version.txt format inside templates. Revision is not a valid "
#~ "identifier."
#~ msgstr ""
#~ "템플릿에 version.txt 형식이 유효하지 않습니다. 리비전은 유효한 식별자가 아"
#~ "닙니다."
#~ msgid "Can't write file."
#~ msgstr "파일에 쓸 수 없습니다."
#~ msgid "Couldn't get project.godot in project path."
#~ msgstr "프로젝트 경로에 project.godot 파일을 찾을 수 없습니다."
#~ msgid "Replace By"
#~ msgstr "으로 바꿈"
#~ msgid "Backwards"
#~ msgstr "뒤로"
#~ msgid "Prompt On Replace"
#~ msgstr "변경 시 알림"
#~ msgid "Skip"
#~ msgstr "건너뛰기"
#~ msgid ""
#~ "Your project will be created in a non empty folder (you might want to "
#~ "create a new folder)."
#~ msgstr ""
#~ "비어있지 않은 폴더에 프로젝트가 생성됩니다 (새 폴더를 만드는 것을 권합니"
#~ "다)."
#~ msgid "That's a BINGO!"
#~ msgstr "빙고!"
#~ msgid "preview"
#~ msgstr "미리보기"
#~ msgid "Move Add Key"
#~ msgstr "키 이동"
#~ msgid "Create Subscription"
#~ msgstr "연결 해제"
#~ msgid "List:"
#~ msgstr "목록:"
#~ msgid "Set Emission Mask"
#~ msgstr "에미션 마스크 설정"
#~ msgid "Clear Emitter"
#~ msgstr "에미터 정리"
#~ msgid "Fold Line"
#~ msgstr "라인 접음"
#~ msgid "Sections:"
#~ msgstr "부문:"
#~ msgid ""
#~ "\n"
#~ "Source: "
#~ msgstr ""
#~ "\n"
#~ "소스: "
#~ msgid "Remove Point from Line2D"
#~ msgstr "Line2D에서 포인트 삭제"
#~ msgid "Add Point to Line2D"
#~ msgstr "Line2D에 포인트 추가"
#~ msgid "Move Point in Line2D"
#~ msgstr "Line2D의 포인트 이동"
#~ msgid "Split Segment (in line)"
#~ msgstr "세그먼트 분할 (라인)"
#~ msgid "Meta+"
#~ msgstr "메타+"
#, fuzzy
#~ msgid "Setting '"
#~ msgstr "설정"
#~ msgid "Remote Inspector"
#~ msgstr "원격 인스펙터"
#~ msgid "Live Scene Tree:"
#~ msgstr "실시간 씬 트리:"
#~ msgid "Remote Object Properties: "
#~ msgstr "원격 오브젝트 속성: "
#, fuzzy
#~ msgid "Selection -> Duplicate"
#~ msgstr "선택영역만"
#, fuzzy
#~ msgid "Selection -> Clear"
#~ msgstr "선택영역만"
#~ msgid ""
#~ "Path property must point to a valid Viewport node to work. Such Viewport "
#~ "must be set to 'render target' mode."
#~ msgstr ""
#~ "Path 속성은 유효한 Viewport 노드를 가리켜야 합니다. 가리킨 Viewport는 또"
#~ "한 'render target' 모드로 설정되어야 합니다."
#~ msgid ""
#~ "The Viewport set in the path property must be set as 'render target' in "
#~ "order for this sprite to work."
#~ msgstr ""
#~ "이 Sprite가 동작하기 위해서는 Path 속성에 지정된 Viewport가 'render "
#~ "target'으로 설정되어야 합니다."
#~ msgid "Method List For '%s':"
#~ msgstr "'%s' 함수 목록:"
#~ msgid "Arguments:"
#~ msgstr "인수:"
#~ msgid "Return:"
#~ msgstr "리턴:"
#~ msgid "Added:"
#~ msgstr "추가됨:"
#~ msgid "Could not save atlas subtexture:"
#~ msgstr "아틀라스 서브 텍스쳐를 저장할 수 없습니다:"
#~ msgid "Setting Up..."
#~ msgstr "설정 중..."
#~ msgid "Error loading scene."
#~ msgstr "씬 로딩 중 에러."
#~ msgid "Re-Import"
#~ msgstr "다시 가져오기"
#~ msgid "Please wait for scan to complete."
#~ msgstr "스캔이 완료될 때까지 기다려주세요."
#~ msgid "Current scene must be saved to re-import."
#~ msgstr "다시 가져오기 위해서는 현재 씬을 저장해야 합니다."
#~ msgid "Re-Importing"
#~ msgstr "다시 가져오기"
#~ msgid "Re-Import Changed Resources"
#~ msgstr "변경된 리소스 다시 가져오기"
#~ msgid ""
#~ "\n"
#~ "Status: Needs Re-Import"
#~ msgstr ""
#~ "\n"
#~ "상태: 다시 임포트 필요"
#~ msgid "Same source and destination files, doing nothing."
#~ msgstr "소스와 대상 파일이 동일하여, 무시됩니다."
#~ msgid "Same source and destination paths, doing nothing."
#~ msgstr "소스와 대상 경로가 동일하여, 무시됩니다."
#~ msgid "Can't move directories to within themselves."
#~ msgstr "디렉토리를 자신으로 이동할 수 없습니다."
#~ msgid "Pick New Name and Location For:"
#~ msgstr "새로운 이름과 위치를 고르세요:"
#~ msgid "Info"
#~ msgstr "정보"
#~ msgid "No bit masks to import!"
#~ msgstr "가져올 비트 마스크가 없습니다!"
#~ msgid "Target path is empty."
#~ msgstr "대상 경로가 없습니다."
#~ msgid "Target path must be a complete resource path."
#~ msgstr "대상 경로는 완전한 리소스 경로여야 합니다."
#~ msgid "Target path must exist."
#~ msgstr "대상 경로가 존재해야 합니다."
#~ msgid "Import BitMasks"
#~ msgstr "비트마스크 가져오기"
#~ msgid "Source Texture(s):"
#~ msgstr "소스 텍스쳐:"
#~ msgid "Target Path:"
#~ msgstr "대상 경로:"
#~ msgid "Accept"
#~ msgstr "수락"
#~ msgid "Bit Mask"
#~ msgstr "비트 마스크"
#~ msgid "No source font file!"
#~ msgstr "소스 폰트 파일이 없습니다!"
#~ msgid "No target font resource!"
#~ msgstr "폰트 리소스 경로가 없습니다!"
#~ msgid ""
#~ "Invalid file extension.\n"
#~ "Please use .font."
#~ msgstr ""
#~ "유효하지 않은 파일 확장자.\n"
#~ ".font 를 사용하세요."
#~ msgid "Couldn't save font."
#~ msgstr "폰트를 저장할 수 없습니다."
#~ msgid "Source Font:"
#~ msgstr "소스 폰트:"
#~ msgid "Dest Resource:"
#~ msgstr "리소스 경로:"
#~ msgid "The quick brown fox jumps over the lazy dog."
#~ msgstr ""
#~ "The quick brown fox jumps over the lazy dog.\n"
#~ "다람쥐 헌 쳇바퀴에 타고파."
#~ msgid "Test:"
#~ msgstr "테스트:"
#~ msgid "Options:"
#~ msgstr "옵션:"
#~ msgid "Font Import"
#~ msgstr "폰트 가져오기"
#~ msgid ""
#~ "This file is already a Godot font file, please supply a BMFont type file "
#~ "instead."
#~ msgstr "이 파일은 이미 Godot 폰트 파일입니다. BMFont 파일을 선택하세요."
#~ msgid "Failed opening as BMFont file."
#~ msgstr "BMFont 파일을 여는데 실패했습니다."
#~ msgid "Invalid font custom source."
#~ msgstr "사용자 지정 폰트 소스가 유효하지 않습니다."
#~ msgid "No meshes to import!"
#~ msgstr "가져올 메쉬가 없습니다!"
#~ msgid "Single Mesh Import"
#~ msgstr "단일 메쉬 가져오기"
#~ msgid "Source Mesh(es):"
#~ msgstr "소스 메쉬:"
#~ msgid "Surface %d"
#~ msgstr "서페이스 %d"
#~ msgid "No samples to import!"
#~ msgstr "가져올 샘플이 없습니다!"
#~ msgid "Import Audio Samples"
#~ msgstr "오디오 샘플 가져오기"
#~ msgid "Source Sample(s):"
#~ msgstr "소스 샘플:"
#~ msgid "Audio Sample"
#~ msgstr "오디오 샘플"
#~ msgid "New Clip"
#~ msgstr "새 클립"
#~ msgid "Flags"
#~ msgstr "플래그"
#~ msgid "Bake FPS:"
#~ msgstr "FPS 설정:"
#~ msgid "Optimizer"
#~ msgstr "최적화"
#~ msgid "Max Linear Error"
#~ msgstr "최대 선형 오류"
#~ msgid "Max Angular Error"
#~ msgstr "최대 각도 오류"
#~ msgid "Max Angle"
#~ msgstr "최대 각도"
#~ msgid "Start(s)"
#~ msgstr "시작(초)"
#~ msgid "Source path is empty."
#~ msgstr "소스 경로가 비어있습니다."
#~ msgid "Couldn't load post-import script."
#~ msgstr "가져오기 후 실행할 스크립트를 로드할 수 없습니다."
#~ msgid "Invalid/broken script for post-import."
#~ msgstr "가져오기 후 실행할 스크립트가 유효하지 않거나 깨져있습니다."
#~ msgid "Error importing scene."
#~ msgstr "씬 가져오기 에러."
#~ msgid "Import 3D Scene"
#~ msgstr "3D 씬 가져오기"
#~ msgid "Source Scene:"
#~ msgstr "소스 씬:"
#~ msgid "Same as Target Scene"
#~ msgstr "대상 씬과 같음"
#~ msgid "Shared"
#~ msgstr "공유됨"
#~ msgid "Target Texture Folder:"
#~ msgstr "대상 텍스쳐 폴더:"
#~ msgid "Custom Root Node Type:"
#~ msgstr "사용자 정의 루트 노드 타입:"
#~ msgid "Auto"
#~ msgstr "자동"
#~ msgid "The Following Files are Missing:"
#~ msgstr "다음의 파일들이 빠져있습니다:"
#~ msgid "Import Anyway"
#~ msgstr "무시하고 가져오기"
#~ msgid "Edited scene has not been saved, open imported scene anyway?"
#~ msgstr "편집된 씬이 저장되지 않았습니다. 무시하고 가져온 씬을 여시겠습니까?"
#~ msgid "Import Image:"
#~ msgstr "이미지 가져오기:"
#~ msgid "Couldn't localize path: %s (already local)"
#~ msgstr "경로를 로컬 경로로 바꿀 수 없습니다: %s (이미 로컬 경로)"
#~ msgid "3D Scene Animation"
#~ msgstr "3D 씬 애니메이션"
#~ msgid "Uncompressed"
#~ msgstr "무압축"
#~ msgid "Compress Lossless (PNG)"
#~ msgstr "무손실 압축 (PNG)"
#~ msgid "Compress Lossy (WebP)"
#~ msgstr "손실 압축 (PNG)"
#~ msgid "Compress (VRAM)"
#~ msgstr "압축 (VRAM)"
#~ msgid "Texture Format"
#~ msgstr "텍스쳐 포멧"
#~ msgid "Texture Compression Quality (WebP):"
#~ msgstr "텍스쳐 압축 품질 (WebP):"
#~ msgid "Please specify some files!"
#~ msgstr "파일을 지정하세요!"
#~ msgid "At least one file needed for Atlas."
#~ msgstr "아틀라스 생성을 위해서는 최소 1개 이상의 파일이 필요합니다."
#~ msgid "Error importing:"
#~ msgstr "가져오기 에러:"
#~ msgid "Max Texture Size:"
#~ msgstr "최대 텍스쳐 사이즈:"
#~ msgid "Import Textures for Atlas (2D)"
#~ msgstr "아틀라스를 위한 텍스쳐 가져오기 (2D)"
#~ msgid "Large Texture"
#~ msgstr "큰 텍스쳐"
#~ msgid "Import Large Textures (2D)"
#~ msgstr "큰 텍스쳐 가져오기 (2D)"
#~ msgid "Source Texture"
#~ msgstr "소스 텍스쳐"
#~ msgid "Base Atlas Texture"
#~ msgstr "기본 아틀라스 텍스쳐"
#~ msgid "Source Texture(s)"
#~ msgstr "소트 텍스쳐"
#~ msgid "Import Textures for 2D"
#~ msgstr "2D 텍스쳐 가져오기"
#~ msgid "Import Textures for 3D"
#~ msgstr "3D 텍스쳐 가져오기"
#~ msgid "Import Textures"
#~ msgstr "텍스쳐 가져오기"
#~ msgid "2D Texture"
#~ msgstr "2D 텍스쳐"
#~ msgid "3D Texture"
#~ msgstr "3D 텍스쳐"
#~ msgid "Atlas Texture"
#~ msgstr "텍스쳐 아틀라스"
#~ msgid ""
#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
#~ "to the project."
#~ msgstr ""
#~ "알림: 2D 텍스쳐 가져오기가 필수는 아닙니다. png/jpg 파일들을 프로젝트에 복"
#~ "사해서 사용해도 됩니다."
#~ msgid "Crop empty space."
#~ msgstr "빈 영역 잘라내기."
#~ msgid "Texture"
#~ msgstr "텍스쳐"
#~ msgid "Import Large Texture"
#~ msgstr "큰 텍스쳐 가져오기"
#~ msgid "Load Source Image"
#~ msgstr "소스 이미지 로드"
#~ msgid "Slicing"
#~ msgstr "자르는 중"
#~ msgid "Saving"
#~ msgstr "저장 중"
#~ msgid "Couldn't save large texture:"
#~ msgstr "큰 텍스쳐를 저장할 수 없음:"
#~ msgid "Build Atlas For:"
#~ msgstr "아틀라스 생성:"
#~ msgid "Loading Image:"
#~ msgstr "이미지 로딩:"
#~ msgid "Converting Images"
#~ msgstr "이미지 변환 중"
#~ msgid "Cropping Images"
#~ msgstr "이미지 자르는 중"
#~ msgid "Couldn't save atlas image:"
#~ msgstr "아틀라스 이미지를 저장할 수 없음:"
#~ msgid "Invalid translation source!"
#~ msgstr "유효하지 않은 번역 소스!"
#~ msgid "Column"
#~ msgstr "열"
#~ msgid "No items to import!"
#~ msgstr "가져올 항목이 없습니다!"
#~ msgid "No target path!"
#~ msgstr "대상 경로가 없습니다!"
#~ msgid "Import Translations"
#~ msgstr "번역 가져오기"
#~ msgid "Couldn't import!"
#~ msgstr "가져올 수 없습니다!"
#~ msgid "Import Translation"
#~ msgstr "번역 가져오기"
#~ msgid "Source CSV:"
#~ msgstr "소스 CSV:"
#~ msgid "Ignore First Row"
#~ msgstr "첫째줄 무시"
#~ msgid "Compress"
#~ msgstr "압축"
#~ msgid "Add to Project (project.godot)"
#~ msgstr "프로젝트에 추가 (project.godot)"
#~ msgid "Import Languages:"
#~ msgstr "언어 가져오기:"
#~ msgid "Translation"
#~ msgstr "번역"
#~ msgid "Triangle #"
#~ msgstr "삼각형 #"
#~ msgid "Light Baker Setup:"
#~ msgstr "라이트 베이커 설정:"
#~ msgid "Fixing Lights"
#~ msgstr "라이트 수정 중"
#~ msgid "Making BVH"
#~ msgstr "BVH 만드는 중"
#~ msgid "Allocating Texture #"
#~ msgstr "텍스쳐 할당 중 #"
#~ msgid "Baking Triangle #"
#~ msgstr "삼각형 굽는 중 #"
#~ msgid "Post-Processing Texture #"
#~ msgstr "텍스쳐 후처리 중 #"
#~ msgid "Reset the lightmap octree baking process (start over)."
#~ msgstr "라이트맵 오크트리 굽기 프로세스 재설정 (처음부터 다시)."
#~ msgid "Zoom Set..."
#~ msgstr "확대 설정..."
#~ msgid "Parse BBCode"
#~ msgstr "BBCode 읽기"
#~ msgid "Length:"
#~ msgstr "길이:"
#~ msgid "Open Sample File(s)"
#~ msgstr "샘플 파일 열기"
#~ msgid "ERROR: Couldn't load sample!"
#~ msgstr "에러: 샘플을 로드할 수 없습니다!"
#~ msgid "Add Sample"
#~ msgstr "샘플 추가"
#~ msgid "Rename Sample"
#~ msgstr "샘플 이름 변경"
#~ msgid "Delete Sample"
#~ msgstr "샘플 삭제"
#~ msgid "16 Bits"
#~ msgstr "16 비트"
#~ msgid "8 Bits"
#~ msgstr "8 비트"
#~ msgid "Stereo"
#~ msgstr "스테레오"
#~ msgid "Scaling to %s%%."
#~ msgstr "%s%%로 크기 변경."
#~ msgid "Bucket"
#~ msgstr "채우기"
#~ msgid "Invalid project path, the path must exist!"
#~ msgstr "프로젝트 경로가 유효하지 않습니다. 경로가 반드시 존재해야 합니다!"
#, fuzzy
#~ msgid "Invalid project path, project.godot must not exist."
#~ msgstr "프로젝트 경로가 유효하지 않습니다. engine.cfg가 있으면 안됩니다."
#, fuzzy
#~ msgid "Invalid project path, project.godot must exist."
#~ msgstr "프로젝트 경로가 유효하지 않습니다. engine.cfg가 존재해야합니다."
#~ msgid "Project Path (Must Exist):"
#~ msgstr "프로젝트 경로 (반드시 필요):"
#~ msgid "Create New Resource"
#~ msgstr "새 리소스 만들기"
#~ msgid "Open Resource"
#~ msgstr "리소스 열기"
#~ msgid "Save Resource"
#~ msgstr "리로스 저장"
#~ msgid "Resource Tools"
#~ msgstr "리소스 도구"
#~ msgid "Edit Groups"
#~ msgstr "그룹 편집"
#, fuzzy
#~ msgid "Tiles"
#~ msgstr "파일"
#~ msgid "Ctrl+"
#~ msgstr "컨트롤+"
#~ msgid "Close scene? (Unsaved changes will be lost)"
#~ msgstr "씬을 닫으시겠습니까? (저장하지 않은 변경사항은 사라집니다.)"
#~ msgid ""
#~ "Open Project Manager? \n"
#~ "(Unsaved changes will be lost)"
#~ msgstr ""
#~ "프로젝트 매니저를 실행하시겠습니까?\n"
#~ "(저장하지 않은 변경사항은 사라집니다.)"
#~ msgid "Close Goto Prev. Scene"
#~ msgstr "닫고 이전 씬으로 이동"
#~ msgid "Del"
#~ msgstr "삭제"
#, fuzzy
#~ msgid ""
#~ "Couldn't read the certificate file. Are the path and password both "
#~ "correct?"
#~ msgstr "인증서 파일을 읽을 수 없습니다. 경로와 비밀번호가 정확합니까?"
#~ msgid "Error creating the package signature."
#~ msgstr "패키지 서명을 생성하는 중 에러가 발생했습니다."
#, fuzzy
#~ msgid "RAW Mode"
#~ msgstr "실행 모드:"
#~ msgid "Node From Scene"
#~ msgstr "씬으로부터 노드 가져오기"
#~ msgid "Import assets to the project."
#~ msgstr "프로젝트로 에셋 가져오기."
#~ msgid "Export the project to many platforms."
#~ msgstr "프로젝트를 많은 플랫폼으로 내보내기."
#~ msgid "Alerts when an external resource has changed."
#~ msgstr "외부 리소스가 변경되었을 때 알림."
#~ msgid "Open https://godotengine.org at tutorials section."
#~ msgstr "https://godotengine.org의 튜토리얼 부분을 엽니다."
#~ msgid "No scene selected to instance!"
#~ msgstr "인스턴스할 씬이 선택되지 않았습니다!"
#~ msgid "Instance at Cursor"
#~ msgstr "커서에 인스턴스 만들기"
#~ msgid "Use Default Light"
#~ msgstr "기본 Light 사용"
#~ msgid "Default Light Normal:"
#~ msgstr "기본 라이트 노말:"
#~ msgid "Ambient Light Color:"
#~ msgstr "환경 광 색상:"
#~ msgid "Invalid parent class name"
#~ msgstr "유요하지 않은 부모 클래스명"
#~ msgid "Valid chars:"
#~ msgstr "유요한 문자:"
#~ msgid "Valid name"
#~ msgstr "유요한 이름"
#~ msgid "Class name is invalid!"
#~ msgstr "클래스명이 유효하지 않습니다!"
#~ msgid "Parent class name is invalid!"
#~ msgstr "부모 클래스명이 유효하지 않습니다!"
#~ msgid "Path property must point to a valid Particles2D node to work."
#~ msgstr "Path 속성은 유효한 Particles2D 노드를 가리켜야 합니다."
#~ msgid "Surface"
#~ msgstr "출사면"
#~ msgid ""
#~ "A SampleLibrary resource must be created or set in the 'samples' property "
#~ "in order for SamplePlayer to play sound."
#~ msgstr ""
#~ "SamplePlayer가 사운드를 재생하기 위해서는 'Samples' 속성에서 새로운 "
#~ "SampleLibrary 리소스를 생성하거나, 지정해야합니다."
#~ msgid ""
#~ "A SampleLibrary resource must be created or set in the 'samples' property "
#~ "in order for SpatialSamplePlayer to play sound."
#~ msgstr ""
#~ "SpatialSamplePlayer가 사운드를 재생하기 위해서는 'Samples' 속성에서 새로"
#~ "운 SampleLibrary 리소스를 생성하거나, 지정해야합니다."
#~ msgid "Replaced %d Ocurrence(s)."
#~ msgstr "%d 회 변경됨."
#~ msgid "Save Translatable Strings"
#~ msgstr "번역가능한 문자열 저장"
#~ msgid "Edit Script Options"
#~ msgstr "스크립트 옵션 편집"
#~ msgid "Error exporting project!"
#~ msgstr "프로젝트 내보내기 중 에러!"
#~ msgid "Error writing the project PCK!"
#~ msgstr "프로젝트 PCK 작성중 에러!"
#~ msgid "No exporter for platform '%s' yet."
#~ msgstr "'%s' 플랫폼으로 내보내기 위한 템플릿 파일이 없습니다."
#~ msgid "Create Android keystore"
#~ msgstr "안드로이드 키스토어 만들기"
#~ msgid "Organization"
#~ msgstr "조직"
#~ msgid "Password"
#~ msgstr "암호"
#~ msgid "at least 6 characters"
#~ msgstr "최소 6 글자"
#~ msgid "File name"
#~ msgstr "파일명"
#~ msgid "Include"
#~ msgstr "포함"
#~ msgid "Group name can't be empty!"
#~ msgstr "그룹 이름을 지정해야 합니다!"
#~ msgid "Invalid character in group name!"
#~ msgstr "그룹 이름에 유효하지 않은 문자가 사용되었습니다!"
#~ msgid "Add Image Group"
#~ msgstr "이미지 그룹 추가"
#~ msgid "Project Export Settings"
#~ msgstr "프로젝트 내보내기 설정"
#~ msgid "Export to Platform"
#~ msgstr "플랫폼으로 내보내기"
#~ msgid "Export all files in the project directory."
#~ msgstr "프로젝트 디렉토리 안의 모든 파일 내보내기."
#~ msgid "Convert text scenes to binary on export."
#~ msgstr "내보내기 시, 텍스트 기반 씬 파일을 바이너리 형식으로 변환."
#~ msgid "Images"
#~ msgstr "이미지"
#~ msgid "Keep Original"
#~ msgstr "원본 유지"
#~ msgid "Compress for Disk (Lossy, WebP)"
#~ msgstr "디스크 압축 (Lossy, WebP)"
#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
#~ msgstr "메모리 압축 (BC/PVRTC/ETC)"
#~ msgid "Convert Images (*.png):"
#~ msgstr "이미지 변환 (*.png):"
#~ msgid "Compress for Disk (Lossy) Quality:"
#~ msgstr "디스크를 위한 압축 (손실) 품질:"
#~ msgid "Shrink All Images:"
#~ msgstr "모든 이미지 줄이기:"
#~ msgid "Compress Formats:"
#~ msgstr "압축 포멧:"
#~ msgid "Groups:"
#~ msgstr "그룹:"
#~ msgid "Compress Disk"
#~ msgstr "디스크 압축"
#~ msgid "Compress RAM"
#~ msgstr "메모리 압축"
#~ msgid "Compress Mode:"
#~ msgstr "압축 모드:"
#~ msgid "Lossy Quality:"
#~ msgstr "손실 품질:"
#~ msgid "Shrink By:"
#~ msgstr "이미지 줄이기:"
#~ msgid "Images:"
#~ msgstr "이미지:"
#~ msgid "Sample Conversion Mode: (.wav files):"
#~ msgstr "샘플 변환 모드: (.wav 파일):"
#~ msgid "Compress (RAM - IMA-ADPCM)"
#~ msgstr "압축 (RAM - IMA-ADPCM)"
#~ msgid "Sampling Rate Limit (Hz):"
#~ msgstr "샘플링 레이트 제한 (Hz):"
#~ msgid "Trim"
#~ msgstr "잘라내기"
#~ msgid "Trailing Silence:"
#~ msgstr "끝의 무음:"
#~ msgid "Export Project PCK"
#~ msgstr "프로젝트 PCK 내보내기"
#~ msgid "Project Export"
#~ msgstr "프로젝트 내보내기"
#~ msgid "BakedLightInstance does not contain a BakedLight resource."
#~ msgstr "BakedLightInstance가 BakedLight 리소스를 가지고 있지 않습니다."
#~ msgid "Lighting"
#~ msgstr "라이팅"
#~ msgid "Global"
#~ msgstr "Global"
#~ msgid ""
#~ "This item cannot be made visible because the parent is hidden. Unhide the "
#~ "parent first."
#~ msgstr ""
#~ "부모 노드가 숨겨져 있기 때문에 이 항목을 보이도록 만들 수 없습니다. 부모 "
#~ "노드를 먼저 보이도록 하세요."
#~ msgid ""
#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
#~ "'user://', or 'local://'"
#~ msgstr ""
#~ "경로는 '/'로 시작할 수 없습니다. 'res://', 'user://', 또는 'local://'로 시"
#~ "작하는 절대 경로를 사용해야 합니다"
#~ msgid "File exists"
#~ msgstr "파일이 존재함"
#~ msgid "Valid path"
#~ msgstr "유요한 경로"
#~ msgid "Cannot go into subdir:"
#~ msgstr "하위 디렉토리로 이동할 수 없습니다:"
#~ msgid "Top (Num7)"
#~ msgstr "윗면 (넘버패드7)"
#~ msgid "Bottom (Shift+Num7)"
#~ msgstr "아랫면 (쉬프트+넘버패드7)"
#~ msgid "Left (Num3)"
#~ msgstr "왼쪽면 (넘버패드3)"
#~ msgid "Right (Shift+Num3)"
#~ msgstr "오른쪽면 (쉬프트+넘버패드3)"
#~ msgid "Front (Num1)"
#~ msgstr "정면 (넘버패드1)"
#~ msgid "Rear (Shift+Num1)"
#~ msgstr "뒷면 (쉬프트+넘버패드1)"
#~ msgid "Perspective (Num5)"
#~ msgstr "원근보기 (넘버패드5)"
#~ msgid "Orthogonal (Num5)"
#~ msgstr "직교보기 (넘버패드5)"
#~ msgid "Selection (F)"
#~ msgstr "선택 (F)"
#~ msgid "Align with view (Ctrl+Shift+F)"
#~ msgstr "뷰에 정렬 (컨트롤+쉬프트+F)"
#~ msgid "Enable/Disable interpolation when looping animation."
#~ msgstr "애니메이션 루프 시 보간 활성화/비활성화."
#~ msgid "Load Layout"
#~ msgstr "레이아웃 로드"
#~ msgid "Scale Region Editor"
#~ msgstr "스케일 구역 편집기"
#~ msgid "Inherit Scene"
#~ msgstr "상속 씬"
#~ msgid "Binds (Extra Params):"
#~ msgstr "바인드 (추가 파라미터):"
#~ msgid "Method In Node:"
#~ msgstr "노드의 함수:"
#~ msgid "Reload Tool Script (Soft)"
#~ msgstr "툴 스크립트 다시 로드 (소프트)"
#~ msgid "Set Params"
#~ msgstr "속성 적용"
#~ msgid "Live Editing"
#~ msgstr "실시간 편집"
#~ msgid "File Server"
#~ msgstr "파일 서버"
#~ msgid "Deploy File Server Clients"
#~ msgstr "파일 서버 클라이언트 배포"
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