From d93635cce46e5d0991ec56b6a706c60d4096a829 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 20 Jun 2024 16:33:29 +0200 Subject: [PATCH] Sync translations with Weblate --- weblate/cs.po | 25 +- weblate/de.po | 446 ++-- weblate/es.po | 45 +- weblate/fi.po | 25 +- weblate/fr.po | 5151 +++++++++++++++++++++++----------------------- weblate/hi.po | 110 +- weblate/id.po | 60 +- weblate/it.po | 185 +- weblate/ja.po | 3612 ++++++++++++++++---------------- weblate/ko.po | 212 +- weblate/nl.po | 17 +- weblate/pl.po | 138 +- weblate/pt.po | 555 ++++- weblate/pt_BR.po | 892 ++++++-- weblate/ru.po | 137 +- weblate/tr.po | 30 +- weblate/uk.po | 42 +- weblate/vi.po | 1536 +++++++++----- weblate/zh_CN.po | 2883 +++++++++++++++++--------- 19 files changed, 9397 insertions(+), 6704 deletions(-) diff --git a/weblate/cs.po b/weblate/cs.po index 75dd397512..2d9c7f1297 100644 --- a/weblate/cs.po +++ b/weblate/cs.po @@ -57,21 +57,22 @@ # Marek Poustka , 2024. # multiflexi , 2024. # Nela Flosová , 2024. +# Tomáš Peltan , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-02 21:08+0000\n" -"Last-Translator: Nela Flosová \n" -"Language-Team: Czech \n" +"PO-Revision-Date: 2024-05-23 11:39+0000\n" +"Last-Translator: Tomáš Peltan \n" +"Language-Team: Czech \n" "Language: cs\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n" -"X-Generator: Weblate 5.5.3-dev\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -1323,6 +1324,8 @@ msgstr "" msgid "" "Supports lighting dynamic objects using automatic and manually placed probes." msgstr "" +"Podporuje osvětlení dynamických objektů pomocí automaticky a ručně " +"umístěných sond (probes)." #: ../../docs/about/list_of_features.rst:245 msgid "" @@ -1395,7 +1398,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:274 msgid "Screen-space reflections with support for material roughness." -msgstr "" +msgstr "Odrazy v obrazovkovém prostoru s podporou pro drsnost materiálu." #: ../../docs/about/list_of_features.rst:275 msgid "" @@ -1416,6 +1419,8 @@ msgid "" "When using the Forward Mobile backend, up to 8 reflection probes can be " "displayed per mesh resource." msgstr "" +"Při použití backendu Forward Mobile může být zobrazeno až 8 odrazových sond (" +"reflection probes) na zdroj typu model (mesh)." #: ../../docs/about/list_of_features.rst:282 #, fuzzy @@ -1508,11 +1513,11 @@ msgstr "**Mlha:**" #: ../../docs/about/list_of_features.rst:309 msgid "Exponential depth fog." -msgstr "" +msgstr "Mlha s exponenciální hloubkou." #: ../../docs/about/list_of_features.rst:310 msgid "Exponential height fog." -msgstr "" +msgstr "Mlha s exponenciální výškou." #: ../../docs/about/list_of_features.rst:311 msgid "" @@ -1531,6 +1536,8 @@ msgid "" "Support for controlling how much fog rendering should affect the sky, with " "separate controls for traditional and volumetric fog." msgstr "" +"Podpora pro kontrolu toho, jak moc bude vykreslování mlhy ovlivňovat oblohu, " +"se samostatnými ovladači pro tradiční a volumetrickou mlhu." #: ../../docs/about/list_of_features.rst:315 msgid "Support for making specific materials ignore fog." @@ -1538,7 +1545,7 @@ msgstr "Podpora pro ignorování mlhy u konkrétních materiálů." #: ../../docs/about/list_of_features.rst:317 msgid "**Volumetric fog:**" -msgstr "" +msgstr "**Volumetrická mlha:**" #: ../../docs/about/list_of_features.rst:319 msgid "" diff --git a/weblate/de.po b/weblate/de.po index f07def6b0c..0b681f2923 100644 --- a/weblate/de.po +++ b/weblate/de.po @@ -205,7 +205,7 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-04-13 12:01+0000\n" +"PO-Revision-Date: 2024-05-10 20:40+0000\n" "Last-Translator: Cerno_b \n" "Language-Team: German \n" @@ -214,7 +214,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.5-dev\n" +"X-Generator: Weblate 5.5.4\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -388,7 +388,6 @@ msgid "Offline documentation" msgstr "Offline-Dokumentation" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ herunterladen, um es offline zu lesen (Wird jeden Montag " -"aktualisiert). Extrahieren Sie die ZIP-Datei und öffnen Sie die ``index." -"html`` in einem Webbrowser." +"Um die Dokumentation offline zu lesen, können Sie eine `HTML-Kopie " +"herunterladen `__ (jeden Montag " +"aktualisiert). Entpacken Sie das ZIP-Archiv und öffnen Sie die oberste Ebene " +"``index.html`` in einem Webbrowser." #: ../../docs/index.rst:58 msgid "" @@ -1697,12 +1696,11 @@ msgstr "" "Filtering (global konfiguriert)." #: ../../docs/about/list_of_features.rst:292 -#, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" -"Optionales Fernausblendungssystem zum Ausblenden entfernter Lichter und " -"ihrer Schatten, um die Leistung zu verbessern." +"Optionales Fernausblendungssystem zum Ausblenden entfernter Decals, um die " +"Performance zu verbessern." #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -6182,9 +6180,8 @@ msgid "Godot 4.3 (`master`)" msgstr "Godot 4.3 (`Master`)" #: ../../docs/about/release_policy.rst:83 -#, fuzzy msgid "June 2024 (estimate)" -msgstr "Q1 2024 (voraussichtlich)" +msgstr "Juni 2024 (voraussichtlich)" #: ../../docs/about/release_policy.rst:83 msgid "" @@ -6531,15 +6528,14 @@ msgstr "" "uns, relativ häufig kleinere Versionen zu veröffentlichen." #: ../../docs/about/release_policy.rst:200 -#, fuzzy msgid "" "In particular, after the very length release cycle for 4.0, we are pivoting " "to a faster paced development workflow, 4.1 released 4 months after 4.0, and " "4.2 released 4 months after 4.1" msgstr "" -"Nach dem sehr langen Release-Zyklus für 4.0 stellen wir auf einen " -"schnelleren Entwicklungs-Workflow um, wobei die Veröffentlichung von 4.1 für " -"Ende Q2/Anfang Q3 2023 erwartet wird." +"Insbesondere nach dem sehr langen Veröffentlichungszyklus für 4.0 stellen " +"wir auf einen schnelleren Entwicklungsablauf um: 4.1 wird 4 Monate nach 4.0 " +"und 4.2 4 Monate nach 4.1 veröffentlicht" #: ../../docs/about/release_policy.rst:204 msgid "" @@ -9374,10 +9370,8 @@ msgstr "" "Eigenschaften:" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61 -#, fuzzy msgid "They always have one root node, like the \"Player\" in our example." -msgstr "" -"Sie haben immer einen Root-Node, wie der „Charakter“ in unserem Beispiel." +msgstr "Sie haben immer einen Root-Node, wie der „Spieler“ in unserem Beispiel." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62 msgid "You can save them to your local drive and load them later." @@ -9685,7 +9679,6 @@ msgstr "" "`." #: ../../docs/getting_started/step_by_step/instancing.rst:23 -#, fuzzy msgid "" "Once you have saved a scene, it works as a blueprint: you can reproduce it " "in other scenes as many times as you'd like. Replicating an object from a " @@ -9758,13 +9751,13 @@ msgstr "" "zu importieren." #: ../../docs/getting_started/step_by_step/instancing.rst:52 -#, fuzzy msgid "" "In the pop-up that appears navigate to the folder you extracted. Double-" "click the ``project.godot`` file to open it." msgstr "" -"Klicken Sie in dem daraufhin angezeigten Popup-Fenster auf den Durchsuchen-" -"Button und navigieren Sie zu dem von Ihnen extrahierten Ordner." +"In dem erscheinenden Pop-up-Fenster navigieren Sie zu dem Ordner, den Sie " +"entpackt haben. Doppelklicken Sie auf die Datei ``project.godot``, um sie zu " +"öffnen." #: ../../docs/getting_started/step_by_step/instancing.rst:57 msgid "Finally, click the Import & Edit button." @@ -11262,16 +11255,15 @@ msgid "Scene setup" msgstr "Einrichten einer Szene" #: ../../docs/getting_started/step_by_step/signals.rst:40 -#, fuzzy msgid "" "To add a button to our game, we will create a new scene which will include " "both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " "created in the :ref:`doc_scripting_first_script` lesson." msgstr "" "Um einen Button zu unserem Spiel hinzuzufügen, erstellen wir eine neue " -"Hauptszene, die sowohl einen :ref:`Button ` als auch die Szene " -"``sprite_2d.tscn`` enthält, die wir in der Lektion :ref:" -"`doc_scripting_first_script` erstellt haben." +"Szene, die sowohl einen :ref:`Button ` als auch die Szene " +"``sprite_2d.tscn`` enthält, die wir in der Lektion " +":ref:`doc_scripting_first_script` erstellt haben." #: ../../docs/getting_started/step_by_step/signals.rst:44 msgid "Create a new scene by going to the menu Scene -> New Scene." @@ -12331,7 +12323,6 @@ msgstr "" "benötigt:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:48 -#, fuzzy msgid "" "Using the ``export`` keyword on the first variable ``speed`` allows us to " "set its value in the Inspector. This can be handy for values that you want " @@ -12344,9 +12335,9 @@ msgstr "" "verwenden, ermöglicht Ihnen dies, dessen Wert im Inspektor einzustellen. " "Dies kann für Werte nützlich sein, die Sie genau wie die Built-in-" "Eigenschaften eines Nodes anpassen möchten. Klicken Sie auf den Node " -"``Player``, und die Eigenschaft wird jetzt im Bereich mit den " -"Skriptvariablen des Inspektors angezeigt. Denken Sie daran, wenn Sie den " -"Wert hier ändern, wird der im Skript verwendete Wert überladen." +"``Player``, und Sie sehen, dass die Property jetzt im Inspektor in einem " +"neuen Abschnitt mit dem Namen des Skripts erscheint. Denken Sie daran, wenn " +"Sie den Wert hier ändern, wird der im Skript verwendete Wert überladen." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:57 msgid "" @@ -12597,14 +12588,13 @@ msgstr "" "Ihre Bewegung auch dann konstant bleibt, wenn sich die Bildrate ändert." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:250 -#, fuzzy msgid "" "Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " "you can move the player around the screen in all directions." msgstr "" -"Klicken Sie auf \"Szene abspielen\" (:kbd:`F6`, :kbd:`Cmd + R` unter macOS) " -"und stellen Sie sicher, dass der Spieler sich auf dem Bildschirm in alle " -"Richtungen bewegen kann." +"Klicken Sie auf \"Aktuelle Szene abspielen\" (:kbd:`F6`, :kbd:`Cmd + R` " +"unter macOS) und stellen Sie sicher, dass der Spieler sich auf dem " +"Bildschirm in alle Richtungen bewegen kann." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:253 msgid "If you get an error in the \"Debugger\" panel that says" @@ -13208,13 +13198,12 @@ msgstr "" "auszuwählen, die wir instanziieren wollen." #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:102 -#, fuzzy msgid "" "Click the ``Main`` node and you will see the ``Mob Scene`` property in the " "Inspector under \"Main.gd\"." msgstr "" -"Klicken Sie auf den ``Main``-Node und Sie werden die Eigenschaft ``Mob " -"Scene`` im Inspektor unter dem Abschnitt mit den Skriptvariablen sehen." +"Klicken Sie auf den ``Main``-Node und Sie werden die Property ``Mob Scene`` " +"im Inspektor unter \"Main.gd\" sehen." #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:105 msgid "You can assign this property's value in two ways:" @@ -15639,7 +15628,6 @@ msgid "Connect the signal to the ``Mob``" msgstr "Verbinden Sie das Signal mit dem ``Mob``" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:235 -#, fuzzy msgid "" "This will take you back to the script editor and add a new function for you, " "``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " @@ -18577,7 +18565,6 @@ msgstr "" "sie tun müssen, um ihn zu konfigurieren." #: ../../docs/tutorials/best_practices/scene_organization.rst:234 -#, fuzzy msgid "" "So, why does all this complex switcheroo work? Well, because scenes operate " "best when they operate alone. If unable to work alone, then working with " @@ -19707,7 +19694,6 @@ msgstr "" "zu laden)." #: ../../docs/tutorials/best_practices/node_alternatives.rst:51 -#, fuzzy msgid "" "**Example:** Scripts, PackedScene (for scene files), and other types like " "each of the :ref:`AudioEffect ` classes. Each of these " @@ -25172,53 +25158,44 @@ msgid "Select" msgstr "Auswählen" #: ../../docs/tutorials/editor/default_key_mapping.rst:460 -#, fuzzy msgid "``tiles_editor/selection_tool``" -msgstr "``tile_map_editor/cut_selection``" +msgstr "``tiles_editor/selection_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid "Cut Selection" msgstr "Auswahl ausschneiden" #: ../../docs/tutorials/editor/default_key_mapping.rst:462 -#, fuzzy msgid "``tiles_editor/cut``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/cut``" #: ../../docs/tutorials/editor/default_key_mapping.rst:464 -#, fuzzy msgid "``tiles_editor/copy``" -msgstr "``script_text_editor/copy``" +msgstr "``tiles_editor/copy``" #: ../../docs/tutorials/editor/default_key_mapping.rst:466 -#, fuzzy msgid "Paste Selection" -msgstr "Auswahl löschen" +msgstr "Auswahl einfügen" #: ../../docs/tutorials/editor/default_key_mapping.rst:466 -#, fuzzy msgid "``tiles_editor/paste``" -msgstr "``tile_map_editor/paint_tile``" +msgstr "``tiles_editor/paste``" #: ../../docs/tutorials/editor/default_key_mapping.rst:468 -#, fuzzy msgid "``tiles_editor/delete``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/delete``" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#, fuzzy msgid "Cancel" -msgstr "Frankreich" +msgstr "Abbrechen" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#, fuzzy msgid ":kbd:`Esc`" -msgstr ":kbd:`E`" +msgstr ":kbd:`Esc`" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#, fuzzy msgid "``tiles_editor/cancel``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/cancel``" #: ../../docs/tutorials/editor/default_key_mapping.rst:472 #: ../../docs/tutorials/2d/using_tilemaps.rst:209 @@ -25226,9 +25203,8 @@ msgid "Paint" msgstr "Malen" #: ../../docs/tutorials/editor/default_key_mapping.rst:472 -#, fuzzy msgid "``tiles_editor/paint_tool``" -msgstr "``tile_map_editor/paint_tile``" +msgstr "``tiles_editor/paint_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 #: ../../docs/tutorials/2d/using_tilemaps.rst:238 @@ -25236,39 +25212,32 @@ msgid "Line" msgstr "Linie" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 -#, fuzzy msgid ":kbd:`L`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`L`" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 -#, fuzzy msgid "``tiles_editor/line_tool``" -msgstr "``tile_map_editor/find_tile``" +msgstr "``tiles_editor/line_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:476 -#, fuzzy msgid "Rect" -msgstr "Rect2" +msgstr "Rect" #: ../../docs/tutorials/editor/default_key_mapping.rst:476 -#, fuzzy msgid "``tiles_editor/rect_tool``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/rect_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#, fuzzy msgid "Bucket" msgstr "Fülleimer" #: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#, fuzzy msgid ":kbd:`B`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`B`" #: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#, fuzzy msgid "``tiles_editor/bucket_tool``" -msgstr "``tile_map_editor/bucket_fill``" +msgstr "``tiles_editor/bucket_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:480 #: ../../docs/tutorials/2d/using_tilemaps.rst:301 @@ -25280,9 +25249,8 @@ msgid ":kbd:`P`" msgstr ":kbd:`P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:480 -#, fuzzy msgid "``tiles_editor/picker``" -msgstr "``tile_map_editor/pick_tile``" +msgstr "``tiles_editor/bucket_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/2d/using_tilemaps.rst:313 @@ -25290,37 +25258,32 @@ msgid "Eraser" msgstr "Radierer" #: ../../docs/tutorials/editor/default_key_mapping.rst:482 -#, fuzzy msgid "``tiles_editor/eraser``" -msgstr "``tileset_editor/next_shape``" +msgstr "``tiles_editor/eraser``" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid "Flip Horizontally" msgstr "Horizontal spiegeln" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 -#, fuzzy msgid ":kbd:`C`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`C`" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 -#, fuzzy msgid "``tiles_editor/flip_tile_horizontal``" -msgstr "``tile_map_editor/flip_horizontal``" +msgstr "``tiles_editor/flip_tile_horizontal``" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid "Flip Vertically" msgstr "Vertikal spiegeln" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -#, fuzzy msgid ":kbd:`V`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`V`" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -#, fuzzy msgid "``tiles_editor/flip_tile_vertical``" -msgstr "``tile_map_editor/flip_vertical``" +msgstr "``tiles_editor/flip_tile_vertical``" #: ../../docs/tutorials/editor/default_key_mapping.rst:488 msgid "Rotate Left" @@ -25331,9 +25294,8 @@ msgid ":kbd:`Z`" msgstr ":kbd:`Z`" #: ../../docs/tutorials/editor/default_key_mapping.rst:488 -#, fuzzy msgid "``tiles_editor/rotate_tile_left``" -msgstr "``tile_map_editor/rotate_left``" +msgstr "``tiles_editor/rotate_tile_left``" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid "Rotate Right" @@ -25344,9 +25306,8 @@ msgid ":kbd:`X`" msgstr ":kbd:`X`" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 -#, fuzzy msgid "``tiles_editor/rotate_tile_right``" -msgstr "``tile_map_editor/rotate_right``" +msgstr "``tiles_editor/rotate_tile_right``" #: ../../docs/tutorials/editor/default_key_mapping.rst:494 msgid "Tileset Editor" @@ -40572,7 +40533,6 @@ msgid "Using the SurfaceTool" msgstr "Nutzen des SurfaceTools" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:6 -#, fuzzy msgid "" "The :ref:`SurfaceTool ` provides a useful interface for " "constructing geometry. The interface is similar to the :ref:`ImmediateMesh " @@ -40581,7 +40541,7 @@ msgid "" msgstr "" "Das :ref:`SurfaceTool ` bietet eine nützliche " "Schnittstelle für die Konstruktion von Geometrie. Die Schnittstelle ist " -"ähnlich wie der :ref:`ImmediateMesh `-Node. Man setzt " +"ähnlich wie der :ref:`ImmediateMesh `-Klasse. Man setzt " "jedes Attribut pro Vertex (z.B. normal, uv, Farbe) und wenn man dann einen " "Vertex hinzufügt, werden die Attribute erfasst." @@ -42199,7 +42159,6 @@ msgid "Shading mode" msgstr "Shading-Modus" #: ../../docs/tutorials/3d/standard_material_3d.rst:247 -#, fuzzy msgid "" "Godot has a more or less uniform cost per pixel thanks to the depth pre-" "pass. All lighting calculations are made by running the lighting shader on " @@ -42210,7 +42169,6 @@ msgstr "" "Beleuchtungs-Shader für jedes Pixel ausgeführt wird." #: ../../docs/tutorials/3d/standard_material_3d.rst:251 -#, fuzzy msgid "" "As these calculations are costly, performance can be brought down " "considerably in some corner cases such as drawing several layers of " @@ -42221,22 +42179,25 @@ msgstr "" "Da diese Berechnungen kostspielig sind, kann die Performance in einigen " "Fällen erheblich beeinträchtigt werden, z.B. beim Zeichnen mehrerer " "Transparenz-Ebenen (was in Partikelsystemen üblich ist). In diesen Fällen " -"kann die Umstellung auf Vertex-Beleuchtung hilfreich sein." +"kann das Umschalten auf den **Unshaded**-Schattierungsmodus die Performance " +"verbessern, insbesondere wenn sich die Kamera in der Nähe von Partikeln " +"befindet." #: ../../docs/tutorials/3d/standard_material_3d.rst:256 -#, fuzzy msgid "" "Additionally, on low-end or mobile devices, switching to unshaded rendering " "can considerably increase rendering performance." msgstr "" -"Darüber hinaus kann die Umstellung auf Vertex-Beleuchtung auf Low-End- oder " -"Mobilgeräten die Renderleistung erheblich verbessern." +"Darüber hinaus kann auf Low-End- oder Mobilgeräten der Wechsel zum Rendern " +"ohne Schattierung die Render-Performance erheblich steigern." #: ../../docs/tutorials/3d/standard_material_3d.rst:261 msgid "" "Keep in mind that when unshaded rendering is enabled, lights will not affect " "the material at all." msgstr "" +"Beachten Sie, dass bei aktiviertem schattenlosem Rendering die Lichter das " +"Material nicht beeinflussen." #: ../../docs/tutorials/3d/standard_material_3d.rst:266 msgid "" @@ -42244,28 +42205,30 @@ msgid "" "However, per-vertex shading is currently unimplemented and will act " "identical to per-pixel shading." msgstr "" +"Das **Pro-Vertex**-Shading ist als Option in der Property Shading-Modus " +"aufgeführt. Allerdings ist das Pro-Vertex-Shading derzeit nicht " +"implementiert und verhält sich identisch zum Pro-Pixel-Shading." #: ../../docs/tutorials/3d/standard_material_3d.rst:270 -#, fuzzy msgid "" "Support for per-vertex shading is planned to be reimplemented in a future " "Godot release." msgstr "" -"Unterstützung für *HDR-Ausgabe* ist für ein zukünftiges Release geplant." +"Es ist geplant, die Unterstützung für pro-Vertex-Shading in einer " +"zukünftigen Godot-Version neu zu implementieren." #: ../../docs/tutorials/3d/standard_material_3d.rst:274 msgid "Diffuse Mode" msgstr "Diffusmodus" #: ../../docs/tutorials/3d/standard_material_3d.rst:276 -#, fuzzy msgid "" "Specifies the algorithm used by diffuse scattering of light when hitting the " "object. The default is **Burley**. Other modes are also available:" msgstr "" "Gibt den Algorithmus an, der bei der diffusen Streuung des Lichts beim " -"Auftreffen auf das Objekt verwendet wird. Die Vorgabe ist *Burley*. Es sind " -"auch andere Modi verfügbar:" +"Auftreffen auf das Objekt verwendet wird. Die Vorgabe ist **Burley**. Es " +"sind auch andere Modi verfügbar:" #: ../../docs/tutorials/3d/standard_material_3d.rst:279 msgid "" @@ -46233,7 +46196,6 @@ msgstr "" "Partikel zu erzeugen, allerdings auf Kosten der Performance." #: ../../docs/tutorials/3d/particles/properties.rst:19 -#, fuzzy msgid "" "The ``Amount Ratio`` property is the radio of particles compared to the " "ammount that will be emitted. If it's less than ``1.0`` the ammount of " @@ -46734,7 +46696,6 @@ msgstr "" "`Lokale Koordinaten ` bestimmt." #: ../../docs/tutorials/3d/particles/process_material_properties.rst:47 -#, fuzzy msgid "" "The ``Damping as Friction`` property changes the behavior of damping from a " "constant deceleration to a deceleration based on speed." @@ -57885,7 +57846,6 @@ msgstr "" "Fading-Modi wählen:" #: ../../docs/tutorials/3d/visibility_ranges.rst:111 -#, fuzzy msgid "" "**Disabled:** Uses hysteresis to switch between LOD levels instantly. This " "prevents situations where LOD levels are switched back and forth quickly " @@ -57898,10 +57858,10 @@ msgstr "" "**Deaktiviert:** Verwendet die Hysterese, um sofort zwischen den LOD-Ebenen " "zu wechseln. Dies verhindert Situationen, in denen die LOD-Ebenen schnell " "hin- und hergeschaltet werden, wenn sich der Spieler am LOD-Übergangspunkt " -"vorwärts und dann rückwärts bewegt. Der Hystereseabstand wird durch " -"**Sichtbarkeitsbereich > Abstand Anfang** und **Sichtbarkeitsbereich > " -"Abstand Ende** bestimmt. Dieser Modus bietet die beste Performance, da er " -"das Rendering nicht dazu zwingt, während des Fading-Übergangs transparent zu " +"vorwärts und dann rückwärts bewegt. Der Hystereseabstand wird durch **" +"Sichtbarkeitsbereich > Abstand Anfang** und **Sichtbarkeitsbereich > Abstand " +"Ende** bestimmt. Dieser Modus bietet die beste Performance, da er das " +"Rendering nicht dazu zwingt, während des Fading-Übergangs transparent zu " "werden." #: ../../docs/tutorials/3d/visibility_ranges.rst:117 @@ -58409,15 +58369,14 @@ msgstr "" "embree>`__." #: ../../docs/tutorials/3d/occlusion_culling.rst:88 -#, fuzzy msgid "" "The engine then uses this low-resolution buffer to test the occludee's :abbr:" "`AABB (Axis-Aligned Bounding Box)` against the occluder shapes. The " "occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* " "by the occluder shape to be culled." msgstr "" -"Die Engine verwendet dann diesen niedrig aufgelösten Puffer, um die :abbr:" -"`AABB (Axis-Aligned Bounding Box)` der Occludees gegen die Occluder-Umrisse " +"Die Engine verwendet dann diesen niedrig aufgelösten Puffer, um die :abbr:`" +"AABB (Axis-Aligned Bounding Box)` der Occludees gegen die Occluder-Umrisse " "zu testen. Die :abbr:`AABB (Axis-Aligned Bounding Box)` des Occluders muss " "*vollständig* vom Umriss des Occludees verdeckt werden, der aussortiert " "werden soll." @@ -59513,11 +59472,12 @@ msgstr "" "Texturen im Import-Dock aktiviert." #: ../../docs/tutorials/3d/resolution_scaling.rst:226 -#, fuzzy msgid "" "The formula used to determine the texture mipmap bias is: " "``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``" -msgstr "Die Formel zur Bestimmung des Textur-Mipmap-Bias lautet: TODO" +msgstr "" +"Die Formel zur Bestimmung des Textur-Mipmap-Bias lautet: ``log2f(min(" +"scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``" #: ../../docs/tutorials/3d/resolution_scaling.rst:229 msgid "" @@ -71803,7 +71763,6 @@ msgid "Bone Weights" msgstr "Knochengewichte" #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:24 -#, fuzzy msgid "" "Blender puts rigged mesh vertices which have no bone weights at their " "original position, but these vertices would be placed at (0, 0, 0) in Godot, " @@ -71811,10 +71770,10 @@ msgid "" "any vertex with no bone weights detected in a rigged mesh." msgstr "" "Blender setzt geriggte Mesh-Vertices, die an ihrer ursprünglichen Position " -"keine Knochengewichte aufweisen. Diese Vertices werden jedoch in Godot bei " -"(0, 0, 0) platziert, wodurch das Mesh deformiert wird. Daher würde der " -"Exporter einen Fehler für jeden Vertex auslösen, ohne dass in einem " -"manipulierten Mesh Knochengewichte erkannt werden." +"keine Knochengewichte aufweisen. Diese Vertices werden jedoch in Godot bei (" +"0, 0, 0) platziert, wodurch das Mesh deformiert wird. Daher löst der " +"Exporter einen Fehler für jeden Vertex aus, ohne dass in einem manipulierten " +"Mesh Knochengewichte erkannt werden." #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:30 msgid "Non-Deform Bone" @@ -71962,7 +71921,6 @@ msgid "Animation Mode" msgstr "Animationsmodus" #: ../../docs/tutorials/assets_pipeline/escn_exporter/animation.rst:63 -#, fuzzy msgid "" "Godot and Blender have different structure to store animation data. In Godot " "animation data is stored in an AnimationPlayer node, instead of in each " @@ -76983,34 +76941,28 @@ msgid "NDK version r23c (23.2.8568313)" msgstr "NDK-Version r23c (23.2.8568313)" #: ../../docs/tutorials/export/exporting_for_android.rst:43 -#, fuzzy msgid "" "Alternatively, you can install the Android SDK with the `sdkmanager` command " "line tool." msgstr "" -"Alternativ können Sie das Android-SDK auch mit den `Kommandozeilen-Tools " -"`__ " -"installieren." +"Alternativ können Sie das Android-SDK auch mit dem Kommandozeilen-Tool " +"„sdkmanager“ installieren." #: ../../docs/tutorials/export/exporting_for_android.rst:45 -#, fuzzy msgid "" "Install the command line tools package using these `instructions `__." msgstr "" -"Führen Sie es einmal aus, um das SDK-Setup mithilfe dieser `Anweisungen " -"` __ " -"abzuschließen." +"Installieren Sie das Paket der Befehlszeilentools mit Hilfe dieser `" +"Anleitung `__." #: ../../docs/tutorials/export/exporting_for_android.rst:46 -#, fuzzy msgid "" "Once the command line tools are installed, run the following `sdkmanager` " "command to complete the setup process:" msgstr "" -"Führen Sie nach der Installation des Kommandozeilen-Tools den Befehl " -"`sdkmanager ` " -"__ aus, um den Installationsvorgang abzuschließen:" +"Sobald die Befehlszeilentools installiert sind, führen Sie den folgenden " +"Befehl `sdkmanager` aus, um den Einrichtungsprozess abzuschließen:" #: ../../docs/tutorials/export/exporting_for_android.rst:54 msgid "" @@ -78464,11 +78416,10 @@ msgstr "" "anderes." #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:99 -#, fuzzy msgid "**Keep:** Export this resource as usual, with visual files intact." msgstr "" "**Beibehalten:** Exportieren Sie diese Ressource wie gewohnt, wobei visuelle " -"Dateien interagieren." +"Dateien erhalten bleiben." #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:100 msgid "" @@ -81498,13 +81449,12 @@ msgstr "" "empfehlen wir Ihnen, dies zu tun, bevor Sie diese Seite lesen." #: ../../docs/tutorials/i18n/internationalizing_games.rst:25 -#, fuzzy msgid "" "We will be using the official demo as an example; you can `download it from " "the Asset Library `_." msgstr "" "Wir werden die offizielle Demo als Beispiel verwenden. Sie können sie aus " -"der `Asset-Bibliothek `_ " +"der `Asset-Bibliothek `_ " "herunterladen." #: ../../docs/tutorials/i18n/internationalizing_games.rst:29 @@ -92810,7 +92760,6 @@ msgstr "" "einen Pull-Request im verlinkten Repository öffnen." #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:317 -#, fuzzy msgid "" "There are many ways to create mappings. One option is to use the mapping " "wizard in the `official Joypads demo `__. Sobald Sie ein funktionierendes " -"Mapping für Ihren Controller haben, können Sie es testen, indem Sie die " -"Umgebungsvariable ``SDL_GAMECONTROLLERCONFIG`` definieren, bevor Sie Godot " -"starten:" +"Verwendung des Mapping-Assistenten in der `offiziellen Joypads-Demo " +"`__. Sobald Sie ein " +"funktionierendes Mapping für Ihren Controller haben, können Sie es testen, " +"indem Sie die Umgebungsvariable ``SDL_GAMECONTROLLERCONFIG`` definieren, " +"bevor Sie Godot starten:" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:338 msgid "" @@ -96236,13 +96185,13 @@ msgstr "" "Resource zum Regions-Node hinzu." #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:97 -#, fuzzy msgid "" "Define the movable navigation area with the NavigationPolygon draw tool. " "Then click the `Bake NavigationPolygon`` button on the toolbar." msgstr "" "Definieren Sie den beweglichen Navigationsbereich mit dem Zeichenwerkzeug " -"von NavigationPolygon." +"von NavigationPolygon. Klicken Sie dann auf die Schaltfläche `" +"Navigationspolygon backen` in der Symbolleiste." #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:104 msgid "" @@ -98175,16 +98124,16 @@ msgstr "" "verfügbar." #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:19 -#, fuzzy msgid "" "2D and 3D versions of ``NavigationPathQueryResult`` are available as :ref:" "`NavigationPathQueryResult2D` and :ref:" "`NavigationPathQueryResult3D` " "respectively." msgstr "" -"2D- und 3D-Versionen von ``NavigationPathQueryResult`` sind als :ref:" -"`NavigationPathQueryResult2D` bzw. :ref:" -"`NavigationPathQueryResult3D` verfügbar." +"2D- und 3D-Versionen von ``NavigationPathQueryResult`` sind als " +":ref:`NavigationPathQueryResult2D` bzw. " +":ref:`NavigationPathQueryResult3D` " +"verfügbar." #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:23 msgid "" @@ -99037,7 +98986,6 @@ msgstr "" "ihrer eigenen Ausweichmaske werden das Hindernis meiden." #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:53 -#, fuzzy msgid "Procedural obstacles" msgstr "Prozedurale Hindernisse" @@ -99689,7 +99637,6 @@ msgstr "" "oder krabbelt, wird die entsprechende Karte nach einem Pfad abgefragt." #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:17 -#, fuzzy msgid "" "If the avoidance behavior should also change with the locomotion e.g. only " "avoid while standing or only avoid other agents in the same locomotion " @@ -107738,7 +107685,6 @@ msgstr "" "einzurichten." #: ../../docs/tutorials/physics/ragdoll_system.rst:13 -#, fuzzy msgid "" "You can download the Platformer3D demo on `GitHub `_ or using the " @@ -107746,7 +107692,8 @@ msgid "" msgstr "" "Sie können die Platformer3D-Demo auf `GitHub `_ oder über die `Asset-" -"Bibliothek `_ herunterladen." +"Bibliothek `_ " +"herunterladen." #: ../../docs/tutorials/physics/ragdoll_system.rst:16 msgid "Setting up the ragdoll" @@ -108256,7 +108203,6 @@ msgid "Let's make a cloak in the Platformer3D demo." msgstr "Erstellen wir einen Umhang in der Platformer3D-Demo." #: ../../docs/tutorials/physics/soft_body.rst:37 -#, fuzzy msgid "" "You can download the Platformer3D demo on `GitHub `_ or `the Asset " @@ -108264,7 +108210,8 @@ msgid "" msgstr "" "Sie können die Platformer3D-Demo auf `GitHub `_ oder aus der `Asset-" -"Bibliothek `_ herunterladen." +"Bibliothek `_ " +"herunterladen." #: ../../docs/tutorials/physics/soft_body.rst:39 msgid "" @@ -108993,13 +108940,12 @@ msgstr "" "** Zwischen -16.777.216 und 16.777.216" #: ../../docs/tutorials/physics/large_world_coordinates.rst:54 -#, fuzzy msgid "" "**Double-precision float range (represent all integers):** Between -9 " "quadrillion and 9 quadrillion" msgstr "" -"**Double-Precision-Gleitkomma-Wertebereich (stellt alle ganzen Zahlen dar):" -"** Zwischen -9 Billiarden und 9 Billiarden" +"**Double-Precision-Gleitkomma-Wertebereich (stellt alle ganzen Zahlen dar):**" +" Zwischen -9 Billiarden und 9 Billiarden" #: ../../docs/tutorials/physics/large_world_coordinates.rst:57 msgid "Range" @@ -111373,7 +111319,6 @@ msgstr "" "werden." #: ../../docs/tutorials/platform/android/android_plugin.rst:315 -#, fuzzy msgid "" "If targeting this use-case, make sure to include additional instructions for " "how the ``AAR`` binaries should be included (e.g: custom additions to the " @@ -116036,7 +115981,6 @@ msgstr "" "ist." #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:100 -#, fuzzy msgid "" "You can implement four other methods to add controls to the inspector at " "specific positions. The ``_parse_begin()`` and ``_parse_end()`` methods are " @@ -116045,13 +115989,13 @@ msgid "" "layout by calling ``add_custom_control()``." msgstr "" "Sie können vier weitere Methoden implementieren, um dem Inspektor an " -"bestimmten Positionen Controls hinzuzufügen. Die Methoden ``parse_begin()`` " -"und ``parse_end()`` werden nur einmal am Anfang bzw. am Ende des Parsens für " -"jedes Objekt aufgerufen. Sie können Controls am oberen oder unteren Rand des " -"Inspektor-Layouts hinzufügen, indem sie ``add_custom_control()`` aufrufen." +"bestimmten Positionen Controls hinzuzufügen. Die Methoden ``_parse_begin()`` " +"und ``_parse_end()`` werden nur einmal am Anfang bzw. am Ende des Parsens " +"für jedes Objekt aufgerufen. Sie können Controls am oberen oder unteren Rand " +"des Inspektor-Layouts hinzufügen, indem sie ``add_custom_control()`` " +"aufrufen." #: ../../docs/tutorials/plugins/editor/inspector_plugins.rst:106 -#, fuzzy msgid "" "As the editor parses the object, it calls the ``_parse_category()`` and " "``_parse_property()`` methods. There, in addition to " @@ -116060,7 +116004,7 @@ msgid "" "methods to specifically add :ref:`class_EditorProperty`-based controls." msgstr "" "Wenn der Editor das Objekt analysiert, ruft er die Methoden " -"``parse_category()`` und ``_parse_property()`` auf. Dort können Sie, " +"``_parse_category()`` und ``_parse_property()`` auf. Dort können Sie, " "zusätzlich zu ``add_custom_control()``, sowohl ``add_property_editor()`` als " "auch ``add_property_editor_for_multiple_properties()`` aufrufen. Benutzen " "Sie diese letzten beiden Methoden, um speziell :ref:`class_EditorProperty`-" @@ -117384,6 +117328,12 @@ msgid "" "viewport is a :ref:`Window ` instance. Recall from the :ref:" "`introduction ` that *all* Window objects are viewports." msgstr "" +"Auf dieser Seite bezieht sich *Fenster* auf den Bildschirmbereich, der dem " +"Spiel vom System zugewiesen wird, während sich *Viewport* auf das Root-" +"Objekt (zugänglich über ``get_tree().root``) bezieht, das vom Spiel " +"verwendet wird, um diesen Bildschirmbereich zu füllen. Dieser Viewport ist " +"eine :ref:`Window `-Instanz. Wir erinnern uns aus der :ref:`" +"Einführung `, dass *alle* Window-Objekte Viewports sind." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:83 msgid "" @@ -117495,7 +117445,6 @@ msgid "Stretch Mode" msgstr "Streckungsmodus" #: ../../docs/tutorials/rendering/multiple_resolutions.rst:135 -#, fuzzy msgid "" "The **Stretch Mode** setting defines how the base size is stretched to fit " "the resolution of the window or screen. The animations below use a \"base " @@ -117503,11 +117452,12 @@ msgid "" "modes. A single sprite, also 16×9 pixels in size, covers the entire " "viewport, and a diagonal :ref:`Line2D ` is added on top of it:" msgstr "" -"Die folgenden Animationen verwenden eine \"Basisgröße\" von nur 16×9 Pixeln, " -"um die Wirkung der verschiedenen Streckungsmodi zu demonstrieren. Ein " -"einzelnes Sprite, ebenfalls 16×9 Pixel groß, deckt das gesamte " -"Ansichtsfenster ab, und ein diagonales :ref:`Line2D ` wird " -"darüber gelegt:" +"Die Einstellung **Streckmodus** legt fest, wie die Basisgröße gestreckt " +"wird, um sie an die Auflösung des Fensters oder Bildschirms anzupassen. Die " +"folgenden Animationen verwenden eine „Basisgröße“ von nur 16×9 Pixeln, um " +"die Wirkung der verschiedenen Streckmodi zu demonstrieren. Ein einzelnes " +"Sprite, ebenfalls 16×9 Pixel groß, bedeckt den gesamten Viewport, und ein " +"diagonales :ref:`Line2D ` wird darüber gelegt:" #: ../../docs/tutorials/rendering/multiple_resolutions.rst:146 msgid "" @@ -118239,15 +118189,14 @@ msgstr "" "(sein Wert wird nicht verwendet, da der Streckungsmodus ``deaktiviert`` ist)." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:466 -#, fuzzy msgid "" "You can define a minimum window size by calling ``get_window()." "set_min_size()`` in a script's ``_ready()`` function. This prevents the user " "from resizing the application below a certain size, which could break the UI " "layout." msgstr "" -"Sie können eine minimale Fenstergröße definieren, indem Sie ``OS." -"min_window_size`` in der ``_ready()`` Funktion eines Skripts setzen. Dies " +"Sie können eine minimale Fenstergröße definieren, indem Sie ``get_window()." +"set_min_size()`` in der ``_ready()``-Funktion eines Skripts aufrufen. Dies " "verhindert, dass der Benutzer die Größe der Anwendung unter eine bestimmte " "Größe ändert, was das UI-Layout zerstören könnte." @@ -118275,6 +118224,11 @@ msgid "" "setting, which should be left enabled whenever possible. Disabling DPI " "awareness can break fullscreen behavior on Windows." msgstr "" +"Standardmäßig werden Godot-Projekte vom Betriebssystem als DPI-kompatibel " +"angesehen. Dies wird durch die Projekteinstellung **Anzeige > Fenster > DPI " +"> Hidpi zulassen** gesteuert, die nach Möglichkeit aktiviert bleiben sollte. " +"Das Deaktivieren der DPI-Erkennung kann das Vollbildverhalten unter Windows " +"beeinträchtigen." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:485 msgid "" @@ -118285,16 +118239,28 @@ msgid "" "size in an :ref:`autoload `'s ``_ready()`` function " "according to the screen size." msgstr "" +"Da Godot-Projekte DPI-konform sind, kann es vorkommen, dass sie in einem " +"sehr kleinen Fenster erscheinen, wenn sie auf einem hiDPI-Display gestartet " +"werden (proportional zur Bildschirmauflösung). Bei einem Spiel ist die " +"gängigste Methode, dieses Problem zu umgehen, sie standardmäßig auf Vollbild " +"zu stellen. Alternativ könnte man die Fenstergröße in der Funktion " +"``_ready()`` von :ref:`autoload ` entsprechend der " +"Bildschirmgröße einstellen." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:492 msgid "To ensure 2D elements don't appear too small on hiDPI displays:" msgstr "" +"Um sicherzustellen, dass 2D-Elemente auf HiDPI-Displays nicht zu klein " +"erscheinen:" #: ../../docs/tutorials/rendering/multiple_resolutions.rst:494 msgid "" "For games, use the ``canvas_items`` or ``viewport`` stretch modes so that 2D " "elements are automatically resized according to the current window size." msgstr "" +"Für Spiele sollten Sie die Stretch-Modi ``canvas_items`` oder ``viewport`` " +"verwenden, damit 2D-Elemente automatisch an die aktuelle Fenstergröße " +"angepasst werden." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:496 msgid "" @@ -118309,15 +118275,26 @@ msgid "" "screen resolution (with a setting to let the user override this if needed). " "This is the approach currently used by the Godot editor." msgstr "" +"Für Anwendungen, die keine Spiele sind, verwenden Sie den Stretch-Modus " +"``deaktiviert`` und setzen die Stretch-Skala auf einen Wert, der dem Anzeige-" +"Skalierungsfaktor in der ``_ready()``-Funktion eines :ref:`Autoloads " +"` entspricht. Der Anzeige-Skalierungsfaktor wird in " +"den Einstellungen des Betriebssystems gesetzt und kann mit " +":ref:`screen_get_scale` " +"abgefragt werden. Diese Methode ist derzeit nur unter macOS implementiert. " +"Auf anderen Betriebssystemen müssen Sie eine Methode implementieren, um den " +"Anzeige-Skalierungsfaktor basierend auf der Bildschirmauflösung zu erraten (" +"mit einer Einstellung, die es dem Benutzer erlaubt, dies bei Bedarf zu " +"überschreiben). Dies ist der Ansatz, der derzeit vom Godot-Editor verwendet " +"wird." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:506 -#, fuzzy msgid "" "The **Allow Hidpi** setting is only effective on Windows and macOS. It's " "ignored on all other platforms." msgstr "" -"**Hidpi zulassen** ist nur unter Windows und macOS wirksam. Auf allen " -"anderen Plattformen wird es ignoriert." +"Die Einstellung **Hidpi zulassen** ist nur unter Windows und macOS wirksam. " +"Auf allen anderen Plattformen wird es ignoriert." #: ../../docs/tutorials/rendering/multiple_resolutions.rst:511 msgid "" @@ -118752,7 +118729,6 @@ msgstr "" "mit niedrigen Bildwiederholraten." #: ../../docs/tutorials/rendering/jitter_stutter.rst:162 -#, fuzzy msgid "" "Increasing the number of physics iterations per second can also reduce " "physics-induced input latency. This is especially noticeable when using " @@ -136308,16 +136284,15 @@ msgstr "" "**Physik** eingestellt sind, benötigt hat." #: ../../docs/tutorials/scripting/debug/the_profiler.rst:62 -#, fuzzy msgid "" "**Frame Time** includes rendering time. Say you find a mysterious spike of " "lag in your game, but your physics and scripts are all running fast. The " "delay could be due to the appearance of particles or visual effects!" msgstr "" -"In Godot 3 umfasst **Frame Time** die Rendering-Zeit. Angenommen, Sie " -"stellen eine mysteriöse Verzögerung in Ihrem Spiel fest, aber Ihre Physik " -"und Skripte laufen alle schnell. Die Verzögerung könnte auf das Auftreten " -"von Partikeln oder visuellen Effekten zurückzuführen sein!" +"**Frame Time** beinhaltet die Render-Zeit. Angenommen, Sie stellen eine " +"mysteriöse Verzögerung in Ihrem Spiel fest, aber Ihre Physik und Skripte " +"laufen alle schnell. Die Verzögerung könnte auf das Auftreten von Partikeln " +"oder visuellen Effekten zurückzuführen sein!" #: ../../docs/tutorials/scripting/debug/the_profiler.rst:67 msgid "" @@ -137698,6 +137673,11 @@ msgid "" "will open a folder in your file browser, inside that folder is the " "``script_templates`` folder." msgstr "" +"Wenn Sie Godot von einer anderen als der offiziellen Website beziehen, z.B. " +"von Steam, befindet sich der Ordner möglicherweise an einem anderen Ort. Sie " +"können ihn mit dem Godot-Editor finden. Gehen Sie auf ``Editor > Editor-" +"Daten öffnen/Einstellungs-Ordner`` und es wird ein Ordner in Ihrem " +"Dateibrowser geöffnet, in dem sich der Ordner ``script_templates`` befindet." #: ../../docs/tutorials/scripting/creating_script_templates.rst:43 msgid "Project-defined templates" @@ -137951,9 +137931,8 @@ msgid "``_CLASS_``" msgstr "``_CLASS_``" #: ../../docs/tutorials/scripting/creating_script_templates.rst:206 -#, fuzzy msgid "The name of the new class." -msgstr "Der Name der neuen Klasse (wird nur in C# verwendet)." +msgstr "Der Name der neuen Klasse." #: ../../docs/tutorials/scripting/creating_script_templates.rst:208 msgid "``_BASE_``" @@ -138282,7 +138261,6 @@ msgid "Change scenes manually" msgstr "Manuelles Wechseln von Szenen" #: ../../docs/tutorials/scripting/change_scenes_manually.rst:6 -#, fuzzy msgid "" "Sometimes it helps to have more control over how one swaps scenes around. A :" "ref:`Viewport `'s child nodes will render to the image it " @@ -138291,11 +138269,10 @@ msgid "" "adds to the tree at runtime:" msgstr "" "Manchmal ist es hilfreich, mehr Kontrolle darüber zu haben, wie man zwischen " -"Szenen wechselt. Wie oben erwähnt, werden die Child-Nodes eines :ref:" -"`Viewport ` in dem Bild gerendert, das er erzeugt. Dies gilt " -"auch für Nodes außerhalb der \"aktuellen\" Szene. Autoloads fallen in diese " -"Kategorie, aber auch Szenen, die man zur Laufzeit instanziiert und dem Baum " -"hinzufügt:" +"Szenen wechselt. Die Child-Nodes eines :ref:`Viewport ` " +"werden in dem Bild gerendert, das er erzeugt. Dies gilt auch für Nodes " +"außerhalb der \"aktuellen\" Szene. Autoloads fallen in diese Kategorie, aber " +"auch Szenen, die man zur Laufzeit instanziiert und dem Baum hinzufügt:" #: ../../docs/tutorials/scripting/change_scenes_manually.rst:38 msgid "" @@ -139358,7 +139335,6 @@ msgid "Creating your own resources" msgstr "Erstellen Sie Ihre eigenen Ressourcen" #: ../../docs/tutorials/scripting/resources.rst:160 -#, fuzzy msgid "" "Like any Object in Godot, users can also script Resources. Resource scripts " "inherit the ability to freely translate between object properties and " @@ -139368,7 +139344,8 @@ msgstr "" "Wie jedes Objekt in Godot können Benutzer auch Ressourcen skripten. " "Ressourcenskripte erben die Fähigkeit, frei zwischen Objekt-Propertys und " "serialisiertem Text oder Binärdaten (\\*.tres, \\*.res) zu übersetzen. Sie " -"erben auch die Verwaltung des Reference-Counting-Speichers vom Referenztypen." +"erben auch die Verwaltung des Reference-Counting-Speichers vom RefCounted-" +"Typ." #: ../../docs/tutorials/scripting/resources.rst:165 msgid "" @@ -139793,14 +139770,12 @@ msgstr "" "der Reihenfolge von oben nach unten." #: ../../docs/tutorials/scripting/singletons_autoload.rst:76 -#, fuzzy msgid "" "If the **Enable** column is checked (which is the default), then the " "singleton can be accessed directly in GDScript:" msgstr "" "Wenn die Spalte **Aktivieren** angekreuzt ist (was der Default ist), dann " -"kann auf das Singleton direkt in GDScript zugegriffen werden, ohne " -"``get_node()`` zu benötigen:" +"kann auf das Singleton direkt in GDScript zugegriffen werden:" #: ../../docs/tutorials/scripting/singletons_autoload.rst:84 msgid "" @@ -147253,13 +147228,13 @@ msgid "in float **LIGHTX_SIZE**" msgstr "in float **LIGHTX_SIZE**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:177 -#, fuzzy msgid "" "Angular diameter of ``LIGHTX`` in the sky. Expressed in radians. For " "reference, the sun from earth is about .0087 radians (0.5 degrees)." msgstr "" -"Winkeldurchmesser von ``LIGHTX`` am Himmel. Ausgedrückt in Grad. Zum " -"Vergleich: Die Sonne ist von der Erde aus gesehen etwa 0,5 Grad groß." +"Winkeldurchmesser von ``LIGHTX`` am Himmel. Ausgedrückt in Bogenmaß. Zum " +"Vergleich: Die Sonne ist von der Erde aus gesehen etwa 0,0087 rad (0,5 Grad) " +"groß." #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:40 @@ -151197,7 +151172,6 @@ msgstr "" "Entwicklung automatisierter Formatierungswerkzeuge beitragen." #: ../../docs/tutorials/shaders/shaders_style_guide.rst:11 -#, fuzzy msgid "" "Since the Godot shader language is close to C-style languages and GLSL, this " "guide is inspired by Godot's own GLSL formatting. You can view examples of " @@ -151205,10 +151179,9 @@ msgid "" "godot/blob/master/drivers/gles3/shaders/>`__." msgstr "" "Da die Godot-Shader-Sprache den Sprachen im C-Stil und GLSL sehr nahe steht, " -"ist diese Anleitung von der Godot-eigenen GLSL-Formatierung inspiriert. Ein " -"Beispiel für eine GLSL-Datei finden Sie im Quellcode von Godot `hier " -"`__." +"ist diese Anleitung von der Godot-eigenen GLSL-Formatierung inspiriert. " +"Beispiele für eine GLSL-Datei finden Sie im Quellcode von Godot `hier " +"`__." #: ../../docs/tutorials/shaders/shaders_style_guide.rst:23 msgid "" @@ -152154,15 +152127,13 @@ msgid "Full screen quad" msgstr "Vollbild-Quad" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:17 -#, fuzzy msgid "" "One way to make custom post-processing effects is by using a viewport. " "However, there are two main drawbacks of using a Viewport:" msgstr "" -"Im :ref:`Benutzerdefiniertes Post-Processing-Tutorial " -"` wurde erläutert, wie Sie mit einem Viewport " -"benutzerdefinierte Nachbearbeitungseffekte erzielen. Die Verwendung eines " -"Ansichtsfensters hat zwei Hauptnachteile:" +"Eine Möglichkeit, benutzerdefinierte Post-Processing-Effekte zu erstellen, " +"ist die Verwendung eines Viewports. Die Verwendung eines Viewports birgt " +"jedoch zwei wesentliche Nachteile:" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:20 msgid "The depth buffer cannot be accessed" @@ -160405,15 +160376,14 @@ msgstr "" "derzeit definiert, sind:" #: ../../docs/tutorials/xr/xr_action_map.rst:204 -#, fuzzy msgid "" "The aim pose on most controllers is positioned slightly in front of the " "controller and aims forward. This is a great pose to use for laser pointers " "or to align the muzzle of a weapon with." msgstr "" -"Bei den meisten Controllern ist die Zielposition leicht vor dem Controller " -"positioniert und zielt nach vorne. Dies ist eine großartige Pose für " -"Laserpointer oder zum Ausrichten der Mündung einer Waffe." +"Bei den meisten Controllern ist die \"Zielen\"-Pose leicht vor dem " +"Controller positioniert und zielt nach vorne. Dies ist eine großartige Pose " +"für Laserpointer oder zum Ausrichten der Mündung einer Waffe." #: ../../docs/tutorials/xr/xr_action_map.rst:206 msgid "" @@ -163669,7 +163639,6 @@ msgstr "" "aktualisieren." #: ../../docs/contributing/workflow/bug_triage_guidelines.rst:168 -#, fuzzy msgid "*Enhancement*: new information to be added in an existing page." msgstr "" "*Enhancement*: neue Informationen, die einer bestehenden Seite hinzugefügt " @@ -166020,7 +165989,6 @@ msgstr "" "*Forks* am oberen Rand der Seite:" #: ../../docs/contributing/workflow/testing_pull_requests.rst:63 -#, fuzzy msgid "" "Now that you are on the fork's branch page, click the ``.github`` folder at " "the top of the file list. Then, click on the ``workflows`` folder (which is " @@ -169001,7 +168969,6 @@ msgstr "" "Siehe :ref:`doc_compiling_for_linuxbsd` für weitere Informationen." #: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:155 -#, fuzzy msgid "" "The name under ``program`` depends on your build configuration, e.g. ``godot." "linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with " @@ -169009,7 +168976,7 @@ msgid "" msgstr "" "Der Name unter ``program`` hängt von Ihrer Build-Konfiguration ab, z.B. " "``godot.linuxbsd.editor.dev.x86_64`` für die 64-bit LinuxBSD Plattform mit " -"``platform=editor`` und ``dev_build=yes``." +"``target=editor`` und ``dev_build=yes``." #: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:164 msgid "" @@ -169584,10 +169551,9 @@ msgstr "" "im Allgemeinen mit folgender Namenskonvention::" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:96 -#, fuzzy msgid "For the previous build attempt, the result would look like this:" msgstr "" -"Für den obigen Build-Versuch würde das Ergebnis folgendermaßen aussehen::" +"Für den obigen Build-Versuch würde das Ergebnis folgendermaßen aussehen:" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:103 msgid "" @@ -170524,13 +170490,12 @@ msgid "Running SCons" msgstr "SCons starten" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:134 -#, fuzzy msgid "" "After opening a command prompt, change to the root directory of the engine " "source code (using ``cd``) and type:" msgstr "" "Nachdem Sie eine Eingabeaufforderung geöffnet haben, wechseln Sie in das " -"Stammverzeichnis des Quellcodes der Engine (mit ``cd``) und geben Sie ein::" +"Stammverzeichnis des Quellcodes der Engine (mit ``cd``) und geben Sie ein:" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:141 msgid "" @@ -170753,16 +170718,14 @@ msgid "Creating Windows export templates" msgstr "Erstellen von Windows-Exportvorlagen" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:272 -#, fuzzy msgid "" "Windows export templates are created by compiling Godot without the editor, " "with the following flags:" msgstr "" "Windows-Exportvorlagen werden durch Kompilieren von Godot ohne Editor und " -"mit den folgenden Flags erstellt::" +"mit den folgenden Flags erstellt:" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:282 -#, fuzzy msgid "" "If you plan on replacing the standard export templates, copy these to the " "following location, replacing ```` with the version identifier " @@ -170770,7 +170733,7 @@ msgid "" msgstr "" "Wenn Sie vorhaben, die Default-Exportvorlagen zu ersetzen, kopieren Sie " "diese in das folgende Verzeichnis, wobei Sie ```` durch die " -"Versionskennung (wie ``3.1.1.stable`` oder ``3.2.dev``) ersetzen::" +"Versionskennung (wie ``3.1.1.stable`` oder ``3.2.dev``) ersetzen:" #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:290 msgid "With the following names::" @@ -172527,9 +172490,8 @@ msgstr "" "Zum Kompilieren von Exportvorlagen für das Web ist Folgendes erforderlich:" #: ../../docs/contributing/development/compiling/compiling_for_web.rst:18 -#, fuzzy msgid "`Emscripten 3.1.39+ `__." -msgstr "`Emscripten 1.39.9+ `__." +msgstr "`Emscripten 3.1.39+ `__." #: ../../docs/contributing/development/compiling/compiling_for_web.rst:19 msgid "`Python 3.6+ `__." @@ -172543,11 +172505,15 @@ msgstr "`SCons 3.0+ `__-Buildsystem." msgid "" "Emscripten 3.1.39+ is recommended, but older 3.x versions are known to work." msgstr "" +"Emscripten 3.1.39+ wird empfohlen, aber auch ältere 3.x-Versionen wurden " +"bereits erfolgreich eingesetzt." #: ../../docs/contributing/development/compiling/compiling_for_web.rst:30 msgid "" "Please note that the minimum requirement for GDExtension support is 3.1.14." msgstr "" +"Bitte beachten Sie, dass die Mindestanforderung für die Unterstützung der " +"GDExtension 3.1.14 ist." #: ../../docs/contributing/development/compiling/compiling_for_web.rst:35 msgid "" @@ -176895,14 +176861,12 @@ msgid "**Vulkan RenderingDevice implementation:**" msgstr "**Vulkan RenderingDevice-Implementierung:**" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:275 -#, fuzzy msgid "" "`drivers/vulkan/rendering_device_vulkan.cpp `__" msgstr "" -"`drivers/vulkan/rendering_device_driver_vulkan.cpp `__" +"`drivers/vulkan/rendering_device_vulkan.cpp `__" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:277 msgid "**Direct3D 12 RenderingDevice implementation:**" @@ -178879,7 +178843,6 @@ msgid "**SubViewportContainer shrink transform**" msgstr "**SubViewportContainer Shrink-Transformation**" #: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:142 -#, fuzzy msgid "" ":ref:`stretch ` together with :" "ref:`stretch_shrink ` " @@ -178890,7 +178853,7 @@ msgstr "" "Die :ref:`stretch `-Property " "zusammen mit der :ref:`stretch_shrink " "`-Property deklarieren " -"für einen *SubViewportContaner*, ob und um welchen Integer-Faktor das " +"für einen *SubViewportContainer*, ob und um welchen Integer-Faktor das " "enthaltene *SubViewport* im Vergleich zur Containergröße skaliert werden " "soll." @@ -184400,7 +184363,6 @@ msgid "Format conversion" msgstr "Formatkonvertierung" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:39 -#, fuzzy msgid "" "The current format for images in Godot's documentation is WebP (``.webp``). " "While some Linux programs will support saving screenshots in this format, " @@ -184561,7 +184523,6 @@ msgstr "" "Details verliert und so klein wie möglich ist." #: ../../docs/contributing/documentation/docs_image_guidelines.rst:108 -#, fuzzy msgid "" "If the image is over 300KB in size try compressing it losslessly using " "`Squoosh `_. If it's still over 300KB change to lossy " @@ -184569,11 +184530,11 @@ msgid "" "this results in noticeable compression artifacts using less compression is " "fine, even if the file size is bigger." msgstr "" -"Wenn das Bild über 300 kB groß ist, versuchen Sie, es mit `Squoosh `_ verlustfrei zu komprimieren. Wenn es immer noch über 300 kB " -"groß ist, wechseln Sie zur verlustbehafteten Komprimierung und erhöhen Sie " -"langsam die Komprimierung, bis es unter 300 kB liegt. Wenn dies zu " -"auffälligen Kompressionsartefakten führt, ist es in Ordnung, weniger " +"Wenn das Bild über 300 kB groß ist, versuchen Sie, es mit `Squoosh " +"`_ verlustfrei zu komprimieren. Wenn es immer noch " +"über 300 kB groß ist, wechseln Sie zur verlustbehafteten Komprimierung und " +"erhöhen Sie langsam die Komprimierung, bis es unter 300 kB liegt. Wenn dies " +"zu auffälligen Kompressionsartefakten führt, ist es in Ordnung, weniger " "Kompression zu verwenden, auch wenn die Datei größer wird." #: ../../docs/contributing/documentation/docs_image_guidelines.rst:114 @@ -184993,7 +184954,6 @@ msgid "**Bad:** Understanding Signals In Godot" msgstr "**Schlecht:** Understanding Signals In Godot" #: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:142 -#, fuzzy msgid "" "Only proper nouns, projects, people, and node class names should have their " "first letter capitalized." diff --git a/weblate/es.po b/weblate/es.po index 5788bab788..8755b6711d 100644 --- a/weblate/es.po +++ b/weblate/es.po @@ -230,13 +230,15 @@ # Antonio Javier Varela Calvo , 2024. # Dex , 2024. # David Jafet , 2024. +# Joel Escobar Sosa , 2024. +# Angel Gonzalez , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-10 01:20+0000\n" -"Last-Translator: eon-s \n" +"PO-Revision-Date: 2024-06-06 05:09+0000\n" +"Last-Translator: Angel Gonzalez \n" "Language-Team: Spanish \n" "Language: es\n" @@ -244,7 +246,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n > 1);\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -416,7 +418,6 @@ msgid "Offline documentation" msgstr "Documentación sin conexión" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ para leerla sin conexión (se actualiza cada Lunes). Extraiga el " -"archivo ZIP y abra el archivo ``index.html`` de nivel superior en un " -"navegador web." +"godot-docs/workflows/build_offline_docs/master/godot-docs-html-master.zip>`" +"__ para leerla sin conexión (se actualiza cada Lunes). Extraiga el archivo " +"ZIP y abra el archivo ``index.html`` de nivel superior en un navegador web." #: ../../docs/index.rst:58 msgid "" @@ -20673,8 +20673,8 @@ msgid "" "`TileMap ` for many auto-animating backgrounds that all " "render in a single batched draw call." msgstr "" -"Tambien nótese que AnimatedTexture es un :ref:`Resource ` a " -"diferencia de los demás objetos ref:`Node ` mencionados aquí.Se " +"También nótese que AnimatedTexture es un :ref:`Resource ` a " +"diferencia de los demás objetos ref:`Node ` mencionados aquí. Se " "puede crear un nodo :ref:`Sprite2D ` que utilice " "AnimatedTexture como textura. O (algo que otros no pueden hacer) se puede " "agregar AnimatedTextures como tiles en un :ref:`TileSet ` e " @@ -32859,6 +32859,10 @@ msgid "" "regardless of what the node's property is set to (or the **Rendering > " "Textures > Canvas Textures > Default Texture Filter** project setting)." msgstr "" +"**Textura > Filtro:** Se puede configurar para anular el modo de filtrado de " +"textura, independientemente de la configuración de la propiedad del nodo (o " +"la configuración del proyecto **Renderizado > Texturas > Texturas del Canvas " +"> Filtro de Textura Predeterminado**)." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:333 msgid "" @@ -35296,7 +35300,6 @@ msgid "Using TileSets" msgstr "Usando TileMaps" #: ../../docs/tutorials/2d/using_tilesets.rst:9 -#, fuzzy msgid "" "A tilemap is a grid of tiles used to create a game's layout. There are " "several benefits to using :ref:`TileMap ` nodes to design " @@ -35324,6 +35327,10 @@ msgid "" "TileSet, you will be able to place them :ref:`using the TileMap editor " "`." msgstr "" +"Para utilizar tilemaps, primero necesitarás crear un TileSet. Un TileSet es " +"una colección de tiles que se pueden colocar en un nodo TileMap. Después de " +"crear un TileSet, podrás colocarlas :ref:`usando el editor de TileMap " +"`." #: ../../docs/tutorials/2d/using_tilesets.rst:23 msgid "" @@ -35368,10 +35375,12 @@ msgid "" "Create a new **TileMap** node, then select it and create a new TileSet " "resource in the inspector:" msgstr "" +"Crea un nuevo nodo **TileMap**, luego selecciónalo y crea un nuevo recurso " +"TileSet en el inspector:" #: ../../docs/tutorials/2d/using_tilesets.rst:52 msgid "Creating a new TileSet resource within the TileMap node" -msgstr "" +msgstr "Creando un nuevo recurso TileSet dentro del nodo TileMap" #: ../../docs/tutorials/2d/using_tilesets.rst:54 msgid "" @@ -35395,12 +35404,17 @@ msgid "Setting the tile size to 64×64 to match the example tilesheet" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:71 +#, fuzzy msgid "" "If relying on automatic tiles creation (like we're about to do here), you " "must set the tile size **before** creating the *atlas*. The atlas will " "determine which tiles from the tilesheet can be added to a TileMap node (as " "not every part of the image may be a valid tile)." msgstr "" +"Si confías en la creación automática de tiles (como vamos a hacer aquí), " +"debes establecer el tamaño del tile **antes** de crear el *atlas*. El atlas " +"determinará qué tiles de la hoja de tiles se pueden agregar a un nodo " +"TileMap (ya que no todas las partes de la imagen pueden ser un tile válido)." #: ../../docs/tutorials/2d/using_tilesets.rst:76 msgid "" @@ -35471,6 +35485,9 @@ msgid "" "using the middle or right mouse buttons, and zoom using the mouse wheel or " "buttons in the top-left corner." msgstr "" +"Al igual que en los editores 2D y TileMap, puedes desplazarte por el panel " +"TileSet usando los botones del medio o derecho del ratón, y hacer zoom con " +"la rueda del ratón o los botones de la esquina superior izquierda." #: ../../docs/tutorials/2d/using_tilesets.rst:132 msgid "" @@ -35520,11 +35537,15 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:156 +#, fuzzy msgid "" "**Texture Region Size:** The size of each tile on the atlas in pixels. In " "most cases, this should match the tile size defined in the TileMap property " "(although this is not strictly necessary)." msgstr "" +"**Texture Region Size:** El tamaño de cada tile en el atlas en píxeles. En " +"la mayoría de los casos, esto debe coincidir con el tamaño de la tile " +"definido en la propiedad TileMap (aunque no es estrictamente necesario)." #: ../../docs/tutorials/2d/using_tilesets.rst:159 msgid "" diff --git a/weblate/fi.po b/weblate/fi.po index b10f50a3f0..931ae4f55e 100644 --- a/weblate/fi.po +++ b/weblate/fi.po @@ -27,13 +27,14 @@ # Ville Pennala , 2018. # Mitja Leino , 2023. # Meniac , 2023. +# Viljami Lokasaari , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2023-12-12 08:21+0000\n" -"Last-Translator: Mitja \n" +"PO-Revision-Date: 2024-06-10 04:09+0000\n" +"Last-Translator: Viljami Lokasaari \n" "Language-Team: Finnish \n" "Language: fi\n" @@ -41,7 +42,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.3-dev\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -213,7 +214,6 @@ msgid "Offline documentation" msgstr "Offline dokumentaatio" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `lukeaksesi " -"offline-tilassa (päivittyy joka maanantai). Pura ZIP arkisto ja avaa " -"ylätason``index.html`` selaimessa." +"Selataksesi dokumentaatiota offline-tilassa, sinä voit 'ladata HTML kopion " +"`__ offline-tilassa lukemiseen (" +"päivitetään joka maanantai). Pura Zip-tiedosto ja sitten avaa korkeimman " +"tason ``index.html`` nettiseilaimessa." #: ../../docs/index.rst:58 msgid "" @@ -581,18 +582,16 @@ msgid "**Can run both the editor and exported projects:**" msgstr "** Voi ajaa sekä editoria että vietyjä projekteja:**" #: ../../docs/about/list_of_features.rst:23 -#, fuzzy msgid "Windows (x86, 64-bit and 32-bit)." -msgstr "Windows 7 ja tuoreemmat (64- ja 32-bittiset)." +msgstr "Windows (x86, 64-bittinen ja 32-bittinen)." #: ../../docs/about/list_of_features.rst:24 msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "" +msgstr "macOS (x86 ja ARM, 64-bittinen)." #: ../../docs/about/list_of_features.rst:25 -#, fuzzy msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Windows 7 ja tuoreemmat (64- ja 32-bittiset)." +msgstr "Linux (x86 ja ARM, 64-bittinen ja 32-bittinen)." #: ../../docs/about/list_of_features.rst:27 msgid "" diff --git a/weblate/fr.po b/weblate/fr.po index fc70b4a5be..f6847e1bd0 100644 --- a/weblate/fr.po +++ b/weblate/fr.po @@ -101,7 +101,7 @@ # Kanabenki , 2018. # Kelly HANTAN , 2023. # keltwookie , 2018. -# Kentarosan , 2019. +# Kentarosan , 2019, 2024. # Kesitem , 2019. # Kevin Bouancheau , 2018-2022. # KÜBRA URUK , 2021. @@ -145,7 +145,7 @@ # Olivier Monnom , 2021. # Omicron , 2018, 2020. # OniriCorpe , 2020. -# Perrier Mathis , 2018, 2022-2023. +# Perrier Mathis , 2018, 2022-2023, 2024. # Peter Kent <0.peter.kent@gmail.com>, 2019. # Philippe Gervaise , 2018. # Pierre Caye , 2019-2022. @@ -229,13 +229,16 @@ # Xltec , 2024. # John Cowan , 2024. # Bruno Follet-Locatelli , 2024. +# Unreal Vision , 2024. +# Sakyceh , 2024. +# T Dug , 2024. msgid "" msgstr "" "Project-Id-Version: French (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-10 01:21+0000\n" -"Last-Translator: Bruno Follet-Locatelli \n" +"PO-Revision-Date: 2024-06-20 14:29+0000\n" +"Last-Translator: T Dug \n" "Language-Team: French \n" "Language: fr\n" @@ -243,7 +246,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-rc\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -417,7 +420,6 @@ msgid "Offline documentation" msgstr "Documentation hors ligne" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ pour une lecture hors-ligne (mise à jour chaque lundi). " -"Il suffit d'extraire l'archive ZIP puis d'ouvrir ``index.html`` à la racine " -"dans un navigateur web." +"Pour parcourir la documentation hors-ligne, vous pouvez `télécharger une " +"copie au format HTML `__ pour une lecture " +"hors-ligne (mise à jour chaque lundi). Il suffit d'extraire l'archive ZIP " +"puis d'ouvrir ``index.html`` à la racine dans un navigateur web." #: ../../docs/index.rst:58 msgid "" @@ -1282,9 +1284,8 @@ msgstr "Corps rigides." #: ../../docs/about/list_of_features.rst:174 #: ../../docs/about/list_of_features.rst:416 -#, fuzzy msgid "Character bodies." -msgstr "Corps statiques." +msgstr "Corps de personnage." #: ../../docs/about/list_of_features.rst:175 #: ../../docs/about/list_of_features.rst:418 @@ -1318,7 +1319,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:184 msgid "3D graphics" -msgstr "Graphismes en 3D" +msgstr "Graphismes 3D" #: ../../docs/about/list_of_features.rst:186 msgid "HDR rendering with sRGB." @@ -1362,11 +1363,9 @@ msgstr "" "Lambert) et Toon." #: ../../docs/about/list_of_features.rst:196 -#, fuzzy msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." msgstr "" -"Supporte les modes de d'ombrage Schlick-GGX, Blinn, Phong, Toon et " -"Spéculaire désactivé." +"Supporte les modes de d'ombrage Schlick-GGX, Toon et Spéculaire désactivé." #: ../../docs/about/list_of_features.rst:197 msgid "Uses a roughness-metallic workflow with support for ORM textures." @@ -1402,19 +1401,16 @@ msgid "Sub-surface scattering and transmittance." msgstr "Diffusion sous-surface et transmittance." #: ../../docs/about/list_of_features.rst:203 -#, fuzzy msgid "" "Screen-space refraction with support for material roughness (resulting in " "blurry refraction)." msgstr "" -"*GLES3 :* Réfraction avec support de la rugosité du matériau (donnant une " -"réfraction floue). Avec GLES2, la réfraction est toujours fonctionnelle mais " -"ne permet pas de gérer la rugosité à partir du matériau." +"Réfraction dans l'espace de l'écran avec support de la rugosité du matériau (" +"donnant une réfraction floue)." #: ../../docs/about/list_of_features.rst:204 -#, fuzzy msgid "Proximity fade (soft particles) and distance fade." -msgstr "*GLES3 :* Fondu de proximité (particules molles)." +msgstr "Fondu de proximité (particules molles) et fondu de distance." #: ../../docs/about/list_of_features.rst:205 msgid "" @@ -1535,21 +1531,20 @@ msgstr "" "laquelle l'ombre est projetée." #: ../../docs/about/list_of_features.rst:235 -#, fuzzy msgid "Adjustable shadow blur on a per-light basis." -msgstr "L'énergie spéculaire peuvent être ajustée pour chaque lumière." +msgstr "Flou d'ombre réglable en fonction de la lumière." #: ../../docs/about/list_of_features.rst:237 msgid "**Global illumination with indirect lighting:**" msgstr "**Éclairage global avec éclairage indirect :**" #: ../../docs/about/list_of_features.rst:239 -#, fuzzy msgid "" ":ref:`Baked lightmaps ` (fast, but can't be updated " "at run-time)." msgstr "" -"Baked lightmaps (rapides, mais ne peuvent être mises à jour à l'exécution)." +":ref:`Baked lightmaps ` (rapide, mais ne peut pas " +"être mis à jour à l'exécution)." #: ../../docs/about/list_of_features.rst:241 msgid "" @@ -1583,12 +1578,19 @@ msgid "" "to CPU lightmapping). Baking can only be performed from the editor, not in " "exported projects." msgstr "" +"Les lightmaps sont pré-calculées avec la carte graphique en utilisant le " +"calcul des shaders (qui est beaucoup plus rapide comparé au calcul du " +"processeur pour créer une lightmap). Pré-calculer peut uniquement être " +"effectué à partir de l'éditeur, pas dans les projets exportés." #: ../../docs/about/list_of_features.rst:250 +#, fuzzy msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" +"Supporte le  :ref:`denoising ` avec JNLM ou " +"le denoising basé sur le CPU/GPU avec OIDN." #: ../../docs/about/list_of_features.rst:253 msgid "" @@ -1597,6 +1599,10 @@ msgid "" "baking step which can be performed in the editor or at run-time (including " "from an exported project)." msgstr "" +":ref:`Voxel-based GI probes `. Supporte les lumières " +"dynamiques *et* les occlusions dynamiques, tout en supportant aussi les " +"réflexions. Requière une étape de pré-calcul rapide qui peut être effectué " +"dans l'éditeur ou pendant la durée d'exécution (même dans un projet exporté)." #: ../../docs/about/list_of_features.rst:257 msgid "" @@ -1604,6 +1610,9 @@ msgid "" "worlds. Supports dynamic lights, but not dynamic occluders. Supports " "reflections. No baking required." msgstr "" +":ref:`Signed-distance field GI ` conçu pour les grands " +"mondes ouverts. Supporte les lumières dynamiques, mais pas les occlusions " +"dynamiques. Supporte les réflexions. Pas de pré-calcul requis." #: ../../docs/about/list_of_features.rst:260 msgid "" @@ -1612,6 +1621,10 @@ msgid "" "Fully real-time and supports any kind of emissive light source (including " "decals)." msgstr "" +":ref:`Screen-space indirect lighting (SSIL) " +"` à la moitié ou à pleine " +"résolution. Rendu totalement en temps réel et supporte n'importe quelle " +"source de lumière émissive (incluant les décalques)." #: ../../docs/about/list_of_features.rst:263 msgid "" @@ -1619,18 +1632,27 @@ msgid "" "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" +"VoxelGI and SDFGI utilisent un passage différé pour permettre un rendu GI à " +"la moitié de résolution pour améliorer les performances (il y a aussi la " +"fonctionnalité de support MSAA)." #: ../../docs/about/list_of_features.rst:266 msgid "**Reflections:**" msgstr "**Réflexions :**" #: ../../docs/about/list_of_features.rst:268 +#, fuzzy msgid "" "Voxel-based reflections (when using GI probes) and SDF-based reflections " "(when using signed distance field GI). Voxel-based reflections are visible " "on transparent surfaces, while rough SDF-based reflections are visible on " "transparent surfaces." msgstr "" +"Les réflexions basées sur les voxels (qui utilisent les sondes GI) et les " +"réflexion basées sur du SDF (qui utilisent le Signed Distance Field GI), ces " +"voxels basés sur des réflexion sont visibles sur les surfaces transparentes " +"pendant que les réflexions rugueuses basées sur la SDF sont visibles sur des " +"surfaces transparentes." #: ../../docs/about/list_of_features.rst:272 msgid "" @@ -1662,23 +1684,31 @@ msgid "" "cost. Clustered rendering also lifts any limits on the number of reflection " "probes that can be used on a mesh." msgstr "" +"Quand le backend Forward+ est utilisé (par défaut sur PC), les sondes de " +"réflexion sont rendues avec des optimisations regroupées avant pour diminuer " +"leur coût individuel. Aussi les rendus regroupés montent tous les limites " +"sur le nombre de sondes de réflexion qui peuvent être utilisées dans un " +"maillage." #: ../../docs/about/list_of_features.rst:279 msgid "" "When using the Forward Mobile backend, up to 8 reflection probes can be " "displayed per mesh resource." msgstr "" +"Quand utilisé le backend Forward Mobile, jusqu'à 8 sondes de réflexion " +"peuvent être affichées par ressource de maillage." #: ../../docs/about/list_of_features.rst:282 -#, fuzzy msgid "**Decals:**" -msgstr "**Fonctionnalités :**" +msgstr "**Décalques :**" #: ../../docs/about/list_of_features.rst:284 msgid "" ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " "Roughness Metallic)`, and normal mapping." msgstr "" +":ref:`Supporte albedo `, emissive, :abbr:`ORM (Occlusion " +"Roughness Metallic)`, et le mapping normal." #: ../../docs/about/list_of_features.rst:286 msgid "" @@ -1702,24 +1732,25 @@ msgid "" "complex skinned meshes with no performance penalty, even if the decal moves " "every frame." msgstr "" -"Ne dépend pas de la génération de maillages en temps réel. Cela signifie que " -"les décalcomanies peuvent être utilisées sur des maillages complexes avec " -"animation de peau sans pénalité de performance, même si le décalcomanie se " -"déplace à chaque image." +"Ne dépend pas de la durée d'exécution des maillages. Cela signifie que les " +"décalquages peuvent être utilisés sur des maillages complexes sans chute de " +"performance, même si le décalquage se déplace à chaque trame." #: ../../docs/about/list_of_features.rst:291 #, fuzzy msgid "" "Support for nearest, bilinear, trilinear or anisotropic texture filtering " "(configured globally)." -msgstr "Filtrage nearest, bilinear, trilinear ou anisotropic." +msgstr "" +"Support pour le filtrage de textures bilinéaires, trilinéaires, " +"anisotropiques ou proches (par configuration globale)." #: ../../docs/about/list_of_features.rst:292 #, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" -"Système d'estompage optionnel basé sur la distance pour atténuer les " +"Système d'estompage optionnel basé sur la distance afin d'atténuer les " "lumières lointaines et leurs ombres, améliorant ainsi les performances." #: ../../docs/about/list_of_features.rst:293 @@ -1729,12 +1760,18 @@ msgid "" "Clustered rendering also lifts any limits on the number of decals that can " "be used on a mesh." msgstr "" +"Quand utilisé le backend Forward+ (par défaut sur bureau), les décalques " +"sont rendus avec les optimisation avancées groupées pour diminuer leur coût " +"individuel. Les rendus regroupés lèvent aussi les limites du nombre de " +"décalques qui peuvent être utilisées pour un maillage." #: ../../docs/about/list_of_features.rst:296 msgid "" "When using the Forward Mobile backend, up to 8 decals can be displayed per " "mesh resource." msgstr "" +"Lors de l'utilisation du backend Forward Mobile, jusqu'à 8 décalques peuvent " +"être affichés par ressource de maillage." #: ../../docs/about/list_of_features.rst:299 msgid "**Sky:**" @@ -1757,12 +1794,17 @@ msgid "" "Support for :ref:`custom sky shaders `, which can be " "animated." msgstr "" +"Support pour :ref:` shaders de ciel personnalisé `, qui peut " +"être animé." #: ../../docs/about/list_of_features.rst:304 msgid "" "The radiance map used for ambient and specular light can be updated in real-" "time depending on the quality settings chosen." msgstr "" +"La carte de rayonnement utilisée pour les lumières ambiantes et spéculaires " +"peuvent être mises à jour en temps réel en fonction des paramètres de " +"qualité choisis." #: ../../docs/about/list_of_features.rst:307 msgid "**Fog:**" @@ -1789,7 +1831,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:312 #, fuzzy msgid "Support for sun scattering in the fog." -msgstr "Prise en charge des plugins de shaders visuels." +msgstr "Prise en charge de la diffusion du soleil dans le brouillard." #: ../../docs/about/list_of_features.rst:313 msgid "" @@ -1801,9 +1843,10 @@ msgstr "" "volumétrique." #: ../../docs/about/list_of_features.rst:315 -#, fuzzy msgid "Support for making specific materials ignore fog." -msgstr "Prise en charge des plugins de shaders visuels." +msgstr "" +"Prise en charge de la création de matériaux spécifiques ignorant le " +"brouillard." #: ../../docs/about/list_of_features.rst:317 msgid "**Volumetric fog:**" @@ -1814,6 +1857,8 @@ msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." msgstr "" +"Global :ref:`brouillard volumétrique ` qui réagit aux " +"lumières et aux ombres." #: ../../docs/about/list_of_features.rst:320 msgid "" @@ -1931,8 +1976,9 @@ msgid "" "Glow/bloom with optional bicubic upscaling and several blend modes " "available: Screen, Soft Light, Add, Replace, Mix." msgstr "" -"Glow/bloom avec mise à l'échelle bicubique en option et plusieurs modes de " -"mélange disponibles : Screen, Soft Light, Add, Replace." +"Effet d'éblouissement /de flou lumineux avec mise à l'échelle bicubique en " +"option et plusieurs modes de fusion disponibles: écran, lumière douce, " +"ajouter, remplacer, mélanger." #: ../../docs/about/list_of_features.rst:350 #, fuzzy @@ -1946,11 +1992,15 @@ msgid "" "Glow can be :ref:`used as a screen-space blur effect " "`." msgstr "" +"La lueur peut être :ref:`utilisée comme un effet de flou de la taille de " +"l'écran `." #: ../../docs/about/list_of_features.rst:352 #, fuzzy msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." -msgstr "Correction des couleurs à l'aide d'une rampe unidimensionnelle." +msgstr "" +"Correction des couleurs à l'aide d'une rampe unidimensionnelle ou d'une " +"texture LUT tridimensionnelle ." #: ../../docs/about/list_of_features.rst:353 msgid "Roughness limiter to reduce the impact of specular aliasing." @@ -1980,7 +2030,7 @@ msgstr "**Compression de texture :**" #: ../../docs/about/list_of_features.rst:363 msgid "Basis Universal (slow, but results in smaller files)." -msgstr "" +msgstr "Base universelle (lent, mais génère des fichiers plus petits)." #: ../../docs/about/list_of_features.rst:364 #, fuzzy @@ -2005,7 +2055,7 @@ msgstr "**Anticrénelage :**" #: ../../docs/about/list_of_features.rst:370 msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr "" +msgstr "Temporel :ref:`anticrénelage ` (TAA)." #: ../../docs/about/list_of_features.rst:371 msgid "" @@ -2013,12 +2063,18 @@ msgid "" "` (FSR2), which can be used at native resolution as a " "form of high-quality temporal antialiasing." msgstr "" +"AMD FidelityFX Super Resolution 2.2 (FSR2) :ref:`anticrénelage " +"` , peut être utilisé à la résolution native comme une " +"forme de haute qualité temporaire d'anticrénelage." #: ../../docs/about/list_of_features.rst:373 +#, fuzzy msgid "" "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" "ref:`doc_3d_antialiasing`." msgstr "" +"Multi-sample antialiasing (MSAA), pour les deux :ref:`doc_2d_antialiasing` " +"and :ref:`doc_3d_antialiasing`." #: ../../docs/about/list_of_features.rst:374 msgid "Fast approximate antialiasing (FXAA)." @@ -2029,17 +2085,22 @@ msgid "" "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " "resolution scale above 1.0." msgstr "" +"Super-sample antialiasing (SSAA) utilise la mise à l'échelle 3D bilinéaire " +"et la mise à l'échelle de résolution 3D au dessus de 1.0." #: ../../docs/about/list_of_features.rst:376 +#, fuzzy msgid "" "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" "material basis." msgstr "" +"Alpha d'anticrénelage, utilisez l'alpha MSAA pour la couverture et l'alpha " +"de hachage sur une base de matériau." #: ../../docs/about/list_of_features.rst:378 #, fuzzy msgid "**Resolution scaling:**" -msgstr "**Réflexions :**" +msgstr "**échelle de résolution : **" #: ../../docs/about/list_of_features.rst:380 msgid "" @@ -2050,16 +2111,24 @@ msgid "" msgstr "" #: ../../docs/about/list_of_features.rst:383 +#, fuzzy msgid "" "Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " "1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." msgstr "" +"La mise à l'échelle de la résolution utilise un filtrage bilinéaire, AMD " +"FidelityFX Super Resolution 1.0 (FSR1) ou AMD FidelityFX Super Resolution " +"2.2 (FSR2)." #: ../../docs/about/list_of_features.rst:385 +#, fuzzy msgid "" "Texture mipmap LOD bias is adjusted automatically to improve quality at " "lower resolution scales. It can also be modified with a manual offset." msgstr "" +"Le mipmap des textures par le biais du niveau de détail est ajusté " +"automatiquement pour améliorer la qualité à des échelles de résolution " +"inférieures. Il peut également être modifié avec un décalage manuel." #: ../../docs/about/list_of_features.rst:388 #, fuzzy @@ -2112,9 +2181,8 @@ msgid "PathFollow3D node to make nodes follow a Path3D." msgstr "PathFollow3D pour que les nœuds suivent un Path3D." #: ../../docs/about/list_of_features.rst:404 -#, fuzzy msgid ":ref:`3D geometry helper class `." -msgstr "Classe d'aide à la géométrie 3D." +msgstr "Classe d'assistance à la géométrie 3D." #: ../../docs/about/list_of_features.rst:405 #, fuzzy @@ -2246,6 +2314,8 @@ msgstr "" msgid "" "Syntax inspired by Python. However, GDScript is **not** based on Python." msgstr "" +"Syntaxe inspirée de Python. Cependant, GDScript n'est **pas** basé sur ce " +"dernier." #: ../../docs/about/list_of_features.rst:454 msgid "Syntax highlighting is provided on GitHub." @@ -2271,7 +2341,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:461 msgid "Supports .NET 6 and higher." -msgstr "" +msgstr "Supporte .NET 6 et versions ultérieures." #: ../../docs/about/list_of_features.rst:463 #, fuzzy @@ -2284,22 +2354,29 @@ msgid "" "Android and iOS is also available (requires a .NET 7.0 project for Android " "and 8.0 for iOS)." msgstr "" +"Supporte Windows, Linux et MacOS. À compter de la version 4.2, un support " +"expérimental pour Android et iOS est aussi disponible (requiert un projet ." +"NET 7.0 pour Android et 8.0 pour iOS)." #: ../../docs/about/list_of_features.rst:468 msgid "" "On the Android platform only some architectures are supported: ``arm64`` and " "``x64``." msgstr "" +"Sur Android, seulement quelques architectures sont supportées : ``arm64`` et " +"``x64``." #: ../../docs/about/list_of_features.rst:469 msgid "On the iOS platform only some architectures are supported: ``arm64``." -msgstr "" +msgstr "Sur iOS, seulement quelques architectures sont supportées: ``arm64``." #: ../../docs/about/list_of_features.rst:470 msgid "" "The web platform is currently unsupported. To use C# on that platform, " "consider Godot 3 instead." msgstr "" +"La plateforme web n'est actuellement pas supportée. Pour utiliser C# sur " +"cette plateforme, envisagez plutôt Godot 3." #: ../../docs/about/list_of_features.rst:473 msgid "" @@ -2377,10 +2454,13 @@ msgstr "" "des dizaines d'effets inclus." #: ../../docs/about/list_of_features.rst:503 +#, fuzzy msgid "" "Support for polyphony (playing several sounds from a single " "AudioStreamPlayer node)." msgstr "" +"Prise en charge de la polyphonie (jouer plusieurs sons d'un seul nœud " +"AudioStreamPlayer)." #: ../../docs/about/list_of_features.rst:504 #, fuzzy @@ -2393,10 +2473,14 @@ msgid "Support for real-time pitch scaling." msgstr "Prise en charge des plugins de shaders visuels." #: ../../docs/about/list_of_features.rst:506 +#, fuzzy msgid "" "Support for sequential/random sample selection, including repetition " "prevention when using random sample selection." msgstr "" +"Prise en charge de la sélection d'échantillons séquentiels/ aléatoires, y " +"compris la prévention de répétitions lors de l'utilisation d'échantillons " +"aléatoires." #: ../../docs/about/list_of_features.rst:508 msgid "" @@ -2416,7 +2500,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:510 msgid "Audio input to record microphones." -msgstr "" +msgstr "Entrée audio afin d'enregistrer depuis des microphones." #: ../../docs/about/list_of_features.rst:511 msgid "MIDI input." @@ -2741,6 +2825,8 @@ msgid "" "Support for pluralization and translation contexts when using gettext " "translations." msgstr "" +"Prise en charge de la pluralisation et des contextes de traduction en " +"utilisant des traductions gettext." #: ../../docs/about/list_of_features.rst:609 msgid "" @@ -2754,9 +2840,12 @@ msgid "Automatic UI mirroring for right-to-left locales." msgstr "" #: ../../docs/about/list_of_features.rst:612 +#, fuzzy msgid "" "Support for pseudolocalization to test your project for i18n-friendliness." msgstr "" +"Support pour la pseudolocalisation afin de tester la compatibilité i18n de " +"votre projet." #: ../../docs/about/list_of_features.rst:615 msgid "Windowing and OS integration" @@ -2764,7 +2853,7 @@ msgstr "Fenêtrage et intégration au systèmes d'exploitation" #: ../../docs/about/list_of_features.rst:617 msgid "Spawn multiple independent windows within a single process." -msgstr "" +msgstr "Créer plusieurs fenêtres indépendantes en un seul processus." #: ../../docs/about/list_of_features.rst:618 #, fuzzy @@ -2789,10 +2878,14 @@ msgid "Fullscreen mode." msgstr "Mode plein écran." #: ../../docs/about/list_of_features.rst:623 +#, fuzzy msgid "" "Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " "can optionally use exclusive fullscreen to reduce input lag." msgstr "" +"Utilise le plein-écran sans bordures par défaut sur Windows pour un alt-" +"tabbing rapide, mais peut aussi utiliser l'écran complet exclusif pour " +"réduire la latence d'entrée." #: ../../docs/about/list_of_features.rst:626 #, fuzzy @@ -2845,6 +2938,8 @@ msgid "" "In-app purchases on :ref:`Android ` and :ref:" "`iOS `." msgstr "" +"Achats In-app sur :ref:`Android ‹Android_android_in_app_purchases>` et:ref:`" +"iOS Ḥdoc_plugins_for_ios>`." #: ../../docs/about/list_of_features.rst:643 msgid "Support for advertisements using third-party modules." @@ -3325,7 +3420,7 @@ msgstr "" #: ../../docs/about/system_requirements.rst:299 #: ../../docs/about/system_requirements.rst:337 msgid "**CPU**" -msgstr "" +msgstr "**CPU**" #: ../../docs/about/system_requirements.rst:26 #: ../../docs/about/system_requirements.rst:211 @@ -3347,7 +3442,7 @@ msgstr "" #: ../../docs/about/system_requirements.rst:32 #: ../../docs/about/system_requirements.rst:217 msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" -msgstr "" +msgstr "*Exemple : Intel Core 2 Duo SU9400, Apple M1*" #: ../../docs/about/system_requirements.rst:34 #: ../../docs/about/system_requirements.rst:124 @@ -3356,12 +3451,14 @@ msgstr "" msgid "" "**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" msgstr "" +"**Linux:** CPU x86_32 avec instructions SSE2, CPU x86_64, CPU ARMv7 ou ARMv8" #: ../../docs/about/system_requirements.rst:36 #: ../../docs/about/system_requirements.rst:221 msgid "" "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" msgstr "" +"*Exemple : Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" #: ../../docs/about/system_requirements.rst:38 #: ../../docs/about/system_requirements.rst:84 @@ -3372,7 +3469,7 @@ msgstr "" #: ../../docs/about/system_requirements.rst:311 #: ../../docs/about/system_requirements.rst:345 msgid "**GPU**" -msgstr "" +msgstr "**GPU**" #: ../../docs/about/system_requirements.rst:38 #: ../../docs/about/system_requirements.rst:223 @@ -3380,6 +3477,7 @@ msgid "" "**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " "support" msgstr "" +"** Méthode de rendu Forward+:** Graphiques intégrés avec support Vulkan 1.0" #: ../../docs/about/system_requirements.rst:40 #: ../../docs/about/system_requirements.rst:44 @@ -3389,12 +3487,16 @@ msgid "" "*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " "(Kaveri)*" msgstr "" +"*Exemple: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " +"(Kaveri)*" #: ../../docs/about/system_requirements.rst:42 #: ../../docs/about/system_requirements.rst:227 +#, fuzzy msgid "" "**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" msgstr "" +"** Méthode de rendu mobile:** Graphiques intégrés avec support Vulkan 1.0" #: ../../docs/about/system_requirements.rst:46 #: ../../docs/about/system_requirements.rst:231 @@ -3402,6 +3504,8 @@ msgid "" "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " "support" msgstr "" +"** Méthode de rendu pour la compatibilité:** Graphiques intégrés avec " +"support OpenGL 3.3" #: ../../docs/about/system_requirements.rst:48 #: ../../docs/about/system_requirements.rst:233 @@ -3409,6 +3513,8 @@ msgid "" "*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " "(Kaveri)*" msgstr "" +"*Exemple: Graphiques HD Intel 2500 ( Ivy Bridge), AMD Radeon R5 Graphiques " +"(Kaveri)*" #: ../../docs/about/system_requirements.rst:50 #: ../../docs/about/system_requirements.rst:96 @@ -3419,7 +3525,7 @@ msgstr "" #: ../../docs/about/system_requirements.rst:323 #: ../../docs/about/system_requirements.rst:357 msgid "**RAM**" -msgstr "" +msgstr "**RAM**" #: ../../docs/about/system_requirements.rst:50 #, fuzzy @@ -3451,6 +3557,9 @@ msgid "" "projects requires downloading export templates separately (1.3 GB after " "installation)." msgstr "" +"200 Mo (utilisé pour l'exécutable, les fichiers de projet et le cache). " +"L'exportation de projets nécessite le téléchargement de modèles " +"d'exportation séparément (1,3 Go après installation)." #: ../../docs/about/system_requirements.rst:57 #: ../../docs/about/system_requirements.rst:103 @@ -3465,14 +3574,17 @@ msgid "**Operating system**" msgstr "Système d'avertissement" #: ../../docs/about/system_requirements.rst:57 +#, fuzzy msgid "" "**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " "(Forward+/Mobile), Linux distribution released after 2016" msgstr "" +"**Editeur natif :** Windows 7, macOS 10.13 (Compatibilité) ou macOS 10.15 " +"(Forward+/Mobile), distributions Linux après 2016" #: ../../docs/about/system_requirements.rst:59 msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "" +msgstr "**Éditeur Web: ** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" #: ../../docs/about/system_requirements.rst:64 #: ../../docs/about/system_requirements.rst:247 @@ -3584,12 +3696,12 @@ msgstr "" #: ../../docs/about/system_requirements.rst:118 #: ../../docs/about/system_requirements.rst:301 msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" -msgstr "" +msgstr "*Exemple : Intel Core i5-6600K, AMD Ryzen 5 1600*" #: ../../docs/about/system_requirements.rst:122 #: ../../docs/about/system_requirements.rst:305 msgid "*Example: Intel Core i5-8500, Apple M1*" -msgstr "" +msgstr "*Exemple : Intel Core i5-8500, Apple M1*" #: ../../docs/about/system_requirements.rst:126 #: ../../docs/about/system_requirements.rst:309 @@ -3597,13 +3709,15 @@ msgid "" "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " "overclocking*" msgstr "" +"*Exemple : Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 avec " +"overclocking*" #: ../../docs/about/system_requirements.rst:128 #: ../../docs/about/system_requirements.rst:311 msgid "" "**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " "support" -msgstr "" +msgstr "** Méthode de rendu:** Graphiques dédiés avec support Vulkan 1.2" #: ../../docs/about/system_requirements.rst:130 #: ../../docs/about/system_requirements.rst:134 @@ -3612,12 +3726,13 @@ msgstr "" msgid "" "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" msgstr "" +"*Exemple : NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" #: ../../docs/about/system_requirements.rst:132 #: ../../docs/about/system_requirements.rst:315 msgid "" "**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" -msgstr "" +msgstr "** Méthode de rendu mobile:** Graphiques dédiés avec support Vulkan 1.2" #: ../../docs/about/system_requirements.rst:136 #: ../../docs/about/system_requirements.rst:319 @@ -3631,6 +3746,7 @@ msgstr "" msgid "" "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" msgstr "" +"*Exemple : NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" #: ../../docs/about/system_requirements.rst:140 #, fuzzy @@ -3648,21 +3764,26 @@ msgid "" "1.5 GB (used for the executable, project files, all export templates and " "cache)" msgstr "" +"1.5 GB (utilisé pour les fichiers exécutables, projets, tous les modèles " +"d'exportation et cache)" #: ../../docs/about/system_requirements.rst:145 +#, fuzzy msgid "" "**Native editor:** Windows 10, macOS 10.15, Linux distribution released " "after 2020" msgstr "" +"**Editeur natif :** Windows 10, macOS 10.15, distributions Linux d'après 2020" #: ../../docs/about/system_requirements.rst:147 msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" +"**Editeur Web:** Dernière version de Firefox, Chrome, Edge, Safari, Opera" #: ../../docs/about/system_requirements.rst:151 #: ../../docs/about/system_requirements.rst:334 msgid "Mobile device (smartphone/tablet) - Recommended" -msgstr "" +msgstr "Appareil mobile (smartphone/tablette) - Recommandé" #: ../../docs/about/system_requirements.rst:154 #: ../../docs/about/system_requirements.rst:337 @@ -3670,17 +3791,20 @@ msgid "" "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " "more" msgstr "" +"**Android:** SoC avec ARM 64 bits ou CPU x86, avec 3 cœurs \"performance\" " +"ou plus" #: ../../docs/about/system_requirements.rst:156 #: ../../docs/about/system_requirements.rst:339 msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgstr "" +msgstr "*Exemple: Qualcomm Snapdragon 845, Samsung Exynos 9810*" #: ../../docs/about/system_requirements.rst:160 #: ../../docs/about/system_requirements.rst:345 +#, fuzzy msgid "" "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" -msgstr "" +msgstr "** Méthode de rendu:** SoC avec GPU supportant complètement Vulkan 1.2" #: ../../docs/about/system_requirements.rst:162 #: ../../docs/about/system_requirements.rst:166 @@ -4076,11 +4200,11 @@ msgid "" "you use, though, releasing games on consoles is always a lot of work. You " "can read more about :ref:`doc_consoles`." msgstr "" -"L'équipe Godot ne peut pas fournir un exporteur je jeux pour console open-" -"source à cause des termes de licence imposées par les fabricants de la " -"console. Indépendamment du moteur que vous utilisez, sortir des jeux sur " +"L'équipe Godot ne peut pas fournir un exporteur de jeux pour console open-" +"source à cause des termes de licence imposées par les fabricants de " +"consoles. Indépendamment du moteur que vous utilisez, sortir des jeux sur " "consoles représente toujours beaucoup de travail. Vous pouvez en lire plus " -"ici : :ref:`doc_consoles`." +"ici : :ref:`doc_consoles`." #: ../../docs/about/faq.rst:68 msgid "" @@ -6471,7 +6595,7 @@ msgstr "" #: ../../docs/about/release_policy.rst:236 msgid "Small-scale editor usability tweaks." -msgstr "" +msgstr "Ajustement d'utilisabilité pour un éditeur à petite échelle" #: ../../docs/about/release_policy.rst:238 msgid "" @@ -6805,7 +6929,6 @@ msgid ":ref:`doc_compute_shaders`" msgstr ":ref:`doc_compute_shaders`" #: ../../docs/about/docs_changelog.rst:123 -#, fuzzy msgid "Workflow" msgstr "Processus de travail" @@ -7487,8 +7610,8 @@ msgstr "" "Cet article est ici pour vous aider à déterminer si Godot peut-être une " "bonne option pour vous. Nous vous introduirons à quelques fonctionnalités " "clés du moteur pour vous donner une idée de ce que vous pouvez réaliser avec " -"et répondre à des questions telles que \"que dois-je faire pour commencer ?" -"\"." +"et répondre à des questions telles que \"Qu'est-ce que je dois savoir pour " +"commencer ?\"." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:11 msgid "" @@ -7523,25 +7646,23 @@ msgstr "" "le jeu pour vous." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:24 -#, fuzzy msgid "" "The Godot team can't provide an open source console export due to the " "licensing terms imposed by console manufacturers. Regardless of the engine " "you use, though, releasing games on consoles is always a lot of work. You " "can read more on that here: :ref:`doc_consoles`." msgstr "" -"L'équipe Godot ne peut pas fournir un export de la console open-source à " -"cause des termes de licence imposées par les fabricants de la console. " -"Indépendamment du moteur que vous utilisez, sortir des jeux sur consoles " -"représente toujours beaucoup de travail. Vous pouvez en lire plus ici : :ref:" -"`doc_consoles`." +"L'équipe Godot ne peut pas fournir un exporteur de jeux pour console open-" +"source à cause des termes de licence imposées par les fabricants de " +"consoles. Indépendamment du moteur que vous utilisez, sortir des jeux sur " +"consoles représente toujours beaucoup de travail. Vous pouvez en lire plus " +"ici : :ref:`doc_consoles`." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:30 msgid "What can the engine do?" msgstr "Qu'est-ce que le moteur de jeu peut faire ?" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:32 -#, fuzzy msgid "" "Godot was initially developed in-house by an Argentinian game studio. Its " "development started in 2001, and the engine was rewritten and improved " @@ -7560,14 +7681,13 @@ msgstr "" "Fury." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:42 -#, fuzzy msgid "" "As for applications, the open source pixel art drawing program Pixelorama is " "powered by Godot, and so is the voxel RPG creator RPG in a box." msgstr "" "Pour ce qui est des applications, le programme open-source de dessin en " -"pixel-art Pixelorama est propulsé par Godot, comme c'est également le cas " -"pour le logiciel de création de jeux de rôle en voxels RPG in a box." +"pixel-art Pixelorama est propulsé par Godot, comme l'est également le " +"logiciel de création de jeux de rôle en voxels RPG in a box." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:47 msgid "You can find many more examples in the `official showcase videos`_." @@ -7637,21 +7757,18 @@ msgstr "" "langages de script utilisables." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:79 -#, fuzzy msgid "" "With the GDExtension technology, you can also write gameplay or high-" "performance algorithms in C or C++ without recompiling the engine. You can " "use this technology to integrate third-party libraries and other Software " "Development Kits (SDK) in the engine." msgstr "" -"Avec la technologie :ref:`GDNative `, vous pouvez " -"également écrire du code de gameplay ou des algorithmes haute performance en " -"C ou C++ sans recompiler le moteur. Vous pouvez utiliser cette technologie " -"pour intégrer des librairies tierces et autres Software Development Kits " -"(SDK) dans le moteur." +"Avec la technologie GDExtension, vous pouvez également écrire du code de " +"gameplay ou des algorithmes haute performance en C ou C++ sans recompiler le " +"moteur. Vous pouvez utiliser cette technologie pour intégrer des librairies " +"tierces et autres Software Development Kits (SDK) dans le moteur." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:84 -#, fuzzy msgid "" "Of course, you can also directly add modules and features to the engine, as " "it's completely free and open source." @@ -7683,6 +7800,9 @@ msgid "" "with concepts such as classes and objects will help you code efficiently in " "it." msgstr "" +"Godot s'appuie sur le paradigme de la programmation orientée objet (POO). " +"Etre à l'aise avec des concepts tels que les classes et les objets vous " +"aidera à coder efficacement dans Godot." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:100 msgid "" @@ -7691,6 +7811,12 @@ msgid "" "will teach you everything you need to know to be off to a good start. It " "will save you countless hours and hurdles learning any game engine afterward." msgstr "" +"Si vous êtes totalement novice en programmation, nous vous recommandons de " +"suivre le `CS50 open courseware`_ de l'Université de Harvard (en anglais " +"uniquement). Il s'agit d'un excellent cours gratuit qui vous enseignera tout " +"ce que vous devez savoir pour prendre un bon départ. Il vous épargnera " +"d'innombrables heures et obstacles dans l'apprentissage de n'importe quel " +"moteur de jeu par la suite." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:105 msgid "" @@ -7698,12 +7824,18 @@ msgid "" "that: programming languages have many similarities. The skills you learn " "with one language transfer well to others." msgstr "" +"Dans le cours CS50, vous apprendrez plusieurs langages de programmation. " +"N'ayez pas peur : les langages de programmation présentent de nombreuses " +"similitudes. Les compétences acquises avec un langage se transfèrent bien à " +"d'autres." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:109 msgid "" "We will provide you with more Godot-specific learning resources in :ref:" "`doc_learning_new_features`." msgstr "" +"Nous vous fournirons des ressources d'apprentissage plus spécifiques à Godot " +"dans :ref:`doc_learning_new_features`." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:112 msgid "" @@ -7787,24 +7919,22 @@ msgstr "" "Voici un exemple de nœuds d'un personnage." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:43 -#, fuzzy msgid "" "It is made of a ``CharacterBody2D`` node named \"Player\", a ``Camera2D``, a " "``Sprite2D``, and a ``CollisionShape2D``." msgstr "" -"Il est constitué d'un nœud ``KinematicBody2D`` appelé \"Character\" " -"(\"Personnage\"), un ``Sprite``, une ``Camera2D``, et une " -"``CollisionShape2D``." +"Il est constitué d'un nœud ``CharacterBody2D`` appelé \"Player\", une " +"``Camera2D``, un ``Sprite2D``, et une ``CollisionShape2D``." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:46 -#, fuzzy msgid "" "The node names end with \"2D\" because this is a 2D scene. Their 3D " "counterparts have names that end with \"3D\". Be aware that \"Spatial\" " "Nodes are now called \"Node3D\" starting with Godot 4." msgstr "" "Les noms de nœuds se terminent par \"2D\" parce que c'est une scène 2D. " -"Leurs équivalents 3D ont un nom se terminant par \"3D\"." +"Leurs équivalents 3D ont un nom se terminant par \"3D\". Sachez que les " +"\"Spatial\" Nodes sont désormais appelés \"Node3D\" depuis Godot 4." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:50 msgid "" @@ -7959,37 +8089,36 @@ msgstr "" "utilisation, consultez le :ref:`Manuel de l'éditeur `." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:19 -#, fuzzy msgid "The Project Manager" -msgstr "Le gestionnaire de projets" +msgstr "Le Gestionnaire de projets" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:21 -#, fuzzy msgid "" "When you launch Godot, the first window you see is the Project Manager. In " "the default tab **Local Projects**, you can manage existing projects, import " "or create new ones, and more." msgstr "" "La première fenêtre que vous voyez en ouvrant Godot est le Gestionnaire de " -"projets. Dans l'onglet par défaut, \"Projets\", vous pouvez gérer les " -"projets existants, importer ou créer de nouveaux projets." +"projets. Dans l'onglet par défaut **Projets locaux**, vous pouvez gérer les " +"projets existants, importer ou créer de nouveaux projets, et plus." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:27 -#, fuzzy msgid "" "At the top of the window, there is another tab named \"Asset Library " "Projects\". You can search for demo projects in the open source asset " "library, which includes many projects developed by the community." msgstr "" "En haut de la fenêtre,se trouve un onglet \"Projets de l'Asset Library\". " -"Dans la librairie de ressources open-source, vous pourrez trouver des " -"projets de démo, des modèles et des projets complets, incluant de nombreux " -"projets développés par la communauté." +"Vous pouvez rechercher des projets de démo dans la bibliothèque de " +"ressources open source, qui comprend de nombreux projets développés par la " +"communauté." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:31 msgid "" "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" +"Pour en apprendre plus sur le Gestionnaire de projets, lisez " +":ref:`doc_project_manager`." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:36 msgid "" @@ -8047,7 +8176,6 @@ msgid "Below is the 3D one." msgstr "Ci-dessous, vous trouverez la version 3D." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:71 -#, fuzzy msgid "" "Let's look at the docks. The **FileSystem** dock lists your project files, " "including scripts, images, audio samples, and more." @@ -8058,7 +8186,7 @@ msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:76 msgid "The **Scene** dock lists the active scene's nodes." -msgstr "Le dock **Scene** liste les nœuds de la scène active." +msgstr "Le dock **Scène** liste les nœuds de la scène active." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:80 msgid "The **Inspector** allows you to edit the properties of a selected node." @@ -8137,7 +8265,6 @@ msgstr "" "riche auto-complétion et une référence de code intégrée." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:123 -#, fuzzy msgid "" "Finally, the **AssetLib** is a library of free and open source add-ons, " "scripts, and assets to use in your projects." @@ -8168,13 +8295,12 @@ msgstr "" "propriété, une constante ou un signal par l'une des méthodes suivantes :" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:139 -#, fuzzy msgid "" "Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS, or :kbd:`fn + F1` for " "laptops with a :kbd:`fn` key) anywhere in the editor." msgstr "" -"En appuyant sur :kbd:`F1` (ou :kbd:`Alt + Space` sur macOS) n'importe où " -"dans l'éditeur." +"En appuyant sur :kbd:`F1` (ou :kbd:`Alt + Space` sur macOS, ou :kbd:`fn + F1`" +" pour les portables avec une touche :kbd:`fn`) n'importe où dans l'éditeur." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:140 msgid "" @@ -8250,7 +8376,6 @@ msgstr "" "souvent à plus de contenu." #: ../../docs/getting_started/introduction/learning_new_features.rst:26 -#, fuzzy msgid "" "The manual has a companion class reference that explains each Godot class's " "available functions and properties when programming. While the manual covers " @@ -8261,22 +8386,21 @@ msgid "" "or press :kbd:`F1`." msgstr "" "Le manuel est accompagné d'une référence de classe qui explique les " -"fonctions et les propriétés disponibles de chaque classe Godot lors de la " -"programmation. Alors que le manuel couvre les caractéristiques générales, " +"fonctions et les propriétés disponibles de chaque classe Godot pendant que " +"vous programmez. Alors que le manuel couvre les fonctionnalités générales, " "les concepts et la manière d'utiliser l'éditeur, la référence porte sur " "l'utilisation de l'API (Application Programming Interface) de Godot. Vous " "pouvez y accéder à la fois en ligne et hors ligne. Nous vous recommandons de " -"parcourir la référence hors ligne, à partir de l'éditeur Godot. Pour ce " -"faire, allez dans Aide -> Recherche dans l'aide ou appuyez sur :kbd:`F1`." +"parcourir la référence hors ligne, à partir de l'éditeur Godot. Pour se " +"faire, allez dans Aide -> Rechercher dans l'aide ou appuyez sur :kbd:`F1`." #: ../../docs/getting_started/introduction/learning_new_features.rst:36 -#, fuzzy msgid "" "To browse it online, head to the manual's :ref:`Class Reference " "` section." msgstr "" -"Pour la consulter en ligne, rendez-vous dans la section :ref:`Class " -"Reference ` du manuel." +"Pour la consulter en ligne, rendez-vous dans la section :ref:`Class " +"Reference ` du manuel." #: ../../docs/getting_started/introduction/learning_new_features.rst:39 msgid "A class reference's page tells you:" @@ -8330,7 +8454,7 @@ msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:63 msgid "Learning to think like a programmer" -msgstr "" +msgstr "Apprendre à penser comme un programmeur" #: ../../docs/getting_started/introduction/learning_new_features.rst:65 msgid "" @@ -8338,6 +8462,11 @@ msgid "" "beyond the scope of Godot's documentation. If you're new to programming, we " "recommend two excellent free resources to get you started:" msgstr "" +"L'enseignement des bases de la programmation et de la manière de penser " +"comme un développeur de jeux dépasse le cadre de la documentation de Godot. " +"Si vous êtes novice en programmation, nous vous recommandons deux " +"excellentes ressources gratuites (mais en anglais) pour vous aider à " +"démarrer :" #: ../../docs/getting_started/introduction/learning_new_features.rst:69 msgid "" @@ -8348,12 +8477,22 @@ msgid "" "You can see this course as an investment that will save you time and trouble " "when you learn to create games." msgstr "" +"L'université de Harvard propose un cours en ligne gratuit pour apprendre à " +"programmer, `CS50 `_. Il vous enseignera les " +"principes fondamentaux de la programmation, le fonctionnement du code et " +"comment penser comme un programmeur. Ces compétences sont essentielles pour " +"devenir un développeur de jeux et apprendre efficacement n'importe quel " +"moteur de jeu. Vous pouvez considérer ce cours comme un investissement qui " +"vous permettra d'économiser du temps et des problèmes lorsque vous " +"apprendrez à créer des jeux." #: ../../docs/getting_started/introduction/learning_new_features.rst:76 msgid "" "If you prefer books, check out the free ebook `Automate The Boring Stuff " "With Python `_ by Al Sweigart." msgstr "" +"Si vous préférez les livres, consultez l'ebook gratuit `Automate The Boring " +"Stuff With Python `_ par Al Sweigart." #: ../../docs/getting_started/introduction/learning_new_features.rst:80 msgid "Learning with the community" @@ -8369,11 +8508,10 @@ msgstr "" "Godot dispose d'une communauté d'utilisateurs en pleine expansion. Si vous " "êtes bloqué sur un problème ou si vous avez besoin d'aide pour mieux " "comprendre comment réaliser quelque chose, vous pouvez demander de l'aide " -"aux autres utilisateurs sur l'une des nombreuses ` communautés actives " +"aux autres utilisateurs sur l'une des nombreuses `active communities " "`_." #: ../../docs/getting_started/introduction/learning_new_features.rst:87 -#, fuzzy msgid "" "The best place to ask questions and find already answered ones is the " "official `Questions & Answers `_ site. These " @@ -8384,8 +8522,8 @@ msgid "" "your problem on this website or using your preferred search engine." msgstr "" "Le meilleur endroit pour poser des questions et trouver celles auxquelles on " -"a déjà répondu est le site officiel `Questions & Answers `_. Ces réponses apparaissent dans les résultats des " +"a déjà répondu est le site officiel `Questions & Answers `_. Ces réponses apparaissent dans les résultats des " "moteurs de recherche et sont enregistrées, ce qui permet aux autres " "utilisateurs de bénéficier des discussions sur la plateforme. Une fois que " "vous y avez posé une question, vous pouvez partager son lien sur d'autres " @@ -8506,7 +8644,6 @@ msgstr "" "fonctionnalités disponibles et l'interface évoluent rapidement." #: ../../docs/getting_started/introduction/learning_new_features.rst:141 -#, fuzzy msgid "" "Following these guidelines will maximize your chances of getting the answer " "you're looking for. They will save time both for you and the persons helping " @@ -8722,16 +8859,15 @@ msgid "image1" msgstr "image1" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:63 -#, fuzzy msgid "" "Sprite2D is a Node2D, a CanvasItem and a Node. It has all the properties and " "features of its three parent classes, like transforms or the ability to draw " "custom shapes and render with a custom shader." msgstr "" -"Sprite est un Node2D, un CanvasItem et un Node. Il a toutes les propriétés " -"et les caractéristiques de ses trois classes parents, comme les " -"transformations ou la possibilité de dessiner des formes personnalisées et " -"de faire un rendu avec un shader personnalisé." +"Sprite2D est un Node2D, un CanvasItem et un Node. Il a toutes les propriétés " +"et les caractéristiques de ses trois classes parents, comme les transforms " +"ou la possibilité d'afficher des formes personnalisées et de faire un rendu " +"avec un shader personnalisé." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:68 msgid "All-inclusive package" @@ -8777,7 +8913,6 @@ msgid "image2" msgstr "image2" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:77 -#, fuzzy msgid "" "The goal is to offer a full package to create games and a continuous user " "experience. You can still work with external programs as long as there is an " @@ -8785,22 +8920,21 @@ msgid "" "`Tiled Map Importer `__." msgstr "" "L'objectif est d'offrir un package complet pour créer des jeux et une " -"expérience utilisateur continue. Vous pouvez toujours travailler avec des " -"programmes externes tant qu'il existe un plugin d'importation. Ou vous " -"pouvez en créer un, comme le `Tiled Map Importer `__." +"expérience utilisateur sans interruption. Vous pouvez toujours travailler " +"avec des programmes externes tant qu'il existe un plugin d'importation " +"disponible dans Godot. Ou vous pouvez en créer un, comme le `Tiled Map " +"Importer `__." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:82 -#, fuzzy msgid "" "That is also partly why Godot offers its own programming language GDScript " "along with C#. GDScript is designed for the needs of game developers and " "game designers, and is tightly integrated in the engine and the editor." msgstr "" -"C'est aussi en partie pour cela que Godot propose ses propres langages de " -"programmation GDscript et VisualScript, parallèlement à C#. Ils ont été " -"conçus pour les besoins des développeurs et des designers de jeu, et sont " -"étroitement intégrés au moteur et à l'éditeur." +"C'est aussi en partie pour cela que Godot propose son propre langage de " +"programmation GDScript, parallèlement à C#. GDScript a été conçus pour les " +"besoins des développeurs et des designers de jeu, et est étroitement intégré " +"au moteur et à l'éditeur." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:87 msgid "" @@ -8815,16 +8949,14 @@ msgstr "" "code de jeu avec des types intégrés comme les Vectors et les Colors." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:91 -#, fuzzy msgid "" "Note that with GDExtension, you can write high-performance code using " "compiled languages like C, C++, Rust, D, Haxe, or Swift without recompiling " "the engine." msgstr "" -"Il est à noter qu'avec GDNative, vous pouvez écrire du code haute " -"performance en utilisant des langages compilés tels que C, C++, Rust ou " -"Python (en utilisant le compilateur Cython) sans avoir à recompiler le " -"moteur." +"Notez qu'avec GDExtension, vous pouvez écrire du code haute performance en " +"utilisant des langages compilés comme C, C++, Rust, D, Haxe, ou Swift sans " +"recompiler le moteur." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:94 msgid "" @@ -8972,15 +9104,14 @@ msgstr "" "l'éditeur.**" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:148 -#, fuzzy msgid "" "This leads to a reliable and flexible UI system, as it powers the editor " "itself. With the ``@tool`` annotation, you can run any game code in the " "editor." msgstr "" -"Cela conduit à un système d'interface utilisateur fiable et flexible car " -"l'éditeur lui-même est construit avec. Avec le mot-clé ``tool``, vous pouvez " -"exécuter n'importe quel code de jeu dans l'éditeur." +"Cela conduit à un système d'interface utilisateur fiable et flexible, " +"puisqu'il fait tourner l'éditeur lui-même. Avec l'annotation ``@tool``, vous " +"pouvez exécuter n'importe quel code de jeu dans l'éditeur." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:151 #: ../../docs/getting_started/first_3d_game/02.player_input.rst:82 @@ -9019,15 +9150,14 @@ msgstr "" "système de programmation par nœuds et pour le reste de l'interface.*" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:157 -#, fuzzy msgid "" "Put the ``@tool`` annotation at the top of any GDScript file and it will run " "in the editor. This lets you import and export plugins, create plugins like " "custom level editors, or create scripts with the same nodes and API you use " "in your projects." msgstr "" -"Mettez le mot-clé ``tool`` au début de n'importe quel fichier GDScript et il " -"s'exécutera dans l'éditeur. Cela vous permet d'importer, d'exporter, de " +"Mettez le mot-clé ``@tool`` au début de n'importe quel fichier GDScript et " +"il s'exécutera dans l'éditeur. Cela vous permet d'importer, d'exporter, de " "créer des plugins comme des éditeurs de niveau personnalisé ou bien de créer " "des scripts avec les mêmes nœuds et API que vous utilisez dans vos projets." @@ -9368,8 +9498,8 @@ msgid "" "Everything's ready to run the scene! Press the Play Scene button in the top-" "right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." msgstr "" -"Tout est prêt pour lancer la scène ! Appuyez sur le bouton Lancer la Scène " -"en haut à droite de l'écran ou appuyez sur :kbd:`F6` (:kbd:`Cmd + R` sur " +"Tout est prêt pour lancer la scène ! Appuyez sur le bouton Lancer la Scène " +"en haut à droite de l'écran ou appuyez sur :kbd:`F6` (:kbd:`Cmd + R` sur " "macOS)." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:145 @@ -9640,7 +9770,6 @@ msgid "" msgstr "Jouez le jeu en appuyant sur F5. Vous devriez la voir tomber." #: ../../docs/getting_started/step_by_step/instancing.rst:89 -#, fuzzy msgid "" "Now, we want to create more instances of the Ball node. With the ball still " "selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to call the " @@ -9648,9 +9777,9 @@ msgid "" "location." msgstr "" "Maintenant, nous voulons créer d'autres instances du nœud Ball. Avec la " -"balle toujours sélectionnée, appuyez sur :kbd:`Ctrl-D` (:kbd:`Cmd-D` sur " -"macOS) pour appeler la commande de duplication. Cliquez et faites glisser " -"pour déplacer la nouvelle balle à un autre endroit." +"balle toujours sélectionnée, appuyez sur :kbd:`Ctrl-D` (:kbd:`Cmd-D` sur " +"macOS) pour la dupliquer. Cliquez et faites glisser pour déplacer la " +"nouvelle balle à un autre endroit." #: ../../docs/getting_started/step_by_step/instancing.rst:95 msgid "You can repeat this process until you have several in the scene." @@ -10233,7 +10362,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:137 msgid "C++ via GDExtension" -msgstr "" +msgstr "C++ via GDExtension" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:139 #, fuzzy @@ -11796,6 +11925,9 @@ msgid "" "project-starters/releases/download/latest-4.x/dodge_the_creeps_2d_assets." "zip>`_." msgstr "" +"`dodge_the_creeps_2d_assets.zip `_." #: ../../docs/getting_started/first_2d_game/index.rst:63 #: ../../docs/getting_started/first_3d_game/index.rst:55 @@ -13340,7 +13472,7 @@ msgstr "ScoreLabel" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:61 msgid "Add the text ``0``." -msgstr "" +msgstr "Ajouter le texte ``0``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:62 #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:69 @@ -13381,9 +13513,8 @@ msgid "StartButton" msgstr "StartButton" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:77 -#, fuzzy msgid "Add the text ``Start``." -msgstr "*Text* : ``Start``" +msgstr "Ajoutez le texte ``Start``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:78 msgid "" @@ -13412,13 +13543,12 @@ msgid "Now add this script to ``HUD``:" msgstr "Ajoutez à présent ce script au ``HUD`` :" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:108 -#, fuzzy msgid "" "We now want to display a message temporarily, such as \"Get Ready\", so we " "add the following code" msgstr "" -"Cette fonction est appelée lorsque nous voulons afficher temporairement un " -"message, tel que \"Get Ready\"." +"Nous pouvant maintenant afficher un message temporaire, comme \"Prêt\", nous " +"ajoutons donc le code suivant" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:130 #, fuzzy @@ -13756,11 +13886,12 @@ msgid "" msgstr "" #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:102 -#, fuzzy msgid "" "Create a new :ref:`InputEventAction ` and name it " "``start_game``." -msgstr ":ref:`InputEventAction `" +msgstr "" +"Créez une nouvelle :ref:`InputEventAction ` et " +"nommez le ``start_game``." #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:106 msgid "" @@ -14279,12 +14410,12 @@ msgstr "" "code pendant qu'il joue une animation." #: ../../docs/getting_started/first_3d_game/02.player_input.rst:39 -#, fuzzy msgid "" "Add a :ref:`Node3D ` node as a child of ``Player`` and name it " "``Pivot``" msgstr "" -"Ajoutez un nouveau nœud :ref:`Room` comme enfant de la RoomList." +"Ajoutez un noeud :ref:`Node3D ` comme enfant de ``Player`` et " +"nommez le ``Pivot``" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:43 #, fuzzy @@ -14391,9 +14522,8 @@ msgstr "" "côté des nœuds *Character* ou *Pivot*." #: ../../docs/getting_started/first_3d_game/02.player_input.rst:84 -#, fuzzy msgid "Save the scene as ``player.tscn``" -msgstr "Enregistrez la scène sous le nom de ``Player.tscn``." +msgstr "Enregistrez la scène sous le nom ``Player.tscn``" #: ../../docs/getting_started/first_3d_game/02.player_input.rst:86 msgid "" @@ -15181,9 +15311,8 @@ msgstr "" "sur *Ajoutez un nœud enfant*." #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:31 -#, fuzzy msgid "Add a :ref:`CollisionShape3D `." -msgstr ":ref:`CollisionShape2D `" +msgstr "Ajoutez un :ref:`CollisionShape3D `." #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:36 #, fuzzy @@ -15432,9 +15561,8 @@ msgstr "" "*screen_exited()*." #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:231 -#, fuzzy msgid "Connect the signal to the ``Mob``" -msgstr "Connectez le signal au *Mob*." +msgstr "Connectez le signal au ``Mob``" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:235 #, fuzzy @@ -15696,7 +15824,7 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:115 msgid "Expand the *Albedo* section." -msgstr "" +msgstr "Étendre la section *Albedo* ." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:119 #, fuzzy @@ -18099,10 +18227,10 @@ msgid "" "`." msgstr "" "Même les scripts qui n'utilisent pas le mot-clé ``extends`` héritent " -"implicitement de la classe de base du moteur :ref:`Reference " -"`. En conséquence, vous pouvez instancier des scripts sans " -"le mot-clé ``extends`` du code. Mais comme ils étendent ``Reference``, vous " -"ne pouvez pas les attacher à une classe :ref:`Node `." +"implicitement de la classe de base du moteur :ref:`RefCounted " +"`. En conséquence, vous pouvez instancier des scripts sans " +"le mot-clé ``extends`` dans le code. Mais comme ils étendent ``RefCounted``, " +"vous ne pouvez pas les attacher à une classe :ref:`Node `." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:51 msgid "" @@ -18118,39 +18246,35 @@ msgstr "" "nœuds et les ajoute comme des enfants en utilisant ``add_child()``." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:55 -#, fuzzy msgid "" "We often pair a scene with a scripted root node that makes use of the " "scene's nodes. As such, the script extends the scene by adding behavior " "through imperative code." msgstr "" "Nous couplons souvent une scène avec un nœud racine scripté qui utilise les " -"nœuds de la scène. En tant que telle, la scène est souvent une extension du " -"code déclaratif du script." +"nœuds de la scène. De cette manière, le script étend la scène en ajoutant un " +"comportement par le biais de code impératif." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:58 msgid "The content of a scene helps to define:" msgstr "Le contenu d'une scène aide à définir :" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:60 -#, fuzzy msgid "What nodes are available to the script." -msgstr "Quels nœuds sont disponibles pour le script" +msgstr "Quels nœuds sont disponibles pour le script." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:61 -#, fuzzy msgid "How they are organized." -msgstr "Comment ils sont organisés" +msgstr "Comment ils sont organisés." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:62 -#, fuzzy msgid "How they are initialized." -msgstr "Comment ils sont initialisés" +msgstr "Comment ils sont initialisés." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:63 -#, fuzzy msgid "What signal connections they have with each other." -msgstr "Quelles connections signal elles ont, les une avec les autres" +msgstr "" +"Quelles connections par signaux les scènes ont les unes avec les autres." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:65 msgid "" @@ -18159,10 +18283,10 @@ msgid "" "apply to written code also apply to scenes: single responsibility, " "encapsulation, and others." msgstr "" -"Pourquoi l'organisation de la scène est-elle si importante ? Parce que les " -"instances de scènes *sont* des objets. Par conséquent, de nombreux principes " -"orientés objet qui s'appliquent au code écrit s'appliquent également aux " -"scènes : responsabilité unique, encapsulation, et autres." +"Pourquoi tout cela est-il important pour l'organisation de la scène ? Parce " +"que les instances de scènes *sont* des objets. Par conséquent, de nombreux " +"principes orientés objet qui s'appliquent au code écrit s'appliquent " +"également aux scènes : responsabilité unique, encapsulation, et autres." #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:69 msgid "" @@ -18294,15 +18418,14 @@ msgstr "" "parent pour les initialiser :" #: ../../docs/tutorials/best_practices/scene_organization.rst:52 -#, fuzzy msgid "" "Connect to a signal. Extremely safe, but should be used only to \"respond\" " "to behavior, not start it. By convention, signal names are usually past-" "tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" "Connecter à un signal. Extrêmement sûr, mais ne doit être utilisé que pour " -"\"répondre\" au comportement, pas pour le démarrer. Notez que les noms de " -"signaux sont généralement des verbes au passé comme \"entered\", " +"\"répondre\" au comportement, pas pour le démarrer. Par convention, les noms " +"de signaux sont généralement des verbes au passé comme \"entered\", " "\"skill_activated\", ou \"item_collected\"." #: ../../docs/tutorials/best_practices/scene_organization.rst:73 @@ -18310,14 +18433,13 @@ msgid "Call a method. Used to start behavior." msgstr "Appeler une méthode. Utilisé pour démarrer le comportement." #: ../../docs/tutorials/best_practices/scene_organization.rst:92 -#, fuzzy msgid "" "Initialize a :ref:`Callable ` property. Safer than a method " "as ownership of the method is unnecessary. Used to start behavior." msgstr "" -"Initialiser une propriété :ref:`FuncRef `. Plus sûr qu'une " -"méthode car la propriété de la méthode n'est pas nécessaire. Utilisé pour " -"démarrer le comportement." +"Initialiser une propriété :ref:`Callable `. Plus sûr qu'une " +"méthode car il n'est pas nécessaire d'être propriétaire de la méthode. " +"Utilisé pour démarrer le comportement." #: ../../docs/tutorials/best_practices/scene_organization.rst:112 msgid "Initialize a Node or other Object reference." @@ -18328,13 +18450,12 @@ msgid "Initialize a NodePath." msgstr "Initialiser un Chemin de Nœud (NodePath)." #: ../../docs/tutorials/best_practices/scene_organization.rst:150 -#, fuzzy msgid "" "These options hide the points of access from the child node. This in turn " "keeps the child **loosely coupled** to its environment. One can reuse it in " "another context without any extra changes to its API." msgstr "" -"Ces options cachent la source des accès au nœud enfant. Cela permet à " +"Ces options cachent les points d'accès au nœud enfant. Cela permet à " "l'enfant **d'être couplé de façon lâche** à son environnement. On peut le " "réutiliser dans un autre contexte sans aucune modification supplémentaire de " "son API." @@ -22367,7 +22488,7 @@ msgstr "Et des modèles d'exportation activés pour Mono :" #: ../../docs/tutorials/editor/project_manager.rst:69 msgid "Click on its title." -msgstr "" +msgstr "Cliquer sur son titre." #: ../../docs/tutorials/editor/project_manager.rst:70 #, fuzzy @@ -24954,7 +25075,7 @@ msgstr "``tile_map_editor/select``" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 msgid "Cancel" -msgstr "" +msgstr "Annuler" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 #, fuzzy @@ -24979,7 +25100,7 @@ msgstr "``tile_map_editor/paint_tile``" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 #: ../../docs/tutorials/2d/using_tilemaps.rst:238 msgid "Line" -msgstr "" +msgstr "Ligne" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 #, fuzzy @@ -25524,7 +25645,7 @@ msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:16 msgid "Android devices support" -msgstr "" +msgstr "Support des appareils Android" #: ../../docs/tutorials/editor/using_the_android_editor.rst:18 msgid "" @@ -25538,7 +25659,7 @@ msgstr "" #: ../../docs/tutorials/editor/using_the_android_editor.rst:21 msgid "Android-powered netbooks" -msgstr "" +msgstr "Netbooks gérés par Android" #: ../../docs/tutorials/editor/using_the_android_editor.rst:22 #, fuzzy @@ -25995,23 +26116,21 @@ msgid "Command line reference" msgstr "Référence de ligne de commande" #: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#, fuzzy msgid "release" -msgstr "**release**" +msgstr "Version" #: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#, fuzzy msgid "debug" msgstr "Débogage" #: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#, fuzzy msgid "editor" msgstr "Éditeur" #: ../../docs/tutorials/editor/command_line_tutorial.rst:34 +#, fuzzy msgid "**Legend**" -msgstr "" +msgstr "**Légende**" #: ../../docs/tutorials/editor/command_line_tutorial.rst:36 msgid "" @@ -26217,9 +26336,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:71 -#, fuzzy msgid "``--quit``" -msgstr "``--quiet``" +msgstr "``--quit``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:71 #, fuzzy @@ -26227,9 +26345,8 @@ msgid "|release| Quit after the first iteration." msgstr "Quitter après la première itération." #: ../../docs/tutorials/editor/command_line_tutorial.rst:73 -#, fuzzy msgid "``--quit-after``" -msgstr "``--quiet``" +msgstr "``--quit-after``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:73 msgid "" @@ -26366,7 +26483,7 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:99 msgid "``--gpu-index ``" -msgstr "" +msgstr "``--gpu-index ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:99 msgid "" @@ -26393,9 +26510,8 @@ msgid "|release| Pen tablet input driver." msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:105 -#, fuzzy msgid "``--headless``" -msgstr "``--remote-fs
``" +msgstr "``--headless``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:105 msgid "" @@ -26486,9 +26602,8 @@ msgid "|release| Request window screen." msgstr "Demander la résolution de la fenêtre." #: ../../docs/tutorials/editor/command_line_tutorial.rst:132 -#, fuzzy msgid "``--single-window``" -msgstr "``--no-window``" +msgstr "``--single-window``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:132 msgid "|release| Use a single window (no separate subwindows)." @@ -26539,9 +26654,8 @@ msgid "|release| Enable profiling in the script debugger." msgstr "Activer le profilage dans le débogueur de script." #: ../../docs/tutorials/editor/command_line_tutorial.rst:148 -#, fuzzy msgid "``--gpu-profile``" -msgstr "``--profiling``" +msgstr "``--gpu-profile``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:148 msgid "" @@ -26550,9 +26664,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:150 -#, fuzzy msgid "``--gpu-validation``" -msgstr "``--debug-navigation``" +msgstr "``--gpu-validation``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:150 msgid "" @@ -26561,9 +26674,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:152 -#, fuzzy msgid "``--gpu-abort``" -msgstr "``--quiet``" +msgstr "``--gpu-abort``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:152 msgid "" @@ -26583,9 +26695,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:156 -#, fuzzy msgid "``--single-threaded-scene``" -msgstr "``--render-thread ``" +msgstr "``--single-threaded-scene``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:156 msgid "" @@ -26603,9 +26714,8 @@ msgid "|debug| Show collision shapes when running the scene." msgstr "Afficher les formes de collision lors de l'exécution de la scène." #: ../../docs/tutorials/editor/command_line_tutorial.rst:160 -#, fuzzy msgid "``--debug-paths``" -msgstr "``--debug-navigation``" +msgstr "``--debug-paths``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:160 #, fuzzy @@ -26622,9 +26732,8 @@ msgid "|debug| Show navigation polygons when running the scene." msgstr "Afficher les polygones de navigation lors de l'exécution de la scène." #: ../../docs/tutorials/editor/command_line_tutorial.rst:164 -#, fuzzy msgid "``--debug-avoidance``" -msgstr "``--debug-navigation``" +msgstr "``--debug-avoidance``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:164 #, fuzzy @@ -26632,9 +26741,8 @@ msgid "|debug| Show navigation avoidance debug visuals when running the scene." msgstr "Afficher les polygones de navigation lors de l'exécution de la scène." #: ../../docs/tutorials/editor/command_line_tutorial.rst:166 -#, fuzzy msgid "``--debug-stringnames``" -msgstr "``--debug-collisions``" +msgstr "``--debug-stringnames``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:166 msgid "" @@ -26665,9 +26773,8 @@ msgstr "" "pour une vitesse normale)." #: ../../docs/tutorials/editor/command_line_tutorial.rst:172 -#, fuzzy msgid "``--disable-vsync``" -msgstr "``--disable-crash-handler``" +msgstr "``--disable-vsync``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:172 msgid "" @@ -26714,7 +26821,7 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:181 msgid "``--delta-smoothing ``" -msgstr "" +msgstr "``--delta-smoothing ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:181 msgid "" @@ -26794,7 +26901,7 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:204 msgid "``--convert-3to4 [] []``" -msgstr "" +msgstr "``--convert-3to4 [] []``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:204 msgid "|editor| Convert project from Godot 3.x to Godot 4.x." @@ -26802,7 +26909,7 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:206 msgid "``--validate-conversion-3to4 [] []``" -msgstr "" +msgstr "``--validate-conversion-3to4 [] []``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:206 msgid "" @@ -26857,7 +26964,7 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:217 msgid "``--dump-gdextension-interface``" -msgstr "" +msgstr "``--dump-gdextension-interface``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:217 msgid "" @@ -26867,9 +26974,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:219 -#, fuzzy msgid "``--dump-extension-api``" -msgstr "``--gdnative-generate-json-api``" +msgstr "``--dump-extension-api``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:219 msgid "" @@ -26891,7 +26997,7 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:224 msgid "``--benchmark``" -msgstr "" +msgstr "``--benchmark``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:224 msgid "|editor| Benchmark the run time and print it to console." @@ -27322,7 +27428,7 @@ msgstr "``{file} --line {line} --column {col}``" #: ../../docs/tutorials/editor/external_editor.rst:42 msgid "Atom" -msgstr "" +msgstr "Atom" #: ../../docs/tutorials/editor/external_editor.rst:42 msgid "``{file}:{line}``" @@ -27717,7 +27823,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:63 msgid "Caveats of upgrading" -msgstr "" +msgstr "Mise en garde concernant la mise à jour" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:65 msgid "" @@ -27952,149 +28058,132 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:207 msgid "Old name (Godot 3.x)" -msgstr "" +msgstr "Vieux nom (Godot 3.X)" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:207 msgid "New name (Godot 4)" -msgstr "" +msgstr "Nouveau nom (Godot 4)" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:209 -#, fuzzy msgid "AnimatedSprite" -msgstr "Feuille de Sprite avec AnimationPlayer" +msgstr "AnimatedSprite" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:209 msgid "AnimatedSprite2D" -msgstr "" +msgstr "AnimatedSprite2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:211 -#, fuzzy msgid "ARVRCamera" -msgstr "Caméra" +msgstr "ARVRCamera" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:211 -#, fuzzy msgid "XRCamera3D" -msgstr "Caméra" +msgstr "XRCamera3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:213 -#, fuzzy msgid "ARVRController" -msgstr "Contrôle" +msgstr "ARVRController" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:213 -#, fuzzy msgid "XRController3D" -msgstr "Contrôle" +msgstr "XRController3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:215 msgid "ARVRAnchor" -msgstr "" +msgstr "ARVRAnchor" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:215 msgid "XRAnchor3D" -msgstr "" +msgstr "XRAnchor3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:217 msgid "ARVRInterface" -msgstr "" +msgstr "ARVRInterface" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:217 -#, fuzzy msgid "XRInterface" -msgstr "Interface utilisateur (IU)" +msgstr "XRInterface" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:219 msgid "ARVROrigin" -msgstr "" +msgstr "ARVROrigin" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:219 msgid "XROrigin3D" -msgstr "" +msgstr "XROrigin3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:221 msgid "ARVRPositionalTracker" -msgstr "" +msgstr "ARVRPositionalTracker" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:221 msgid "XRPositionalTracker" -msgstr "" +msgstr "XRPositionalTracker" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:223 -#, fuzzy msgid "ARVRServer" -msgstr "Serveur AR/VR" +msgstr "ARVRServer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:223 -#, fuzzy msgid "XRServer" -msgstr "Serveurs" +msgstr "XRServer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:225 -#, fuzzy msgid "CubeMesh" -msgstr "Maillages" +msgstr "CubeMesh" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:225 -#, fuzzy msgid "BoxMesh" -msgstr "Maillages" +msgstr "BoxMesh" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:227 -#, fuzzy msgid "EditorSpatialGizmo" -msgstr "L'EditorSpatialGizmoPlugin" +msgstr "EditorSpatialGizmo" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:227 msgid "EditorNode3DGizmo" -msgstr "" +msgstr "EditorNode3DGizmo" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:229 -#, fuzzy msgid "EditorSpatialGizmoPlugin" -msgstr "L'EditorSpatialGizmoPlugin" +msgstr "EditorSpatialGizmoPlugin" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:229 -#, fuzzy msgid "EditorNode3DGizmoPlugin" -msgstr "L'EditorSpatialGizmoPlugin" +msgstr "EditorNode3DGizmoPlugin" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:231 -#, fuzzy msgid "GIProbe" -msgstr "GIProbes" +msgstr "GIProbe" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:231 msgid "VoxelGI" -msgstr "" +msgstr "VoxelGI" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:233 -#, fuzzy msgid "GIProbeData" -msgstr "GIProbes" +msgstr "GIProbeData" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:233 msgid "VoxelGIData" -msgstr "" +msgstr "VoxelGIData" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:235 #, fuzzy msgid "GradientTexture" -msgstr "Lecture des textures" +msgstr "GradientTexture" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:235 -#, fuzzy msgid "GradientTexture1D" -msgstr "Lecture des textures" +msgstr "GradientTexture1D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:237 -#, fuzzy msgid "KinematicBody" -msgstr "KinematicBody2D" +msgstr "KinematicBody" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:237 msgid "CharacterBody3D" -msgstr "" +msgstr "CharacterBody3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:239 msgid "KinematicBody2D" @@ -28103,25 +28192,23 @@ msgstr "KinematicBody2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:239 #: ../../docs/tutorials/physics/physics_introduction.rst:330 msgid "CharacterBody2D" -msgstr "" +msgstr "CharacterBody2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:241 -#, fuzzy msgid "Light2D" -msgstr "Lumières" +msgstr "Light2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:241 -#, fuzzy msgid "PointLight2D" -msgstr "Lumière ambiante" +msgstr "PointLight2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:243 msgid "LineShape2D" -msgstr "" +msgstr "LineShape2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:243 msgid "WorldBoundaryShape2D" -msgstr "" +msgstr "WorldBoundaryShape2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:245 #: ../../docs/tutorials/rendering/viewports.rst:51 @@ -28129,49 +28216,41 @@ msgid "Listener" msgstr "Auditeur" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:245 -#, fuzzy msgid "AudioListener3D" -msgstr "Auditeur" +msgstr "AudioListener3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:247 -#, fuzzy msgid "NavigationMeshInstance" -msgstr "Maillages de Navigation" +msgstr "NavigationMeshInstance" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:247 -#, fuzzy msgid "NavigationRegion3D" -msgstr "NavigationAgent3D" +msgstr "NavigationRegion3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:249 -#, fuzzy msgid "NavigationPolygonInstance" -msgstr "NavigationObstacle3D" +msgstr "NavigationPolygonInstance" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:249 -#, fuzzy msgid "NavigationRegion2D" -msgstr "NavigationAgent3D" +msgstr "NavigationRegion2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:251 -#, fuzzy msgid "Navigation2DServer" -msgstr "Navigation" +msgstr "Navigation2DServer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:251 -#, fuzzy msgid "NavigationServer2D" -msgstr "Navigation" +msgstr "NavigationServer2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:253 msgid "PanoramaSky" -msgstr "" +msgstr "PanoramaSky" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:253 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:277 -#, fuzzy msgid "Sky" -msgstr "clé" +msgstr "Ciel" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:255 #: ../../docs/tutorials/3d/particles/index.rst:24 @@ -28179,19 +28258,16 @@ msgid "Particles" msgstr "Particules" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:255 -#, fuzzy msgid "GPUParticles3D" -msgstr "Particules" +msgstr "GPUParticles3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:257 -#, fuzzy msgid "Particles2D" -msgstr "Particules" +msgstr "Particles2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:257 -#, fuzzy msgid "GPUParticles2D" -msgstr "Particules" +msgstr "GPUParticles2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:259 msgid "ParticlesMaterial" @@ -28199,109 +28275,100 @@ msgstr "ParticlesMaterial" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:259 #: ../../docs/tutorials/2d/particle_systems_2d.rst:47 -#, fuzzy msgid "ParticleProcessMaterial" -msgstr "ParticlesMaterial" +msgstr "ParticleProcessMaterial" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:261 msgid "Physics2DDirectBodyState" -msgstr "" +msgstr "Physics2DDirectBodyState" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:261 msgid "PhysicsDirectBodyState2D" -msgstr "" +msgstr "PhysicsDirectBodyState2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:263 msgid "Physics2DDirectSpaceState" -msgstr "" +msgstr "Physics2DDirectSpaceState" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:263 msgid "PhysicsDirectSpaceState2D" -msgstr "" +msgstr "PhysicsDirectSpaceState2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:265 -#, fuzzy msgid "Physics2DServer" -msgstr "Physique" +msgstr "Physics2DServer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:265 -#, fuzzy msgid "PhysicsServer2D" -msgstr "Physique" +msgstr "PhysicsServer2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:267 msgid "Physics2DShapeQueryParameters" -msgstr "" +msgstr "Physics2DShapeQueryParameters" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:267 msgid "PhysicsShapeQueryParameters2D" -msgstr "" +msgstr "PhysicsShapeQueryParameters2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:269 msgid "Physics2DTestMotionResult" -msgstr "" +msgstr "Physics2DTestMotionResult" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:269 msgid "PhysicsTestMotionResult2D" -msgstr "" +msgstr "PhysicsTestMotionResult2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:271 -#, fuzzy msgid "PlaneShape" -msgstr "Plan" +msgstr "PlaneShape" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:271 msgid "WorldBoundaryShape3D" -msgstr "" +msgstr "WorldBoundaryShape3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:273 -#, fuzzy msgid "Position2D" -msgstr "gl_Position" +msgstr "Position2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:273 msgid "Marker2D" -msgstr "" +msgstr "Marker2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:275 -#, fuzzy msgid "Position3D" -msgstr "gl_Position" +msgstr "Position3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:275 msgid "Marker3D" -msgstr "" +msgstr "Marker3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:277 -#, fuzzy msgid "ProceduralSky" -msgstr "Ciel procédural." +msgstr "ProceduralSky" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:279 -#, fuzzy msgid "RayShape" -msgstr "Formes" +msgstr "RayShape" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:279 msgid "SeparationRayShape3D" -msgstr "" +msgstr "SeparationRayShape3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:281 -#, fuzzy msgid "RayShape2D" -msgstr "Formes" +msgstr "RayShape2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:281 msgid "SeparationRayShape2D" -msgstr "" +msgstr "SeparationRayShape2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:283 msgid "ShortCut" -msgstr "" +msgstr "Raccourci" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:283 msgid "Shortcut" -msgstr "" +msgstr "Raccourci" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:285 msgid "Spatial" @@ -28316,66 +28383,56 @@ msgstr "Spatial" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:661 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:663 #: ../../docs/contributing/development/core_and_modules/inheritance_class_tree.rst:25 -#, fuzzy msgid "Node3D" -msgstr "Node2D" +msgstr "Node3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:287 -#, fuzzy msgid "SpatialGizmo" -msgstr "Spatial" +msgstr "SpatialGizmo" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:287 msgid "Node3DGizmo" -msgstr "" +msgstr "Node3DGizmo" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:289 -#, fuzzy msgid "SpatialMaterial" -msgstr "Spatial Material" +msgstr "SpatialMaterial" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:289 -#, fuzzy msgid "StandardMaterial3D" -msgstr "Spatial Material" +msgstr "StandardMaterial3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:291 msgid "Sprite" -msgstr "" +msgstr "Sprite" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:291 msgid "Sprite2D" msgstr "Sprite2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:293 -#, fuzzy msgid "StreamTexture" -msgstr "Texture" +msgstr "StreamTexture" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:293 -#, fuzzy msgid "CompressedTexture2D" -msgstr "Mode de compression" +msgstr "CompressedTexture2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:295 -#, fuzzy msgid "TextureProgress" -msgstr "Compression de texture" +msgstr "TextureProgress" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:295 -#, fuzzy msgid "TextureProgressBar" -msgstr "Compression de texture" +msgstr "TextureProgressBar" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:297 -#, fuzzy msgid "VideoPlayer" -msgstr "Configuration de la fenêtre d'affichage" +msgstr "VideoPlayer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:297 -#, fuzzy msgid "VideoStreamPlayer" -msgstr "AudioStreamPlayer" +msgstr "VideoStreamPlayer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:299 msgid "ViewportContainer" @@ -28384,251 +28441,215 @@ msgstr "ViewportContainer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:299 #: ../../docs/tutorials/ui/gui_containers.rst:204 #: ../../docs/contributing/development/compiling/optimizing_for_size.rst:181 -#, fuzzy msgid "SubViewportContainer" -msgstr "ViewportContainer" +msgstr "SubViewportContainer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:301 -#, fuzzy msgid "Viewport" -msgstr "Fenêtre d'affichage (Viewports)" +msgstr "Viewport" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:301 -#, fuzzy msgid "SubViewport" -msgstr "Fenêtre d'affichage (Viewports)" +msgstr "SubViewport" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:303 -#, fuzzy msgid "VisibilityEnabler" -msgstr "Zone de Visibilité" +msgstr "VisibilityEnabler" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:303 msgid "VisibleOnScreenEnabler3D" -msgstr "" +msgstr "VisibleOnScreenEnabler3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:305 -#, fuzzy msgid "VisibilityNotifier" -msgstr "Zone de Visibilité" +msgstr "VisibilityNotifier" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:305 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:309 msgid "VisibleOnScreenNotifier3D" -msgstr "" +msgstr "VisibleOnScreenNotifier3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:307 -#, fuzzy msgid "VisibilityNotifier2D" -msgstr "Zone de Visibilité" +msgstr "VisibilityNotifier2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:307 msgid "VisibleOnScreenNotifier2D" -msgstr "" +msgstr "VisibleOnScreenNotifier2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:309 -#, fuzzy msgid "VisibilityNotifier3D" -msgstr "Zone de Visibilité" +msgstr "VisibilityNotifier3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:311 -#, fuzzy msgid "VisualServer" -msgstr "VisualScript" +msgstr "VisualServer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:311 -#, fuzzy msgid "RenderingServer" -msgstr "Rendu" +msgstr "RenderingServer" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:313 -#, fuzzy msgid "VisualShaderNodeScalarConstant" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarConstant" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:313 -#, fuzzy msgid "VisualShaderNodeFloatConstant" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeFloatConstant" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:315 -#, fuzzy msgid "VisualShaderNodeScalarFunc" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarFunc" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:315 -#, fuzzy msgid "VisualShaderNodeFloatFunc" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeFloatFunc" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:317 -#, fuzzy msgid "VisualShaderNodeScalarOp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarOp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:317 -#, fuzzy msgid "VisualShaderNodeFloatOp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeFloatOp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:319 -#, fuzzy msgid "VisualShaderNodeScalarClamp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarClamp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:319 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:321 -#, fuzzy msgid "VisualShaderNodeClamp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeClamp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:321 -#, fuzzy msgid "VisualShaderNodeVectorClamp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeVectorClamp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:323 -#, fuzzy msgid "VisualShaderNodeScalarInterp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarInterp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:323 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:325 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:327 -#, fuzzy msgid "VisualShaderNodeMix" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeMix" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:325 -#, fuzzy msgid "VisualShaderNodeVectorInterp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeVectorInterp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:327 -#, fuzzy msgid "VisualShaderNodeVectorScalarMix" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeVectorScalarMix" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:329 msgid "VisualShaderNodeScalarSmoothStep" -msgstr "" +msgstr "VisualShaderNodeScalarSmoothStep" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:329 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:331 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:333 -#, fuzzy msgid "VisualShaderNodeSmoothStep" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeSmoothStep" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:331 msgid "VisualShaderNodeVectorSmoothStep" -msgstr "" +msgstr "VisualShaderNodeVectorSmoothStep" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:333 msgid "VisualShaderNodeVectorScalarSmoothStep" -msgstr "" +msgstr "VisualShaderNodeVectorScalarSmoothStep" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:335 msgid "VisualShaderNodeVectorScalarStep" -msgstr "" +msgstr "VisualShaderNodeVectorScalarStep" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:335 -#, fuzzy msgid "VisualShaderNodeStep" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeStep" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:337 -#, fuzzy msgid "VisualShaderNodeScalarSwitch" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarSwitch" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:337 -#, fuzzy msgid "VisualShaderNodeSwitch" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeSwitch" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:339 msgid "VisualShaderNodeScalarTransformMult" -msgstr "" +msgstr "VisualShaderNodeScalarTransformMult" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:339 -#, fuzzy msgid "VisualShaderNodeTransformOp" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeTransformOp" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:341 msgid "VisualShaderNodeScalarDerivativeFunc" -msgstr "" +msgstr "VisualShaderNodeScalarDerivativeFunc" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:341 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:343 -#, fuzzy msgid "VisualShaderNodeDerivativeFunc" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeDerivativeFunc" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:343 msgid "VisualShaderNodeVectorDerivativeFunc" -msgstr "" +msgstr "VisualShaderNodeVectorDerivativeFunc" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:345 -#, fuzzy msgid "VisualShaderNodeBooleanUniform" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeBooleanUniform" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:345 msgid "VisualShaderNodeBooleanParameter" -msgstr "" +msgstr "VisualShaderNodeBooleanParameter" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:347 -#, fuzzy msgid "VisualShaderNodeColorUniform" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeColorUniform" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:347 -#, fuzzy msgid "VisualShaderNodeColorParameter" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeColorParameter" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:349 -#, fuzzy msgid "VisualShaderNodeScalarUniform" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeScalarUniform" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:349 -#, fuzzy msgid "VisualShaderNodeFloatParameter" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeFloatParameter" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:351 -#, fuzzy msgid "VisualShaderNodeCubeMapUniform" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeCubeMapUniform" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:351 msgid "VisualShaderNodeCubeMapParameter" -msgstr "" +msgstr "VisualShaderNodeCubeMapParameter" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:353 -#, fuzzy msgid "VisualShaderNodeTextureUniform" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeTextureUniform" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:353 msgid "VisualShaderNodeTexture2DParameter" -msgstr "" +msgstr "VisualShaderNodeTexture2DParameter" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:355 msgid "VisualShaderNodeTextureUniformTriplanar" -msgstr "" +msgstr "VisualShaderNodeTextureUniformTriplanar" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:355 msgid "VisualShaderNodeTextureParameterTriplanar" -msgstr "" +msgstr "VisualShaderNodeTextureParameterTriplanar" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:357 -#, fuzzy msgid "VisualShaderNodeTransformUniform" -msgstr "Nœuds Visual Shader" +msgstr "VisualShaderNodeTransformUniform" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:357 #, fuzzy @@ -29044,7 +29065,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:521 msgid "``hint_albedo`` is now ``source_color``." -msgstr "" +msgstr "``hint_albedo`` est maintenant ``source_color``." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:522 #, fuzzy @@ -29277,7 +29298,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:619 msgid "**Removed or replaced nodes/resources**" -msgstr "" +msgstr "**Retiré ou remplacé des nœuds / ressources**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:621 msgid "" @@ -29337,11 +29358,11 @@ msgstr "Baked lightmaps" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:632 msgid "LightmapGIData" -msgstr "" +msgstr "LightmapGIData" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:634 msgid "BitmapFont" -msgstr "" +msgstr "BitmapFont" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:634 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:636 @@ -29393,11 +29414,11 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:644 msgid "OpenSimplexNoise" -msgstr "" +msgstr "OpenSimplexNoise" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:644 msgid "FastNoiseLite" -msgstr "" +msgstr "FastNoiseLite" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:644 msgid "" @@ -29435,7 +29456,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:651 msgid "ProximityGroup" -msgstr "" +msgstr "ProximityGroup" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:651 msgid ":ref:`class_VisibleOnScreenNotifier3D` can act as a replacement." @@ -29519,8 +29540,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:696 +#, fuzzy msgid "ArrayMesh resource compatibility breakage" -msgstr "" +msgstr "Fin de comptabilité de ressource ArrayMesh" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:698 msgid "" @@ -29623,8 +29645,9 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:31 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:52 +#, fuzzy msgid "Core" -msgstr "" +msgstr "Core" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:34 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:52 @@ -29689,8 +29712,9 @@ msgstr "Type GDScript" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:165 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:209 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:219 +#, fuzzy msgid "C# Binary Compatible" -msgstr "" +msgstr "Compatible binaire C#" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:34 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:52 @@ -29711,7 +29735,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:209 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:219 msgid "C# Source Compatible" -msgstr "" +msgstr "Compatible source C#" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:34 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:52 @@ -29849,14 +29873,14 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:200 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:222 msgid "|✔️|" -msgstr "" +msgstr "|✔️|" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:37 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:41 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:83 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:84 msgid "`GH-76082`_" -msgstr "" +msgstr "`GH-76082`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:38 #, fuzzy @@ -29944,7 +29968,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:212 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:222 msgid "|❌|" -msgstr "" +msgstr "|❌|" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:39 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:59 @@ -29954,7 +29978,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:130 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:132 msgid "`GH-76418`_" -msgstr "" +msgstr "`GH-76418`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:40 #, fuzzy @@ -29963,7 +29987,7 @@ msgstr "**Transform2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:42 msgid "**UndoRedo**" -msgstr "" +msgstr "**UndoRedo**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:43 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:191 @@ -30007,16 +30031,16 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:174 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:212 msgid "|✔️ with compat|" -msgstr "" +msgstr "|✔️ avec compatibilité|" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:43 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:191 msgid "`GH-76688`_" -msgstr "" +msgstr "`GH-76688`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:44 msgid "**WorkerThreadPool**" -msgstr "" +msgstr "**WorkerThreadPool**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:45 msgid "" @@ -30026,7 +30050,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:45 msgid "`GH-77143`_" -msgstr "" +msgstr "`GH-77143`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:54 #, fuzzy @@ -30041,7 +30065,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:56 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:57 msgid "`GH-75759`_" -msgstr "" +msgstr "`GH-75759`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:56 msgid "Method ``blend_input`` adds a new ``test_only`` optional parameter" @@ -30053,7 +30077,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:58 msgid "**AnimationNodeStateMachinePlayback**" -msgstr "" +msgstr "**AnimationNodeStateMachinePlayback**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:59 msgid "" @@ -30068,15 +30092,15 @@ msgstr "Nœud if" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:68 msgid "**PathFollow2D**" -msgstr "" +msgstr "**PathFollow2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:69 msgid "Property ``lookahead`` removed" -msgstr "" +msgstr "Propriété``lookahead`` enlevée" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:69 msgid "`GH-72842`_" -msgstr "" +msgstr "`GH-72842`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:73 #, fuzzy @@ -30107,7 +30131,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:81 msgid "`GH-72152`_" -msgstr "" +msgstr "`GH-72152`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:82 #, fuzzy @@ -30132,7 +30156,7 @@ msgstr "Nœud if" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:93 msgid "**CodeEdit**" -msgstr "" +msgstr "**CodeEdit**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:94 msgid "" @@ -30142,7 +30166,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:94 msgid "`GH-75746`_" -msgstr "" +msgstr "`GH-75746`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:95 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:123 @@ -30156,7 +30180,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:96 msgid "`GH-75017`_" -msgstr "" +msgstr "`GH-75017`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:97 msgid "" @@ -30166,7 +30190,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:97 msgid "`GH-75250`_" -msgstr "" +msgstr "`GH-75250`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:98 msgid "Method ``push_paragraph`` adds a new ``tab_stops`` optional parameter" @@ -30174,7 +30198,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:98 msgid "`GH-76401`_" -msgstr "" +msgstr "`GH-76401`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:99 #, fuzzy @@ -30187,7 +30211,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:100 msgid "`GH-76794`_" -msgstr "" +msgstr "`GH-76794`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:109 #, fuzzy @@ -30202,7 +30226,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:110 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:112 msgid "`GH-72749`_" -msgstr "" +msgstr "`GH-72749`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:111 #, fuzzy @@ -30211,7 +30235,7 @@ msgstr "Area2D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:113 msgid "**PhysicsDirectSpaceState2D**" -msgstr "" +msgstr "**PhysicsDirectSpaceState2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 msgid "" @@ -30222,11 +30246,11 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 msgid "`GH-75260`_" -msgstr "" +msgstr "`GH-75260`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:115 msgid "**PhysicsDirectSpaceState3D**" -msgstr "" +msgstr "**PhysicsDirectSpaceState3D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 msgid "" @@ -30236,7 +30260,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:125 msgid "**RDShaderFile**" -msgstr "" +msgstr "**RDShaderFile**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:126 msgid "" @@ -30306,7 +30330,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 msgid "`GH-69988`_" -msgstr "" +msgstr "`GH-69988`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:148 @@ -30326,7 +30350,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:146 msgid "Property ``ignore_y`` removed" -msgstr "" +msgstr "Propriété``ignore_y`` enlevé" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:149 #, fuzzy @@ -30336,7 +30360,7 @@ msgstr "NavigationObstacle3D" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:150 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:153 msgid "Property ``estimate_radius`` removed" -msgstr "" +msgstr "Propriété``estimate_radius`` enlevée" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:151 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:154 @@ -30362,7 +30386,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 msgid "Method ``agent_set_target_velocity`` removed" -msgstr "" +msgstr "Méthode ``agent_set_target_velocity`` enlevée" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:158 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 @@ -30378,7 +30402,7 @@ msgstr "Maillages de Navigation" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:171 msgid "**WebRTCPeerConnectionExtension**" -msgstr "" +msgstr "**WebRTCPeerConnectionExtension**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 msgid "" @@ -30388,7 +30412,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 msgid "`GH-78237`_" -msgstr "" +msgstr "`GH-78237`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:176 #: ../../docs/tutorials/plugins/editor/index.rst:2 @@ -30407,7 +30431,7 @@ msgstr "Éditeur de Piste d'Animation" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 msgid "`GH-76413`_" -msgstr "" +msgstr "`GH-76413`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:183 #, fuzzy @@ -30423,7 +30447,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:186 msgid "`GH-76176`_" -msgstr "" +msgstr "`GH-76176`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 msgid "" @@ -30439,7 +30463,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:187 msgid "**EditorResourcePreviewGenerator**" -msgstr "" +msgstr "**EditorResourcePreviewGenerator**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 msgid "Method ``_generate`` adds a new ``metadata`` parameter" @@ -30448,7 +30472,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 msgid "`GH-64628`_" -msgstr "" +msgstr "`GH-64628`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 msgid "Method ``_generate_from_path`` adds a new ``metadata`` parameter" @@ -30456,7 +30480,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:190 msgid "**EditorUndoRedoManager**" -msgstr "" +msgstr "**EditorUndoRedoManager**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:196 #, fuzzy @@ -30484,7 +30508,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:204 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:205 msgid "`GH-57894`_" -msgstr "" +msgstr "`GH-57894`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:205 msgid "" @@ -30506,7 +30530,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:207 msgid "`GH-77595`_" -msgstr "" +msgstr "`GH-77595`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:243 msgid "Updating your GDExtension for 4.1" @@ -30639,7 +30663,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:58 msgid "`GH-84419`_" -msgstr "" +msgstr "`GH-84419`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:67 #, fuzzy @@ -30695,7 +30719,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:109 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:110 msgid "`GH-80813`_" -msgstr "" +msgstr "`GH-80813`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:69 msgid "Method ``add_animation_library`` moved to base class ``AnimationMixer``" @@ -30888,7 +30912,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:120 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:121 msgid "`GH-36493`_" -msgstr "" +msgstr "`GH-36493`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:121 msgid "Method ``add_shortcut`` adds a new ``allow_echo`` optional parameter" @@ -30900,7 +30924,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:122 msgid "`GH-79965`_" -msgstr "" +msgstr "`GH-79965`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:124 msgid "" @@ -30910,7 +30934,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:124 msgid "`GH-80410`_" -msgstr "" +msgstr "`GH-80410`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:133 #, fuzzy @@ -30930,7 +30954,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:144 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:146 msgid "`GH-81138`_" -msgstr "" +msgstr "`GH-81138`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:135 msgid "" @@ -30963,7 +30987,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:141 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:142 msgid "`GH-79911`_" -msgstr "" +msgstr "`GH-79911`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:141 msgid "" @@ -30985,7 +31009,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:143 msgid "`GH-79606`_" -msgstr "" +msgstr "`GH-79606`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:144 msgid "" @@ -31016,7 +31040,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:156 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:157 msgid "`GH-78266`_" -msgstr "" +msgstr "`GH-78266`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:157 msgid "Method ``get_fallbacks`` replaced with ``fallbacks`` property" @@ -31030,7 +31054,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:158 msgid "`GH-80954`_" -msgstr "" +msgstr "`GH-80954`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:162 #: ../../docs/contributing/development/compiling/optimizing_for_size.rst:186 @@ -31049,7 +31073,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:168 msgid "`GH-81582`_" -msgstr "" +msgstr "`GH-81582`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:169 msgid "Method ``get_zoom_hbox`` renamed to ``get_menu_hbox``" @@ -31059,7 +31083,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:170 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:171 msgid "`GH-79308`_" -msgstr "" +msgstr "`GH-79308`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:170 msgid "Property ``snap_distance`` renamed to ``snapping_distance``" @@ -31080,7 +31104,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:173 msgid "`GH-79307`_" -msgstr "" +msgstr "`GH-79307`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:174 msgid "" @@ -31118,7 +31142,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:201 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:202 msgid "`GH-79311`_" -msgstr "" +msgstr "`GH-79311`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:175 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:176 @@ -31245,7 +31269,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:212 msgid "`GH-81070`_" -msgstr "" +msgstr "`GH-81070`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:221 #, fuzzy @@ -31258,7 +31282,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:222 msgid "`GH-81561`_" -msgstr "" +msgstr "`GH-81561`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:227 msgid "" @@ -31913,7 +31937,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:158 msgid "**Color:** The light's color." -msgstr "" +msgstr "**Couleur :** la couleur de la lumière." #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:159 msgid "" @@ -32117,7 +32141,7 @@ msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:273 msgid "Normal and specular maps" -msgstr "" +msgstr "Cartes de normal et spéculaire" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:275 msgid "" @@ -34011,9 +34035,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:245 -#, fuzzy msgid "Example 1: drawing a custom shape" -msgstr "Voici un exemple de création d'un type de données personnalisé :" +msgstr "Exemple 1 : Dessiner un forme personnalisée" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:247 #, fuzzy @@ -34212,11 +34235,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:604 -#, fuzzy msgid "You should now be able to see the following shape on screen:" msgstr "" -"Vous devriez maintenant être en mesure de trouver le module dans ``demo/bin/" -"``." +"Vous devriez maintenant être capable de voir la forme suivante à l'écran :" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:608 msgid "" @@ -36768,7 +36789,7 @@ msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:197 msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" -msgstr "" +msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" #: ../../docs/tutorials/3d/introduction_to_3d.rst:199 msgid "" @@ -38215,9 +38236,8 @@ msgid "12" msgstr "12" #: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:67 -#, fuzzy msgid "``ARRAY_INDEX``" -msgstr "``ARRAY_INDEX`` = 8 | PoolIntArray" +msgstr "``ARRAY_INDEX``" #: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:68 #, fuzzy @@ -38803,9 +38823,8 @@ msgstr "" "exemples." #: ../../docs/tutorials/3d/3d_text.rst:28 -#, fuzzy msgid "Label3D" -msgstr "Labels" +msgstr "Label3D" #: ../../docs/tutorials/3d/3d_text.rst:32 #, fuzzy @@ -41879,7 +41898,7 @@ msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:474 msgid "16-bits versus 32-bit" -msgstr "" +msgstr "16-bits contre 32-bit" #: ../../docs/tutorials/3d/lights_and_shadows.rst:476 msgid "" @@ -42101,7 +42120,7 @@ msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:61 msgid "Dynamic gameplay elements" -msgstr "" +msgstr "Éléments de gameplay dynamique" #: ../../docs/tutorials/3d/using_decals.rst:63 msgid "" @@ -42456,7 +42475,7 @@ msgstr "" #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:27 msgid "Disadvantages of physical units" -msgstr "" +msgstr "Désavantages des unités physiques" #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:29 msgid "" @@ -42708,7 +42727,7 @@ msgstr "" #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:174 msgid "**OmniLight3D/SpotLight3D intensity**" -msgstr "" +msgstr "**Intensité OmniLight3D/SpotLight3D**" #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:176 msgid "" @@ -43185,7 +43204,7 @@ msgstr "Expressions multiples" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:81 msgid "turbulence" -msgstr "" +msgstr "Turbulence" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:82 #, fuzzy @@ -43193,8 +43212,9 @@ msgid "sub-emitters" msgstr "Jitter" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:83 +#, fuzzy msgid "trails" -msgstr "" +msgstr "sentiers" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:84 #, fuzzy @@ -43258,7 +43278,7 @@ msgstr "Vélocité initiale" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:98 msgid "``Velocity Limit``" -msgstr "" +msgstr "``Velocity Limit``" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:99 msgid "``Scale Over Velocity``" @@ -43642,8 +43662,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:51 +#, fuzzy msgid "Spawn" -msgstr "" +msgstr "Faire apparaître" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:56 #, fuzzy @@ -43964,7 +43985,7 @@ msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:255 msgid "Display" -msgstr "" +msgstr "Afficher" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:260 msgid "" @@ -44171,7 +44192,7 @@ msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:390 msgid "Turbulence" -msgstr "" +msgstr "Turbulence" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:392 msgid "" @@ -44271,8 +44292,9 @@ msgid "Particle sub-emitters" msgstr "Shaders de particules" #: ../../docs/tutorials/3d/particles/subemitters.rst:-1 +#, fuzzy msgid "Chained sub-emitters" -msgstr "" +msgstr "Sous-émetteur enchainé" #: ../../docs/tutorials/3d/particles/subemitters.rst:9 msgid "" @@ -44419,8 +44441,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/particles/trails.rst:27 +#, fuzzy msgid "Ribbon trails" -msgstr "" +msgstr "Sentiers de ruban" #: ../../docs/tutorials/3d/particles/trails.rst:33 #, fuzzy @@ -44528,8 +44551,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/particles/trails.rst:87 +#, fuzzy msgid "Tube trails" -msgstr "" +msgstr "Ruban de tube" #: ../../docs/tutorials/3d/particles/trails.rst:89 msgid "" @@ -44819,8 +44843,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/particles/turbulence.rst:116 +#, fuzzy msgid "Turbulence displacement" -msgstr "" +msgstr "Placement de turbulence" #: ../../docs/tutorials/3d/particles/turbulence.rst:116 msgid "" @@ -45896,7 +45921,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:27 msgid "Indirect diffuse lighting" -msgstr "" +msgstr "Lumière indirecte diffuse" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:29 msgid "" @@ -46078,7 +46103,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:136 msgid "**VoxelGI:**" -msgstr "" +msgstr "**VoxelGI:**" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:138 msgid "" @@ -46104,7 +46129,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:151 msgid "**SDFGI:**" -msgstr "" +msgstr "**SDFGI:**" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:153 msgid "" @@ -46164,7 +46189,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:0 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:183 msgid "VoxelGI in action." -msgstr "" +msgstr "VoxelGI en action." #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:185 msgid "" @@ -46275,7 +46300,7 @@ msgstr "**Éclairage en temps réel :**" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:246 msgid "**VoxelGI:** |good| Fully real-time." -msgstr "" +msgstr "**VoxelGI:** |bon| complètement en temps réel." #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:248 msgid "" @@ -46293,7 +46318,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:256 msgid "**SDFGI:** |average| Semi-real-time." -msgstr "" +msgstr "**SDFGI:** |moyenne| Semi temps réel." #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:258 msgid "" @@ -46340,7 +46365,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:281 msgid "**ReflectionProbe:** |average| Optionally real-time." -msgstr "" +msgstr "**ReflectionProbe:** |moyenne| Optionnellement en temps réel." #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:283 msgid "" @@ -46358,7 +46383,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:292 msgid "User work needed" -msgstr "" +msgstr "Travail de l'utilisateur nécessaire" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:294 msgid "**VoxelGI:** One or more VoxelGI nodes need to be created and baked." @@ -46373,8 +46398,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:301 +#, fuzzy msgid "**SDFGI:** Very little." -msgstr "" +msgstr "**SDFGI:** Très petit." #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:303 msgid "" @@ -46527,8 +46553,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:4 +#, fuzzy msgid "Using Voxel global illumination" -msgstr "" +msgstr "Usage de l'illumination globale Voxel" #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:6 msgid "" @@ -46561,11 +46588,11 @@ msgstr "Comparaison visuelle" #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 msgid "VoxelGI disabled." -msgstr "" +msgstr "VoxelGI désactivé." #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 msgid "VoxelGI enabled." -msgstr "" +msgstr "VoxelGI activé." #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:35 #, fuzzy @@ -46953,7 +46980,7 @@ msgstr "Désactivé" #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 msgid "SDFGI enabled." -msgstr "" +msgstr "SDFGI activé." #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:44 #, fuzzy @@ -47285,7 +47312,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:4 msgid "Using Lightmap global illumination" -msgstr "" +msgstr "Usage de l'illumination globale par carte de mémoire" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:6 #, fuzzy @@ -47371,7 +47398,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 msgid "LightmapGI disabled." -msgstr "" +msgstr "LightmpaGI désactivé." #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:53 msgid "LightmapGI enabled (with indirect light baked only)." @@ -48053,7 +48080,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:387 msgid "Denoising" -msgstr "" +msgstr "Suppression de bruit" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:389 msgid "" @@ -48254,7 +48281,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:515 msgid "Lightmap data" -msgstr "" +msgstr "Données de carte de lumière" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:517 #, fuzzy @@ -48606,7 +48633,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/faking_global_illumination.rst:4 msgid "Faking global illumination" -msgstr "" +msgstr "Simuler l'illumination globale" #: ../../docs/tutorials/3d/global_illumination/faking_global_illumination.rst:7 #, fuzzy @@ -48657,7 +48684,7 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/faking_global_illumination.rst:33 msgid "Faking DirectionalLight3D global illumination" -msgstr "" +msgstr "Simuler l'illumination globale DirectionalLight3D" #: ../../docs/tutorials/3d/global_illumination/faking_global_illumination.rst:35 msgid "" @@ -49361,7 +49388,7 @@ msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:311 msgid "Volumetric Fog" -msgstr "" +msgstr "Brouillard volumétrique" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:313 msgid "" @@ -50141,7 +50168,7 @@ msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:717 msgid "**Basic BCS adjustments**" -msgstr "" +msgstr "**Ajustements basiques BCS**" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:719 #, fuzzy @@ -51309,8 +51336,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/3d_antialiasing.rst:217 +#, fuzzy msgid "Screen-space roughness limiter" -msgstr "" +msgstr "Limiteur de rugosité d'espace de l'écran" #: ../../docs/tutorials/3d/3d_antialiasing.rst:222 msgid "" @@ -52507,7 +52535,7 @@ msgstr "Il y a deux façons d'exporter un projet pour un serveur :" #: ../../docs/tutorials/3d/occlusion_culling.rst:117 msgid "Automatically baking occluders (recommended)" -msgstr "" +msgstr "Automatiquement pré-calculer les occluders (recommandé)" #: ../../docs/tutorials/3d/occlusion_culling.rst:121 msgid "" @@ -52581,15 +52609,15 @@ msgstr "" #: ../../docs/tutorials/3d/occlusion_culling.rst:164 msgid "QuadOccluder3D (a single plane)" -msgstr "" +msgstr "QuadOccluder3D (un simple plan)" #: ../../docs/tutorials/3d/occlusion_culling.rst:165 msgid "BoxOccluder3D (a cuboid)" -msgstr "" +msgstr "BoxOccluder3D (un cuboïde)" #: ../../docs/tutorials/3d/occlusion_culling.rst:166 msgid "SphereOccluder3D (a sphere-shaped occluder)" -msgstr "" +msgstr "SphereOccluder3D (un occluder avec une forme sphérique" #: ../../docs/tutorials/3d/occlusion_culling.rst:167 msgid "PolygonOccluder3D (a 2D polygon with as many points as you want)" @@ -52745,8 +52773,9 @@ msgid "My occludee isn't being culled when it should be" msgstr "" #: ../../docs/tutorials/3d/occlusion_culling.rst:266 +#, fuzzy msgid "**On the occluder side:**" -msgstr "" +msgstr "**Sur le côté occluder : **" #: ../../docs/tutorials/3d/occlusion_culling.rst:268 msgid "" @@ -52771,8 +52800,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/occlusion_culling.rst:281 +#, fuzzy msgid "**On the occludee side:**" -msgstr "" +msgstr "**Sur le côté avec occlusion**" #: ../../docs/tutorials/3d/occlusion_culling.rst:283 msgid "" @@ -52831,7 +52861,7 @@ msgstr "iResolution" #: ../../docs/tutorials/3d/resolution_scaling.rst:10 msgid "Why use resolution scaling?" -msgstr "" +msgstr "Pourquoi utiliser la mise à l'échelle de résolution ?" #: ../../docs/tutorials/3d/resolution_scaling.rst:12 msgid "" @@ -52991,7 +53021,7 @@ msgstr "" #: ../../docs/tutorials/3d/resolution_scaling.rst:117 msgid "**1920×1080 (Full HD)**" -msgstr "" +msgstr "**1920×1080 (Full HD)**" #: ../../docs/tutorials/3d/resolution_scaling.rst:120 #: ../../docs/tutorials/3d/resolution_scaling.rst:142 @@ -53018,235 +53048,247 @@ msgstr "Temps de rendu de la trame précédente." #: ../../docs/tutorials/3d/resolution_scaling.rst:144 #: ../../docs/tutorials/3d/resolution_scaling.rst:166 msgid "``0.50``" -msgstr "" +msgstr "``0.50``" #: ../../docs/tutorials/3d/resolution_scaling.rst:122 msgid "960×540" -msgstr "" +msgstr "960×540" #: ../../docs/tutorials/3d/resolution_scaling.rst:122 msgid "0.52 MPix" -msgstr "" +msgstr "0.52 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:124 #: ../../docs/tutorials/3d/resolution_scaling.rst:146 #: ../../docs/tutorials/3d/resolution_scaling.rst:168 msgid "``0.67``" -msgstr "" +msgstr "``0.67``" #: ../../docs/tutorials/3d/resolution_scaling.rst:124 msgid "1286×723" -msgstr "" +msgstr "1286×723" #: ../../docs/tutorials/3d/resolution_scaling.rst:124 msgid "0.93 MPix" -msgstr "" +msgstr "0.93 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:126 #: ../../docs/tutorials/3d/resolution_scaling.rst:148 #: ../../docs/tutorials/3d/resolution_scaling.rst:170 msgid "``0.75``" -msgstr "" +msgstr "``0.75``" #: ../../docs/tutorials/3d/resolution_scaling.rst:126 msgid "1440×810" -msgstr "" +msgstr "1440×810" #: ../../docs/tutorials/3d/resolution_scaling.rst:126 +#, fuzzy msgid "1.17 MPix" -msgstr "" +msgstr "1.17 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:128 #: ../../docs/tutorials/3d/resolution_scaling.rst:150 #: ../../docs/tutorials/3d/resolution_scaling.rst:172 msgid "``0.85``" -msgstr "" +msgstr "``0.85``" #: ../../docs/tutorials/3d/resolution_scaling.rst:128 msgid "1632×918" -msgstr "" +msgstr "1632×918" #: ../../docs/tutorials/3d/resolution_scaling.rst:128 msgid "1.50 MPix" -msgstr "" +msgstr "1.50 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:130 #: ../../docs/tutorials/3d/resolution_scaling.rst:152 #: ../../docs/tutorials/3d/resolution_scaling.rst:174 msgid "``1.00`` **(native)**" -msgstr "" +msgstr "``1.00`` **(native)**" #: ../../docs/tutorials/3d/resolution_scaling.rst:130 msgid "**1920×1080**" -msgstr "" +msgstr "**1920×1080**" #: ../../docs/tutorials/3d/resolution_scaling.rst:130 msgid "**2.07 MPix**" -msgstr "" +msgstr "**2.07 MPix**" #: ../../docs/tutorials/3d/resolution_scaling.rst:132 #: ../../docs/tutorials/3d/resolution_scaling.rst:154 #: ../../docs/tutorials/3d/resolution_scaling.rst:176 +#, fuzzy msgid "``1.33`` (supersampling)" -msgstr "" +msgstr "``1.33`` (super-échantillonnage)" #: ../../docs/tutorials/3d/resolution_scaling.rst:132 msgid "2553×1436" -msgstr "" +msgstr "2553×1436" #: ../../docs/tutorials/3d/resolution_scaling.rst:132 msgid "3.67 MPix" -msgstr "" +msgstr "3.67 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:134 #: ../../docs/tutorials/3d/resolution_scaling.rst:156 #: ../../docs/tutorials/3d/resolution_scaling.rst:178 +#, fuzzy msgid "``1.50`` (supersampling)" -msgstr "" +msgstr "``1.50`` (super-échantillonnage)" #: ../../docs/tutorials/3d/resolution_scaling.rst:134 #: ../../docs/tutorials/3d/resolution_scaling.rst:170 msgid "2880×1620" -msgstr "" +msgstr "2880×1620" #: ../../docs/tutorials/3d/resolution_scaling.rst:134 #: ../../docs/tutorials/3d/resolution_scaling.rst:170 msgid "4.67 MPix" -msgstr "" +msgstr "4.67 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:136 #: ../../docs/tutorials/3d/resolution_scaling.rst:158 #: ../../docs/tutorials/3d/resolution_scaling.rst:180 +#, fuzzy msgid "``2.00`` (supersampling)" -msgstr "" +msgstr "``2.00`` (super-échantillonnage)" #: ../../docs/tutorials/3d/resolution_scaling.rst:136 #: ../../docs/tutorials/3d/resolution_scaling.rst:156 msgid "3840×2160" -msgstr "" +msgstr "3840×2160" #: ../../docs/tutorials/3d/resolution_scaling.rst:136 #: ../../docs/tutorials/3d/resolution_scaling.rst:156 msgid "8.29 MPix" -msgstr "" +msgstr "8.29 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:139 +#, fuzzy msgid "**2560×1440 (QHD)**" -msgstr "" +msgstr "**2560×1440 (QHD)**" #: ../../docs/tutorials/3d/resolution_scaling.rst:144 msgid "1280×720" -msgstr "" +msgstr "1280×720" #: ../../docs/tutorials/3d/resolution_scaling.rst:144 msgid "0.92 MPix" -msgstr "" +msgstr "0.92 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:146 msgid "1715×964" -msgstr "" +msgstr "1715×964" #: ../../docs/tutorials/3d/resolution_scaling.rst:146 msgid "1.65 MPix" -msgstr "" +msgstr "1.65 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:148 #: ../../docs/tutorials/3d/resolution_scaling.rst:166 +#, fuzzy msgid "1920×1080" -msgstr "" +msgstr "1920×1080" #: ../../docs/tutorials/3d/resolution_scaling.rst:148 #: ../../docs/tutorials/3d/resolution_scaling.rst:166 msgid "2.07 MPix" -msgstr "" +msgstr "2.07 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:150 msgid "2176×1224" -msgstr "" +msgstr "2176×1224" #: ../../docs/tutorials/3d/resolution_scaling.rst:150 msgid "2.66 MPix" -msgstr "" +msgstr "2.66 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:152 msgid "**2560×1440**" -msgstr "" +msgstr "**2560×1440**" #: ../../docs/tutorials/3d/resolution_scaling.rst:152 msgid "**3.69 MPix**" -msgstr "" +msgstr "**3.69 MPix**" #: ../../docs/tutorials/3d/resolution_scaling.rst:154 msgid "3404×1915" -msgstr "" +msgstr "3404×1915" #: ../../docs/tutorials/3d/resolution_scaling.rst:154 msgid "6.52 MPix" -msgstr "" +msgstr "6.52 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:158 msgid "5120×2880" -msgstr "" +msgstr "5120×2880" #: ../../docs/tutorials/3d/resolution_scaling.rst:158 msgid "14.75 MPix" -msgstr "" +msgstr "14.75 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:161 msgid "**3840×2160 (Ultra HD \"4K\")**" -msgstr "" +msgstr "**3840×2160 (Ultra HD \"4K\")**" #: ../../docs/tutorials/3d/resolution_scaling.rst:168 msgid "2572×1447" -msgstr "" +msgstr "2572×1447" #: ../../docs/tutorials/3d/resolution_scaling.rst:168 msgid "3.72 MPix" -msgstr "" +msgstr "3.72 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:172 msgid "3264×1836" -msgstr "" +msgstr "3264×1836" #: ../../docs/tutorials/3d/resolution_scaling.rst:172 +#, fuzzy msgid "5.99 MPix" -msgstr "" +msgstr "5.99 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:174 msgid "**3840×2160**" -msgstr "" +msgstr "**3840×2160**" #: ../../docs/tutorials/3d/resolution_scaling.rst:174 +#, fuzzy msgid "**8.29 MPix**" -msgstr "" +msgstr "**8.29 MPix**" #: ../../docs/tutorials/3d/resolution_scaling.rst:176 msgid "5107×2872" -msgstr "" +msgstr "5107×2872" #: ../../docs/tutorials/3d/resolution_scaling.rst:176 +#, fuzzy msgid "14.67 MPix" -msgstr "" +msgstr "14.67 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:178 msgid "5760×3240" -msgstr "" +msgstr "5760×3240" #: ../../docs/tutorials/3d/resolution_scaling.rst:178 +#, fuzzy msgid "18.66 MPix" -msgstr "" +msgstr "18.66 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:180 msgid "7680×4320" -msgstr "" +msgstr "7680×4320" #: ../../docs/tutorials/3d/resolution_scaling.rst:180 +#, fuzzy msgid "33.18 MPix" -msgstr "" +msgstr "33.18 MPix" #: ../../docs/tutorials/3d/resolution_scaling.rst:184 +#, fuzzy msgid "FSR Sharpness" -msgstr "" +msgstr "Netteté FSR" #: ../../docs/tutorials/3d/resolution_scaling.rst:186 msgid "" @@ -53489,7 +53531,7 @@ msgstr "**mobile**" #: ../../docs/tutorials/3d/variable_rate_shading.rst:75 msgid "Snapdragon 888 and newer" -msgstr "" +msgstr "Snapdragon 888 et plus récent" #: ../../docs/tutorials/3d/variable_rate_shading.rst:76 msgid "MediaTek Dimensity 9000 and newer" @@ -53497,7 +53539,7 @@ msgstr "" #: ../../docs/tutorials/3d/variable_rate_shading.rst:77 msgid "ARM Mali-G615 and newer" -msgstr "" +msgstr "ARM Mali-G615 et plus récent" #: ../../docs/tutorials/3d/variable_rate_shading.rst:79 msgid "" @@ -53596,7 +53638,7 @@ msgstr "" #: ../../docs/tutorials/3d/variable_rate_shading.rst:133 msgid "Density" -msgstr "" +msgstr "Densité" #: ../../docs/tutorials/3d/variable_rate_shading.rst:135 #, fuzzy @@ -53645,7 +53687,7 @@ msgstr "" #: ../../docs/tutorials/3d/variable_rate_shading.rst:145 msgid "4×2" -msgstr "" +msgstr "4×2" #: ../../docs/tutorials/3d/variable_rate_shading.rst:145 msgid "``rgb(170, 85, 0) - #aa5500``" @@ -53677,15 +53719,16 @@ msgstr "" #: ../../docs/tutorials/3d/variable_rate_shading.rst:151 msgid "8×4" -msgstr "" +msgstr "8×4" #: ../../docs/tutorials/3d/variable_rate_shading.rst:151 msgid "``rgb(255, 170, 0) - #ffaa00``" msgstr "" #: ../../docs/tutorials/3d/variable_rate_shading.rst:153 +#, fuzzy msgid "8×8 (lowest detail)" -msgstr "" +msgstr "8×8 (détail le plus bas)" #: ../../docs/tutorials/3d/variable_rate_shading.rst:153 msgid "``rgb(255, 255, 0) - #ffff00``" @@ -53773,67 +53816,67 @@ msgstr "Mises en garde relatives aux performances" #: ../../docs/tutorials/3d/variable_rate_shading.rst:200 msgid "1920×1080 (Full HD)" -msgstr "" +msgstr "1920×1080 (Full HD)" #: ../../docs/tutorials/3d/variable_rate_shading.rst:200 msgid "2832 FPS" -msgstr "" +msgstr "2832 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:200 msgid "3136 FPS" -msgstr "" +msgstr "3136 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:200 msgid "+10.7%" -msgstr "" +msgstr "+10.7%" #: ../../docs/tutorials/3d/variable_rate_shading.rst:202 msgid "2560×1440 (QHD)" -msgstr "" +msgstr "2560×1440 (QHD)" #: ../../docs/tutorials/3d/variable_rate_shading.rst:202 msgid "2008 FPS" -msgstr "" +msgstr "2008 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:202 msgid "2256 FPS" -msgstr "" +msgstr "2256 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:202 msgid "+12.3%" -msgstr "" +msgstr "+12.3%" #: ../../docs/tutorials/3d/variable_rate_shading.rst:204 msgid "3840×2160 (4K)" -msgstr "" +msgstr "3840×2160 (4K)" #: ../../docs/tutorials/3d/variable_rate_shading.rst:204 msgid "1236 FPS" -msgstr "" +msgstr "1236 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:204 msgid "1436 FPS" -msgstr "" +msgstr "1436 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:204 msgid "+16.2%" -msgstr "" +msgstr "+16.2%" #: ../../docs/tutorials/3d/variable_rate_shading.rst:206 msgid "7680×4320 (8K)" -msgstr "" +msgstr "7680×4320 (8K)" #: ../../docs/tutorials/3d/variable_rate_shading.rst:206 msgid "384 FPS" -msgstr "" +msgstr "384 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:206 msgid "473 FPS" -msgstr "" +msgstr "473 FPS" #: ../../docs/tutorials/3d/variable_rate_shading.rst:206 msgid "+23.1%" -msgstr "" +msgstr "+23.1%" #: ../../docs/tutorials/3d/variable_rate_shading.rst:209 msgid "" @@ -55526,7 +55569,7 @@ msgstr "" #: ../../docs/tutorials/animation/animation_track_types.rst:17 msgid "Property Track" -msgstr "" +msgstr "Propriété de piste" #: ../../docs/tutorials/animation/animation_track_types.rst:19 msgid "The most basic track type. See :ref:`doc_introduction_animation`." @@ -55656,7 +55699,7 @@ msgstr "" #: ../../docs/tutorials/animation/animation_track_types.rst:92 msgid "Audio Playback Track" -msgstr "" +msgstr "Piste de playback audio" #: ../../docs/tutorials/animation/animation_track_types.rst:94 msgid "" @@ -57472,7 +57515,7 @@ msgstr "" #: ../../docs/tutorials/animation/animation_tree.rst:253 msgid "For better blending" -msgstr "" +msgstr "Pour un meilleur mélange" #: ../../docs/tutorials/animation/animation_tree.rst:255 msgid "" @@ -58684,7 +58727,7 @@ msgstr "" #: ../../docs/tutorials/animation/creating_movies.rst:176 msgid "PNG" -msgstr "" +msgstr "PNG" #: ../../docs/tutorials/animation/creating_movies.rst:178 msgid "" @@ -58799,7 +58842,7 @@ msgstr "" #: ../../docs/tutorials/animation/creating_movies.rst:244 msgid "See also :ref:`doc_creating_movies_recording_at_higher_resolution`." -msgstr "" +msgstr "Voir aussi :ref:`doc_creating_movies_recording_at_higher_resolution`." #: ../../docs/tutorials/animation/creating_movies.rst:247 #, fuzzy @@ -59773,7 +59816,7 @@ msgstr "Compression sans perte (Lossless)" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 msgid "Lossy" -msgstr "" +msgstr "Avec perte" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 @@ -59790,7 +59833,7 @@ msgstr "Non compressé" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 msgid "Basis Universal" -msgstr "" +msgstr "Base universelle" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 #: ../../docs/tutorials/export/feature_tags.rst:41 @@ -59907,38 +59950,38 @@ msgstr "Limites de taille des textures" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 msgid "**128×128**" -msgstr "" +msgstr "**128×128**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 msgid "|good| 85 KiB" -msgstr "" +msgstr "|bon| 85 KiB" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 msgid "|good| 21 KiB" -msgstr "" +msgstr "|bon| 21 KiB" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 msgid "**256×256**" -msgstr "" +msgstr "**256×256**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 msgid "|good| 341 KiB" -msgstr "" +msgstr "|bon| 341 KiB" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 msgid "**512×512**" -msgstr "" +msgstr "**512×512**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 msgid "|good| 1.33 MiB" -msgstr "" +msgstr "|bon| 1.33 MiB" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 msgid "**1024×1024**" -msgstr "" +msgstr "**1024×1024**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 @@ -59948,20 +59991,20 @@ msgstr "|normal| Légère" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 msgid "**2048×2048**" -msgstr "" +msgstr "**2048×2048**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "|bad| 21.33 MiB" -msgstr "" +msgstr "|mauvais| 21.33 MiB" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "**4096×4096**" -msgstr "" +msgstr "**4096×4096**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 msgid "|bad| 85.33 MiB" -msgstr "" +msgstr "|mauvais| 85.33 MiB" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:226 msgid "" @@ -60797,7 +60840,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:101 msgid "Force > Mono" -msgstr "" +msgstr "Force > Mono" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:103 msgid "" @@ -60824,8 +60867,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:117 +#, fuzzy msgid "Edit > Trim" -msgstr "" +msgstr "Éditer > Trim" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:119 #, fuzzy @@ -60969,7 +61013,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:206 msgid "BPM" -msgstr "" +msgstr "BPM" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:208 msgid "" @@ -60989,7 +61033,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:218 msgid "Beat Count" -msgstr "" +msgstr "Quantité de battements" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:220 msgid "" @@ -62583,7 +62627,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:150 msgid "**glTF**" -msgstr "" +msgstr "**glTF**" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:152 msgid "" @@ -63229,7 +63273,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:524 msgid "Other than that, everything is allowed." -msgstr "Sinon, tout est permis !" +msgstr "Autrement que cela, tout est autorisé." #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:4 #, fuzzy @@ -63288,11 +63332,11 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:35 msgid "Options for Retargeting" -msgstr "" +msgstr "Options pour le re-ciblage" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:38 msgid "Bone Map" -msgstr "" +msgstr "Carte d'os" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:40 msgid "" @@ -63382,7 +63426,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:92 msgid "Unmapped Bones" -msgstr "" +msgstr "Os sans map" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:94 msgid "Removes unmapped bone Transform tracks from the animations." @@ -63498,8 +63542,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:149 +#, fuzzy msgid "Overwrite Axis" -msgstr "" +msgstr "Axe surchargé" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:151 msgid "" @@ -63518,7 +63563,7 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:159 msgid "Fix Silhouette" -msgstr "" +msgstr "Fixer la silhouette" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:161 msgid "" @@ -66639,7 +66684,7 @@ msgstr "" #: ../../docs/tutorials/export/feature_tags.rst:45 msgid "**bsd**" -msgstr "" +msgstr "**bsd**" #: ../../docs/tutorials/export/feature_tags.rst:45 msgid "Running on \\*BSD (but not within a Web browser)" @@ -66665,7 +66710,7 @@ msgstr "" #: ../../docs/tutorials/export/feature_tags.rst:51 msgid "**ios**" -msgstr "" +msgstr "**ios**" #: ../../docs/tutorials/export/feature_tags.rst:51 msgid "Running on iOS (but not within a Web browser)" @@ -66884,7 +66929,7 @@ msgstr "Exécution sur une version 32 bits ARM" #: ../../docs/tutorials/export/feature_tags.rst:99 msgid "**wasm**" -msgstr "" +msgstr "**wasm**" #: ../../docs/tutorials/export/feature_tags.rst:99 #, fuzzy @@ -67226,7 +67271,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:195 #: ../../docs/tutorials/export/exporting_for_web.rst:404 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" -msgstr "" +msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" #: ../../docs/tutorials/export/exporting_for_macos.rst:4 msgid "Exporting for macOS" @@ -67593,7 +67638,7 @@ msgstr "ID d'équipe, si votre ID Apple appartient à plusieurs équipes" #: ../../docs/tutorials/export/exporting_for_macos.rst:121 msgid "API UUID" -msgstr "" +msgstr "API UUID" #: ../../docs/tutorials/export/exporting_for_macos.rst:121 msgid "" @@ -67603,7 +67648,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:123 msgid "API Key" -msgstr "" +msgstr "Clé API" #: ../../docs/tutorials/export/exporting_for_macos.rst:123 msgid "" @@ -68038,7 +68083,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:233 msgid "``GODOT_MACOS_CODESIGN_CERTIFICATE_FILE``" -msgstr "" +msgstr "``GODOT_MACOS_CODESIGN_CERTIFICATE_FILE``" #: ../../docs/tutorials/export/exporting_for_macos.rst:234 msgid "Options / Codesign / Certificate Password" @@ -68046,7 +68091,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:235 msgid "``GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD``" -msgstr "" +msgstr "``GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD``" #: ../../docs/tutorials/export/exporting_for_macos.rst:236 msgid "Options / Codesign / Provisioning Profile" @@ -68054,7 +68099,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:237 msgid "``GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE``" -msgstr "" +msgstr "``GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE``" #: ../../docs/tutorials/export/exporting_for_macos.rst:238 msgid "Options / Notarization / API UUID" @@ -68062,7 +68107,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:239 msgid "``GODOT_MACOS_NOTARIZATION_API_UUID``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_API_UUID``" #: ../../docs/tutorials/export/exporting_for_macos.rst:240 msgid "Options / Notarization / API Key" @@ -68070,7 +68115,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:241 msgid "``GODOT_MACOS_NOTARIZATION_API_KEY``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_API_KEY``" #: ../../docs/tutorials/export/exporting_for_macos.rst:242 msgid "Options / Notarization / API Key ID" @@ -68078,7 +68123,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:243 msgid "``GODOT_MACOS_NOTARIZATION_API_KEY_ID``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_API_KEY_ID``" #: ../../docs/tutorials/export/exporting_for_macos.rst:244 msgid "Options / Notarization / Apple ID Name" @@ -68086,7 +68131,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:245 msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME``" #: ../../docs/tutorials/export/exporting_for_macos.rst:246 msgid "Options / Notarization / Apple ID Password" @@ -68094,7 +68139,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:247 msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" -msgstr "" +msgstr "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" #: ../../docs/tutorials/export/running_on_macos.rst:4 msgid "Running Godot apps on macOS" @@ -68475,7 +68520,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_windows.rst:74 msgid "``GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE``" -msgstr "" +msgstr "``GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE``" #: ../../docs/tutorials/export/exporting_for_windows.rst:75 msgid "Options / Codesign / Identity" @@ -68483,7 +68528,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_windows.rst:76 msgid "``GODOT_WINDOWS_CODESIGN_IDENTITY``" -msgstr "" +msgstr "``GODOT_WINDOWS_CODESIGN_IDENTITY``" #: ../../docs/tutorials/export/exporting_for_windows.rst:77 msgid "Options / Codesign / Password" @@ -68491,7 +68536,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_windows.rst:78 msgid "``GODOT_WINDOWS_CODESIGN_PASSWORD``" -msgstr "" +msgstr "``GODOT_WINDOWS_CODESIGN_PASSWORD``" #: ../../docs/tutorials/export/changing_application_icon_for_windows.rst:4 msgid "Changing application icon for Windows" @@ -69019,7 +69064,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_ios.rst:128 msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG``" -msgstr "" +msgstr "``GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG``" #: ../../docs/tutorials/export/exporting_for_ios.rst:129 msgid "Options / Application / Provisioning Profile UUID Release" @@ -69027,7 +69072,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_ios.rst:130 msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" -msgstr "" +msgstr "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" #: ../../docs/tutorials/export/exporting_for_ios.rst:136 msgid "xcode-select points at wrong SDK location" @@ -69550,7 +69595,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:197 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" #: ../../docs/tutorials/export/exporting_for_android.rst:198 msgid "Options / Keystore / Debug User" @@ -69558,7 +69603,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:199 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" #: ../../docs/tutorials/export/exporting_for_android.rst:200 msgid "Options / Keystore / Debug Password" @@ -69566,7 +69611,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:201 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" #: ../../docs/tutorials/export/exporting_for_android.rst:202 msgid "Options / Keystore / Release" @@ -69574,7 +69619,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:203 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" #: ../../docs/tutorials/export/exporting_for_android.rst:204 msgid "Options / Keystore / Release User" @@ -69582,7 +69627,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:205 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" #: ../../docs/tutorials/export/exporting_for_android.rst:206 msgid "Options / Keystore / Release Password" @@ -69590,7 +69635,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:207 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" -msgstr "" +msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" #: ../../docs/tutorials/export/android_gradle_build.rst:4 #, fuzzy @@ -71226,9 +71271,8 @@ msgid "Type" msgstr "Type" #: ../../docs/tutorials/io/data_paths.rst:74 -#, fuzzy msgid "Default" -msgstr "Lots par défaut" +msgstr "Par défaut" #: ../../docs/tutorials/io/data_paths.rst:0 msgid "Windows: ``%APPDATA%\\Godot\\app_userdata\\[project_name]``" @@ -71915,16 +71959,19 @@ msgstr "" msgid "" ":ref:`Image.load_jpg_from_buffer `" msgstr "" +":ref:`Image.load_jpg_from_buffer `" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:83 msgid "" ":ref:`Image.load_ktx_from_buffer `" msgstr "" +":ref:`Image.load_ktx_from_buffer `" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:84 msgid "" ":ref:`Image.load_png_from_buffer `" msgstr "" +":ref:`Image.load_png_from_buffer `" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:85 msgid "" @@ -71937,11 +71984,13 @@ msgstr "" msgid "" ":ref:`Image.load_tga_from_buffer `" msgstr "" +":ref:`Image.load_tga_from_buffer `" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:88 msgid "" ":ref:`Image.load_webp_from_buffer `" msgstr "" +":ref:`Image.load_webp_from_buffer `" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:90 msgid "" @@ -72109,7 +72158,7 @@ msgstr "" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:267 msgid "ZIP archives" -msgstr "" +msgstr "Archives ZIP" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:269 msgid "" @@ -72297,7 +72346,7 @@ msgstr "plane" #: ../../docs/tutorials/io/binary_serialization_api.rst:65 msgid "quaternion" -msgstr "" +msgstr "quaternion" #: ../../docs/tutorials/io/binary_serialization_api.rst:67 msgid "aabb" @@ -72715,9 +72764,8 @@ msgstr "" #: ../../docs/tutorials/io/binary_serialization_api.rst:602 #: ../../docs/tutorials/io/binary_serialization_api.rst:604 #: ../../docs/tutorials/io/binary_serialization_api.rst:606 -#, fuzzy msgid "Float" -msgstr "Nombre à virgule flottante" +msgstr "Float" #: ../../docs/tutorials/io/binary_serialization_api.rst:153 msgid "IEEE 754 single-precision float" @@ -73081,7 +73129,7 @@ msgstr "Entier 32 bits signé" #: ../../docs/tutorials/io/binary_serialization_api.rst:418 msgid "``full_objects`` disabled" -msgstr "" +msgstr "``full_objects`` désactivé" #: ../../docs/tutorials/io/binary_serialization_api.rst:423 #, fuzzy @@ -73090,7 +73138,7 @@ msgstr "Entier signé 64 bits" #: ../../docs/tutorials/io/binary_serialization_api.rst:427 msgid "``full_objects`` enabled" -msgstr "" +msgstr "``full_objects`` activé" #: ../../docs/tutorials/io/binary_serialization_api.rst:432 #, fuzzy @@ -73117,7 +73165,7 @@ msgstr "Pour chaque propriété :" #: ../../docs/tutorials/io/binary_serialization_api.rst:444 msgid "Y" -msgstr "" +msgstr "Y" #: ../../docs/tutorials/io/binary_serialization_api.rst:444 #, fuzzy @@ -73131,7 +73179,7 @@ msgstr "X+4" #: ../../docs/tutorials/io/binary_serialization_api.rst:446 msgid "Z" -msgstr "" +msgstr "Z" #: ../../docs/tutorials/io/binary_serialization_api.rst:446 #, fuzzy @@ -73140,11 +73188,11 @@ msgstr "Chaîne de caractère codée en UTF-8" #: ../../docs/tutorials/io/binary_serialization_api.rst:448 msgid "Y+4+Z" -msgstr "" +msgstr "Y+4+Z" #: ../../docs/tutorials/io/binary_serialization_api.rst:448 msgid "W" -msgstr "" +msgstr "W" #: ../../docs/tutorials/io/binary_serialization_api.rst:448 #, fuzzy @@ -74394,8 +74442,9 @@ msgid "ab" msgstr "aabb" #: ../../docs/tutorials/i18n/locales.rst:23 +#, fuzzy msgid "Abkhazian" -msgstr "" +msgstr "Abkhazian" #: ../../docs/tutorials/i18n/locales.rst:25 #, fuzzy @@ -74414,7 +74463,7 @@ msgstr "Cache" #: ../../docs/tutorials/i18n/locales.rst:27 msgid "Acoli" -msgstr "" +msgstr "Acoli" #: ../../docs/tutorials/i18n/locales.rst:29 #, fuzzy @@ -74423,7 +74472,7 @@ msgstr "aa" #: ../../docs/tutorials/i18n/locales.rst:29 msgid "Adangme" -msgstr "" +msgstr "Adangme" #: ../../docs/tutorials/i18n/locales.rst:31 #, fuzzy @@ -74431,8 +74480,9 @@ msgid "ady" msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:31 +#, fuzzy msgid "Adyghe" -msgstr "" +msgstr "Adyghe" #: ../../docs/tutorials/i18n/locales.rst:33 #, fuzzy @@ -74441,8 +74491,9 @@ msgstr "Enregistrer" #: ../../docs/tutorials/i18n/locales.rst:33 #: ../../docs/tutorials/i18n/locales.rst:1278 +#, fuzzy msgid "Avestan" -msgstr "" +msgstr "Avestan" #: ../../docs/tutorials/i18n/locales.rst:35 #, fuzzy @@ -74451,7 +74502,7 @@ msgstr "Web" #: ../../docs/tutorials/i18n/locales.rst:35 msgid "Tunisian Arabic" -msgstr "" +msgstr "Tunisien arabique" #: ../../docs/tutorials/i18n/locales.rst:37 msgid "af" @@ -74467,8 +74518,9 @@ msgid "afh" msgstr "af" #: ../../docs/tutorials/i18n/locales.rst:39 +#, fuzzy msgid "Afrihili" -msgstr "" +msgstr "Afrihili" #: ../../docs/tutorials/i18n/locales.rst:41 #, fuzzy @@ -74476,8 +74528,9 @@ msgid "agq" msgstr "Balise" #: ../../docs/tutorials/i18n/locales.rst:41 +#, fuzzy msgid "Aghem" -msgstr "" +msgstr "Aghem" #: ../../docs/tutorials/i18n/locales.rst:43 #, fuzzy @@ -74485,8 +74538,9 @@ msgid "ain" msgstr "Principal" #: ../../docs/tutorials/i18n/locales.rst:43 +#, fuzzy msgid "Ainu" -msgstr "" +msgstr "Ainu" #: ../../docs/tutorials/i18n/locales.rst:45 #, fuzzy @@ -74500,27 +74554,29 @@ msgstr "Aguaruna (Pérou)" #: ../../docs/tutorials/i18n/locales.rst:47 msgid "ak" -msgstr "" +msgstr "ak" #: ../../docs/tutorials/i18n/locales.rst:47 +#, fuzzy msgid "Akan" -msgstr "" +msgstr "Akan" #: ../../docs/tutorials/i18n/locales.rst:49 msgid "akk" -msgstr "" +msgstr "akk" #: ../../docs/tutorials/i18n/locales.rst:49 msgid "Akkadian" -msgstr "" +msgstr "Akkadian" #: ../../docs/tutorials/i18n/locales.rst:51 msgid "akz" -msgstr "" +msgstr "akz" #: ../../docs/tutorials/i18n/locales.rst:51 +#, fuzzy msgid "Alabama" -msgstr "" +msgstr "Alabama" #: ../../docs/tutorials/i18n/locales.rst:53 #, fuzzy @@ -74528,8 +74584,9 @@ msgid "ale" msgstr "Mode mise à l'échelle" #: ../../docs/tutorials/i18n/locales.rst:53 +#, fuzzy msgid "Aleut" -msgstr "" +msgstr "Aleut" #: ../../docs/tutorials/i18n/locales.rst:55 #, fuzzy @@ -74557,8 +74614,9 @@ msgid "am" msgstr "Nom" #: ../../docs/tutorials/i18n/locales.rst:59 +#, fuzzy msgid "Amharic" -msgstr "" +msgstr "Amharic" #: ../../docs/tutorials/i18n/locales.rst:61 #, fuzzy @@ -74605,8 +74663,9 @@ msgid "arc" msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:69 +#, fuzzy msgid "Aramaic" -msgstr "" +msgstr "Aramaic" #: ../../docs/tutorials/i18n/locales.rst:71 #, fuzzy @@ -74614,8 +74673,9 @@ msgid "arn" msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:71 +#, fuzzy msgid "Mapudungun" -msgstr "" +msgstr "Mapudungun" #: ../../docs/tutorials/i18n/locales.rst:73 #, fuzzy @@ -74623,8 +74683,9 @@ msgid "aro" msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:73 +#, fuzzy msgid "Araona" -msgstr "" +msgstr "Araona" #: ../../docs/tutorials/i18n/locales.rst:75 #, fuzzy @@ -74632,8 +74693,9 @@ msgid "arp" msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:75 +#, fuzzy msgid "Arapaho" -msgstr "" +msgstr "Arapaho" #: ../../docs/tutorials/i18n/locales.rst:77 #, fuzzy @@ -74642,7 +74704,7 @@ msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:77 msgid "Algerian Arabic" -msgstr "" +msgstr "Algérien arabique" #: ../../docs/tutorials/i18n/locales.rst:79 #, fuzzy @@ -74660,8 +74722,9 @@ msgid "arw" msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:81 +#, fuzzy msgid "Arawak" -msgstr "" +msgstr "Arawak" #: ../../docs/tutorials/i18n/locales.rst:83 #, fuzzy @@ -74670,7 +74733,7 @@ msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:83 msgid "Moroccan Arabic" -msgstr "" +msgstr "Marocain arabique" #: ../../docs/tutorials/i18n/locales.rst:85 #, fuzzy @@ -74679,7 +74742,7 @@ msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:85 msgid "Egyptian Arabic" -msgstr "" +msgstr "Égyptien arabique" #: ../../docs/tutorials/i18n/locales.rst:87 #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:186 @@ -74727,16 +74790,18 @@ msgid "av" msgstr "Enregistrer" #: ../../docs/tutorials/i18n/locales.rst:95 +#, fuzzy msgid "Avaric" -msgstr "" +msgstr "Avaric" #: ../../docs/tutorials/i18n/locales.rst:97 msgid "avk" -msgstr "" +msgstr "avk" #: ../../docs/tutorials/i18n/locales.rst:97 +#, fuzzy msgid "Kotava" -msgstr "" +msgstr "Kotava" #: ../../docs/tutorials/i18n/locales.rst:99 #, fuzzy @@ -74744,8 +74809,9 @@ msgid "awa" msgstr "aa" #: ../../docs/tutorials/i18n/locales.rst:99 +#, fuzzy msgid "Awadhi" -msgstr "" +msgstr "Awadhi" #: ../../docs/tutorials/i18n/locales.rst:101 #, fuzzy @@ -74769,7 +74835,7 @@ msgstr "Aymara (Pérou)" #: ../../docs/tutorials/i18n/locales.rst:105 msgid "az" -msgstr "" +msgstr "az" #: ../../docs/tutorials/i18n/locales.rst:105 #, fuzzy @@ -74782,8 +74848,9 @@ msgid "ba" msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:107 +#, fuzzy msgid "Bashkir" -msgstr "" +msgstr "Bashkir" #: ../../docs/tutorials/i18n/locales.rst:109 #, fuzzy @@ -74791,8 +74858,9 @@ msgid "bal" msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:109 +#, fuzzy msgid "Baluchi" -msgstr "" +msgstr "Baluchi" #: ../../docs/tutorials/i18n/locales.rst:111 #, fuzzy @@ -74806,9 +74874,8 @@ msgid "Balinese" msgstr "Lignes vides" #: ../../docs/tutorials/i18n/locales.rst:113 -#, fuzzy msgid "bar" -msgstr "ar" +msgstr "bar" #: ../../docs/tutorials/i18n/locales.rst:113 #, fuzzy @@ -74816,56 +74883,56 @@ msgid "Bavarian" msgstr "Bulgare" #: ../../docs/tutorials/i18n/locales.rst:115 -#, fuzzy msgid "bas" -msgstr "as" +msgstr "bas" #: ../../docs/tutorials/i18n/locales.rst:115 +#, fuzzy msgid "Bassa" -msgstr "" +msgstr "Bassa" #: ../../docs/tutorials/i18n/locales.rst:117 -#, fuzzy msgid "bax" -msgstr "bad" +msgstr "bax" #: ../../docs/tutorials/i18n/locales.rst:117 msgid "Bamun" -msgstr "" +msgstr "Bamun" #: ../../docs/tutorials/i18n/locales.rst:119 msgid "bbc" -msgstr "" +msgstr "bbc" #: ../../docs/tutorials/i18n/locales.rst:119 +#, fuzzy msgid "Batak Toba" -msgstr "" +msgstr "Batak Toba" #: ../../docs/tutorials/i18n/locales.rst:121 msgid "bbj" -msgstr "" +msgstr "bbj" #: ../../docs/tutorials/i18n/locales.rst:121 #, fuzzy msgid "Ghomala" -msgstr "Somalien" +msgstr "Ghomala" #: ../../docs/tutorials/i18n/locales.rst:123 msgid "be" msgstr "be" #: ../../docs/tutorials/i18n/locales.rst:123 +#, fuzzy msgid "Belarusian" msgstr "Biélorusse" #: ../../docs/tutorials/i18n/locales.rst:125 -#, fuzzy msgid "bej" -msgstr "be" +msgstr "bej" #: ../../docs/tutorials/i18n/locales.rst:125 msgid "Beja" -msgstr "" +msgstr "Beja" #: ../../docs/tutorials/i18n/locales.rst:127 #, fuzzy @@ -74874,7 +74941,7 @@ msgstr "be" #: ../../docs/tutorials/i18n/locales.rst:127 msgid "Bemba" -msgstr "" +msgstr "Bemba" #: ../../docs/tutorials/i18n/locales.rst:129 #, fuzzy @@ -74883,7 +74950,7 @@ msgstr "be" #: ../../docs/tutorials/i18n/locales.rst:129 msgid "Berber" -msgstr "" +msgstr "Berber" #: ../../docs/tutorials/i18n/locales.rst:131 #, fuzzy @@ -74892,7 +74959,7 @@ msgstr "be" #: ../../docs/tutorials/i18n/locales.rst:131 msgid "Betawi" -msgstr "" +msgstr "Betawi" #: ../../docs/tutorials/i18n/locales.rst:133 #, fuzzy @@ -74901,7 +74968,7 @@ msgstr "be" #: ../../docs/tutorials/i18n/locales.rst:133 msgid "Bena" -msgstr "" +msgstr "Bena" #: ../../docs/tutorials/i18n/locales.rst:135 #, fuzzy @@ -74910,15 +74977,15 @@ msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:135 msgid "Bafut" -msgstr "" +msgstr "Bafut" #: ../../docs/tutorials/i18n/locales.rst:137 msgid "bfq" -msgstr "" +msgstr "bfq" #: ../../docs/tutorials/i18n/locales.rst:137 msgid "Badaga" -msgstr "" +msgstr "Badaga" #: ../../docs/tutorials/i18n/locales.rst:139 msgid "bg" @@ -74929,27 +74996,25 @@ msgid "Bulgarian" msgstr "Bulgare" #: ../../docs/tutorials/i18n/locales.rst:141 -#, fuzzy msgid "bhb" -msgstr "bhb_IN" +msgstr "bhb" #: ../../docs/tutorials/i18n/locales.rst:141 msgid "Bhili" -msgstr "" +msgstr "Bhili" + +#: ../../docs/tutorials/i18n/locales.rst:143 +msgid "bgn" +msgstr "bgn" #: ../../docs/tutorials/i18n/locales.rst:143 #, fuzzy -msgid "bgn" -msgstr "bg" - -#: ../../docs/tutorials/i18n/locales.rst:143 msgid "Western Balochi" -msgstr "" +msgstr "Balochi de l'Ouest" #: ../../docs/tutorials/i18n/locales.rst:145 -#, fuzzy msgid "bho" -msgstr "bo" +msgstr "bho" #: ../../docs/tutorials/i18n/locales.rst:145 #, fuzzy @@ -74958,7 +75023,7 @@ msgstr "Bhojpuri (Inde)" #: ../../docs/tutorials/i18n/locales.rst:147 msgid "bi" -msgstr "" +msgstr "bi" #: ../../docs/tutorials/i18n/locales.rst:147 #, fuzzy @@ -74967,55 +75032,51 @@ msgstr "Bislama (Tuvalu)" #: ../../docs/tutorials/i18n/locales.rst:149 msgid "bik" -msgstr "" +msgstr "bik" #: ../../docs/tutorials/i18n/locales.rst:149 msgid "Bikol" -msgstr "" +msgstr "bikol" #: ../../docs/tutorials/i18n/locales.rst:151 -#, fuzzy msgid "bin" -msgstr "bn" +msgstr "bin" #: ../../docs/tutorials/i18n/locales.rst:151 msgid "Bini" -msgstr "" +msgstr "bini" #: ../../docs/tutorials/i18n/locales.rst:153 -#, fuzzy msgid "bjn" -msgstr "bn" +msgstr "bjn" #: ../../docs/tutorials/i18n/locales.rst:153 msgid "Banjar" -msgstr "" +msgstr "Banjar" #: ../../docs/tutorials/i18n/locales.rst:155 msgid "bkm" -msgstr "" +msgstr "bkm" #: ../../docs/tutorials/i18n/locales.rst:155 -#, fuzzy msgid "Kom" -msgstr "om" +msgstr "Kom" #: ../../docs/tutorials/i18n/locales.rst:157 -#, fuzzy msgid "bla" -msgstr "black" +msgstr "bla" #: ../../docs/tutorials/i18n/locales.rst:157 msgid "Siksika" -msgstr "" +msgstr "Siksika" #: ../../docs/tutorials/i18n/locales.rst:159 msgid "bm" -msgstr "" +msgstr "bm" #: ../../docs/tutorials/i18n/locales.rst:159 msgid "Bambara" -msgstr "" +msgstr "Bambara" #: ../../docs/tutorials/i18n/locales.rst:161 msgid "bn" @@ -75037,107 +75098,106 @@ msgstr "Tibétain" #: ../../docs/tutorials/i18n/locales.rst:165 msgid "bpy" -msgstr "" +msgstr "bpy" #: ../../docs/tutorials/i18n/locales.rst:165 +#, fuzzy msgid "Bishnupriya" -msgstr "" +msgstr "Bishnupriya" #: ../../docs/tutorials/i18n/locales.rst:167 msgid "bqi" -msgstr "" +msgstr "bqi" #: ../../docs/tutorials/i18n/locales.rst:167 +#, fuzzy msgid "Bakhtiari" -msgstr "" +msgstr "Bakhtiari" #: ../../docs/tutorials/i18n/locales.rst:169 msgid "br" -msgstr "" +msgstr "br" #: ../../docs/tutorials/i18n/locales.rst:169 +#, fuzzy msgid "Breton" -msgstr "" +msgstr "Breton" #: ../../docs/tutorials/i18n/locales.rst:171 msgid "brh" -msgstr "" +msgstr "brh" #: ../../docs/tutorials/i18n/locales.rst:171 +#, fuzzy msgid "Brahui" -msgstr "" +msgstr "Brahui" + +#: ../../docs/tutorials/i18n/locales.rst:173 +msgid "brx" +msgstr "brx" #: ../../docs/tutorials/i18n/locales.rst:173 #, fuzzy -msgid "brx" -msgstr "brx_IN" - -#: ../../docs/tutorials/i18n/locales.rst:173 msgid "Bodo" -msgstr "" +msgstr "Bodo" #: ../../docs/tutorials/i18n/locales.rst:175 msgid "bs" -msgstr "" +msgstr "bs" #: ../../docs/tutorials/i18n/locales.rst:175 -#, fuzzy msgid "Bosnian" -msgstr "Estonien" +msgstr "Bosnian" #: ../../docs/tutorials/i18n/locales.rst:177 -#, fuzzy msgid "bss" -msgstr "basis" +msgstr "bss" #: ../../docs/tutorials/i18n/locales.rst:177 msgid "Akoose" -msgstr "" +msgstr "Akoose" #: ../../docs/tutorials/i18n/locales.rst:179 -#, fuzzy msgid "bua" -msgstr "bad" +msgstr "bua" #: ../../docs/tutorials/i18n/locales.rst:179 msgid "Buriat" -msgstr "" +msgstr "Buriat" #: ../../docs/tutorials/i18n/locales.rst:181 -#, fuzzy msgid "bug" -msgstr "bg" +msgstr "bug" #: ../../docs/tutorials/i18n/locales.rst:181 #: ../../docs/tutorials/i18n/locales.rst:1300 -#, fuzzy msgid "Buginese" -msgstr "Chinois" +msgstr "Buginese" #: ../../docs/tutorials/i18n/locales.rst:183 msgid "bum" -msgstr "" +msgstr "bum" #: ../../docs/tutorials/i18n/locales.rst:183 +#, fuzzy msgid "Bulu" -msgstr "" +msgstr "Bulu" #: ../../docs/tutorials/i18n/locales.rst:185 -#, fuzzy msgid "byn" -msgstr "bn" +msgstr "byn" #: ../../docs/tutorials/i18n/locales.rst:185 msgid "Bilin" -msgstr "" +msgstr "Bilin" #: ../../docs/tutorials/i18n/locales.rst:187 msgid "byv" -msgstr "" +msgstr "byv" #: ../../docs/tutorials/i18n/locales.rst:187 msgid "Medumba" -msgstr "" +msgstr "Medumba" #: ../../docs/tutorials/i18n/locales.rst:189 msgid "ca" @@ -75154,7 +75214,7 @@ msgstr "ca" #: ../../docs/tutorials/i18n/locales.rst:191 msgid "Caddo" -msgstr "" +msgstr "Caddo" #: ../../docs/tutorials/i18n/locales.rst:193 #, fuzzy @@ -75162,8 +75222,9 @@ msgid "car" msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:193 +#, fuzzy msgid "Carib" -msgstr "" +msgstr "Carib" #: ../../docs/tutorials/i18n/locales.rst:195 #, fuzzy @@ -75171,29 +75232,31 @@ msgid "cay" msgstr "ca" #: ../../docs/tutorials/i18n/locales.rst:195 +#, fuzzy msgid "Cayuga" -msgstr "" +msgstr "Cayuga" #: ../../docs/tutorials/i18n/locales.rst:197 +#, fuzzy msgid "cch" -msgstr "" +msgstr "cch" #: ../../docs/tutorials/i18n/locales.rst:197 msgid "Atsam" -msgstr "" +msgstr "Atsam" #: ../../docs/tutorials/i18n/locales.rst:199 msgid "ccp" -msgstr "" +msgstr "ccp" #: ../../docs/tutorials/i18n/locales.rst:199 #: ../../docs/tutorials/i18n/locales.rst:1304 msgid "Chakma" -msgstr "" +msgstr "Chakma" #: ../../docs/tutorials/i18n/locales.rst:201 msgid "ce" -msgstr "" +msgstr "ce" #: ../../docs/tutorials/i18n/locales.rst:201 #, fuzzy @@ -75207,63 +75270,63 @@ msgstr "Web" #: ../../docs/tutorials/i18n/locales.rst:203 msgid "Cebuano" -msgstr "" +msgstr "Cebuano" #: ../../docs/tutorials/i18n/locales.rst:205 msgid "cgg" -msgstr "" +msgstr "cgg" #: ../../docs/tutorials/i18n/locales.rst:205 msgid "Chiga" -msgstr "" +msgstr "Chiga" #: ../../docs/tutorials/i18n/locales.rst:207 msgid "ch" -msgstr "" +msgstr "ch" #: ../../docs/tutorials/i18n/locales.rst:207 msgid "Chamorro" -msgstr "" +msgstr "Chamorro" #: ../../docs/tutorials/i18n/locales.rst:209 msgid "chb" -msgstr "" +msgstr "chb" #: ../../docs/tutorials/i18n/locales.rst:209 msgid "Chibcha" -msgstr "" +msgstr "Chibcha" #: ../../docs/tutorials/i18n/locales.rst:211 msgid "chg" -msgstr "" +msgstr "chg" #: ../../docs/tutorials/i18n/locales.rst:211 msgid "Chagatai" -msgstr "" +msgstr "Chagatai" #: ../../docs/tutorials/i18n/locales.rst:213 msgid "chk" -msgstr "" +msgstr "chk" #: ../../docs/tutorials/i18n/locales.rst:213 msgid "Chuukese" -msgstr "" +msgstr "Chuukese" #: ../../docs/tutorials/i18n/locales.rst:215 msgid "chm" -msgstr "" +msgstr "chm" #: ../../docs/tutorials/i18n/locales.rst:215 msgid "Mari" -msgstr "" +msgstr "Mari" #: ../../docs/tutorials/i18n/locales.rst:217 msgid "chn" -msgstr "" +msgstr "chn" #: ../../docs/tutorials/i18n/locales.rst:217 msgid "Chinook Jargon" -msgstr "" +msgstr "Chinook Jargon" #: ../../docs/tutorials/i18n/locales.rst:219 #, fuzzy @@ -75272,15 +75335,15 @@ msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:219 msgid "Choctaw" -msgstr "" +msgstr "Choctaw" #: ../../docs/tutorials/i18n/locales.rst:221 msgid "chp" -msgstr "" +msgstr "chp" #: ../../docs/tutorials/i18n/locales.rst:221 msgid "Chipewyan" -msgstr "" +msgstr "Chipewyan" #: ../../docs/tutorials/i18n/locales.rst:223 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:383 @@ -75291,27 +75354,27 @@ msgstr "hr" #: ../../docs/tutorials/i18n/locales.rst:223 #: ../../docs/tutorials/i18n/locales.rst:1312 msgid "Cherokee" -msgstr "" +msgstr "Cherokee" #: ../../docs/tutorials/i18n/locales.rst:225 msgid "chy" -msgstr "" +msgstr "chy" #: ../../docs/tutorials/i18n/locales.rst:225 msgid "Cheyenne" -msgstr "" +msgstr "Cheyenne" #: ../../docs/tutorials/i18n/locales.rst:227 msgid "cic" -msgstr "" +msgstr "cic" #: ../../docs/tutorials/i18n/locales.rst:227 msgid "Chickasaw" -msgstr "" +msgstr "Chickasaw" #: ../../docs/tutorials/i18n/locales.rst:229 msgid "ckb" -msgstr "" +msgstr "ckb" #: ../../docs/tutorials/i18n/locales.rst:229 #, fuzzy @@ -75347,7 +75410,7 @@ msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:235 msgid "Corsican" -msgstr "" +msgstr "Corsican" #: ../../docs/tutorials/i18n/locales.rst:237 #, fuzzy @@ -75357,7 +75420,7 @@ msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:237 #: ../../docs/tutorials/i18n/locales.rst:1318 msgid "Coptic" -msgstr "" +msgstr "Coptic" #: ../../docs/tutorials/i18n/locales.rst:239 #, fuzzy @@ -75366,15 +75429,15 @@ msgstr "cs" #: ../../docs/tutorials/i18n/locales.rst:239 msgid "Capiznon" -msgstr "" +msgstr "Capiznon" #: ../../docs/tutorials/i18n/locales.rst:241 msgid "cr" -msgstr "" +msgstr "cr" #: ../../docs/tutorials/i18n/locales.rst:241 msgid "Cree" -msgstr "" +msgstr "Cree" #: ../../docs/tutorials/i18n/locales.rst:243 #, fuzzy @@ -75393,7 +75456,7 @@ msgstr "cs" #: ../../docs/tutorials/i18n/locales.rst:245 msgid "Seselwa Creole French" -msgstr "" +msgstr "Seselwa Créole français" #: ../../docs/tutorials/i18n/locales.rst:247 msgid "cs" @@ -75405,15 +75468,16 @@ msgstr "Tchèque" #: ../../docs/tutorials/i18n/locales.rst:251 msgid "cu" -msgstr "" +msgstr "cu" #: ../../docs/tutorials/i18n/locales.rst:251 +#, fuzzy msgid "Church Slavic" -msgstr "" +msgstr "Église slave" #: ../../docs/tutorials/i18n/locales.rst:253 msgid "cv" -msgstr "" +msgstr "cv" #: ../../docs/tutorials/i18n/locales.rst:253 #, fuzzy @@ -75422,11 +75486,11 @@ msgstr "Chuvash (Russie)" #: ../../docs/tutorials/i18n/locales.rst:255 msgid "cy" -msgstr "" +msgstr "cy" #: ../../docs/tutorials/i18n/locales.rst:255 msgid "Welsh" -msgstr "" +msgstr "Welsh" #: ../../docs/tutorials/i18n/locales.rst:257 msgid "da" @@ -75443,7 +75507,7 @@ msgstr "da" #: ../../docs/tutorials/i18n/locales.rst:259 msgid "Dakota" -msgstr "" +msgstr "Dakota" #: ../../docs/tutorials/i18n/locales.rst:261 #, fuzzy @@ -75452,7 +75516,7 @@ msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:261 msgid "Dargwa" -msgstr "" +msgstr "Dargwa" #: ../../docs/tutorials/i18n/locales.rst:263 #, fuzzy @@ -75461,7 +75525,7 @@ msgstr "da" #: ../../docs/tutorials/i18n/locales.rst:263 msgid "Taita" -msgstr "" +msgstr "Taita" #: ../../docs/tutorials/i18n/locales.rst:265 msgid "de" @@ -75488,15 +75552,15 @@ msgstr "en" #: ../../docs/tutorials/i18n/locales.rst:269 msgid "Slave" -msgstr "" +msgstr "Slave" #: ../../docs/tutorials/i18n/locales.rst:271 msgid "dgr" -msgstr "" +msgstr "dgr" #: ../../docs/tutorials/i18n/locales.rst:271 msgid "Dogrib" -msgstr "" +msgstr "Dogrib" #: ../../docs/tutorials/i18n/locales.rst:273 #, fuzzy @@ -75505,7 +75569,7 @@ msgstr "Ombrage" #: ../../docs/tutorials/i18n/locales.rst:273 msgid "Dinka" -msgstr "" +msgstr "Dinka" #: ../../docs/tutorials/i18n/locales.rst:275 #, fuzzy @@ -75514,7 +75578,7 @@ msgstr "de" #: ../../docs/tutorials/i18n/locales.rst:275 msgid "Zarma" -msgstr "" +msgstr "Zarma" #: ../../docs/tutorials/i18n/locales.rst:277 #, fuzzy @@ -75523,7 +75587,7 @@ msgstr "doi_IN" #: ../../docs/tutorials/i18n/locales.rst:277 msgid "Dogri" -msgstr "" +msgstr "Dogri" #: ../../docs/tutorials/i18n/locales.rst:279 #, fuzzy @@ -75537,11 +75601,11 @@ msgstr "Serbe" #: ../../docs/tutorials/i18n/locales.rst:281 msgid "dtp" -msgstr "" +msgstr "dtp" #: ../../docs/tutorials/i18n/locales.rst:281 msgid "Central Dusun" -msgstr "" +msgstr "Central Dusun" #: ../../docs/tutorials/i18n/locales.rst:283 #, fuzzy @@ -75550,11 +75614,11 @@ msgstr "da" #: ../../docs/tutorials/i18n/locales.rst:283 msgid "Duala" -msgstr "" +msgstr "Duala" #: ../../docs/tutorials/i18n/locales.rst:285 msgid "dum" -msgstr "" +msgstr "dum" #: ../../docs/tutorials/i18n/locales.rst:285 #, fuzzy @@ -75563,31 +75627,31 @@ msgstr "Middle_Distal" #: ../../docs/tutorials/i18n/locales.rst:287 msgid "dv" -msgstr "" +msgstr "dv" #: ../../docs/tutorials/i18n/locales.rst:287 msgid "Dhivehi" -msgstr "" +msgstr "Dhivehi" #: ../../docs/tutorials/i18n/locales.rst:289 msgid "dyo" -msgstr "" +msgstr "dyo" #: ../../docs/tutorials/i18n/locales.rst:289 msgid "Jola-Fonyi" -msgstr "" +msgstr "Jola-Fonyi" #: ../../docs/tutorials/i18n/locales.rst:291 msgid "dyu" -msgstr "" +msgstr "dyu" #: ../../docs/tutorials/i18n/locales.rst:291 msgid "Dyula" -msgstr "" +msgstr "Dyula" #: ../../docs/tutorials/i18n/locales.rst:293 msgid "dz" -msgstr "" +msgstr "dz" #: ../../docs/tutorials/i18n/locales.rst:293 #, fuzzy @@ -75596,11 +75660,11 @@ msgstr "Dzongkha (Bhoutan)" #: ../../docs/tutorials/i18n/locales.rst:295 msgid "dzg" -msgstr "" +msgstr "dzg" #: ../../docs/tutorials/i18n/locales.rst:295 msgid "Dazaga" -msgstr "" +msgstr "Dazaga" #: ../../docs/tutorials/i18n/locales.rst:297 #, fuzzy @@ -75609,7 +75673,7 @@ msgstr "eu" #: ../../docs/tutorials/i18n/locales.rst:297 msgid "Embu" -msgstr "" +msgstr "Embu" #: ../../docs/tutorials/i18n/locales.rst:299 #, fuzzy @@ -75618,7 +75682,7 @@ msgstr "Seek" #: ../../docs/tutorials/i18n/locales.rst:299 msgid "Ewe" -msgstr "" +msgstr "Ewe" #: ../../docs/tutorials/i18n/locales.rst:301 #, fuzzy @@ -75627,7 +75691,7 @@ msgstr "fi" #: ../../docs/tutorials/i18n/locales.rst:301 msgid "Efik" -msgstr "" +msgstr "Efik" #: ../../docs/tutorials/i18n/locales.rst:303 #, fuzzy @@ -75636,7 +75700,7 @@ msgstr "el" #: ../../docs/tutorials/i18n/locales.rst:303 msgid "Emilian" -msgstr "" +msgstr "Emilian" #: ../../docs/tutorials/i18n/locales.rst:305 #, fuzzy @@ -75644,8 +75708,9 @@ msgid "egy" msgstr "Clé" #: ../../docs/tutorials/i18n/locales.rst:305 +#, fuzzy msgid "Ancient Egyptian" -msgstr "" +msgstr "Ancient Egyptian" #: ../../docs/tutorials/i18n/locales.rst:307 #, fuzzy @@ -75654,7 +75719,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:307 msgid "Ekajuk" -msgstr "" +msgstr "Ekajuk" #: ../../docs/tutorials/i18n/locales.rst:309 msgid "el" @@ -75672,7 +75737,7 @@ msgstr "el" #: ../../docs/tutorials/i18n/locales.rst:311 msgid "Elamite" -msgstr "" +msgstr "Elamite" #: ../../docs/tutorials/i18n/locales.rst:313 msgid "English" @@ -75706,8 +75771,9 @@ msgid "esu" msgstr "es" #: ../../docs/tutorials/i18n/locales.rst:321 +#, fuzzy msgid "Central Yupik" -msgstr "" +msgstr "Central Yupik" #: ../../docs/tutorials/i18n/locales.rst:323 msgid "et" @@ -75732,7 +75798,7 @@ msgstr "eo" #: ../../docs/tutorials/i18n/locales.rst:327 msgid "Ewondo" -msgstr "" +msgstr "Ewondo" #: ../../docs/tutorials/i18n/locales.rst:329 #, fuzzy @@ -75741,7 +75807,7 @@ msgstr "et" #: ../../docs/tutorials/i18n/locales.rst:329 msgid "Extremaduran" -msgstr "" +msgstr "Extremaduran" #: ../../docs/tutorials/i18n/locales.rst:331 msgid "fa" @@ -75758,7 +75824,7 @@ msgstr "fa" #: ../../docs/tutorials/i18n/locales.rst:333 msgid "Fang" -msgstr "" +msgstr "Fang" #: ../../docs/tutorials/i18n/locales.rst:335 #, fuzzy @@ -75767,15 +75833,15 @@ msgstr "fa" #: ../../docs/tutorials/i18n/locales.rst:335 msgid "Fanti" -msgstr "" +msgstr "Fanti" #: ../../docs/tutorials/i18n/locales.rst:337 msgid "ff" -msgstr "" +msgstr "ff" #: ../../docs/tutorials/i18n/locales.rst:337 msgid "Fulah" -msgstr "" +msgstr "Fulah" #: ../../docs/tutorials/i18n/locales.rst:339 msgid "fi" @@ -75800,15 +75866,15 @@ msgstr "fi" #: ../../docs/tutorials/i18n/locales.rst:343 msgid "Tornedalen Finnish" -msgstr "" +msgstr "Tornedalen Finnish" #: ../../docs/tutorials/i18n/locales.rst:345 msgid "fj" -msgstr "" +msgstr "fj" #: ../../docs/tutorials/i18n/locales.rst:345 msgid "Fijian" -msgstr "" +msgstr "Fijian" #: ../../docs/tutorials/i18n/locales.rst:347 #, fuzzy @@ -75817,7 +75883,7 @@ msgstr "for" #: ../../docs/tutorials/i18n/locales.rst:347 msgid "Faroese" -msgstr "" +msgstr "Faroese" #: ../../docs/tutorials/i18n/locales.rst:349 #, fuzzy @@ -75874,7 +75940,7 @@ msgstr "fr" #: ../../docs/tutorials/i18n/locales.rst:359 msgid "Arpitan" -msgstr "" +msgstr "Arpitan" #: ../../docs/tutorials/i18n/locales.rst:361 #, fuzzy @@ -75883,7 +75949,7 @@ msgstr "fr" #: ../../docs/tutorials/i18n/locales.rst:361 msgid "Northern Frisian" -msgstr "" +msgstr "Northern Frisian" #: ../../docs/tutorials/i18n/locales.rst:363 #, fuzzy @@ -75907,7 +75973,7 @@ msgstr "Frioulane (Italie)" #: ../../docs/tutorials/i18n/locales.rst:367 msgid "fy" -msgstr "" +msgstr "fy" #: ../../docs/tutorials/i18n/locales.rst:367 #, fuzzy @@ -75929,7 +75995,7 @@ msgstr "aa" #: ../../docs/tutorials/i18n/locales.rst:371 msgid "Ga" -msgstr "" +msgstr "Ga" #: ../../docs/tutorials/i18n/locales.rst:373 #, fuzzy @@ -75938,7 +76004,7 @@ msgstr "ga" #: ../../docs/tutorials/i18n/locales.rst:373 msgid "Gagauz" -msgstr "" +msgstr "Gagauz" #: ../../docs/tutorials/i18n/locales.rst:375 #, fuzzy @@ -75957,7 +76023,7 @@ msgstr "gray" #: ../../docs/tutorials/i18n/locales.rst:377 msgid "Gayo" -msgstr "" +msgstr "Gayo" #: ../../docs/tutorials/i18n/locales.rst:379 #, fuzzy @@ -75966,15 +76032,15 @@ msgstr "ga" #: ../../docs/tutorials/i18n/locales.rst:379 msgid "Gbaya" -msgstr "" +msgstr "Gbaya" #: ../../docs/tutorials/i18n/locales.rst:381 msgid "gbz" -msgstr "" +msgstr "gbz" #: ../../docs/tutorials/i18n/locales.rst:381 msgid "Zoroastrian Dari" -msgstr "" +msgstr "Zoroastrian Dari" #: ../../docs/tutorials/i18n/locales.rst:383 #, fuzzy @@ -75993,7 +76059,7 @@ msgstr "gez_ER" #: ../../docs/tutorials/i18n/locales.rst:385 msgid "Geez" -msgstr "" +msgstr "Geez" #: ../../docs/tutorials/i18n/locales.rst:387 #, fuzzy @@ -76002,11 +76068,11 @@ msgstr "fil" #: ../../docs/tutorials/i18n/locales.rst:387 msgid "Gilbertese" -msgstr "" +msgstr "Gilbertese" #: ../../docs/tutorials/i18n/locales.rst:389 msgid "gl" -msgstr "" +msgstr "gl" #: ../../docs/tutorials/i18n/locales.rst:389 #, fuzzy @@ -76015,19 +76081,19 @@ msgstr "Galicien (Espagne)" #: ../../docs/tutorials/i18n/locales.rst:391 msgid "glk" -msgstr "" +msgstr "glk" #: ../../docs/tutorials/i18n/locales.rst:391 msgid "Gilaki" -msgstr "" +msgstr "Gilaki" #: ../../docs/tutorials/i18n/locales.rst:393 msgid "gmh" -msgstr "" +msgstr "gmh" #: ../../docs/tutorials/i18n/locales.rst:393 msgid "Middle High German" -msgstr "" +msgstr "Middle High German" #: ../../docs/tutorials/i18n/locales.rst:395 #, fuzzy @@ -76036,15 +76102,15 @@ msgstr "Signe" #: ../../docs/tutorials/i18n/locales.rst:395 msgid "Guarani" -msgstr "" +msgstr "Guarani" #: ../../docs/tutorials/i18n/locales.rst:397 msgid "goh" -msgstr "" +msgstr "goh" #: ../../docs/tutorials/i18n/locales.rst:397 msgid "Old High German" -msgstr "" +msgstr "Old High German" #: ../../docs/tutorials/i18n/locales.rst:399 #, fuzzy @@ -76053,15 +76119,15 @@ msgstr "om" #: ../../docs/tutorials/i18n/locales.rst:399 msgid "Goan Konkani" -msgstr "" +msgstr "Goan Konkani" #: ../../docs/tutorials/i18n/locales.rst:401 msgid "gon" -msgstr "" +msgstr "gon" #: ../../docs/tutorials/i18n/locales.rst:401 msgid "Gondi" -msgstr "" +msgstr "Gondi" #: ../../docs/tutorials/i18n/locales.rst:403 #, fuzzy @@ -76070,36 +76136,36 @@ msgstr "for" #: ../../docs/tutorials/i18n/locales.rst:403 msgid "Gorontalo" -msgstr "" +msgstr "Gorontalo" #: ../../docs/tutorials/i18n/locales.rst:405 msgid "got" -msgstr "" +msgstr "got" #: ../../docs/tutorials/i18n/locales.rst:405 #: ../../docs/tutorials/i18n/locales.rst:1358 msgid "Gothic" -msgstr "" +msgstr "Gothic" #: ../../docs/tutorials/i18n/locales.rst:407 msgid "grb" -msgstr "" +msgstr "grb" #: ../../docs/tutorials/i18n/locales.rst:407 msgid "Grebo" -msgstr "" +msgstr "Grebo" #: ../../docs/tutorials/i18n/locales.rst:409 msgid "grc" -msgstr "" +msgstr "grc" #: ../../docs/tutorials/i18n/locales.rst:409 msgid "Ancient Greek" -msgstr "" +msgstr "Grec ancien" #: ../../docs/tutorials/i18n/locales.rst:411 msgid "gsw" -msgstr "" +msgstr "gsw" #: ../../docs/tutorials/i18n/locales.rst:411 #, fuzzy @@ -76108,7 +76174,7 @@ msgstr "Allemand" #: ../../docs/tutorials/i18n/locales.rst:413 msgid "gu" -msgstr "" +msgstr "gu" #: ../../docs/tutorials/i18n/locales.rst:413 #: ../../docs/tutorials/i18n/locales.rst:1364 @@ -76118,11 +76184,11 @@ msgstr "Gujarati (Inde)" #: ../../docs/tutorials/i18n/locales.rst:415 msgid "guc" -msgstr "" +msgstr "guc" #: ../../docs/tutorials/i18n/locales.rst:415 msgid "Wayuu" -msgstr "" +msgstr "Wayuu" #: ../../docs/tutorials/i18n/locales.rst:417 #, fuzzy @@ -76131,7 +76197,7 @@ msgstr "ur" #: ../../docs/tutorials/i18n/locales.rst:417 msgid "Frafra" -msgstr "" +msgstr "Frafra" #: ../../docs/tutorials/i18n/locales.rst:419 #, fuzzy @@ -76140,23 +76206,23 @@ msgstr "uz" #: ../../docs/tutorials/i18n/locales.rst:419 msgid "Gusii" -msgstr "" +msgstr "Gusii" #: ../../docs/tutorials/i18n/locales.rst:421 msgid "gv" -msgstr "" +msgstr "gv" #: ../../docs/tutorials/i18n/locales.rst:421 msgid "Manx" -msgstr "" +msgstr "Manx" #: ../../docs/tutorials/i18n/locales.rst:423 msgid "gwi" -msgstr "" +msgstr "gwi" #: ../../docs/tutorials/i18n/locales.rst:423 msgid "Gwichʼin" -msgstr "" +msgstr "Gwichʼin" #: ../../docs/tutorials/i18n/locales.rst:425 #, fuzzy @@ -76165,7 +76231,7 @@ msgstr "Thaï" #: ../../docs/tutorials/i18n/locales.rst:425 msgid "Hausa" -msgstr "" +msgstr "Hausa" #: ../../docs/tutorials/i18n/locales.rst:427 #, fuzzy @@ -76174,7 +76240,7 @@ msgstr "Thaï" #: ../../docs/tutorials/i18n/locales.rst:427 msgid "Haida" -msgstr "" +msgstr "Haida" #: ../../docs/tutorials/i18n/locales.rst:429 #, fuzzy @@ -76193,11 +76259,11 @@ msgstr "Ombres" #: ../../docs/tutorials/i18n/locales.rst:431 msgid "Hawaiian" -msgstr "" +msgstr "Hawaiian" #: ../../docs/tutorials/i18n/locales.rst:433 msgid "he, iw" -msgstr "" +msgstr "he, iw" #: ../../docs/tutorials/i18n/locales.rst:433 #: ../../docs/tutorials/i18n/locales.rst:1380 @@ -76229,7 +76295,7 @@ msgstr "hi" #: ../../docs/tutorials/i18n/locales.rst:439 msgid "Hiligaynon" -msgstr "" +msgstr "Hiligaynon" #: ../../docs/tutorials/i18n/locales.rst:441 #, fuzzy @@ -76238,23 +76304,23 @@ msgstr "hi" #: ../../docs/tutorials/i18n/locales.rst:441 msgid "Hittite" -msgstr "" +msgstr "Hittite" #: ../../docs/tutorials/i18n/locales.rst:443 msgid "hmn" -msgstr "" +msgstr "hmn" #: ../../docs/tutorials/i18n/locales.rst:443 msgid "Hmong" -msgstr "" +msgstr "Hmong" #: ../../docs/tutorials/i18n/locales.rst:445 msgid "ho" -msgstr "" +msgstr "ho" #: ../../docs/tutorials/i18n/locales.rst:445 msgid "Hiri Motu" -msgstr "" +msgstr "Hiri Motu" #: ../../docs/tutorials/i18n/locales.rst:447 #, fuzzy @@ -76286,7 +76352,7 @@ msgstr "Sorabe supérieur (Allemagne)" #: ../../docs/tutorials/i18n/locales.rst:453 msgid "hsn" -msgstr "" +msgstr "hsn" #: ../../docs/tutorials/i18n/locales.rst:453 #, fuzzy @@ -76295,7 +76361,7 @@ msgstr "Chinois" #: ../../docs/tutorials/i18n/locales.rst:455 msgid "ht" -msgstr "" +msgstr "ht" #: ../../docs/tutorials/i18n/locales.rst:455 #, fuzzy @@ -76317,7 +76383,7 @@ msgstr "hu" #: ../../docs/tutorials/i18n/locales.rst:459 msgid "Hupa" -msgstr "" +msgstr "Hupa" #: ../../docs/tutorials/i18n/locales.rst:461 #, fuzzy @@ -76331,7 +76397,7 @@ msgstr "Coller" #: ../../docs/tutorials/i18n/locales.rst:463 msgid "hy" -msgstr "" +msgstr "hy" #: ../../docs/tutorials/i18n/locales.rst:463 #: ../../docs/tutorials/i18n/locales.rst:1276 @@ -76341,15 +76407,15 @@ msgstr "Roumain" #: ../../docs/tutorials/i18n/locales.rst:465 msgid "hz" -msgstr "" +msgstr "hz" #: ../../docs/tutorials/i18n/locales.rst:465 msgid "Herero" -msgstr "" +msgstr "Herero" #: ../../docs/tutorials/i18n/locales.rst:467 msgid "ia" -msgstr "" +msgstr "ia" #: ../../docs/tutorials/i18n/locales.rst:467 #, fuzzy @@ -76363,19 +76429,20 @@ msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:469 msgid "Iban" -msgstr "" +msgstr "Iban" #: ../../docs/tutorials/i18n/locales.rst:471 +#, fuzzy msgid "ibb" -msgstr "" +msgstr "ibb" #: ../../docs/tutorials/i18n/locales.rst:471 msgid "Ibibio" -msgstr "" +msgstr "Ibibio" #: ../../docs/tutorials/i18n/locales.rst:473 msgid "id, in" -msgstr "" +msgstr "id, in" #: ../../docs/tutorials/i18n/locales.rst:473 msgid "Indonesian" @@ -76398,11 +76465,11 @@ msgstr "Signe" #: ../../docs/tutorials/i18n/locales.rst:477 msgid "Igbo" -msgstr "" +msgstr "Igbo" #: ../../docs/tutorials/i18n/locales.rst:479 msgid "ii" -msgstr "" +msgstr "ii" #: ../../docs/tutorials/i18n/locales.rst:479 #, fuzzy @@ -76411,7 +76478,7 @@ msgstr "Lituanien" #: ../../docs/tutorials/i18n/locales.rst:481 msgid "ik" -msgstr "" +msgstr "ik" #: ../../docs/tutorials/i18n/locales.rst:481 #, fuzzy @@ -76425,7 +76492,7 @@ msgstr "fil" #: ../../docs/tutorials/i18n/locales.rst:483 msgid "Iloko" -msgstr "" +msgstr "Iloko" #: ../../docs/tutorials/i18n/locales.rst:485 #, fuzzy @@ -76434,15 +76501,15 @@ msgstr "Finlandais" #: ../../docs/tutorials/i18n/locales.rst:485 msgid "Ingush" -msgstr "" +msgstr "Ingush" #: ../../docs/tutorials/i18n/locales.rst:487 msgid "io" -msgstr "" +msgstr "io" #: ../../docs/tutorials/i18n/locales.rst:487 msgid "Ido" -msgstr "" +msgstr "Ido" #: ../../docs/tutorials/i18n/locales.rst:489 #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:182 @@ -76463,7 +76530,7 @@ msgstr "Italien" #: ../../docs/tutorials/i18n/locales.rst:493 msgid "iu" -msgstr "" +msgstr "iu" #: ../../docs/tutorials/i18n/locales.rst:493 #, fuzzy @@ -76491,7 +76558,7 @@ msgstr "ja" #: ../../docs/tutorials/i18n/locales.rst:499 msgid "Jamaican Creole English" -msgstr "" +msgstr "Jamaican Créole anglais" #: ../../docs/tutorials/i18n/locales.rst:501 #, fuzzy @@ -76500,23 +76567,23 @@ msgstr "bo" #: ../../docs/tutorials/i18n/locales.rst:501 msgid "Lojban" -msgstr "" +msgstr "Lojban" #: ../../docs/tutorials/i18n/locales.rst:503 msgid "jgo" -msgstr "" +msgstr "jgo" #: ../../docs/tutorials/i18n/locales.rst:503 msgid "Ngomba" -msgstr "" +msgstr "Ngomba" #: ../../docs/tutorials/i18n/locales.rst:505 msgid "jmc" -msgstr "" +msgstr "jmc" #: ../../docs/tutorials/i18n/locales.rst:505 msgid "Machame" -msgstr "" +msgstr "Machame" #: ../../docs/tutorials/i18n/locales.rst:507 #, fuzzy @@ -76530,7 +76597,7 @@ msgstr "Persan" #: ../../docs/tutorials/i18n/locales.rst:509 msgid "jrb" -msgstr "" +msgstr "jrb" #: ../../docs/tutorials/i18n/locales.rst:509 #, fuzzy @@ -76544,11 +76611,11 @@ msgstr "juste" #: ../../docs/tutorials/i18n/locales.rst:511 msgid "Jutish" -msgstr "" +msgstr "Jutish" #: ../../docs/tutorials/i18n/locales.rst:513 msgid "jv" -msgstr "" +msgstr "jv" #: ../../docs/tutorials/i18n/locales.rst:513 #: ../../docs/tutorials/i18n/locales.rst:1396 @@ -76572,7 +76639,7 @@ msgstr "aa" #: ../../docs/tutorials/i18n/locales.rst:517 msgid "Kara-Kalpak" -msgstr "" +msgstr "Kara-Kalpak" #: ../../docs/tutorials/i18n/locales.rst:519 #, fuzzy @@ -76581,7 +76648,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:519 msgid "Kabyle" -msgstr "" +msgstr "Kabyle" #: ../../docs/tutorials/i18n/locales.rst:521 #, fuzzy @@ -76600,7 +76667,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:523 msgid "Jju" -msgstr "" +msgstr "Jju" #: ../../docs/tutorials/i18n/locales.rst:525 #, fuzzy @@ -76609,7 +76676,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:525 msgid "Kamba" -msgstr "" +msgstr "Kamba" #: ../../docs/tutorials/i18n/locales.rst:527 #, fuzzy @@ -76618,7 +76685,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:527 msgid "Kawi" -msgstr "" +msgstr "Kawi" #: ../../docs/tutorials/i18n/locales.rst:529 #, fuzzy @@ -76627,23 +76694,23 @@ msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:529 msgid "Kabardian" -msgstr "" +msgstr "Kabardian" #: ../../docs/tutorials/i18n/locales.rst:531 msgid "kbl" -msgstr "" +msgstr "kbl" #: ../../docs/tutorials/i18n/locales.rst:531 msgid "Kanembu" -msgstr "" +msgstr "Kanembu" #: ../../docs/tutorials/i18n/locales.rst:533 msgid "kcg" -msgstr "" +msgstr "kcg" #: ../../docs/tutorials/i18n/locales.rst:533 msgid "Tyap" -msgstr "" +msgstr "Tyap" #: ../../docs/tutorials/i18n/locales.rst:535 #, fuzzy @@ -76652,7 +76719,7 @@ msgstr "de" #: ../../docs/tutorials/i18n/locales.rst:535 msgid "Makonde" -msgstr "" +msgstr "Makonde" #: ../../docs/tutorials/i18n/locales.rst:537 #, fuzzy @@ -76661,7 +76728,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:537 msgid "Kabuverdianu" -msgstr "" +msgstr "Kabuverdianu" #: ../../docs/tutorials/i18n/locales.rst:539 #, fuzzy @@ -76670,7 +76737,7 @@ msgstr "en" #: ../../docs/tutorials/i18n/locales.rst:539 msgid "Kenyang" -msgstr "" +msgstr "Kenyang" #: ../../docs/tutorials/i18n/locales.rst:541 #, fuzzy @@ -76679,23 +76746,23 @@ msgstr "ko" #: ../../docs/tutorials/i18n/locales.rst:541 msgid "Koro" -msgstr "" +msgstr "Koro" #: ../../docs/tutorials/i18n/locales.rst:543 msgid "kg" -msgstr "" +msgstr "kg" #: ../../docs/tutorials/i18n/locales.rst:543 msgid "Kongo" -msgstr "" +msgstr "Kongo" #: ../../docs/tutorials/i18n/locales.rst:545 msgid "kgp" -msgstr "" +msgstr "kgp" #: ../../docs/tutorials/i18n/locales.rst:545 msgid "Kaingang" -msgstr "" +msgstr "Kaingang" #: ../../docs/tutorials/i18n/locales.rst:547 #, fuzzy @@ -76704,7 +76771,7 @@ msgstr "ka" #: ../../docs/tutorials/i18n/locales.rst:547 msgid "Khasi" -msgstr "" +msgstr "Khasi" #: ../../docs/tutorials/i18n/locales.rst:549 #, fuzzy @@ -76718,27 +76785,27 @@ msgstr "Chinois" #: ../../docs/tutorials/i18n/locales.rst:551 msgid "khq" -msgstr "" +msgstr "khq" #: ../../docs/tutorials/i18n/locales.rst:551 msgid "Koyra Chiini" -msgstr "" +msgstr "Koyra Chiini" #: ../../docs/tutorials/i18n/locales.rst:553 msgid "khw" -msgstr "" +msgstr "khw" #: ../../docs/tutorials/i18n/locales.rst:553 msgid "Khowar" -msgstr "" +msgstr "Khowar" #: ../../docs/tutorials/i18n/locales.rst:555 msgid "ki" -msgstr "" +msgstr "ki" #: ../../docs/tutorials/i18n/locales.rst:555 msgid "Kikuyu" -msgstr "" +msgstr "Kikuyu" #: ../../docs/tutorials/i18n/locales.rst:557 #, fuzzy @@ -76747,35 +76814,35 @@ msgstr "ku" #: ../../docs/tutorials/i18n/locales.rst:557 msgid "Kirmanjki" -msgstr "" +msgstr "Kirmanjki" #: ../../docs/tutorials/i18n/locales.rst:559 msgid "kj" -msgstr "" +msgstr "kj" #: ../../docs/tutorials/i18n/locales.rst:559 msgid "Kuanyama" -msgstr "" +msgstr "Kuanyama" #: ../../docs/tutorials/i18n/locales.rst:561 msgid "kk" -msgstr "" +msgstr "kk" #: ../../docs/tutorials/i18n/locales.rst:561 msgid "Kazakh" -msgstr "" +msgstr "Kazakh" #: ../../docs/tutorials/i18n/locales.rst:563 msgid "kkj" -msgstr "" +msgstr "kkj" #: ../../docs/tutorials/i18n/locales.rst:563 msgid "Kako" -msgstr "" +msgstr "Kako" #: ../../docs/tutorials/i18n/locales.rst:565 msgid "kl" -msgstr "" +msgstr "kl" #: ../../docs/tutorials/i18n/locales.rst:565 #, fuzzy @@ -76784,15 +76851,16 @@ msgstr "Kalaallisut (Groenland)" #: ../../docs/tutorials/i18n/locales.rst:567 msgid "kln" -msgstr "" +msgstr "kln" #: ../../docs/tutorials/i18n/locales.rst:567 msgid "Kalenjin" -msgstr "" +msgstr "Kalenjin" #: ../../docs/tutorials/i18n/locales.rst:569 +#, fuzzy msgid "km" -msgstr "" +msgstr "km" #: ../../docs/tutorials/i18n/locales.rst:569 #, fuzzy @@ -76801,15 +76869,15 @@ msgstr "Khmer central (Cambodge)" #: ../../docs/tutorials/i18n/locales.rst:571 msgid "kmb" -msgstr "" +msgstr "kmb" #: ../../docs/tutorials/i18n/locales.rst:571 msgid "Kimbundu" -msgstr "" +msgstr "Kimbundu" #: ../../docs/tutorials/i18n/locales.rst:573 msgid "kn" -msgstr "" +msgstr "kn" #: ../../docs/tutorials/i18n/locales.rst:573 #: ../../docs/tutorials/i18n/locales.rst:1414 @@ -76832,7 +76900,7 @@ msgstr "ko" #: ../../docs/tutorials/i18n/locales.rst:577 msgid "Komi-Permyak" -msgstr "" +msgstr "Komi-Permyak" #: ../../docs/tutorials/i18n/locales.rst:579 #, fuzzy @@ -76851,7 +76919,7 @@ msgstr "ko" #: ../../docs/tutorials/i18n/locales.rst:581 msgid "Kosraean" -msgstr "" +msgstr "Kosraean" #: ../../docs/tutorials/i18n/locales.rst:583 #, fuzzy @@ -76861,23 +76929,23 @@ msgstr "clé" #: ../../docs/tutorials/i18n/locales.rst:583 #: ../../docs/tutorials/i18n/locales.rst:1416 msgid "Kpelle" -msgstr "" +msgstr "Kpelle" #: ../../docs/tutorials/i18n/locales.rst:585 msgid "kr" -msgstr "" +msgstr "kr" #: ../../docs/tutorials/i18n/locales.rst:585 msgid "Kanuri" -msgstr "" +msgstr "Kanuri" #: ../../docs/tutorials/i18n/locales.rst:587 msgid "krc" -msgstr "" +msgstr "krc" #: ../../docs/tutorials/i18n/locales.rst:587 msgid "Karachay-Balkar" -msgstr "" +msgstr "Karachay-Balkar" #: ../../docs/tutorials/i18n/locales.rst:589 #, fuzzy @@ -76886,19 +76954,19 @@ msgstr "rid" #: ../../docs/tutorials/i18n/locales.rst:589 msgid "Krio" -msgstr "" +msgstr "Krio" #: ../../docs/tutorials/i18n/locales.rst:591 msgid "krj" -msgstr "" +msgstr "krj" #: ../../docs/tutorials/i18n/locales.rst:591 msgid "Kinaray-a" -msgstr "" +msgstr "Kinaray-a" #: ../../docs/tutorials/i18n/locales.rst:593 msgid "krl" -msgstr "" +msgstr "krl" #: ../../docs/tutorials/i18n/locales.rst:593 #, fuzzy @@ -76912,7 +76980,7 @@ msgstr "ku" #: ../../docs/tutorials/i18n/locales.rst:595 msgid "Kurukh" -msgstr "" +msgstr "Kurukh" #: ../../docs/tutorials/i18n/locales.rst:597 #, fuzzy @@ -76926,19 +76994,19 @@ msgstr "Cachemire (Inde)" #: ../../docs/tutorials/i18n/locales.rst:599 msgid "ksb" -msgstr "" +msgstr "ksb" #: ../../docs/tutorials/i18n/locales.rst:599 msgid "Shambala" -msgstr "" +msgstr "Shambala" #: ../../docs/tutorials/i18n/locales.rst:601 msgid "ksf" -msgstr "" +msgstr "ksf" #: ../../docs/tutorials/i18n/locales.rst:601 msgid "Bafia" -msgstr "" +msgstr "Bafia" #: ../../docs/tutorials/i18n/locales.rst:603 #, fuzzy @@ -76965,7 +77033,7 @@ msgstr "ku" #: ../../docs/tutorials/i18n/locales.rst:607 msgid "Kumyk" -msgstr "" +msgstr "Kumyk" #: ../../docs/tutorials/i18n/locales.rst:609 #, fuzzy @@ -76974,19 +77042,19 @@ msgstr "ku" #: ../../docs/tutorials/i18n/locales.rst:609 msgid "Kutenai" -msgstr "" +msgstr "Kutenai" #: ../../docs/tutorials/i18n/locales.rst:611 msgid "kv" -msgstr "" +msgstr "kv" #: ../../docs/tutorials/i18n/locales.rst:611 msgid "Komi" -msgstr "" +msgstr "Komi" #: ../../docs/tutorials/i18n/locales.rst:613 msgid "kw" -msgstr "" +msgstr "kw" #: ../../docs/tutorials/i18n/locales.rst:613 #, fuzzy @@ -77000,7 +77068,7 @@ msgstr "clé" #: ../../docs/tutorials/i18n/locales.rst:615 msgid "Kirghiz" -msgstr "" +msgstr "Kirghiz" #: ../../docs/tutorials/i18n/locales.rst:617 #: ../../docs/tutorials/i18n/locales.rst:623 @@ -77037,11 +77105,11 @@ msgstr "Ombrage" #: ../../docs/tutorials/i18n/locales.rst:625 msgid "lah" -msgstr "" +msgstr "lah" #: ../../docs/tutorials/i18n/locales.rst:625 msgid "Lahnda" -msgstr "" +msgstr "Lahnda" #: ../../docs/tutorials/i18n/locales.rst:627 #, fuzzy @@ -77055,7 +77123,7 @@ msgstr "Lambda" #: ../../docs/tutorials/i18n/locales.rst:629 msgid "lb" -msgstr "" +msgstr "lb" #: ../../docs/tutorials/i18n/locales.rst:629 #, fuzzy @@ -77064,27 +77132,27 @@ msgstr "luxembourgeois (Luxembourg)" #: ../../docs/tutorials/i18n/locales.rst:631 msgid "lez" -msgstr "" +msgstr "lez" #: ../../docs/tutorials/i18n/locales.rst:631 msgid "Lezghian" -msgstr "" +msgstr "Lezghian" #: ../../docs/tutorials/i18n/locales.rst:633 msgid "lfn" -msgstr "" +msgstr "lfn" #: ../../docs/tutorials/i18n/locales.rst:633 msgid "Lingua Franca Nova" -msgstr "" +msgstr "Lingua Franca Nova" #: ../../docs/tutorials/i18n/locales.rst:635 msgid "lg" -msgstr "" +msgstr "lg" #: ../../docs/tutorials/i18n/locales.rst:635 msgid "Ganda" -msgstr "" +msgstr "Ganda" #: ../../docs/tutorials/i18n/locales.rst:637 #, fuzzy @@ -77123,19 +77191,19 @@ msgstr "lt" #: ../../docs/tutorials/i18n/locales.rst:643 msgid "Lakota" -msgstr "" +msgstr "Lakota" #: ../../docs/tutorials/i18n/locales.rst:645 msgid "lmo" -msgstr "" +msgstr "lmo" #: ../../docs/tutorials/i18n/locales.rst:645 msgid "Lombard" -msgstr "" +msgstr "Lombard" #: ../../docs/tutorials/i18n/locales.rst:647 msgid "ln" -msgstr "" +msgstr "ln" #: ../../docs/tutorials/i18n/locales.rst:647 #, fuzzy @@ -77150,7 +77218,7 @@ msgstr "Luisance" #: ../../docs/tutorials/i18n/locales.rst:649 #: ../../docs/tutorials/i18n/locales.rst:1422 msgid "Lao" -msgstr "" +msgstr "Lao" #: ../../docs/tutorials/i18n/locales.rst:651 #, fuzzy @@ -77159,31 +77227,32 @@ msgstr "fin de vie" #: ../../docs/tutorials/i18n/locales.rst:651 msgid "Mongo" -msgstr "" +msgstr "Mongo" #: ../../docs/tutorials/i18n/locales.rst:653 msgid "lou" -msgstr "" +msgstr "lou" #: ../../docs/tutorials/i18n/locales.rst:653 +#, fuzzy msgid "Louisiana Creole" -msgstr "" +msgstr "Créole louisiana" #: ../../docs/tutorials/i18n/locales.rst:655 msgid "loz" -msgstr "" +msgstr "loz" #: ../../docs/tutorials/i18n/locales.rst:655 msgid "Lozi" -msgstr "" +msgstr "Lozi" #: ../../docs/tutorials/i18n/locales.rst:657 msgid "lrc" -msgstr "" +msgstr "lrc" #: ../../docs/tutorials/i18n/locales.rst:657 msgid "Northern Luri" -msgstr "" +msgstr "Northern Luri" #: ../../docs/tutorials/i18n/locales.rst:659 msgid "lt" @@ -77210,15 +77279,15 @@ msgstr "blue" #: ../../docs/tutorials/i18n/locales.rst:663 msgid "Luba-Katanga" -msgstr "" +msgstr "Luba-Katanga" #: ../../docs/tutorials/i18n/locales.rst:665 msgid "lua" -msgstr "" +msgstr "lua" #: ../../docs/tutorials/i18n/locales.rst:665 msgid "Luba-Lulua" -msgstr "" +msgstr "Luba-Lulua" #: ../../docs/tutorials/i18n/locales.rst:667 #, fuzzy @@ -77227,7 +77296,7 @@ msgstr "Extensions" #: ../../docs/tutorials/i18n/locales.rst:667 msgid "Luiseno" -msgstr "" +msgstr "Luiseno" #: ../../docs/tutorials/i18n/locales.rst:669 #, fuzzy @@ -77236,15 +77305,15 @@ msgstr "Exécution" #: ../../docs/tutorials/i18n/locales.rst:669 msgid "Lunda" -msgstr "" +msgstr "Lunda" #: ../../docs/tutorials/i18n/locales.rst:671 msgid "luo" -msgstr "" +msgstr "luo" #: ../../docs/tutorials/i18n/locales.rst:671 msgid "Luo" -msgstr "" +msgstr "Luo" #: ../../docs/tutorials/i18n/locales.rst:673 #, fuzzy @@ -77253,15 +77322,15 @@ msgstr "Extensions" #: ../../docs/tutorials/i18n/locales.rst:673 msgid "Mizo" -msgstr "" +msgstr "Mizo" #: ../../docs/tutorials/i18n/locales.rst:675 msgid "luy" -msgstr "" +msgstr "luy" #: ../../docs/tutorials/i18n/locales.rst:675 msgid "Luyia" -msgstr "" +msgstr "Luyia" #: ../../docs/tutorials/i18n/locales.rst:677 msgid "lv" @@ -77283,11 +77352,11 @@ msgstr "Chinois littéraire (Taiwan)" #: ../../docs/tutorials/i18n/locales.rst:681 msgid "lzz" -msgstr "" +msgstr "lzz" #: ../../docs/tutorials/i18n/locales.rst:681 msgid "Laz" -msgstr "" +msgstr "Laz" #: ../../docs/tutorials/i18n/locales.rst:683 #, fuzzy @@ -77306,7 +77375,7 @@ msgstr "af" #: ../../docs/tutorials/i18n/locales.rst:685 msgid "Mafa" -msgstr "" +msgstr "Mafa" #: ../../docs/tutorials/i18n/locales.rst:687 #, fuzzy @@ -77336,7 +77405,7 @@ msgstr "mk" #: ../../docs/tutorials/i18n/locales.rst:691 #: ../../docs/tutorials/i18n/locales.rst:1446 msgid "Makasar" -msgstr "" +msgstr "Makasar" #: ../../docs/tutorials/i18n/locales.rst:693 #, fuzzy @@ -77355,7 +77424,7 @@ msgstr "ms" #: ../../docs/tutorials/i18n/locales.rst:695 msgid "Masai" -msgstr "" +msgstr "Masai" #: ../../docs/tutorials/i18n/locales.rst:697 #, fuzzy @@ -77364,19 +77433,19 @@ msgstr "de" #: ../../docs/tutorials/i18n/locales.rst:697 msgid "Maba" -msgstr "" +msgstr "Maba" #: ../../docs/tutorials/i18n/locales.rst:699 msgid "mdf" -msgstr "" +msgstr "mdf" #: ../../docs/tutorials/i18n/locales.rst:699 msgid "Moksha" -msgstr "" +msgstr "Moksha" #: ../../docs/tutorials/i18n/locales.rst:701 msgid "mdr" -msgstr "" +msgstr "mdr" #: ../../docs/tutorials/i18n/locales.rst:701 #, fuzzy @@ -77390,7 +77459,7 @@ msgstr "en" #: ../../docs/tutorials/i18n/locales.rst:703 msgid "Mende" -msgstr "" +msgstr "Mende" #: ../../docs/tutorials/i18n/locales.rst:705 #, fuzzy @@ -77399,19 +77468,19 @@ msgstr "Caméra" #: ../../docs/tutorials/i18n/locales.rst:705 msgid "Meru" -msgstr "" +msgstr "Meru" #: ../../docs/tutorials/i18n/locales.rst:707 msgid "mfe" -msgstr "" +msgstr "mfe" #: ../../docs/tutorials/i18n/locales.rst:707 msgid "Morisyen" -msgstr "" +msgstr "Morisyen" #: ../../docs/tutorials/i18n/locales.rst:709 msgid "mg" -msgstr "" +msgstr "mg" #: ../../docs/tutorials/i18n/locales.rst:709 #, fuzzy @@ -77430,27 +77499,27 @@ msgstr "Middle_Distal" #: ../../docs/tutorials/i18n/locales.rst:713 msgid "mgh" -msgstr "" +msgstr "mgh" #: ../../docs/tutorials/i18n/locales.rst:713 msgid "Makhuwa-Meetto" -msgstr "" +msgstr "Makhuwa-Meetto" #: ../../docs/tutorials/i18n/locales.rst:715 msgid "mgo" -msgstr "" +msgstr "mgo" #: ../../docs/tutorials/i18n/locales.rst:715 msgid "Metaʼ" -msgstr "" +msgstr "Metaʼ" #: ../../docs/tutorials/i18n/locales.rst:717 msgid "mh" -msgstr "" +msgstr "mh" #: ../../docs/tutorials/i18n/locales.rst:717 msgid "Marshallese" -msgstr "" +msgstr "Marshallese" #: ../../docs/tutorials/i18n/locales.rst:719 #, fuzzy @@ -77468,7 +77537,7 @@ msgstr "mi" #: ../../docs/tutorials/i18n/locales.rst:721 msgid "Māori" -msgstr "" +msgstr "Māori" #: ../../docs/tutorials/i18n/locales.rst:723 #, fuzzy @@ -77477,7 +77546,7 @@ msgstr "mi" #: ../../docs/tutorials/i18n/locales.rst:723 msgid "Mi'kmaq" -msgstr "" +msgstr "Mi'kmaq" #: ../../docs/tutorials/i18n/locales.rst:725 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:167 @@ -77488,7 +77557,7 @@ msgstr "mi" #: ../../docs/tutorials/i18n/locales.rst:725 msgid "Minangkabau" -msgstr "" +msgstr "Minangkabau" #: ../../docs/tutorials/i18n/locales.rst:727 #, fuzzy @@ -77497,15 +77566,15 @@ msgstr "mi" #: ../../docs/tutorials/i18n/locales.rst:727 msgid "Mískito" -msgstr "" +msgstr "Mískito" #: ../../docs/tutorials/i18n/locales.rst:729 msgid "mjw" -msgstr "" +msgstr "mjw" #: ../../docs/tutorials/i18n/locales.rst:729 msgid "Karbi" -msgstr "" +msgstr "Karbi" #: ../../docs/tutorials/i18n/locales.rst:731 msgid "mk" @@ -77526,7 +77595,7 @@ msgstr "Malayalam" #: ../../docs/tutorials/i18n/locales.rst:735 msgid "mn" -msgstr "" +msgstr "mn" #: ../../docs/tutorials/i18n/locales.rst:735 #: ../../docs/tutorials/i18n/locales.rst:1468 @@ -77536,11 +77605,11 @@ msgstr "Mongol (Mongolie)" #: ../../docs/tutorials/i18n/locales.rst:737 msgid "mnc" -msgstr "" +msgstr "mnc" #: ../../docs/tutorials/i18n/locales.rst:737 msgid "Manchu" -msgstr "" +msgstr "Manchu" #: ../../docs/tutorials/i18n/locales.rst:739 #, fuzzy @@ -77554,11 +77623,11 @@ msgstr "Manipuri (Inde)" #: ../../docs/tutorials/i18n/locales.rst:741 msgid "mnw" -msgstr "" +msgstr "mnw" #: ../../docs/tutorials/i18n/locales.rst:741 msgid "Mon" -msgstr "" +msgstr "Mon" #: ../../docs/tutorials/i18n/locales.rst:743 #, fuzzy @@ -77567,19 +77636,19 @@ msgstr "ms" #: ../../docs/tutorials/i18n/locales.rst:743 msgid "Mossi" -msgstr "" +msgstr "Mossi" #: ../../docs/tutorials/i18n/locales.rst:745 msgid "moh" -msgstr "" +msgstr "moh" #: ../../docs/tutorials/i18n/locales.rst:745 msgid "Mohawk" -msgstr "" +msgstr "Mohawk" #: ../../docs/tutorials/i18n/locales.rst:747 msgid "mr" -msgstr "" +msgstr "mr" #: ../../docs/tutorials/i18n/locales.rst:747 #, fuzzy @@ -77588,7 +77657,7 @@ msgstr "Marathi (Inde)" #: ../../docs/tutorials/i18n/locales.rst:749 msgid "mrj" -msgstr "" +msgstr "mrj" #: ../../docs/tutorials/i18n/locales.rst:749 #, fuzzy @@ -77618,7 +77687,7 @@ msgstr "max" #: ../../docs/tutorials/i18n/locales.rst:755 msgid "Mundang" -msgstr "" +msgstr "Mundang" #: ../../docs/tutorials/i18n/locales.rst:757 #, fuzzy @@ -77627,7 +77696,7 @@ msgstr "ms" #: ../../docs/tutorials/i18n/locales.rst:757 msgid "Muscogee" -msgstr "" +msgstr "Muscogee" #: ../../docs/tutorials/i18n/locales.rst:759 #, fuzzy @@ -77636,39 +77705,39 @@ msgstr "ml" #: ../../docs/tutorials/i18n/locales.rst:759 msgid "Mirandese" -msgstr "" +msgstr "Mirandese" #: ../../docs/tutorials/i18n/locales.rst:761 msgid "mwr" -msgstr "" +msgstr "mwr" #: ../../docs/tutorials/i18n/locales.rst:761 msgid "Marwari" -msgstr "" +msgstr "Marwari" #: ../../docs/tutorials/i18n/locales.rst:763 msgid "mwv" -msgstr "" +msgstr "mwv" #: ../../docs/tutorials/i18n/locales.rst:763 msgid "Mentawai" -msgstr "" +msgstr "Mentawai" #: ../../docs/tutorials/i18n/locales.rst:765 msgid "my" -msgstr "" +msgstr "my" #: ../../docs/tutorials/i18n/locales.rst:765 msgid "Burmese" -msgstr "" +msgstr "Burmese" #: ../../docs/tutorials/i18n/locales.rst:767 msgid "mye" -msgstr "" +msgstr "mye" #: ../../docs/tutorials/i18n/locales.rst:767 msgid "Myene" -msgstr "" +msgstr "myene" #: ../../docs/tutorials/i18n/locales.rst:769 #, fuzzy @@ -77677,15 +77746,15 @@ msgstr "myv_RU" #: ../../docs/tutorials/i18n/locales.rst:769 msgid "Erzya" -msgstr "" +msgstr "Erzya" #: ../../docs/tutorials/i18n/locales.rst:771 msgid "mzn" -msgstr "" +msgstr "mzn" #: ../../docs/tutorials/i18n/locales.rst:771 msgid "Mazanderani" -msgstr "" +msgstr "Mazanderani" #: ../../docs/tutorials/i18n/locales.rst:773 #, fuzzy @@ -77695,7 +77764,7 @@ msgstr "Nom" #: ../../docs/tutorials/i18n/locales.rst:773 #: ../../docs/tutorials/i18n/locales.rst:2005 msgid "Nauru" -msgstr "" +msgstr "Nauru" #: ../../docs/tutorials/i18n/locales.rst:775 #, fuzzy @@ -77704,7 +77773,7 @@ msgstr "nah_MX" #: ../../docs/tutorials/i18n/locales.rst:775 msgid "Nahuatl" -msgstr "" +msgstr "Nahuatl" #: ../../docs/tutorials/i18n/locales.rst:777 #: ../../docs/tutorials/i18n/locales.rst:783 @@ -77725,19 +77794,19 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:779 msgid "Neapolitan" -msgstr "" +msgstr "Neapolitan" #: ../../docs/tutorials/i18n/locales.rst:781 msgid "naq" -msgstr "" +msgstr "naq" #: ../../docs/tutorials/i18n/locales.rst:781 msgid "Nama" -msgstr "" +msgstr "Nama" #: ../../docs/tutorials/i18n/locales.rst:785 msgid "nb, no" -msgstr "" +msgstr "nb, no" #: ../../docs/tutorials/i18n/locales.rst:785 msgid "Norwegian Bokmål" @@ -77750,7 +77819,7 @@ msgstr "et" #: ../../docs/tutorials/i18n/locales.rst:787 msgid "North Ndebele" -msgstr "" +msgstr "North Ndebele" #: ../../docs/tutorials/i18n/locales.rst:789 #, fuzzy @@ -77774,11 +77843,11 @@ msgstr "Népalais (Népal)" #: ../../docs/tutorials/i18n/locales.rst:793 msgid "new" -msgstr "" +msgstr "new" #: ../../docs/tutorials/i18n/locales.rst:793 msgid "Newari" -msgstr "" +msgstr "Newari" #: ../../docs/tutorials/i18n/locales.rst:795 #, fuzzy @@ -77792,19 +77861,19 @@ msgstr "Nahuatl central (Mexique)" #: ../../docs/tutorials/i18n/locales.rst:797 msgid "ng" -msgstr "" +msgstr "ng" #: ../../docs/tutorials/i18n/locales.rst:797 msgid "Ndonga" -msgstr "" +msgstr "Ndonga" #: ../../docs/tutorials/i18n/locales.rst:799 msgid "nia" -msgstr "" +msgstr "nia" #: ../../docs/tutorials/i18n/locales.rst:799 msgid "Nias" -msgstr "" +msgstr "Nias" #: ../../docs/tutorials/i18n/locales.rst:801 #, fuzzy @@ -77818,11 +77887,11 @@ msgstr "Niuean (Niue)" #: ../../docs/tutorials/i18n/locales.rst:803 msgid "njo" -msgstr "" +msgstr "njo" #: ../../docs/tutorials/i18n/locales.rst:803 msgid "Ao Naga" -msgstr "" +msgstr "Ao Naga" #: ../../docs/tutorials/i18n/locales.rst:805 msgid "nl" @@ -77834,11 +77903,11 @@ msgstr "Néerlandais" #: ../../docs/tutorials/i18n/locales.rst:807 msgid "nmg" -msgstr "" +msgstr "nmg" #: ../../docs/tutorials/i18n/locales.rst:807 msgid "Kwasio" -msgstr "" +msgstr "Kwasio" #: ../../docs/tutorials/i18n/locales.rst:809 msgid "nn" @@ -77855,7 +77924,7 @@ msgstr "nn" #: ../../docs/tutorials/i18n/locales.rst:811 msgid "Ngiemboon" -msgstr "" +msgstr "Ngiemboon" #: ../../docs/tutorials/i18n/locales.rst:813 #, fuzzy @@ -77864,7 +77933,7 @@ msgstr "Brouillard" #: ../../docs/tutorials/i18n/locales.rst:813 msgid "Nogai" -msgstr "" +msgstr "Nogai" #: ../../docs/tutorials/i18n/locales.rst:815 #, fuzzy @@ -77873,28 +77942,28 @@ msgstr "nn" #: ../../docs/tutorials/i18n/locales.rst:815 msgid "Old Norse" -msgstr "" +msgstr "Old Norse" #: ../../docs/tutorials/i18n/locales.rst:817 msgid "nov" -msgstr "" +msgstr "nov" #: ../../docs/tutorials/i18n/locales.rst:817 msgid "Novial" -msgstr "" +msgstr "Novial" #: ../../docs/tutorials/i18n/locales.rst:819 msgid "nqo" -msgstr "" +msgstr "nqo" #: ../../docs/tutorials/i18n/locales.rst:819 #: ../../docs/tutorials/i18n/locales.rst:1492 msgid "N'ko" -msgstr "" +msgstr "N'ko" #: ../../docs/tutorials/i18n/locales.rst:821 msgid "nr" -msgstr "" +msgstr "nr" #: ../../docs/tutorials/i18n/locales.rst:821 #, fuzzy @@ -77908,7 +77977,7 @@ msgstr "so" #: ../../docs/tutorials/i18n/locales.rst:823 msgid "Pedi" -msgstr "" +msgstr "Pedi" #: ../../docs/tutorials/i18n/locales.rst:825 #, fuzzy @@ -77917,7 +77986,7 @@ msgstr "Énumérations" #: ../../docs/tutorials/i18n/locales.rst:825 msgid "Nuer" -msgstr "" +msgstr "Nuer" #: ../../docs/tutorials/i18n/locales.rst:827 #, fuzzy @@ -77926,11 +77995,11 @@ msgstr "navy" #: ../../docs/tutorials/i18n/locales.rst:827 msgid "Navajo" -msgstr "" +msgstr "Navajo" #: ../../docs/tutorials/i18n/locales.rst:829 msgid "nwc" -msgstr "" +msgstr "nwc" #: ../../docs/tutorials/i18n/locales.rst:829 #, fuzzy @@ -77944,7 +78013,7 @@ msgstr "N’importe" #: ../../docs/tutorials/i18n/locales.rst:831 msgid "Nyanja" -msgstr "" +msgstr "Nyanja" #: ../../docs/tutorials/i18n/locales.rst:833 #, fuzzy @@ -77953,7 +78022,7 @@ msgstr "N’importe" #: ../../docs/tutorials/i18n/locales.rst:833 msgid "Nyamwezi" -msgstr "" +msgstr "Nyamwezi" #: ../../docs/tutorials/i18n/locales.rst:835 #, fuzzy @@ -77962,7 +78031,7 @@ msgstr "nn" #: ../../docs/tutorials/i18n/locales.rst:835 msgid "Nyankole" -msgstr "" +msgstr "Nyankole" #: ../../docs/tutorials/i18n/locales.rst:837 #, fuzzy @@ -77971,19 +78040,19 @@ msgstr "N’importe" #: ../../docs/tutorials/i18n/locales.rst:837 msgid "Nyoro" -msgstr "" +msgstr "Nyoro" #: ../../docs/tutorials/i18n/locales.rst:839 msgid "nzi" -msgstr "" +msgstr "nzi" #: ../../docs/tutorials/i18n/locales.rst:839 msgid "Nzima" -msgstr "" +msgstr "Nzima" #: ../../docs/tutorials/i18n/locales.rst:841 msgid "oc" -msgstr "" +msgstr "oc" #: ../../docs/tutorials/i18n/locales.rst:841 #, fuzzy @@ -77992,11 +78061,11 @@ msgstr "Occitan (France)" #: ../../docs/tutorials/i18n/locales.rst:843 msgid "oj" -msgstr "" +msgstr "oj" #: ../../docs/tutorials/i18n/locales.rst:843 msgid "Ojibwa" -msgstr "" +msgstr "ojibwa" #: ../../docs/tutorials/i18n/locales.rst:845 msgid "om" @@ -78013,19 +78082,19 @@ msgstr "for" #: ../../docs/tutorials/i18n/locales.rst:847 msgid "Odia" -msgstr "" +msgstr "Odia" #: ../../docs/tutorials/i18n/locales.rst:849 msgid "os" -msgstr "" +msgstr "os" #: ../../docs/tutorials/i18n/locales.rst:849 msgid "Ossetic" -msgstr "" +msgstr "Ossetic" #: ../../docs/tutorials/i18n/locales.rst:851 msgid "osa" -msgstr "" +msgstr "osa" #: ../../docs/tutorials/i18n/locales.rst:851 #: ../../docs/tutorials/i18n/locales.rst:1504 @@ -78060,7 +78129,7 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:857 msgid "Pangasinan" -msgstr "" +msgstr "Pangasinan" #: ../../docs/tutorials/i18n/locales.rst:859 #, fuzzy @@ -78069,7 +78138,7 @@ msgstr "pl" #: ../../docs/tutorials/i18n/locales.rst:859 msgid "Pahlavi" -msgstr "" +msgstr "Pahlavi" #: ../../docs/tutorials/i18n/locales.rst:861 #, fuzzy @@ -78078,7 +78147,7 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:861 msgid "Pampanga" -msgstr "" +msgstr "Pampanga" #: ../../docs/tutorials/i18n/locales.rst:863 msgid "pap" @@ -78095,11 +78164,11 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:865 msgid "Palauan" -msgstr "" +msgstr "Palauan" #: ../../docs/tutorials/i18n/locales.rst:867 msgid "pcd" -msgstr "" +msgstr "pcd" #: ../../docs/tutorials/i18n/locales.rst:867 #, fuzzy @@ -78108,19 +78177,19 @@ msgstr "Wildcard" #: ../../docs/tutorials/i18n/locales.rst:869 msgid "pcm" -msgstr "" +msgstr "pcm" #: ../../docs/tutorials/i18n/locales.rst:869 msgid "Nigerian Pidgin" -msgstr "" +msgstr "Nigerian Pidgin" #: ../../docs/tutorials/i18n/locales.rst:871 msgid "pdc" -msgstr "" +msgstr "pdc" #: ../../docs/tutorials/i18n/locales.rst:871 msgid "Pennsylvania German" -msgstr "" +msgstr "Pennsylvania German" #: ../../docs/tutorials/i18n/locales.rst:873 #, fuzzy @@ -78129,7 +78198,7 @@ msgstr "pt" #: ../../docs/tutorials/i18n/locales.rst:873 msgid "Plautdietsch" -msgstr "" +msgstr "Pautdiestsch" #: ../../docs/tutorials/i18n/locales.rst:875 #, fuzzy @@ -78154,20 +78223,20 @@ msgstr "Format de traduction" #: ../../docs/tutorials/i18n/locales.rst:879 msgid "phn" -msgstr "" +msgstr "phn" #: ../../docs/tutorials/i18n/locales.rst:879 #: ../../docs/tutorials/i18n/locales.rst:1528 msgid "Phoenician" -msgstr "" +msgstr "Phoenician" #: ../../docs/tutorials/i18n/locales.rst:881 msgid "pi" -msgstr "" +msgstr "pi" #: ../../docs/tutorials/i18n/locales.rst:881 msgid "Pali" -msgstr "" +msgstr "Pali" #: ../../docs/tutorials/i18n/locales.rst:883 msgid "pl" @@ -78184,7 +78253,7 @@ msgstr "ms" #: ../../docs/tutorials/i18n/locales.rst:885 msgid "Piedmontese" -msgstr "" +msgstr "Piedmontese" #: ../../docs/tutorials/i18n/locales.rst:887 #, fuzzy @@ -78193,7 +78262,7 @@ msgstr "pt" #: ../../docs/tutorials/i18n/locales.rst:887 msgid "Pontic" -msgstr "" +msgstr "Pontic" #: ../../docs/tutorials/i18n/locales.rst:889 #, fuzzy @@ -78202,7 +78271,7 @@ msgstr "Option" #: ../../docs/tutorials/i18n/locales.rst:889 msgid "Pohnpeian" -msgstr "" +msgstr "Pohnpeian" #: ../../docs/tutorials/i18n/locales.rst:891 msgid "pr" @@ -78229,7 +78298,7 @@ msgstr "pr" #: ../../docs/tutorials/i18n/locales.rst:895 msgid "Old Provençal" -msgstr "" +msgstr "Old Provençal" #: ../../docs/tutorials/i18n/locales.rst:897 #, fuzzy @@ -78238,7 +78307,7 @@ msgstr "pr" #: ../../docs/tutorials/i18n/locales.rst:897 msgid "Dari" -msgstr "" +msgstr "Dari" #: ../../docs/tutorials/i18n/locales.rst:899 #, fuzzy @@ -78247,7 +78316,7 @@ msgstr "pass" #: ../../docs/tutorials/i18n/locales.rst:899 msgid "Pushto" -msgstr "" +msgstr "Pushto" #: ../../docs/tutorials/i18n/locales.rst:901 msgid "pt" @@ -78264,23 +78333,23 @@ msgstr "quat" #: ../../docs/tutorials/i18n/locales.rst:903 msgid "Quechua" -msgstr "" +msgstr "Quechua" #: ../../docs/tutorials/i18n/locales.rst:905 msgid "quc" -msgstr "" +msgstr "quc" #: ../../docs/tutorials/i18n/locales.rst:905 msgid "K'iche" -msgstr "" +msgstr "K'iche" #: ../../docs/tutorials/i18n/locales.rst:907 msgid "qug" -msgstr "" +msgstr "qug" #: ../../docs/tutorials/i18n/locales.rst:907 msgid "Chimborazo Highland Quichua" -msgstr "" +msgstr "Chimborazo Highland Quichua" #: ../../docs/tutorials/i18n/locales.rst:909 #, fuzzy @@ -78319,7 +78388,7 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:915 msgid "Rapanui" -msgstr "" +msgstr "Rapanui" #: ../../docs/tutorials/i18n/locales.rst:917 #, fuzzy @@ -78328,11 +78397,11 @@ msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:917 msgid "Rarotongan" -msgstr "" +msgstr "Rarotongan" #: ../../docs/tutorials/i18n/locales.rst:919 msgid "rgn" -msgstr "" +msgstr "rgn" #: ../../docs/tutorials/i18n/locales.rst:919 #, fuzzy @@ -78346,11 +78415,11 @@ msgstr "if" #: ../../docs/tutorials/i18n/locales.rst:921 msgid "Riffian" -msgstr "" +msgstr "Riffian" #: ../../docs/tutorials/i18n/locales.rst:923 msgid "rm" -msgstr "" +msgstr "rm" #: ../../docs/tutorials/i18n/locales.rst:923 #, fuzzy @@ -78359,11 +78428,11 @@ msgstr "Roumain" #: ../../docs/tutorials/i18n/locales.rst:925 msgid "rn" -msgstr "" +msgstr "rn" #: ../../docs/tutorials/i18n/locales.rst:925 msgid "Rundi" -msgstr "" +msgstr "Rundi" #: ../../docs/tutorials/i18n/locales.rst:927 msgid "ro" @@ -78380,7 +78449,7 @@ msgstr "ro" #: ../../docs/tutorials/i18n/locales.rst:929 msgid "Rombo" -msgstr "" +msgstr "Rombo" #: ../../docs/tutorials/i18n/locales.rst:931 #, fuzzy @@ -78394,11 +78463,11 @@ msgstr "Roumain" #: ../../docs/tutorials/i18n/locales.rst:933 msgid "rtm" -msgstr "" +msgstr "rtm" #: ../../docs/tutorials/i18n/locales.rst:933 msgid "Rotuman" -msgstr "" +msgstr "Rotuman" #: ../../docs/tutorials/i18n/locales.rst:935 msgid "ru" @@ -78415,7 +78484,7 @@ msgstr "ru" #: ../../docs/tutorials/i18n/locales.rst:937 msgid "Rusyn" -msgstr "" +msgstr "Rusyn" #: ../../docs/tutorials/i18n/locales.rst:939 #, fuzzy @@ -78424,7 +78493,7 @@ msgstr "ru" #: ../../docs/tutorials/i18n/locales.rst:939 msgid "Roviana" -msgstr "" +msgstr "Roviana" #: ../../docs/tutorials/i18n/locales.rst:941 #, fuzzy @@ -78448,15 +78517,15 @@ msgstr "Kinyarwanda (Rwanda)" #: ../../docs/tutorials/i18n/locales.rst:945 msgid "rwk" -msgstr "" +msgstr "rwk" #: ../../docs/tutorials/i18n/locales.rst:945 msgid "Rwa" -msgstr "" +msgstr "Rwa" #: ../../docs/tutorials/i18n/locales.rst:947 msgid "sa" -msgstr "" +msgstr "sa" #: ../../docs/tutorials/i18n/locales.rst:947 #, fuzzy @@ -78470,23 +78539,23 @@ msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:949 msgid "Sandawe" -msgstr "" +msgstr "Sandawe" #: ../../docs/tutorials/i18n/locales.rst:951 msgid "sah" -msgstr "" +msgstr "sah" #: ../../docs/tutorials/i18n/locales.rst:951 msgid "Sakha" -msgstr "" +msgstr "Sakha" #: ../../docs/tutorials/i18n/locales.rst:953 msgid "sam" -msgstr "" +msgstr "sam" #: ../../docs/tutorials/i18n/locales.rst:953 msgid "Samaritan Aramaic" -msgstr "" +msgstr "Samaritan Aramaic" #: ../../docs/tutorials/i18n/locales.rst:955 #, fuzzy @@ -78495,7 +78564,7 @@ msgstr "sq" #: ../../docs/tutorials/i18n/locales.rst:955 msgid "Samburu" -msgstr "" +msgstr "Samburu" #: ../../docs/tutorials/i18n/locales.rst:957 #, fuzzy @@ -78504,7 +78573,7 @@ msgstr "as" #: ../../docs/tutorials/i18n/locales.rst:957 msgid "Sasak" -msgstr "" +msgstr "Sasak" #: ../../docs/tutorials/i18n/locales.rst:959 #, fuzzy @@ -78518,12 +78587,12 @@ msgstr "Santali (Inde)" #: ../../docs/tutorials/i18n/locales.rst:961 msgid "saz" -msgstr "" +msgstr "saz" #: ../../docs/tutorials/i18n/locales.rst:961 #: ../../docs/tutorials/i18n/locales.rst:1554 msgid "Saurashtra" -msgstr "" +msgstr "Saurashtra" #: ../../docs/tutorials/i18n/locales.rst:963 #, fuzzy @@ -78532,11 +78601,11 @@ msgstr "bad" #: ../../docs/tutorials/i18n/locales.rst:963 msgid "Ngambay" -msgstr "" +msgstr "Ngambay" #: ../../docs/tutorials/i18n/locales.rst:965 msgid "sbp" -msgstr "" +msgstr "sbp" #: ../../docs/tutorials/i18n/locales.rst:965 #, fuzzy @@ -78560,7 +78629,7 @@ msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:969 msgid "Sicilian" -msgstr "" +msgstr "Sicilian" #: ../../docs/tutorials/i18n/locales.rst:971 msgid "sco" @@ -78572,7 +78641,7 @@ msgstr "Écossais" #: ../../docs/tutorials/i18n/locales.rst:973 msgid "sd" -msgstr "" +msgstr "sd" #: ../../docs/tutorials/i18n/locales.rst:973 #, fuzzy @@ -78586,11 +78655,11 @@ msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:975 msgid "Sassarese Sardinian" -msgstr "" +msgstr "Sassarese Sardinian" #: ../../docs/tutorials/i18n/locales.rst:977 msgid "sdh" -msgstr "" +msgstr "sdh" #: ../../docs/tutorials/i18n/locales.rst:977 #, fuzzy @@ -78614,15 +78683,15 @@ msgstr "des scènes" #: ../../docs/tutorials/i18n/locales.rst:981 msgid "Seneca" -msgstr "" +msgstr "Seneca" #: ../../docs/tutorials/i18n/locales.rst:983 msgid "seh" -msgstr "" +msgstr "seh" #: ../../docs/tutorials/i18n/locales.rst:983 msgid "Sena" -msgstr "" +msgstr "Sena" #: ../../docs/tutorials/i18n/locales.rst:985 #, fuzzy @@ -78631,7 +78700,7 @@ msgstr "si" #: ../../docs/tutorials/i18n/locales.rst:985 msgid "Seri" -msgstr "" +msgstr "Seri" #: ../../docs/tutorials/i18n/locales.rst:987 #, fuzzy @@ -78640,7 +78709,7 @@ msgstr "self" #: ../../docs/tutorials/i18n/locales.rst:987 msgid "Selkup" -msgstr "" +msgstr "Selkup" #: ../../docs/tutorials/i18n/locales.rst:989 #, fuzzy @@ -78649,15 +78718,15 @@ msgstr "es" #: ../../docs/tutorials/i18n/locales.rst:989 msgid "Koyraboro Senni" -msgstr "" +msgstr "Koyraboro Senni" #: ../../docs/tutorials/i18n/locales.rst:991 msgid "sg" -msgstr "" +msgstr "sg" #: ../../docs/tutorials/i18n/locales.rst:991 msgid "Sango" -msgstr "" +msgstr "Sango" #: ../../docs/tutorials/i18n/locales.rst:993 #, fuzzy @@ -78696,15 +78765,15 @@ msgstr "hi" #: ../../docs/tutorials/i18n/locales.rst:999 msgid "Tachelhit" -msgstr "" +msgstr "Tachelhit" #: ../../docs/tutorials/i18n/locales.rst:1001 msgid "shn" -msgstr "" +msgstr "shn" #: ../../docs/tutorials/i18n/locales.rst:1001 msgid "Shan" -msgstr "" +msgstr "Shan" #: ../../docs/tutorials/i18n/locales.rst:1003 #, fuzzy @@ -78742,7 +78811,7 @@ msgstr "id" #: ../../docs/tutorials/i18n/locales.rst:1009 msgid "Sidamo" -msgstr "" +msgstr "Sidamo" #: ../../docs/tutorials/i18n/locales.rst:1011 msgid "sk" @@ -78767,7 +78836,7 @@ msgstr "si" #: ../../docs/tutorials/i18n/locales.rst:1015 msgid "Lower Silesian" -msgstr "" +msgstr "Lower Silesian" #: ../../docs/tutorials/i18n/locales.rst:1017 #, fuzzy @@ -78781,11 +78850,11 @@ msgstr "Délai" #: ../../docs/tutorials/i18n/locales.rst:1019 msgid "sm" -msgstr "" +msgstr "sm" #: ../../docs/tutorials/i18n/locales.rst:1019 msgid "Samoan" -msgstr "" +msgstr "Samoan" #: ../../docs/tutorials/i18n/locales.rst:1021 #, fuzzy @@ -78799,19 +78868,19 @@ msgstr "Sami du Nord (Norvège)" #: ../../docs/tutorials/i18n/locales.rst:1023 msgid "smj" -msgstr "" +msgstr "smj" #: ../../docs/tutorials/i18n/locales.rst:1023 msgid "Lule Sami" -msgstr "" +msgstr "Lule Sami" #: ../../docs/tutorials/i18n/locales.rst:1025 msgid "smn" -msgstr "" +msgstr "smn" #: ../../docs/tutorials/i18n/locales.rst:1025 msgid "Inari Sami" -msgstr "" +msgstr "Inari Sami" #: ../../docs/tutorials/i18n/locales.rst:1027 #, fuzzy @@ -78820,15 +78889,15 @@ msgstr "ms" #: ../../docs/tutorials/i18n/locales.rst:1027 msgid "Skolt Sami" -msgstr "" +msgstr "Skolt Sami" #: ../../docs/tutorials/i18n/locales.rst:1029 msgid "sn" -msgstr "" +msgstr "sn" #: ../../docs/tutorials/i18n/locales.rst:1029 msgid "Shona" -msgstr "" +msgstr "Shona" #: ../../docs/tutorials/i18n/locales.rst:1031 #, fuzzy @@ -78837,7 +78906,7 @@ msgstr "sk" #: ../../docs/tutorials/i18n/locales.rst:1031 msgid "Soninke" -msgstr "" +msgstr "Soninke" #: ../../docs/tutorials/i18n/locales.rst:1033 msgid "so" @@ -78854,7 +78923,7 @@ msgstr "so" #: ../../docs/tutorials/i18n/locales.rst:1035 msgid "Sogdien" -msgstr "" +msgstr "Sogdien" #: ../../docs/tutorials/i18n/locales.rst:1037 #, fuzzy @@ -78863,7 +78932,7 @@ msgstr "so" #: ../../docs/tutorials/i18n/locales.rst:1037 msgid "Songhai" -msgstr "" +msgstr "Songhai" #: ../../docs/tutorials/i18n/locales.rst:1039 msgid "sq" @@ -78888,7 +78957,7 @@ msgstr "sr" #: ../../docs/tutorials/i18n/locales.rst:1043 msgid "Sranan Tongo" -msgstr "" +msgstr "Sranan Tongo" #: ../../docs/tutorials/i18n/locales.rst:1045 #, fuzzy @@ -78897,7 +78966,7 @@ msgstr "sr" #: ../../docs/tutorials/i18n/locales.rst:1045 msgid "Serer" -msgstr "" +msgstr "Serer" #: ../../docs/tutorials/i18n/locales.rst:1047 #, fuzzy @@ -78906,15 +78975,15 @@ msgstr "pass" #: ../../docs/tutorials/i18n/locales.rst:1047 msgid "Swati" -msgstr "" +msgstr "Swati" #: ../../docs/tutorials/i18n/locales.rst:1049 msgid "ssy" -msgstr "" +msgstr "ssy" #: ../../docs/tutorials/i18n/locales.rst:1049 msgid "Saho" -msgstr "" +msgstr "Saho" #: ../../docs/tutorials/i18n/locales.rst:1051 #, fuzzy @@ -78933,16 +79002,16 @@ msgstr "sq" #: ../../docs/tutorials/i18n/locales.rst:1053 msgid "Saterland Frisian" -msgstr "" +msgstr "Saterland Frisian" #: ../../docs/tutorials/i18n/locales.rst:1055 msgid "su" -msgstr "" +msgstr "su" #: ../../docs/tutorials/i18n/locales.rst:1055 #: ../../docs/tutorials/i18n/locales.rst:1578 msgid "Sundanese" -msgstr "" +msgstr "Sundanese" #: ../../docs/tutorials/i18n/locales.rst:1057 #, fuzzy @@ -78951,19 +79020,19 @@ msgstr "sk" #: ../../docs/tutorials/i18n/locales.rst:1057 msgid "Sukuma" -msgstr "" +msgstr "Sukuma" #: ../../docs/tutorials/i18n/locales.rst:1059 msgid "sus" -msgstr "" +msgstr "sus" #: ../../docs/tutorials/i18n/locales.rst:1059 msgid "Susu" -msgstr "" +msgstr "Susu" #: ../../docs/tutorials/i18n/locales.rst:1061 msgid "sux" -msgstr "" +msgstr "sux" #: ../../docs/tutorials/i18n/locales.rst:1061 #, fuzzy @@ -78980,7 +79049,7 @@ msgstr "Suédois" #: ../../docs/tutorials/i18n/locales.rst:1065 msgid "sw" -msgstr "" +msgstr "sw" #: ../../docs/tutorials/i18n/locales.rst:1065 #, fuzzy @@ -78989,11 +79058,11 @@ msgstr "Swahili (Kenya)" #: ../../docs/tutorials/i18n/locales.rst:1067 msgid "swb" -msgstr "" +msgstr "swb" #: ../../docs/tutorials/i18n/locales.rst:1067 msgid "Comorian" -msgstr "" +msgstr "Comorian" #: ../../docs/tutorials/i18n/locales.rst:1069 #, fuzzy @@ -79002,7 +79071,7 @@ msgstr "sco" #: ../../docs/tutorials/i18n/locales.rst:1069 msgid "Congo Swahili" -msgstr "" +msgstr "Congo Swahili" #: ../../docs/tutorials/i18n/locales.rst:1071 #, fuzzy @@ -79022,7 +79091,7 @@ msgstr "sr" #: ../../docs/tutorials/i18n/locales.rst:1073 #: ../../docs/tutorials/i18n/locales.rst:1582 msgid "Syriac" -msgstr "" +msgstr "Syriac" #: ../../docs/tutorials/i18n/locales.rst:1075 #, fuzzy @@ -79050,7 +79119,7 @@ msgstr "tcy_IN" #: ../../docs/tutorials/i18n/locales.rst:1079 msgid "Tulu" -msgstr "" +msgstr "Tulu" #: ../../docs/tutorials/i18n/locales.rst:1081 msgid "te" @@ -79068,7 +79137,7 @@ msgstr "te" #: ../../docs/tutorials/i18n/locales.rst:1083 msgid "Timne" -msgstr "" +msgstr "Timne" #: ../../docs/tutorials/i18n/locales.rst:1085 #, fuzzy @@ -79077,7 +79146,7 @@ msgstr "eo" #: ../../docs/tutorials/i18n/locales.rst:1085 msgid "Teso" -msgstr "" +msgstr "Teso" #: ../../docs/tutorials/i18n/locales.rst:1087 #, fuzzy @@ -79086,7 +79155,7 @@ msgstr "te" #: ../../docs/tutorials/i18n/locales.rst:1087 msgid "Tereno" -msgstr "" +msgstr "Tereno" #: ../../docs/tutorials/i18n/locales.rst:1089 #, fuzzy @@ -79095,15 +79164,15 @@ msgstr "et" #: ../../docs/tutorials/i18n/locales.rst:1089 msgid "Tetum" -msgstr "" +msgstr "Tetum" #: ../../docs/tutorials/i18n/locales.rst:1091 msgid "tg" -msgstr "" +msgstr "tg" #: ../../docs/tutorials/i18n/locales.rst:1091 msgid "Tajik" -msgstr "" +msgstr "Tajik" #: ../../docs/tutorials/i18n/locales.rst:1093 msgid "th" @@ -79149,24 +79218,24 @@ msgstr "ti" #: ../../docs/tutorials/i18n/locales.rst:1101 msgid "Tiv" -msgstr "" +msgstr "Tiv" #: ../../docs/tutorials/i18n/locales.rst:1103 msgid "tk" -msgstr "" +msgstr "tk" #: ../../docs/tutorials/i18n/locales.rst:1103 msgid "Turkmen" -msgstr "" +msgstr "Turkmen" #: ../../docs/tutorials/i18n/locales.rst:1105 msgid "tkl" -msgstr "" +msgstr "tkl" #: ../../docs/tutorials/i18n/locales.rst:1105 #: ../../docs/tutorials/i18n/locales.rst:2109 msgid "Tokelau" -msgstr "" +msgstr "Tokelau" #: ../../docs/tutorials/i18n/locales.rst:1107 #, fuzzy @@ -79175,7 +79244,7 @@ msgstr "tr" #: ../../docs/tutorials/i18n/locales.rst:1107 msgid "Tsakhur" -msgstr "" +msgstr "Tsakhur" #: ../../docs/tutorials/i18n/locales.rst:1109 #, fuzzy @@ -79185,7 +79254,7 @@ msgstr "tool" #: ../../docs/tutorials/i18n/locales.rst:1109 #: ../../docs/tutorials/i18n/locales.rst:1604 msgid "Tagalog" -msgstr "" +msgstr "Tagalog" #: ../../docs/tutorials/i18n/locales.rst:1111 #, fuzzy @@ -79195,7 +79264,7 @@ msgstr "th" #: ../../docs/tutorials/i18n/locales.rst:1111 #: ../../docs/tutorials/i18n/locales.rst:1530 msgid "Klingon" -msgstr "" +msgstr "Klingon" #: ../../docs/tutorials/i18n/locales.rst:1113 #, fuzzy @@ -79204,15 +79273,15 @@ msgstr "ti" #: ../../docs/tutorials/i18n/locales.rst:1113 msgid "Tlingit" -msgstr "" +msgstr "Tlingit" #: ../../docs/tutorials/i18n/locales.rst:1115 msgid "tly" -msgstr "" +msgstr "tly" #: ../../docs/tutorials/i18n/locales.rst:1115 msgid "Talysh" -msgstr "" +msgstr "Talysh" #: ../../docs/tutorials/i18n/locales.rst:1117 #, fuzzy @@ -79221,15 +79290,15 @@ msgstr "th" #: ../../docs/tutorials/i18n/locales.rst:1117 msgid "Tamashek" -msgstr "" +msgstr "Tamashek" #: ../../docs/tutorials/i18n/locales.rst:1119 msgid "tn" -msgstr "" +msgstr "tn" #: ../../docs/tutorials/i18n/locales.rst:1119 msgid "Tswana" -msgstr "" +msgstr "Tswana" #: ../../docs/tutorials/i18n/locales.rst:1121 #, fuzzy @@ -79238,7 +79307,7 @@ msgstr "Arrêter" #: ../../docs/tutorials/i18n/locales.rst:1121 msgid "Tongan" -msgstr "" +msgstr "Tongan" #: ../../docs/tutorials/i18n/locales.rst:1123 #, fuzzy @@ -79247,7 +79316,7 @@ msgstr "Brouillard" #: ../../docs/tutorials/i18n/locales.rst:1123 msgid "Nyasa Tonga" -msgstr "" +msgstr "Nyasa Tonga" #: ../../docs/tutorials/i18n/locales.rst:1125 #, fuzzy @@ -79256,7 +79325,7 @@ msgstr "ti" #: ../../docs/tutorials/i18n/locales.rst:1125 msgid "Tok Pisin" -msgstr "" +msgstr "Tok Pisin" #: ../../docs/tutorials/i18n/locales.rst:1127 msgid "tr" @@ -79273,7 +79342,7 @@ msgstr "ru" #: ../../docs/tutorials/i18n/locales.rst:1129 msgid "Turoyo" -msgstr "" +msgstr "Turoyo" #: ../../docs/tutorials/i18n/locales.rst:1131 #, fuzzy @@ -79282,7 +79351,7 @@ msgstr "tr" #: ../../docs/tutorials/i18n/locales.rst:1131 msgid "Taroko" -msgstr "" +msgstr "Taroko" #: ../../docs/tutorials/i18n/locales.rst:1133 #, fuzzy @@ -79291,11 +79360,11 @@ msgstr "Bits" #: ../../docs/tutorials/i18n/locales.rst:1133 msgid "Tsonga" -msgstr "" +msgstr "Tsonga" #: ../../docs/tutorials/i18n/locales.rst:1135 msgid "tsd" -msgstr "" +msgstr "tsd" #: ../../docs/tutorials/i18n/locales.rst:1135 #, fuzzy @@ -79309,15 +79378,15 @@ msgstr "si" #: ../../docs/tutorials/i18n/locales.rst:1137 msgid "Tsimshian" -msgstr "" +msgstr "Tsimshian" #: ../../docs/tutorials/i18n/locales.rst:1139 msgid "tt" -msgstr "" +msgstr "tt" #: ../../docs/tutorials/i18n/locales.rst:1139 msgid "Tatar" -msgstr "" +msgstr "Tatar" #: ../../docs/tutorials/i18n/locales.rst:1141 #, fuzzy @@ -79326,19 +79395,19 @@ msgstr "Stutter" #: ../../docs/tutorials/i18n/locales.rst:1141 msgid "Muslim Tat" -msgstr "" +msgstr "Muslim Tat" #: ../../docs/tutorials/i18n/locales.rst:1143 msgid "tum" -msgstr "" +msgstr "tum" #: ../../docs/tutorials/i18n/locales.rst:1143 msgid "Tumbuka" -msgstr "" +msgstr "Tumbuka" #: ../../docs/tutorials/i18n/locales.rst:1145 msgid "tvl" -msgstr "" +msgstr "tvl" #: ../../docs/tutorials/i18n/locales.rst:1145 #: ../../docs/tutorials/i18n/locales.rst:2123 @@ -79348,19 +79417,19 @@ msgstr "valeur" #: ../../docs/tutorials/i18n/locales.rst:1147 msgid "tw" -msgstr "" +msgstr "tw" #: ../../docs/tutorials/i18n/locales.rst:1147 msgid "Twi" -msgstr "" +msgstr "twi" #: ../../docs/tutorials/i18n/locales.rst:1149 msgid "twq" -msgstr "" +msgstr "twq" #: ../../docs/tutorials/i18n/locales.rst:1149 msgid "Tasawaq" -msgstr "" +msgstr "Tasawaq" #: ../../docs/tutorials/i18n/locales.rst:1151 #, fuzzy @@ -79374,15 +79443,15 @@ msgstr "Croate" #: ../../docs/tutorials/i18n/locales.rst:1153 msgid "tyv" -msgstr "" +msgstr "tyv" #: ../../docs/tutorials/i18n/locales.rst:1153 msgid "Tuvinian" -msgstr "" +msgstr "Tuvinian" #: ../../docs/tutorials/i18n/locales.rst:1155 msgid "tzm" -msgstr "" +msgstr "tzm" #: ../../docs/tutorials/i18n/locales.rst:1155 msgid "Central Atlas Tamazight" @@ -79390,19 +79459,19 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1157 msgid "udm" -msgstr "" +msgstr "udm" #: ../../docs/tutorials/i18n/locales.rst:1157 msgid "Udmurt" -msgstr "" +msgstr "Udmurt" #: ../../docs/tutorials/i18n/locales.rst:1159 msgid "ug" -msgstr "" +msgstr "ug" #: ../../docs/tutorials/i18n/locales.rst:1159 msgid "Uyghur" -msgstr "" +msgstr "Uyghur" #: ../../docs/tutorials/i18n/locales.rst:1161 #, fuzzy @@ -79412,7 +79481,7 @@ msgstr "ga" #: ../../docs/tutorials/i18n/locales.rst:1161 #: ../../docs/tutorials/i18n/locales.rst:1618 msgid "Ugaritic" -msgstr "" +msgstr "Ugaritic" #: ../../docs/tutorials/i18n/locales.rst:1163 msgid "uk" @@ -79429,7 +79498,7 @@ msgstr "number" #: ../../docs/tutorials/i18n/locales.rst:1165 msgid "Umbundu" -msgstr "" +msgstr "Umbundu" #: ../../docs/tutorials/i18n/locales.rst:1167 #, fuzzy @@ -79474,7 +79543,7 @@ msgstr "Enregistrer" #: ../../docs/tutorials/i18n/locales.rst:1175 msgid "Venda" -msgstr "" +msgstr "Venda" #: ../../docs/tutorials/i18n/locales.rst:1177 #, fuzzy @@ -79483,7 +79552,7 @@ msgstr "vec4" #: ../../docs/tutorials/i18n/locales.rst:1177 msgid "Venetian" -msgstr "" +msgstr "Ventian" #: ../../docs/tutorials/i18n/locales.rst:1179 #, fuzzy @@ -79492,7 +79561,7 @@ msgstr "Déplacer vers le haut" #: ../../docs/tutorials/i18n/locales.rst:1179 msgid "Veps" -msgstr "" +msgstr "Veps" #: ../../docs/tutorials/i18n/locales.rst:1181 msgid "vi" @@ -79509,11 +79578,11 @@ msgstr "Devlogs" #: ../../docs/tutorials/i18n/locales.rst:1183 msgid "West Flemish" -msgstr "" +msgstr "West Flemish" #: ../../docs/tutorials/i18n/locales.rst:1185 msgid "vmf" -msgstr "" +msgstr "vmf" #: ../../docs/tutorials/i18n/locales.rst:1185 #, fuzzy @@ -79527,15 +79596,15 @@ msgstr "void" #: ../../docs/tutorials/i18n/locales.rst:1187 msgid "Volapük" -msgstr "" +msgstr "Volapük" #: ../../docs/tutorials/i18n/locales.rst:1189 msgid "vot" -msgstr "" +msgstr "vot" #: ../../docs/tutorials/i18n/locales.rst:1189 msgid "Votic" -msgstr "" +msgstr "Votic" #: ../../docs/tutorials/i18n/locales.rst:1191 #, fuzzy @@ -79544,7 +79613,7 @@ msgstr "ro" #: ../../docs/tutorials/i18n/locales.rst:1191 msgid "Võro" -msgstr "" +msgstr "Võro" #: ../../docs/tutorials/i18n/locales.rst:1193 #, fuzzy @@ -79553,15 +79622,15 @@ msgstr "Exécution" #: ../../docs/tutorials/i18n/locales.rst:1193 msgid "Vunjo" -msgstr "" +msgstr "Vunjo" #: ../../docs/tutorials/i18n/locales.rst:1195 msgid "wa" -msgstr "" +msgstr "wa" #: ../../docs/tutorials/i18n/locales.rst:1195 msgid "Walloon" -msgstr "" +msgstr "Wallon" #: ../../docs/tutorials/i18n/locales.rst:1197 #, fuzzy @@ -79570,7 +79639,7 @@ msgstr "wae_CH" #: ../../docs/tutorials/i18n/locales.rst:1197 msgid "Walser" -msgstr "" +msgstr "Walser" #: ../../docs/tutorials/i18n/locales.rst:1199 #, fuzzy @@ -79579,7 +79648,7 @@ msgstr "wal_ET" #: ../../docs/tutorials/i18n/locales.rst:1199 msgid "Wolaytta" -msgstr "" +msgstr "Wolaytta" #: ../../docs/tutorials/i18n/locales.rst:1201 #, fuzzy @@ -79588,7 +79657,7 @@ msgstr "ar" #: ../../docs/tutorials/i18n/locales.rst:1201 msgid "Waray" -msgstr "" +msgstr "Waray" #: ../../docs/tutorials/i18n/locales.rst:1203 #, fuzzy @@ -79597,27 +79666,27 @@ msgstr "as" #: ../../docs/tutorials/i18n/locales.rst:1203 msgid "Washo" -msgstr "" +msgstr "Washo" #: ../../docs/tutorials/i18n/locales.rst:1205 msgid "wbp" -msgstr "" +msgstr "wbp" #: ../../docs/tutorials/i18n/locales.rst:1205 msgid "Warlpiri" -msgstr "" +msgstr "Warlpiri" #: ../../docs/tutorials/i18n/locales.rst:1207 msgid "wo" -msgstr "" +msgstr "wo" #: ../../docs/tutorials/i18n/locales.rst:1207 msgid "Wolof" -msgstr "" +msgstr "Wolof" #: ../../docs/tutorials/i18n/locales.rst:1209 msgid "wuu" -msgstr "" +msgstr "wuu" #: ../../docs/tutorials/i18n/locales.rst:1209 #, fuzzy @@ -79631,23 +79700,23 @@ msgstr "Exemple" #: ../../docs/tutorials/i18n/locales.rst:1211 msgid "Kalmyk" -msgstr "" +msgstr "Kalmyk" #: ../../docs/tutorials/i18n/locales.rst:1213 msgid "xh" -msgstr "" +msgstr "xh" #: ../../docs/tutorials/i18n/locales.rst:1213 msgid "Xhosa" -msgstr "" +msgstr "Xhosa" #: ../../docs/tutorials/i18n/locales.rst:1215 msgid "xmf" -msgstr "" +msgstr "xmf" #: ../../docs/tutorials/i18n/locales.rst:1215 msgid "Mingrelian" -msgstr "" +msgstr "Mingrelian" #: ../../docs/tutorials/i18n/locales.rst:1217 #, fuzzy @@ -79656,15 +79725,15 @@ msgstr "Brouillard" #: ../../docs/tutorials/i18n/locales.rst:1217 msgid "Soga" -msgstr "" +msgstr "Soga" #: ../../docs/tutorials/i18n/locales.rst:1219 msgid "yao" -msgstr "" +msgstr "yao" #: ../../docs/tutorials/i18n/locales.rst:1219 msgid "Yao" -msgstr "" +msgstr "Yao" #: ../../docs/tutorials/i18n/locales.rst:1221 #, fuzzy @@ -79678,35 +79747,35 @@ msgstr "Formes" #: ../../docs/tutorials/i18n/locales.rst:1223 msgid "yav" -msgstr "" +msgstr "yav" #: ../../docs/tutorials/i18n/locales.rst:1223 msgid "Yangben" -msgstr "" +msgstr "Yangben" #: ../../docs/tutorials/i18n/locales.rst:1225 msgid "ybb" -msgstr "" +msgstr "ybb" #: ../../docs/tutorials/i18n/locales.rst:1225 msgid "Yemba" -msgstr "" +msgstr "Yemba" #: ../../docs/tutorials/i18n/locales.rst:1227 msgid "yi" -msgstr "" +msgstr "yi" #: ../../docs/tutorials/i18n/locales.rst:1227 msgid "Yiddish" -msgstr "" +msgstr "Yiddish" #: ../../docs/tutorials/i18n/locales.rst:1229 msgid "yo" -msgstr "" +msgstr "yo" #: ../../docs/tutorials/i18n/locales.rst:1229 msgid "Yoruba" -msgstr "" +msgstr "Yoruba" #: ../../docs/tutorials/i18n/locales.rst:1231 #, fuzzy @@ -79715,7 +79784,7 @@ msgstr "sr_Cyrl" #: ../../docs/tutorials/i18n/locales.rst:1231 msgid "Nheengatu" -msgstr "" +msgstr "Nhensgatu" #: ../../docs/tutorials/i18n/locales.rst:1233 #, fuzzy @@ -79729,7 +79798,7 @@ msgstr "Chinois" #: ../../docs/tutorials/i18n/locales.rst:1235 msgid "yuw" -msgstr "" +msgstr "yuw" #: ../../docs/tutorials/i18n/locales.rst:1235 #: ../../docs/tutorials/i18n/locales.rst:2019 @@ -79738,11 +79807,11 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1237 msgid "za" -msgstr "" +msgstr "za" #: ../../docs/tutorials/i18n/locales.rst:1237 msgid "Zhuang" -msgstr "" +msgstr "Zhuang" #: ../../docs/tutorials/i18n/locales.rst:1239 #, fuzzy @@ -79751,20 +79820,20 @@ msgstr "pap" #: ../../docs/tutorials/i18n/locales.rst:1239 msgid "Zapotec" -msgstr "" +msgstr "Zapotec" #: ../../docs/tutorials/i18n/locales.rst:1241 msgid "zbl" -msgstr "" +msgstr "zbl" #: ../../docs/tutorials/i18n/locales.rst:1241 #: ../../docs/tutorials/i18n/locales.rst:1292 msgid "Blissymbols" -msgstr "" +msgstr "Blissymbols" #: ../../docs/tutorials/i18n/locales.rst:1243 msgid "zea" -msgstr "" +msgstr "zea" #: ../../docs/tutorials/i18n/locales.rst:1243 #, fuzzy @@ -79778,7 +79847,7 @@ msgstr "en" #: ../../docs/tutorials/i18n/locales.rst:1245 msgid "Zenaga" -msgstr "" +msgstr "Zenaga" #: ../../docs/tutorials/i18n/locales.rst:1247 #, fuzzy @@ -79799,11 +79868,11 @@ msgstr "Chinois" #: ../../docs/tutorials/i18n/locales.rst:1251 msgid "zu" -msgstr "" +msgstr "zu" #: ../../docs/tutorials/i18n/locales.rst:1251 msgid "Zulu" -msgstr "" +msgstr "Zulu" #: ../../docs/tutorials/i18n/locales.rst:1253 #, fuzzy @@ -79812,15 +79881,15 @@ msgstr "Exécution" #: ../../docs/tutorials/i18n/locales.rst:1253 msgid "Zuni" -msgstr "" +msgstr "Zuni" #: ../../docs/tutorials/i18n/locales.rst:1255 msgid "zza" -msgstr "" +msgstr "zza" #: ../../docs/tutorials/i18n/locales.rst:1255 msgid "Zaza" -msgstr "" +msgstr "Zaza" #: ../../docs/tutorials/i18n/locales.rst:1259 #, fuzzy @@ -79834,23 +79903,23 @@ msgstr "Éditeur de Script" #: ../../docs/tutorials/i18n/locales.rst:1264 msgid "Adlm" -msgstr "" +msgstr "Adlm" #: ../../docs/tutorials/i18n/locales.rst:1264 msgid "Adlam" -msgstr "" +msgstr "Adlam" #: ../../docs/tutorials/i18n/locales.rst:1266 msgid "Afak" -msgstr "" +msgstr "Afak" #: ../../docs/tutorials/i18n/locales.rst:1266 msgid "Afaka" -msgstr "" +msgstr "Afaka" #: ../../docs/tutorials/i18n/locales.rst:1268 msgid "Aghb" -msgstr "" +msgstr "Aghb" #: ../../docs/tutorials/i18n/locales.rst:1268 #, fuzzy @@ -79859,7 +79928,7 @@ msgstr "Albanais (Albanie)" #: ../../docs/tutorials/i18n/locales.rst:1270 msgid "Ahom" -msgstr "" +msgstr "Ahom" #: ../../docs/tutorials/i18n/locales.rst:1272 #, fuzzy @@ -79868,47 +79937,47 @@ msgstr "Arabe" #: ../../docs/tutorials/i18n/locales.rst:1274 msgid "Armi" -msgstr "" +msgstr "Armi" #: ../../docs/tutorials/i18n/locales.rst:1274 msgid "Imperial Aramaic" -msgstr "" +msgstr "Imperial Aramaic" #: ../../docs/tutorials/i18n/locales.rst:1276 msgid "Armn" -msgstr "" +msgstr "Armn" #: ../../docs/tutorials/i18n/locales.rst:1278 msgid "Avst" -msgstr "" +msgstr "Avst" #: ../../docs/tutorials/i18n/locales.rst:1280 msgid "Bali" -msgstr "" +msgstr "Bali" #: ../../docs/tutorials/i18n/locales.rst:1282 msgid "Bamu" -msgstr "" +msgstr "Bamu" #: ../../docs/tutorials/i18n/locales.rst:1282 msgid "Bamum" -msgstr "" +msgstr "Bamum" #: ../../docs/tutorials/i18n/locales.rst:1284 msgid "Bass" -msgstr "" +msgstr "Bass" #: ../../docs/tutorials/i18n/locales.rst:1284 msgid "Bassa Vah" -msgstr "" +msgstr "Bassa Vah" #: ../../docs/tutorials/i18n/locales.rst:1286 msgid "Batk" -msgstr "" +msgstr "Batk" #: ../../docs/tutorials/i18n/locales.rst:1286 msgid "Batak" -msgstr "" +msgstr "Batak" #: ../../docs/tutorials/i18n/locales.rst:1288 #, fuzzy @@ -79917,59 +79986,59 @@ msgstr "Bengali" #: ../../docs/tutorials/i18n/locales.rst:1290 msgid "Bhks" -msgstr "" +msgstr "Bhks" #: ../../docs/tutorials/i18n/locales.rst:1290 msgid "Bhaiksuki" -msgstr "" +msgstr "Bhaiksuki" #: ../../docs/tutorials/i18n/locales.rst:1292 msgid "Blis" -msgstr "" +msgstr "Blis" #: ../../docs/tutorials/i18n/locales.rst:1294 msgid "Bopo" -msgstr "" +msgstr "Bopo" #: ../../docs/tutorials/i18n/locales.rst:1294 msgid "Bopomofo" -msgstr "" +msgstr "Bopomofo" #: ../../docs/tutorials/i18n/locales.rst:1296 msgid "Brah" -msgstr "" +msgstr "Brah" #: ../../docs/tutorials/i18n/locales.rst:1296 msgid "Brahmi" -msgstr "" +msgstr "Brahmi" #: ../../docs/tutorials/i18n/locales.rst:1298 msgid "Brai" -msgstr "" +msgstr "Brai" #: ../../docs/tutorials/i18n/locales.rst:1298 msgid "Braille" -msgstr "" +msgstr "Braille" #: ../../docs/tutorials/i18n/locales.rst:1300 msgid "Bugi" -msgstr "" +msgstr "Bugi" #: ../../docs/tutorials/i18n/locales.rst:1302 msgid "Buhd" -msgstr "" +msgstr "Buhd" #: ../../docs/tutorials/i18n/locales.rst:1302 msgid "Buhid" -msgstr "" +msgstr "Buhid" #: ../../docs/tutorials/i18n/locales.rst:1304 msgid "Cakm" -msgstr "" +msgstr "Cakm" #: ../../docs/tutorials/i18n/locales.rst:1306 msgid "Cans" -msgstr "" +msgstr "Cans" #: ../../docs/tutorials/i18n/locales.rst:1306 msgid "Unified Canadian Aboriginal" @@ -79977,7 +80046,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1308 msgid "Cari" -msgstr "" +msgstr "Cari" #: ../../docs/tutorials/i18n/locales.rst:1308 #, fuzzy @@ -79986,15 +80055,15 @@ msgstr "Variant" #: ../../docs/tutorials/i18n/locales.rst:1310 msgid "Cham" -msgstr "" +msgstr "Cham" #: ../../docs/tutorials/i18n/locales.rst:1312 msgid "Cher" -msgstr "" +msgstr "Cher" #: ../../docs/tutorials/i18n/locales.rst:1314 msgid "Chrs" -msgstr "" +msgstr "Chrs" #: ../../docs/tutorials/i18n/locales.rst:1314 #, fuzzy @@ -80003,31 +80072,31 @@ msgstr "Chœur (Chorus)" #: ../../docs/tutorials/i18n/locales.rst:1316 msgid "Cirt" -msgstr "" +msgstr "Cirt" #: ../../docs/tutorials/i18n/locales.rst:1316 msgid "Cirth" -msgstr "" +msgstr "Cirth" #: ../../docs/tutorials/i18n/locales.rst:1318 msgid "Copt" -msgstr "" +msgstr "Copt" #: ../../docs/tutorials/i18n/locales.rst:1320 msgid "Cpmn" -msgstr "" +msgstr "Cpmn" #: ../../docs/tutorials/i18n/locales.rst:1320 msgid "Cypro-Minoan" -msgstr "" +msgstr "Cypro-Minoan" #: ../../docs/tutorials/i18n/locales.rst:1322 msgid "Cprt" -msgstr "" +msgstr "Cprt" #: ../../docs/tutorials/i18n/locales.rst:1322 msgid "Cypriot" -msgstr "" +msgstr "Cypriot" #: ../../docs/tutorials/i18n/locales.rst:1324 #, fuzzy @@ -80041,35 +80110,35 @@ msgstr "Serbe (Cyrillique)" #: ../../docs/tutorials/i18n/locales.rst:1326 msgid "Deva" -msgstr "" +msgstr "Deva" #: ../../docs/tutorials/i18n/locales.rst:1326 msgid "Devanagari" -msgstr "" +msgstr "Devanagari" #: ../../docs/tutorials/i18n/locales.rst:1328 msgid "Diak" -msgstr "" +msgstr "Diak" #: ../../docs/tutorials/i18n/locales.rst:1328 msgid "Dives Akuru" -msgstr "" +msgstr "Dives Akuru" #: ../../docs/tutorials/i18n/locales.rst:1330 msgid "Dogr" -msgstr "" +msgstr "Dogr" #: ../../docs/tutorials/i18n/locales.rst:1330 msgid "Dogra" -msgstr "" +msgstr "Dogra" #: ../../docs/tutorials/i18n/locales.rst:1332 msgid "Dsrt" -msgstr "" +msgstr "Dsrt" #: ../../docs/tutorials/i18n/locales.rst:1332 msgid "Deseret" -msgstr "" +msgstr "Deseret" #: ../../docs/tutorials/i18n/locales.rst:1334 #, fuzzy @@ -80078,51 +80147,51 @@ msgstr "Dupliquer" #: ../../docs/tutorials/i18n/locales.rst:1334 msgid "Duployan" -msgstr "" +msgstr "Duployan" #: ../../docs/tutorials/i18n/locales.rst:1336 msgid "Egyd" -msgstr "" +msgstr "Egyd" #: ../../docs/tutorials/i18n/locales.rst:1336 msgid "Egyptian demotic" -msgstr "" +msgstr "Egyptian demotic" #: ../../docs/tutorials/i18n/locales.rst:1338 msgid "Egyh" -msgstr "" +msgstr "Egyh" #: ../../docs/tutorials/i18n/locales.rst:1338 msgid "Egyptian hieratic" -msgstr "" +msgstr "Egyptian hieratic" #: ../../docs/tutorials/i18n/locales.rst:1340 msgid "Egyp" -msgstr "" +msgstr "Egyp" #: ../../docs/tutorials/i18n/locales.rst:1340 msgid "Egyptian hieroglyphs" -msgstr "" +msgstr "Egyptian hieroglyphs" #: ../../docs/tutorials/i18n/locales.rst:1342 msgid "Elba" -msgstr "" +msgstr "Elba" #: ../../docs/tutorials/i18n/locales.rst:1342 msgid "Elbasan" -msgstr "" +msgstr "Elbasan" #: ../../docs/tutorials/i18n/locales.rst:1344 msgid "Elym" -msgstr "" +msgstr "Elym" #: ../../docs/tutorials/i18n/locales.rst:1344 msgid "Elymaic" -msgstr "" +msgstr "Elymaic" #: ../../docs/tutorials/i18n/locales.rst:1346 msgid "Ethi" -msgstr "" +msgstr "Ethi" #: ../../docs/tutorials/i18n/locales.rst:1346 #, fuzzy @@ -80131,11 +80200,11 @@ msgstr "Afar (Éthiopie)" #: ../../docs/tutorials/i18n/locales.rst:1348 msgid "Geok" -msgstr "" +msgstr "Geok" #: ../../docs/tutorials/i18n/locales.rst:1348 msgid "Khutsuri" -msgstr "" +msgstr "Khutsuri" #: ../../docs/tutorials/i18n/locales.rst:1350 #, fuzzy @@ -80144,67 +80213,67 @@ msgstr "Géorgien" #: ../../docs/tutorials/i18n/locales.rst:1352 msgid "Glag" -msgstr "" +msgstr "Glag" #: ../../docs/tutorials/i18n/locales.rst:1352 msgid "Glagolitic" -msgstr "" +msgstr "Glagolitic" #: ../../docs/tutorials/i18n/locales.rst:1354 msgid "Gong" -msgstr "" +msgstr "Gong" #: ../../docs/tutorials/i18n/locales.rst:1354 msgid "Gunjala Gondi" -msgstr "" +msgstr "Gunjala Gondi" #: ../../docs/tutorials/i18n/locales.rst:1356 msgid "Gonm" -msgstr "" +msgstr "Gonm" #: ../../docs/tutorials/i18n/locales.rst:1356 msgid "Masaram Gondi" -msgstr "" +msgstr "Masaram Gondi" #: ../../docs/tutorials/i18n/locales.rst:1358 msgid "Goth" -msgstr "" +msgstr "Goth" #: ../../docs/tutorials/i18n/locales.rst:1360 msgid "Gran" -msgstr "" +msgstr "Gran" #: ../../docs/tutorials/i18n/locales.rst:1360 msgid "Grantha" -msgstr "" +msgstr "Grantha" #: ../../docs/tutorials/i18n/locales.rst:1362 msgid "Grek" -msgstr "" +msgstr "Grek" #: ../../docs/tutorials/i18n/locales.rst:1364 msgid "Gujr" -msgstr "" +msgstr "Gujr" #: ../../docs/tutorials/i18n/locales.rst:1366 msgid "Guru" -msgstr "" +msgstr "Guru" #: ../../docs/tutorials/i18n/locales.rst:1366 msgid "Gurmukhi" -msgstr "" +msgstr "Gurmukhi" #: ../../docs/tutorials/i18n/locales.rst:1368 msgid "Hang" -msgstr "" +msgstr "Hang" #: ../../docs/tutorials/i18n/locales.rst:1368 msgid "Hangul" -msgstr "" +msgstr "Hangul" #: ../../docs/tutorials/i18n/locales.rst:1370 msgid "Hani" -msgstr "" +msgstr "Hani" #: ../../docs/tutorials/i18n/locales.rst:1370 #, fuzzy @@ -80213,15 +80282,15 @@ msgstr "et" #: ../../docs/tutorials/i18n/locales.rst:1372 msgid "Hano" -msgstr "" +msgstr "Hano" #: ../../docs/tutorials/i18n/locales.rst:1372 msgid "Hanunoo" -msgstr "" +msgstr "Hanunoo" #: ../../docs/tutorials/i18n/locales.rst:1374 msgid "Hans" -msgstr "" +msgstr "Hans" #: ../../docs/tutorials/i18n/locales.rst:1374 #, fuzzy @@ -80230,7 +80299,7 @@ msgstr "simple" #: ../../docs/tutorials/i18n/locales.rst:1376 msgid "Hant" -msgstr "" +msgstr "Hant" #: ../../docs/tutorials/i18n/locales.rst:1376 #, fuzzy @@ -80239,11 +80308,11 @@ msgstr "relationnel" #: ../../docs/tutorials/i18n/locales.rst:1378 msgid "Hatr" -msgstr "" +msgstr "Hatr" #: ../../docs/tutorials/i18n/locales.rst:1378 msgid "Hatran" -msgstr "" +msgstr "Hatran" #: ../../docs/tutorials/i18n/locales.rst:1380 #, fuzzy @@ -80252,31 +80321,31 @@ msgstr "hébreu" #: ../../docs/tutorials/i18n/locales.rst:1382 msgid "Hira" -msgstr "" +msgstr "Hira" #: ../../docs/tutorials/i18n/locales.rst:1382 msgid "Hiragana" -msgstr "" +msgstr "Hiragana" #: ../../docs/tutorials/i18n/locales.rst:1384 msgid "Hluw" -msgstr "" +msgstr "Hluw" #: ../../docs/tutorials/i18n/locales.rst:1384 msgid "Anatolian Hieroglyphs" -msgstr "" +msgstr "Anatolian Hieroglyphs" #: ../../docs/tutorials/i18n/locales.rst:1386 msgid "Hmng" -msgstr "" +msgstr "hmng" #: ../../docs/tutorials/i18n/locales.rst:1386 msgid "Pahawh Hmong" -msgstr "" +msgstr "Pahawh Hmong" #: ../../docs/tutorials/i18n/locales.rst:1388 msgid "Hmnp" -msgstr "" +msgstr "hmnp" #: ../../docs/tutorials/i18n/locales.rst:1388 msgid "Nyiakeng Puachue Hmong" @@ -80294,11 +80363,11 @@ msgstr "hongrois" #: ../../docs/tutorials/i18n/locales.rst:1392 msgid "Inds" -msgstr "" +msgstr "Inds" #: ../../docs/tutorials/i18n/locales.rst:1392 msgid "Indus" -msgstr "" +msgstr "Indus" #: ../../docs/tutorials/i18n/locales.rst:1394 #, fuzzy @@ -80317,55 +80386,55 @@ msgstr "Java" #: ../../docs/tutorials/i18n/locales.rst:1398 msgid "Jurc" -msgstr "" +msgstr "Jurc" #: ../../docs/tutorials/i18n/locales.rst:1398 msgid "Jurchen" -msgstr "" +msgstr "Jurchen" #: ../../docs/tutorials/i18n/locales.rst:1400 msgid "Kali" -msgstr "" +msgstr "Kali" #: ../../docs/tutorials/i18n/locales.rst:1400 msgid "Kayah Li" -msgstr "" +msgstr "Kayah Li" #: ../../docs/tutorials/i18n/locales.rst:1402 msgid "Kana" -msgstr "" +msgstr "Kana" #: ../../docs/tutorials/i18n/locales.rst:1402 msgid "Katakana" -msgstr "" +msgstr "Katakana" #: ../../docs/tutorials/i18n/locales.rst:1404 msgid "Khar" -msgstr "" +msgstr "Khar" #: ../../docs/tutorials/i18n/locales.rst:1404 msgid "Kharoshthi" -msgstr "" +msgstr "Kharoshthi" #: ../../docs/tutorials/i18n/locales.rst:1406 msgid "Khmr" -msgstr "" +msgstr "Khmr" #: ../../docs/tutorials/i18n/locales.rst:1406 msgid "Khmer" -msgstr "" +msgstr "Khmer" #: ../../docs/tutorials/i18n/locales.rst:1408 msgid "Khoj" -msgstr "" +msgstr "Khoj" #: ../../docs/tutorials/i18n/locales.rst:1408 msgid "Khojki" -msgstr "" +msgstr "Khojki" #: ../../docs/tutorials/i18n/locales.rst:1410 msgid "Kitl" -msgstr "" +msgstr "Kitl" #: ../../docs/tutorials/i18n/locales.rst:1410 #, fuzzy @@ -80374,7 +80443,7 @@ msgstr "Utilisation d'un script" #: ../../docs/tutorials/i18n/locales.rst:1412 msgid "Kits" -msgstr "" +msgstr "Kits" #: ../../docs/tutorials/i18n/locales.rst:1412 #, fuzzy @@ -80383,31 +80452,31 @@ msgstr "Utilisation d'un script" #: ../../docs/tutorials/i18n/locales.rst:1414 msgid "Knda" -msgstr "" +msgstr "Knda" #: ../../docs/tutorials/i18n/locales.rst:1416 msgid "Kpel" -msgstr "" +msgstr "Kpel" #: ../../docs/tutorials/i18n/locales.rst:1418 msgid "Kthi" -msgstr "" +msgstr "Kthi" #: ../../docs/tutorials/i18n/locales.rst:1418 msgid "Kaithi" -msgstr "" +msgstr "Kaithi" #: ../../docs/tutorials/i18n/locales.rst:1420 msgid "Lana" -msgstr "" +msgstr "Lana" #: ../../docs/tutorials/i18n/locales.rst:1420 msgid "Tai Tham" -msgstr "" +msgstr "Tai Tham" #: ../../docs/tutorials/i18n/locales.rst:1422 msgid "Laoo" -msgstr "" +msgstr "Laoo" #: ../../docs/tutorials/i18n/locales.rst:1424 #, fuzzy @@ -80416,95 +80485,95 @@ msgstr "sr_Latn" #: ../../docs/tutorials/i18n/locales.rst:1426 msgid "Leke" -msgstr "" +msgstr "Leke" #: ../../docs/tutorials/i18n/locales.rst:1428 msgid "Lepc" -msgstr "" +msgstr "Lepc" #: ../../docs/tutorials/i18n/locales.rst:1428 msgid "Lepcha" -msgstr "" +msgstr "Lepcha" #: ../../docs/tutorials/i18n/locales.rst:1430 msgid "Limb" -msgstr "" +msgstr "Limb" #: ../../docs/tutorials/i18n/locales.rst:1430 msgid "Limbu" -msgstr "" +msgstr "Limbu" #: ../../docs/tutorials/i18n/locales.rst:1432 msgid "Lina" -msgstr "" +msgstr "Lina" #: ../../docs/tutorials/i18n/locales.rst:1432 msgid "Linear A" -msgstr "" +msgstr "Linéaire A" #: ../../docs/tutorials/i18n/locales.rst:1434 msgid "Linb" -msgstr "" +msgstr "Linb" #: ../../docs/tutorials/i18n/locales.rst:1434 msgid "Linear B" -msgstr "" +msgstr "Linéaire B" #: ../../docs/tutorials/i18n/locales.rst:1436 msgid "Lisu" -msgstr "" +msgstr "Lisu" #: ../../docs/tutorials/i18n/locales.rst:1438 msgid "Loma" -msgstr "" +msgstr "Loma" #: ../../docs/tutorials/i18n/locales.rst:1440 msgid "Lyci" -msgstr "" +msgstr "Lyci" #: ../../docs/tutorials/i18n/locales.rst:1440 msgid "Lycian" -msgstr "" +msgstr "Lycian" #: ../../docs/tutorials/i18n/locales.rst:1442 msgid "Lydi" -msgstr "" +msgstr "Lydi" #: ../../docs/tutorials/i18n/locales.rst:1442 msgid "Lydian" -msgstr "" +msgstr "Lydian" #: ../../docs/tutorials/i18n/locales.rst:1444 msgid "Mahj" -msgstr "" +msgstr "Mahj" #: ../../docs/tutorials/i18n/locales.rst:1444 msgid "Mahajani" -msgstr "" +msgstr "Mahajani" #: ../../docs/tutorials/i18n/locales.rst:1446 msgid "Maka" -msgstr "" +msgstr "Maka" #: ../../docs/tutorials/i18n/locales.rst:1448 msgid "Mand" -msgstr "" +msgstr "Mand" #: ../../docs/tutorials/i18n/locales.rst:1448 msgid "Mandaic" -msgstr "" +msgstr "Mandaic" #: ../../docs/tutorials/i18n/locales.rst:1450 msgid "Mani" -msgstr "" +msgstr "Mani" #: ../../docs/tutorials/i18n/locales.rst:1450 msgid "Manichaean" -msgstr "" +msgstr "Manichaean" #: ../../docs/tutorials/i18n/locales.rst:1452 msgid "Marc" -msgstr "" +msgstr "Marc" #: ../../docs/tutorials/i18n/locales.rst:1452 #, fuzzy @@ -80513,47 +80582,47 @@ msgstr "Recherche" #: ../../docs/tutorials/i18n/locales.rst:1454 msgid "Maya" -msgstr "" +msgstr "Maya" #: ../../docs/tutorials/i18n/locales.rst:1454 msgid "Mayan Hieroglyphs" -msgstr "" +msgstr "Mayan Hieroglyphs" #: ../../docs/tutorials/i18n/locales.rst:1456 msgid "Medf" -msgstr "" +msgstr "Medf" #: ../../docs/tutorials/i18n/locales.rst:1456 msgid "Medefaidrin" -msgstr "" +msgstr "Medefaidrin" #: ../../docs/tutorials/i18n/locales.rst:1458 msgid "Mend" -msgstr "" +msgstr "Mend" #: ../../docs/tutorials/i18n/locales.rst:1458 msgid "Mende Kikakui" -msgstr "" +msgstr "Mende Kikakui" #: ../../docs/tutorials/i18n/locales.rst:1460 msgid "Merc" -msgstr "" +msgstr "Merc" #: ../../docs/tutorials/i18n/locales.rst:1460 msgid "Meroitic Cursive" -msgstr "" +msgstr "Meroitic Cursive" #: ../../docs/tutorials/i18n/locales.rst:1462 msgid "Mero" -msgstr "" +msgstr "Mero" #: ../../docs/tutorials/i18n/locales.rst:1462 msgid "Meroitic Hieroglyphs" -msgstr "" +msgstr "Meroitic Hieroglyphs" #: ../../docs/tutorials/i18n/locales.rst:1464 msgid "Mlym" -msgstr "" +msgstr "Mlym" #: ../../docs/tutorials/i18n/locales.rst:1466 #, fuzzy @@ -80562,15 +80631,15 @@ msgstr "Modificateurs" #: ../../docs/tutorials/i18n/locales.rst:1468 msgid "Mong" -msgstr "" +msgstr "Mong" #: ../../docs/tutorials/i18n/locales.rst:1470 msgid "Moon" -msgstr "" +msgstr "Moon" #: ../../docs/tutorials/i18n/locales.rst:1472 msgid "Mroo" -msgstr "" +msgstr "Mroo" #: ../../docs/tutorials/i18n/locales.rst:1472 #, fuzzy @@ -80579,39 +80648,39 @@ msgstr "ro" #: ../../docs/tutorials/i18n/locales.rst:1474 msgid "Mtei" -msgstr "" +msgstr "Mtei" #: ../../docs/tutorials/i18n/locales.rst:1474 msgid "Meitei Mayek" -msgstr "" +msgstr "Meitei Mayek" #: ../../docs/tutorials/i18n/locales.rst:1476 msgid "Mult" -msgstr "" +msgstr "Mult" #: ../../docs/tutorials/i18n/locales.rst:1476 msgid "Multani" -msgstr "" +msgstr "Multani" #: ../../docs/tutorials/i18n/locales.rst:1478 msgid "Mymr" -msgstr "" +msgstr "Mymr" #: ../../docs/tutorials/i18n/locales.rst:1478 msgid "Myanmar (Burmese)" -msgstr "" +msgstr "Myanmar (Burmese)" #: ../../docs/tutorials/i18n/locales.rst:1480 msgid "Nand" -msgstr "" +msgstr "Nand" #: ../../docs/tutorials/i18n/locales.rst:1480 msgid "Nandinagari" -msgstr "" +msgstr "Nandinagari" #: ../../docs/tutorials/i18n/locales.rst:1482 msgid "Narb" -msgstr "" +msgstr "Narb" #: ../../docs/tutorials/i18n/locales.rst:1482 msgid "Old North Arabian" @@ -80619,95 +80688,95 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1484 msgid "Nbat" -msgstr "" +msgstr "Nbat" #: ../../docs/tutorials/i18n/locales.rst:1484 msgid "Nabataean" -msgstr "" +msgstr "Babataean" #: ../../docs/tutorials/i18n/locales.rst:1486 msgid "Newa" -msgstr "" +msgstr "Newa" #: ../../docs/tutorials/i18n/locales.rst:1488 msgid "Nkdb" -msgstr "" +msgstr "Nkdb" #: ../../docs/tutorials/i18n/locales.rst:1488 msgid "Naxi Dongba" -msgstr "" +msgstr "Naxi Dongba" #: ../../docs/tutorials/i18n/locales.rst:1490 msgid "Nkgb" -msgstr "" +msgstr "Nkgb" #: ../../docs/tutorials/i18n/locales.rst:1490 msgid "Nakhi Geba" -msgstr "" +msgstr "Nakhi Geba" #: ../../docs/tutorials/i18n/locales.rst:1492 msgid "Nkoo" -msgstr "" +msgstr "Nkoo" #: ../../docs/tutorials/i18n/locales.rst:1494 msgid "Nshu" -msgstr "" +msgstr "Nshu" #: ../../docs/tutorials/i18n/locales.rst:1494 msgid "Nüshu" -msgstr "" +msgstr "Nüshu" #: ../../docs/tutorials/i18n/locales.rst:1496 msgid "Ogam" -msgstr "" +msgstr "Ogam" #: ../../docs/tutorials/i18n/locales.rst:1496 msgid "Ogham" -msgstr "" +msgstr "Ogham" #: ../../docs/tutorials/i18n/locales.rst:1498 msgid "Olck" -msgstr "" +msgstr "Olck" #: ../../docs/tutorials/i18n/locales.rst:1498 msgid "Ol Chiki" -msgstr "" +msgstr "Ol Chiki" #: ../../docs/tutorials/i18n/locales.rst:1500 msgid "Orkh" -msgstr "" +msgstr "Orkh" #: ../../docs/tutorials/i18n/locales.rst:1500 msgid "Old Turkic" -msgstr "" +msgstr "Old Turkic" #: ../../docs/tutorials/i18n/locales.rst:1502 msgid "Orya" -msgstr "" +msgstr "Orya" #: ../../docs/tutorials/i18n/locales.rst:1502 msgid "Oriya" -msgstr "" +msgstr "Oriya" #: ../../docs/tutorials/i18n/locales.rst:1504 msgid "Osge" -msgstr "" +msgstr "Osge" #: ../../docs/tutorials/i18n/locales.rst:1506 msgid "Osma" -msgstr "" +msgstr "Osma" #: ../../docs/tutorials/i18n/locales.rst:1506 msgid "Osmanya" -msgstr "" +msgstr "Osmanya" #: ../../docs/tutorials/i18n/locales.rst:1508 msgid "Ougr" -msgstr "" +msgstr "Ourr" #: ../../docs/tutorials/i18n/locales.rst:1508 msgid "Old Uyghur" -msgstr "" +msgstr "Old Uyghur" #: ../../docs/tutorials/i18n/locales.rst:1510 msgid "Palm" @@ -80720,7 +80789,7 @@ msgstr "Paume" #: ../../docs/tutorials/i18n/locales.rst:1512 msgid "Pauc" -msgstr "" +msgstr "Pauc" #: ../../docs/tutorials/i18n/locales.rst:1512 msgid "Pau Cin Hau" @@ -80728,79 +80797,79 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1514 msgid "Pcun" -msgstr "" +msgstr "Pcun" #: ../../docs/tutorials/i18n/locales.rst:1514 msgid "Proto-Cuneiform" -msgstr "" +msgstr "Proto-Cuneiform" #: ../../docs/tutorials/i18n/locales.rst:1516 msgid "Pelm" -msgstr "" +msgstr "Pelm" #: ../../docs/tutorials/i18n/locales.rst:1516 msgid "Proto-Elamite" -msgstr "" +msgstr "Proto-Elamite" #: ../../docs/tutorials/i18n/locales.rst:1518 msgid "Perm" -msgstr "" +msgstr "Perm" #: ../../docs/tutorials/i18n/locales.rst:1518 msgid "Old Permic" -msgstr "" +msgstr "Old Permic" #: ../../docs/tutorials/i18n/locales.rst:1520 msgid "Phag" -msgstr "" +msgstr "Phag" #: ../../docs/tutorials/i18n/locales.rst:1520 msgid "Phags-pa" -msgstr "" +msgstr "Phags-pa" #: ../../docs/tutorials/i18n/locales.rst:1522 msgid "Phli" -msgstr "" +msgstr "Phli" #: ../../docs/tutorials/i18n/locales.rst:1522 msgid "Inscriptional Pahlavi" -msgstr "" +msgstr "Inscriptional Pahlavi" #: ../../docs/tutorials/i18n/locales.rst:1524 msgid "Phlp" -msgstr "" +msgstr "Phlp" #: ../../docs/tutorials/i18n/locales.rst:1524 msgid "Psalter Pahlavi" -msgstr "" +msgstr "Psalter Pahlavi" #: ../../docs/tutorials/i18n/locales.rst:1526 msgid "Phlv" -msgstr "" +msgstr "Phlv" #: ../../docs/tutorials/i18n/locales.rst:1526 msgid "Book Pahlavi" -msgstr "" +msgstr "Book Pahlavi" #: ../../docs/tutorials/i18n/locales.rst:1528 msgid "Phnx" -msgstr "" +msgstr "Phnx" #: ../../docs/tutorials/i18n/locales.rst:1530 msgid "Piqd" -msgstr "" +msgstr "Piqd" #: ../../docs/tutorials/i18n/locales.rst:1532 msgid "Plrd" -msgstr "" +msgstr "Plrd" #: ../../docs/tutorials/i18n/locales.rst:1532 msgid "Miao" -msgstr "" +msgstr "Miao" #: ../../docs/tutorials/i18n/locales.rst:1534 msgid "Prti" -msgstr "" +msgstr "Prti" #: ../../docs/tutorials/i18n/locales.rst:1534 #, fuzzy @@ -80809,71 +80878,71 @@ msgstr "Internationalisation" #: ../../docs/tutorials/i18n/locales.rst:1536 msgid "Psin" -msgstr "" +msgstr "Psin" #: ../../docs/tutorials/i18n/locales.rst:1536 msgid "Proto-Sinaitic" -msgstr "" +msgstr "Proto-Sinaitic" #: ../../docs/tutorials/i18n/locales.rst:1538 msgid "Ranj" -msgstr "" +msgstr "Ranj" #: ../../docs/tutorials/i18n/locales.rst:1538 msgid "Ranjana" -msgstr "" +msgstr "Ranjana" #: ../../docs/tutorials/i18n/locales.rst:1540 msgid "Rjng" -msgstr "" +msgstr "Rjng" #: ../../docs/tutorials/i18n/locales.rst:1540 msgid "Rejang" -msgstr "" +msgstr "Rejang" #: ../../docs/tutorials/i18n/locales.rst:1542 msgid "Rohg" -msgstr "" +msgstr "Rohg" #: ../../docs/tutorials/i18n/locales.rst:1542 msgid "Hanifi Rohingya" -msgstr "" +msgstr "Hanifi Rohingya" #: ../../docs/tutorials/i18n/locales.rst:1544 msgid "Roro" -msgstr "" +msgstr "Roro" #: ../../docs/tutorials/i18n/locales.rst:1544 msgid "Rongorongo" -msgstr "" +msgstr "Rongorongo" #: ../../docs/tutorials/i18n/locales.rst:1546 msgid "Runr" -msgstr "" +msgstr "Runr" #: ../../docs/tutorials/i18n/locales.rst:1546 msgid "Runic" -msgstr "" +msgstr "Runic" #: ../../docs/tutorials/i18n/locales.rst:1548 msgid "Samr" -msgstr "" +msgstr "Samr" #: ../../docs/tutorials/i18n/locales.rst:1548 msgid "Samaritan" -msgstr "" +msgstr "Samaritan" #: ../../docs/tutorials/i18n/locales.rst:1550 msgid "Sara" -msgstr "" +msgstr "Sara" #: ../../docs/tutorials/i18n/locales.rst:1550 msgid "Sarati" -msgstr "" +msgstr "Sarati" #: ../../docs/tutorials/i18n/locales.rst:1552 msgid "Sarb" -msgstr "" +msgstr "Sarb" #: ../../docs/tutorials/i18n/locales.rst:1552 #, fuzzy @@ -80882,11 +80951,11 @@ msgstr "Pedi (Afrique du Sud)" #: ../../docs/tutorials/i18n/locales.rst:1554 msgid "Saur" -msgstr "" +msgstr "Saur" #: ../../docs/tutorials/i18n/locales.rst:1556 msgid "Sgnw" -msgstr "" +msgstr "Sgnw" #: ../../docs/tutorials/i18n/locales.rst:1556 #, fuzzy @@ -80895,7 +80964,7 @@ msgstr "Les scripts" #: ../../docs/tutorials/i18n/locales.rst:1558 msgid "Shaw" -msgstr "" +msgstr "Shaw" #: ../../docs/tutorials/i18n/locales.rst:1558 #, fuzzy @@ -80904,35 +80973,35 @@ msgstr "Letton" #: ../../docs/tutorials/i18n/locales.rst:1560 msgid "Shrd" -msgstr "" +msgstr "Shrd" #: ../../docs/tutorials/i18n/locales.rst:1560 msgid "Sharada" -msgstr "" +msgstr "Sharada" #: ../../docs/tutorials/i18n/locales.rst:1562 msgid "Shui" -msgstr "" +msgstr "Shui" #: ../../docs/tutorials/i18n/locales.rst:1562 msgid "Shuishu" -msgstr "" +msgstr "Shuishu" #: ../../docs/tutorials/i18n/locales.rst:1564 msgid "Sidd" -msgstr "" +msgstr "Sidd" #: ../../docs/tutorials/i18n/locales.rst:1564 msgid "Siddham" -msgstr "" +msgstr "Siddham" #: ../../docs/tutorials/i18n/locales.rst:1566 msgid "Sind" -msgstr "" +msgstr "Sind" #: ../../docs/tutorials/i18n/locales.rst:1566 msgid "Khudawadi" -msgstr "" +msgstr "Khudawadi" #: ../../docs/tutorials/i18n/locales.rst:1568 #, fuzzy @@ -80941,79 +81010,79 @@ msgstr "Cinghalais" #: ../../docs/tutorials/i18n/locales.rst:1570 msgid "Sogd" -msgstr "" +msgstr "Sogd" #: ../../docs/tutorials/i18n/locales.rst:1570 msgid "Sogdian" -msgstr "" +msgstr "Sogdian" #: ../../docs/tutorials/i18n/locales.rst:1572 msgid "Sogo" -msgstr "" +msgstr "Sogo" #: ../../docs/tutorials/i18n/locales.rst:1572 msgid "Old Sogdian" -msgstr "" +msgstr "Old Sogdian" #: ../../docs/tutorials/i18n/locales.rst:1574 msgid "Sora" -msgstr "" +msgstr "Sora" #: ../../docs/tutorials/i18n/locales.rst:1574 msgid "Sora Sompeng" -msgstr "" +msgstr "Sora Sompeng" #: ../../docs/tutorials/i18n/locales.rst:1576 msgid "Soyo" -msgstr "" +msgstr "Soyo" #: ../../docs/tutorials/i18n/locales.rst:1576 msgid "Soyombo" -msgstr "" +msgstr "Soyombo" #: ../../docs/tutorials/i18n/locales.rst:1578 msgid "Sund" -msgstr "" +msgstr "Sund" #: ../../docs/tutorials/i18n/locales.rst:1580 msgid "Sylo" -msgstr "" +msgstr "Sylo" #: ../../docs/tutorials/i18n/locales.rst:1580 msgid "Syloti Nagri" -msgstr "" +msgstr "Syloti Nagri" #: ../../docs/tutorials/i18n/locales.rst:1582 msgid "Syrc" -msgstr "" +msgstr "Syrc" #: ../../docs/tutorials/i18n/locales.rst:1584 msgid "Tagb" -msgstr "" +msgstr "Tagb" #: ../../docs/tutorials/i18n/locales.rst:1584 msgid "Tagbanwa" -msgstr "" +msgstr "Tagbanwa" #: ../../docs/tutorials/i18n/locales.rst:1586 msgid "Takr" -msgstr "" +msgstr "Takr" #: ../../docs/tutorials/i18n/locales.rst:1586 msgid "Takri" -msgstr "" +msgstr "Takri" #: ../../docs/tutorials/i18n/locales.rst:1588 msgid "Tale" -msgstr "" +msgstr "Tale" #: ../../docs/tutorials/i18n/locales.rst:1588 msgid "Tai Le" -msgstr "" +msgstr "Tai Le" #: ../../docs/tutorials/i18n/locales.rst:1590 msgid "Talu" -msgstr "" +msgstr "Talu" #: ../../docs/tutorials/i18n/locales.rst:1590 msgid "New Tai Lue" @@ -81021,7 +81090,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1592 msgid "Taml" -msgstr "" +msgstr "Taml" #: ../../docs/tutorials/i18n/locales.rst:1594 #, fuzzy @@ -81035,7 +81104,7 @@ msgstr "Tangente" #: ../../docs/tutorials/i18n/locales.rst:1596 msgid "Tavt" -msgstr "" +msgstr "Tavt" #: ../../docs/tutorials/i18n/locales.rst:1596 #, fuzzy @@ -81049,47 +81118,47 @@ msgstr "Telugu" #: ../../docs/tutorials/i18n/locales.rst:1600 msgid "Teng" -msgstr "" +msgstr "Teng" #: ../../docs/tutorials/i18n/locales.rst:1600 msgid "Tengwar" -msgstr "" +msgstr "Tengwar" #: ../../docs/tutorials/i18n/locales.rst:1602 msgid "Tfng" -msgstr "" +msgstr "Tfng" #: ../../docs/tutorials/i18n/locales.rst:1602 msgid "Tifinagh" -msgstr "" +msgstr "Tifinagh" #: ../../docs/tutorials/i18n/locales.rst:1604 msgid "Tglg" -msgstr "" +msgstr "Tglg" #: ../../docs/tutorials/i18n/locales.rst:1606 msgid "Thaa" -msgstr "" +msgstr "Thaa" #: ../../docs/tutorials/i18n/locales.rst:1606 msgid "Thaana" -msgstr "" +msgstr "Thaana" #: ../../docs/tutorials/i18n/locales.rst:1610 msgid "Tibt" -msgstr "" +msgstr "Tibt" #: ../../docs/tutorials/i18n/locales.rst:1612 msgid "Tirh" -msgstr "" +msgstr "Tirh" #: ../../docs/tutorials/i18n/locales.rst:1612 msgid "Tirhuta" -msgstr "" +msgstr "Tirhuta" #: ../../docs/tutorials/i18n/locales.rst:1614 msgid "Tnsa" -msgstr "" +msgstr "Tsna" #: ../../docs/tutorials/i18n/locales.rst:1614 #, fuzzy @@ -81098,19 +81167,19 @@ msgstr "Tangente" #: ../../docs/tutorials/i18n/locales.rst:1616 msgid "Toto" -msgstr "" +msgstr "Toto" #: ../../docs/tutorials/i18n/locales.rst:1618 msgid "Ugar" -msgstr "" +msgstr "Ugar" #: ../../docs/tutorials/i18n/locales.rst:1620 msgid "Vaii" -msgstr "" +msgstr "Vaii" #: ../../docs/tutorials/i18n/locales.rst:1622 msgid "Visp" -msgstr "" +msgstr "Visp" #: ../../docs/tutorials/i18n/locales.rst:1622 #, fuzzy @@ -81119,31 +81188,31 @@ msgstr "Zone de Visibilité" #: ../../docs/tutorials/i18n/locales.rst:1624 msgid "Vith" -msgstr "" +msgstr "Vith" #: ../../docs/tutorials/i18n/locales.rst:1624 msgid "Vithkuqi" -msgstr "" +msgstr "Vithkuqi" #: ../../docs/tutorials/i18n/locales.rst:1626 msgid "Wara" -msgstr "" +msgstr "Wara" #: ../../docs/tutorials/i18n/locales.rst:1626 msgid "Warang Citi" -msgstr "" +msgstr "Warang Citi" #: ../../docs/tutorials/i18n/locales.rst:1628 msgid "Wcho" -msgstr "" +msgstr "Wcho" #: ../../docs/tutorials/i18n/locales.rst:1628 msgid "Wancho" -msgstr "" +msgstr "Wancho" #: ../../docs/tutorials/i18n/locales.rst:1630 msgid "Wole" -msgstr "" +msgstr "Wole" #: ../../docs/tutorials/i18n/locales.rst:1630 #, fuzzy @@ -81152,11 +81221,11 @@ msgstr "boolean" #: ../../docs/tutorials/i18n/locales.rst:1632 msgid "Xpeo" -msgstr "" +msgstr "Xpeo" #: ../../docs/tutorials/i18n/locales.rst:1634 msgid "Xsux" -msgstr "" +msgstr "Xsux" #: ../../docs/tutorials/i18n/locales.rst:1634 #, fuzzy @@ -81165,27 +81234,27 @@ msgstr "Uniforms" #: ../../docs/tutorials/i18n/locales.rst:1636 msgid "Yezi" -msgstr "" +msgstr "Yezi" #: ../../docs/tutorials/i18n/locales.rst:1636 msgid "Yezidi" -msgstr "" +msgstr "Yezidi" #: ../../docs/tutorials/i18n/locales.rst:1638 msgid "Yiii" -msgstr "" +msgstr "Yiii" #: ../../docs/tutorials/i18n/locales.rst:1638 msgid "Yi" -msgstr "" +msgstr "Yi" #: ../../docs/tutorials/i18n/locales.rst:1640 msgid "Zanb" -msgstr "" +msgstr "Zanb" #: ../../docs/tutorials/i18n/locales.rst:1640 msgid "Zanabazar Square" -msgstr "" +msgstr "Zanabazar Square" #: ../../docs/tutorials/i18n/locales.rst:1644 msgid "List of supported country codes" @@ -81198,23 +81267,23 @@ msgstr "Contribuer au code" #: ../../docs/tutorials/i18n/locales.rst:1649 msgid "AC" -msgstr "" +msgstr "AC" #: ../../docs/tutorials/i18n/locales.rst:1649 msgid "Ascension Island" -msgstr "" +msgstr "Île d'ascension" #: ../../docs/tutorials/i18n/locales.rst:1651 msgid "AD" -msgstr "" +msgstr "AD" #: ../../docs/tutorials/i18n/locales.rst:1651 msgid "Andorra" -msgstr "" +msgstr "Andorra" #: ../../docs/tutorials/i18n/locales.rst:1653 msgid "AE" -msgstr "" +msgstr "AE" #: ../../docs/tutorials/i18n/locales.rst:1653 #, fuzzy @@ -81223,7 +81292,7 @@ msgstr "Arabe (Émirats arabes unis)" #: ../../docs/tutorials/i18n/locales.rst:1655 msgid "AF" -msgstr "" +msgstr "AF" #: ../../docs/tutorials/i18n/locales.rst:1655 #, fuzzy @@ -81232,7 +81301,7 @@ msgstr "Pushto (Afghanistan)" #: ../../docs/tutorials/i18n/locales.rst:1657 msgid "AG" -msgstr "" +msgstr "AG" #: ../../docs/tutorials/i18n/locales.rst:1657 #, fuzzy @@ -81241,15 +81310,15 @@ msgstr "Anglais (Antigua-et-Barbuda)" #: ../../docs/tutorials/i18n/locales.rst:1659 msgid "AI" -msgstr "" +msgstr "AI" #: ../../docs/tutorials/i18n/locales.rst:1659 msgid "Anguilla" -msgstr "" +msgstr "Anguilla" #: ../../docs/tutorials/i18n/locales.rst:1661 msgid "AL" -msgstr "" +msgstr "AL" #: ../../docs/tutorials/i18n/locales.rst:1661 #, fuzzy @@ -81258,11 +81327,11 @@ msgstr "Albanais" #: ../../docs/tutorials/i18n/locales.rst:1663 msgid "AM" -msgstr "" +msgstr "AM" #: ../../docs/tutorials/i18n/locales.rst:1663 msgid "Armenia" -msgstr "" +msgstr "Armenia" #: ../../docs/tutorials/i18n/locales.rst:1665 #, fuzzy @@ -81276,11 +81345,11 @@ msgstr "Papiamento (Antilles néerlandaises)" #: ../../docs/tutorials/i18n/locales.rst:1667 msgid "AO" -msgstr "" +msgstr "AO" #: ../../docs/tutorials/i18n/locales.rst:1667 msgid "Angola" -msgstr "" +msgstr "Angola" #: ../../docs/tutorials/i18n/locales.rst:1669 #, fuzzy @@ -81294,7 +81363,7 @@ msgstr "Sucre syntaxique" #: ../../docs/tutorials/i18n/locales.rst:1671 msgid "AR" -msgstr "" +msgstr "AR" #: ../../docs/tutorials/i18n/locales.rst:1671 #, fuzzy @@ -81308,11 +81377,11 @@ msgstr "ASK" #: ../../docs/tutorials/i18n/locales.rst:1673 msgid "American Samoa" -msgstr "" +msgstr "American Samoa" #: ../../docs/tutorials/i18n/locales.rst:1675 msgid "AT" -msgstr "" +msgstr "AT" #: ../../docs/tutorials/i18n/locales.rst:1675 #, fuzzy @@ -81331,11 +81400,11 @@ msgstr "Anglais (Australie)" #: ../../docs/tutorials/i18n/locales.rst:1679 msgid "AW" -msgstr "" +msgstr "AW" #: ../../docs/tutorials/i18n/locales.rst:1679 msgid "Aruba" -msgstr "" +msgstr "Aruba" #: ../../docs/tutorials/i18n/locales.rst:1681 #, fuzzy @@ -81349,15 +81418,15 @@ msgstr "Islandais (Islande)" #: ../../docs/tutorials/i18n/locales.rst:1683 msgid "AZ" -msgstr "" +msgstr "AZ" #: ../../docs/tutorials/i18n/locales.rst:1683 msgid "Azerbaijan" -msgstr "" +msgstr "Aerbaijan" #: ../../docs/tutorials/i18n/locales.rst:1685 msgid "BA" -msgstr "" +msgstr "BA" #: ../../docs/tutorials/i18n/locales.rst:1685 #, fuzzy @@ -81366,15 +81435,15 @@ msgstr "Bosniaque (Bosnie-Herzégovine)" #: ../../docs/tutorials/i18n/locales.rst:1687 msgid "BB" -msgstr "" +msgstr "BB" #: ../../docs/tutorials/i18n/locales.rst:1687 msgid "Barbados" -msgstr "" +msgstr "Barbados" #: ../../docs/tutorials/i18n/locales.rst:1689 msgid "BD" -msgstr "" +msgstr "BD" #: ../../docs/tutorials/i18n/locales.rst:1689 #, fuzzy @@ -81393,15 +81462,15 @@ msgstr "Néerlandais (Belgique)" #: ../../docs/tutorials/i18n/locales.rst:1693 msgid "BF" -msgstr "" +msgstr "BF" #: ../../docs/tutorials/i18n/locales.rst:1693 msgid "Burkina Faso" -msgstr "" +msgstr "Burkina Faso" #: ../../docs/tutorials/i18n/locales.rst:1695 msgid "BG" -msgstr "" +msgstr "BG" #: ../../docs/tutorials/i18n/locales.rst:1695 #, fuzzy @@ -81410,7 +81479,7 @@ msgstr "Bulgare" #: ../../docs/tutorials/i18n/locales.rst:1697 msgid "BH" -msgstr "" +msgstr "BH" #: ../../docs/tutorials/i18n/locales.rst:1697 #, fuzzy @@ -81419,55 +81488,55 @@ msgstr "Arabe (Bahreïn)" #: ../../docs/tutorials/i18n/locales.rst:1699 msgid "BI" -msgstr "" +msgstr "BI" #: ../../docs/tutorials/i18n/locales.rst:1699 msgid "Burundi" -msgstr "" +msgstr "Burundi" #: ../../docs/tutorials/i18n/locales.rst:1701 msgid "BJ" -msgstr "" +msgstr "BJ" #: ../../docs/tutorials/i18n/locales.rst:1701 msgid "Benin" -msgstr "" +msgstr "Benin" #: ../../docs/tutorials/i18n/locales.rst:1703 msgid "BL" -msgstr "" +msgstr "BL" #: ../../docs/tutorials/i18n/locales.rst:1703 msgid "St. Barthélemy" -msgstr "" +msgstr "St. Barthélemy" #: ../../docs/tutorials/i18n/locales.rst:1705 msgid "BM" -msgstr "" +msgstr "BM" #: ../../docs/tutorials/i18n/locales.rst:1705 msgid "Bermuda" -msgstr "" +msgstr "Bermuda" #: ../../docs/tutorials/i18n/locales.rst:1707 msgid "BN" -msgstr "" +msgstr "BN" #: ../../docs/tutorials/i18n/locales.rst:1707 msgid "Brunei" -msgstr "" +msgstr "Brunei" #: ../../docs/tutorials/i18n/locales.rst:1709 msgid "BO" -msgstr "" +msgstr "BO" #: ../../docs/tutorials/i18n/locales.rst:1709 msgid "Bolivia" -msgstr "" +msgstr "Bolivia" #: ../../docs/tutorials/i18n/locales.rst:1711 msgid "BQ" -msgstr "" +msgstr "BQ" #: ../../docs/tutorials/i18n/locales.rst:1711 #, fuzzy @@ -81476,39 +81545,39 @@ msgstr "Limburgan (Pays-Bas)" #: ../../docs/tutorials/i18n/locales.rst:1713 msgid "BR" -msgstr "" +msgstr "BR" #: ../../docs/tutorials/i18n/locales.rst:1713 msgid "Brazil" -msgstr "" +msgstr "Brazil" #: ../../docs/tutorials/i18n/locales.rst:1715 msgid "BS" -msgstr "" +msgstr "BS" #: ../../docs/tutorials/i18n/locales.rst:1715 msgid "Bahamas" -msgstr "" +msgstr "Bahamas" #: ../../docs/tutorials/i18n/locales.rst:1717 msgid "BT" -msgstr "" +msgstr "BT" #: ../../docs/tutorials/i18n/locales.rst:1717 msgid "Bhutan" -msgstr "" +msgstr "Bhutan" #: ../../docs/tutorials/i18n/locales.rst:1719 msgid "BV" -msgstr "" +msgstr "BV" #: ../../docs/tutorials/i18n/locales.rst:1719 msgid "Bouvet Island" -msgstr "" +msgstr "Bouvet Island" #: ../../docs/tutorials/i18n/locales.rst:1721 msgid "BW" -msgstr "" +msgstr "BW" #: ../../docs/tutorials/i18n/locales.rst:1721 #, fuzzy @@ -81527,23 +81596,23 @@ msgstr "Biélorusse" #: ../../docs/tutorials/i18n/locales.rst:1725 msgid "BZ" -msgstr "" +msgstr "BZ" #: ../../docs/tutorials/i18n/locales.rst:1725 msgid "Belize" -msgstr "" +msgstr "Belize" #: ../../docs/tutorials/i18n/locales.rst:1727 msgid "CA" -msgstr "" +msgstr "CA" #: ../../docs/tutorials/i18n/locales.rst:1727 msgid "Canada" -msgstr "" +msgstr "Canada" #: ../../docs/tutorials/i18n/locales.rst:1729 msgid "CC" -msgstr "" +msgstr "CC" #: ../../docs/tutorials/i18n/locales.rst:1729 msgid "Cocos (Keeling) Islands" @@ -81551,7 +81620,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1731 msgid "CD" -msgstr "" +msgstr "CD" #: ../../docs/tutorials/i18n/locales.rst:1731 msgid "Congo - Kinshasa" @@ -81568,7 +81637,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1735 msgid "CG" -msgstr "" +msgstr "CG" #: ../../docs/tutorials/i18n/locales.rst:1735 msgid "Congo - Brazzaville" @@ -81576,7 +81645,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1737 msgid "CH" -msgstr "" +msgstr "CH" #: ../../docs/tutorials/i18n/locales.rst:1737 #, fuzzy @@ -81585,23 +81654,23 @@ msgstr "Allemand (Suisse)" #: ../../docs/tutorials/i18n/locales.rst:1739 msgid "CI" -msgstr "" +msgstr "CI" #: ../../docs/tutorials/i18n/locales.rst:1739 msgid "Côte d'Ivoire" -msgstr "" +msgstr "Côte d'Ivoire" #: ../../docs/tutorials/i18n/locales.rst:1741 msgid "CK" -msgstr "" +msgstr "CK" #: ../../docs/tutorials/i18n/locales.rst:1741 msgid "Cook Islands" -msgstr "" +msgstr "Cook Islands" #: ../../docs/tutorials/i18n/locales.rst:1743 msgid "CL" -msgstr "" +msgstr "CL" #: ../../docs/tutorials/i18n/locales.rst:1743 #, fuzzy @@ -81610,7 +81679,7 @@ msgstr "while" #: ../../docs/tutorials/i18n/locales.rst:1745 msgid "CM" -msgstr "" +msgstr "CM" #: ../../docs/tutorials/i18n/locales.rst:1745 #, fuzzy @@ -81619,7 +81688,7 @@ msgstr "Caméra" #: ../../docs/tutorials/i18n/locales.rst:1747 msgid "CN" -msgstr "" +msgstr "CN" #: ../../docs/tutorials/i18n/locales.rst:1747 #, fuzzy @@ -81628,7 +81697,7 @@ msgstr "Chinois" #: ../../docs/tutorials/i18n/locales.rst:1749 msgid "CO" -msgstr "" +msgstr "CO" #: ../../docs/tutorials/i18n/locales.rst:1749 #, fuzzy @@ -81642,11 +81711,11 @@ msgstr "CPU" #: ../../docs/tutorials/i18n/locales.rst:1751 msgid "Clipperton Island" -msgstr "" +msgstr "Clipperton Island" #: ../../docs/tutorials/i18n/locales.rst:1753 msgid "CR" -msgstr "" +msgstr "CR" #: ../../docs/tutorials/i18n/locales.rst:1753 #, fuzzy @@ -81655,7 +81724,7 @@ msgstr "Espagnol (Costa Rica)" #: ../../docs/tutorials/i18n/locales.rst:1755 msgid "CQ" -msgstr "" +msgstr "CQ" #: ../../docs/tutorials/i18n/locales.rst:1755 msgid "Island of Sark" @@ -81668,23 +81737,23 @@ msgstr "CPU" #: ../../docs/tutorials/i18n/locales.rst:1757 msgid "Cuba" -msgstr "" +msgstr "Cuba" #: ../../docs/tutorials/i18n/locales.rst:1759 msgid "CV" -msgstr "" +msgstr "CV" #: ../../docs/tutorials/i18n/locales.rst:1759 msgid "Cabo Verde" -msgstr "" +msgstr "Cabo Verde" #: ../../docs/tutorials/i18n/locales.rst:1761 msgid "CW" -msgstr "" +msgstr "CW" #: ../../docs/tutorials/i18n/locales.rst:1761 msgid "Curaçao" -msgstr "" +msgstr "Curaçao" #: ../../docs/tutorials/i18n/locales.rst:1763 #, fuzzy @@ -81693,11 +81762,11 @@ msgstr "X" #: ../../docs/tutorials/i18n/locales.rst:1763 msgid "Christmas Island" -msgstr "" +msgstr "Christmas Island" #: ../../docs/tutorials/i18n/locales.rst:1765 msgid "CY" -msgstr "" +msgstr "CV" #: ../../docs/tutorials/i18n/locales.rst:1765 #, fuzzy @@ -81706,7 +81775,7 @@ msgstr "Grec (Chypre)" #: ../../docs/tutorials/i18n/locales.rst:1767 msgid "CZ" -msgstr "" +msgstr "CZ" #: ../../docs/tutorials/i18n/locales.rst:1767 #, fuzzy @@ -81715,7 +81784,7 @@ msgstr "Tchèque" #: ../../docs/tutorials/i18n/locales.rst:1769 msgid "DE" -msgstr "" +msgstr "DE" #: ../../docs/tutorials/i18n/locales.rst:1769 #, fuzzy @@ -81724,15 +81793,15 @@ msgstr "Allemand" #: ../../docs/tutorials/i18n/locales.rst:1771 msgid "DG" -msgstr "" +msgstr "DG" #: ../../docs/tutorials/i18n/locales.rst:1771 msgid "Diego Garcia" -msgstr "" +msgstr "Diego Garcia" #: ../../docs/tutorials/i18n/locales.rst:1773 msgid "DJ" -msgstr "" +msgstr "DJ" #: ../../docs/tutorials/i18n/locales.rst:1773 #, fuzzy @@ -81741,7 +81810,7 @@ msgstr "Afar (Djibouti)" #: ../../docs/tutorials/i18n/locales.rst:1775 msgid "DK" -msgstr "" +msgstr "DK" #: ../../docs/tutorials/i18n/locales.rst:1775 #, fuzzy @@ -81750,11 +81819,11 @@ msgstr "Danois (Danemark)" #: ../../docs/tutorials/i18n/locales.rst:1777 msgid "DM" -msgstr "" +msgstr "DM" #: ../../docs/tutorials/i18n/locales.rst:1777 msgid "Dominica" -msgstr "" +msgstr "Dominica" #: ../../docs/tutorials/i18n/locales.rst:1779 #, fuzzy @@ -81768,7 +81837,7 @@ msgstr "Espagnol (République dominicaine)" #: ../../docs/tutorials/i18n/locales.rst:1781 msgid "DZ" -msgstr "" +msgstr "DZ" #: ../../docs/tutorials/i18n/locales.rst:1781 #, fuzzy @@ -81777,7 +81846,7 @@ msgstr "Arabe (Algérie)" #: ../../docs/tutorials/i18n/locales.rst:1783 msgid "EA" -msgstr "" +msgstr "EA" #: ../../docs/tutorials/i18n/locales.rst:1783 msgid "Ceuta and Melilla" @@ -81790,11 +81859,11 @@ msgstr "RECT" #: ../../docs/tutorials/i18n/locales.rst:1785 msgid "Ecuador" -msgstr "" +msgstr "Ecuador" #: ../../docs/tutorials/i18n/locales.rst:1787 msgid "EE" -msgstr "" +msgstr "EE" #: ../../docs/tutorials/i18n/locales.rst:1787 #, fuzzy @@ -81803,23 +81872,23 @@ msgstr "Estonien" #: ../../docs/tutorials/i18n/locales.rst:1789 msgid "EG" -msgstr "" +msgstr "EG" #: ../../docs/tutorials/i18n/locales.rst:1789 msgid "Egypt" -msgstr "" +msgstr "Egypt" #: ../../docs/tutorials/i18n/locales.rst:1791 msgid "EH" -msgstr "" +msgstr "EH" #: ../../docs/tutorials/i18n/locales.rst:1791 msgid "Western Sahara" -msgstr "" +msgstr "Western Sahara" #: ../../docs/tutorials/i18n/locales.rst:1793 msgid "ER" -msgstr "" +msgstr "ER" #: ../../docs/tutorials/i18n/locales.rst:1793 #, fuzzy @@ -81828,11 +81897,11 @@ msgstr "Afar (Erythrée)" #: ../../docs/tutorials/i18n/locales.rst:1795 msgid "ES" -msgstr "" +msgstr "ES" #: ../../docs/tutorials/i18n/locales.rst:1795 msgid "Spain" -msgstr "" +msgstr "Spain" #: ../../docs/tutorials/i18n/locales.rst:1797 #, fuzzy @@ -81846,47 +81915,47 @@ msgstr "Afar (Éthiopie)" #: ../../docs/tutorials/i18n/locales.rst:1799 msgid "EU" -msgstr "" +msgstr "EU" #: ../../docs/tutorials/i18n/locales.rst:1799 msgid "European Union" -msgstr "" +msgstr "Union européenne" #: ../../docs/tutorials/i18n/locales.rst:1801 msgid "EZ" -msgstr "" +msgstr "EZ" #: ../../docs/tutorials/i18n/locales.rst:1801 msgid "Eurozone" -msgstr "" +msgstr "Eurozone" #: ../../docs/tutorials/i18n/locales.rst:1803 msgid "FI" -msgstr "" +msgstr "FI" #: ../../docs/tutorials/i18n/locales.rst:1803 msgid "Finland" -msgstr "" +msgstr "Finland" #: ../../docs/tutorials/i18n/locales.rst:1805 msgid "FJ" -msgstr "" +msgstr "FJ" #: ../../docs/tutorials/i18n/locales.rst:1805 msgid "Fiji" -msgstr "" +msgstr "Fjiji" #: ../../docs/tutorials/i18n/locales.rst:1807 msgid "FK" -msgstr "" +msgstr "FK" #: ../../docs/tutorials/i18n/locales.rst:1807 msgid "Falkland Islands" -msgstr "" +msgstr "Falkland Islands" #: ../../docs/tutorials/i18n/locales.rst:1809 msgid "FM" -msgstr "" +msgstr "FM" #: ../../docs/tutorials/i18n/locales.rst:1809 #, fuzzy @@ -81895,7 +81964,7 @@ msgstr "Indonésien" #: ../../docs/tutorials/i18n/locales.rst:1811 msgid "FO" -msgstr "" +msgstr "FO" #: ../../docs/tutorials/i18n/locales.rst:1811 #, fuzzy @@ -81904,11 +81973,11 @@ msgstr "Féroïen (Îles Féroé)" #: ../../docs/tutorials/i18n/locales.rst:1813 msgid "FR" -msgstr "" +msgstr "FR" #: ../../docs/tutorials/i18n/locales.rst:1813 msgid "France" -msgstr "" +msgstr "France" #: ../../docs/tutorials/i18n/locales.rst:1815 #, fuzzy @@ -81917,19 +81986,19 @@ msgstr "X" #: ../../docs/tutorials/i18n/locales.rst:1815 msgid "France, Metropolitan" -msgstr "" +msgstr "France, Metropolitaine" #: ../../docs/tutorials/i18n/locales.rst:1817 msgid "GA" -msgstr "" +msgstr "GA" #: ../../docs/tutorials/i18n/locales.rst:1817 msgid "Gabon" -msgstr "" +msgstr "Gabon" #: ../../docs/tutorials/i18n/locales.rst:1819 msgid "GB, UK" -msgstr "" +msgstr "GB, UK" #: ../../docs/tutorials/i18n/locales.rst:1819 #, fuzzy @@ -81938,15 +82007,15 @@ msgstr "Manx (Royaume-Uni)" #: ../../docs/tutorials/i18n/locales.rst:1821 msgid "GD" -msgstr "" +msgstr "GD" #: ../../docs/tutorials/i18n/locales.rst:1821 msgid "Grenada" -msgstr "" +msgstr "Grenada" #: ../../docs/tutorials/i18n/locales.rst:1823 msgid "GE" -msgstr "" +msgstr "GE" #: ../../docs/tutorials/i18n/locales.rst:1823 #, fuzzy @@ -81955,7 +82024,7 @@ msgstr "Géorgien" #: ../../docs/tutorials/i18n/locales.rst:1825 msgid "GF" -msgstr "" +msgstr "GF" #: ../../docs/tutorials/i18n/locales.rst:1825 #, fuzzy @@ -81964,19 +82033,19 @@ msgstr "Français (Canada)" #: ../../docs/tutorials/i18n/locales.rst:1827 msgid "GG" -msgstr "" +msgstr "GG" #: ../../docs/tutorials/i18n/locales.rst:1827 msgid "Guernsey" -msgstr "" +msgstr "Guernsey" #: ../../docs/tutorials/i18n/locales.rst:1829 msgid "GH" -msgstr "" +msgstr "GH" #: ../../docs/tutorials/i18n/locales.rst:1829 msgid "Ghana" -msgstr "" +msgstr "Ghana" #: ../../docs/tutorials/i18n/locales.rst:1831 #, fuzzy @@ -81985,7 +82054,7 @@ msgstr "GUI" #: ../../docs/tutorials/i18n/locales.rst:1831 msgid "Gibraltar" -msgstr "" +msgstr "Gibraltar" #: ../../docs/tutorials/i18n/locales.rst:1833 #, fuzzy @@ -81994,23 +82063,23 @@ msgstr "GLSL" #: ../../docs/tutorials/i18n/locales.rst:1833 msgid "Greenland" -msgstr "" +msgstr "Greenland" #: ../../docs/tutorials/i18n/locales.rst:1835 msgid "GM" -msgstr "" +msgstr "GM" #: ../../docs/tutorials/i18n/locales.rst:1835 msgid "Gambia" -msgstr "" +msgstr "Gambia" #: ../../docs/tutorials/i18n/locales.rst:1837 msgid "GN" -msgstr "" +msgstr "GN" #: ../../docs/tutorials/i18n/locales.rst:1837 msgid "Guinea" -msgstr "" +msgstr "Guinea" #: ../../docs/tutorials/i18n/locales.rst:1839 #, fuzzy @@ -82019,19 +82088,19 @@ msgstr "GPU" #: ../../docs/tutorials/i18n/locales.rst:1839 msgid "Guadeloupe" -msgstr "" +msgstr "Guadeloupe" #: ../../docs/tutorials/i18n/locales.rst:1841 msgid "GQ" -msgstr "" +msgstr "GQ" #: ../../docs/tutorials/i18n/locales.rst:1841 msgid "Equatorial Guinea" -msgstr "" +msgstr "Guinée équatoriale" #: ../../docs/tutorials/i18n/locales.rst:1843 msgid "GR" -msgstr "" +msgstr "GR" #: ../../docs/tutorials/i18n/locales.rst:1843 #, fuzzy @@ -82049,7 +82118,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1847 msgid "GT" -msgstr "" +msgstr "GT" #: ../../docs/tutorials/i18n/locales.rst:1847 #, fuzzy @@ -82063,27 +82132,27 @@ msgstr "GUI" #: ../../docs/tutorials/i18n/locales.rst:1849 msgid "Guam" -msgstr "" +msgstr "Guam" #: ../../docs/tutorials/i18n/locales.rst:1851 msgid "GW" -msgstr "" +msgstr "GW" #: ../../docs/tutorials/i18n/locales.rst:1851 msgid "Guinea-Bissau" -msgstr "" +msgstr "Guinea-Bissau" #: ../../docs/tutorials/i18n/locales.rst:1853 msgid "GY" -msgstr "" +msgstr "GY" #: ../../docs/tutorials/i18n/locales.rst:1853 msgid "Guyana" -msgstr "" +msgstr "Guyana" #: ../../docs/tutorials/i18n/locales.rst:1855 msgid "HK" -msgstr "" +msgstr "HK" #: ../../docs/tutorials/i18n/locales.rst:1855 #, fuzzy @@ -82092,7 +82161,7 @@ msgstr "Anglais (Hong Kong)" #: ../../docs/tutorials/i18n/locales.rst:1857 msgid "HM" -msgstr "" +msgstr "HM" #: ../../docs/tutorials/i18n/locales.rst:1857 msgid "Heard Island and McDonald Islands" @@ -82100,7 +82169,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1859 msgid "HN" -msgstr "" +msgstr "HN" #: ../../docs/tutorials/i18n/locales.rst:1859 #, fuzzy @@ -82119,15 +82188,15 @@ msgstr "Croate" #: ../../docs/tutorials/i18n/locales.rst:1863 msgid "HT" -msgstr "" +msgstr "HT" #: ../../docs/tutorials/i18n/locales.rst:1863 msgid "Haiti" -msgstr "" +msgstr "Haiti" #: ../../docs/tutorials/i18n/locales.rst:1865 msgid "HU" -msgstr "" +msgstr "HU" #: ../../docs/tutorials/i18n/locales.rst:1865 #, fuzzy @@ -82136,11 +82205,11 @@ msgstr "hongrois" #: ../../docs/tutorials/i18n/locales.rst:1867 msgid "IC" -msgstr "" +msgstr "IC" #: ../../docs/tutorials/i18n/locales.rst:1867 msgid "Canary Islands" -msgstr "" +msgstr "Îles canaries" #: ../../docs/tutorials/i18n/locales.rst:1869 #, fuzzy @@ -82164,11 +82233,11 @@ msgstr "Islandais" #: ../../docs/tutorials/i18n/locales.rst:1873 msgid "IL" -msgstr "" +msgstr "IL" #: ../../docs/tutorials/i18n/locales.rst:1873 msgid "Israel" -msgstr "" +msgstr "Israel" #: ../../docs/tutorials/i18n/locales.rst:1875 #, fuzzy @@ -82191,7 +82260,7 @@ msgstr "Indirect" #: ../../docs/tutorials/i18n/locales.rst:1879 msgid "IO" -msgstr "" +msgstr "IO" #: ../../docs/tutorials/i18n/locales.rst:1879 msgid "British Indian Ocean Territory" @@ -82199,23 +82268,23 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1881 msgid "IQ" -msgstr "" +msgstr "IQ" #: ../../docs/tutorials/i18n/locales.rst:1881 msgid "Iraq" -msgstr "" +msgstr "Iraq" #: ../../docs/tutorials/i18n/locales.rst:1883 msgid "IR" -msgstr "" +msgstr "IR" #: ../../docs/tutorials/i18n/locales.rst:1883 msgid "Iran" -msgstr "" +msgstr "Iran" #: ../../docs/tutorials/i18n/locales.rst:1885 msgid "IS" -msgstr "" +msgstr "IS" #: ../../docs/tutorials/i18n/locales.rst:1885 #, fuzzy @@ -82224,7 +82293,7 @@ msgstr "Islandais" #: ../../docs/tutorials/i18n/locales.rst:1887 msgid "IT" -msgstr "" +msgstr "IT" #: ../../docs/tutorials/i18n/locales.rst:1887 #, fuzzy @@ -82233,31 +82302,31 @@ msgstr "Italique" #: ../../docs/tutorials/i18n/locales.rst:1889 msgid "JE" -msgstr "" +msgstr "JE" #: ../../docs/tutorials/i18n/locales.rst:1889 msgid "Jersey" -msgstr "" +msgstr "Jersey" #: ../../docs/tutorials/i18n/locales.rst:1891 msgid "JM" -msgstr "" +msgstr "JM" #: ../../docs/tutorials/i18n/locales.rst:1891 msgid "Jamaica" -msgstr "" +msgstr "Jamaica" #: ../../docs/tutorials/i18n/locales.rst:1893 msgid "JO" -msgstr "" +msgstr "JO" #: ../../docs/tutorials/i18n/locales.rst:1893 msgid "Jordan" -msgstr "" +msgstr "Jordan" #: ../../docs/tutorials/i18n/locales.rst:1895 msgid "JP" -msgstr "" +msgstr "JP" #: ../../docs/tutorials/i18n/locales.rst:1895 #, fuzzy @@ -82271,11 +82340,11 @@ msgstr "CLÉ" #: ../../docs/tutorials/i18n/locales.rst:1897 msgid "Kenya" -msgstr "" +msgstr "Kenya" #: ../../docs/tutorials/i18n/locales.rst:1899 msgid "KG" -msgstr "" +msgstr "KG" #: ../../docs/tutorials/i18n/locales.rst:1899 #, fuzzy @@ -82284,27 +82353,27 @@ msgstr "Kirghiz (Kirghizistan)" #: ../../docs/tutorials/i18n/locales.rst:1901 msgid "KH" -msgstr "" +msgstr "KH" #: ../../docs/tutorials/i18n/locales.rst:1901 msgid "Cambodia" -msgstr "" +msgstr "Cambodia" #: ../../docs/tutorials/i18n/locales.rst:1903 msgid "KI" -msgstr "" +msgstr "JI" #: ../../docs/tutorials/i18n/locales.rst:1903 msgid "Kiribati" -msgstr "" +msgstr "Kiribati" #: ../../docs/tutorials/i18n/locales.rst:1905 msgid "KM" -msgstr "" +msgstr "KM" #: ../../docs/tutorials/i18n/locales.rst:1905 msgid "Comoros" -msgstr "" +msgstr "Comoros" #: ../../docs/tutorials/i18n/locales.rst:1907 #, fuzzy @@ -82317,7 +82386,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1909 msgid "KP" -msgstr "" +msgstr "KP" #: ../../docs/tutorials/i18n/locales.rst:1909 #, fuzzy @@ -82326,7 +82395,7 @@ msgstr "Coréen (Corée du Sud)" #: ../../docs/tutorials/i18n/locales.rst:1911 msgid "KR" -msgstr "" +msgstr "KR" #: ../../docs/tutorials/i18n/locales.rst:1911 #, fuzzy @@ -82335,11 +82404,11 @@ msgstr "Coréen (Corée du Sud)" #: ../../docs/tutorials/i18n/locales.rst:1913 msgid "KW" -msgstr "" +msgstr "KW" #: ../../docs/tutorials/i18n/locales.rst:1913 msgid "Kuwait" -msgstr "" +msgstr "Kuwait" #: ../../docs/tutorials/i18n/locales.rst:1915 #, fuzzy @@ -82348,11 +82417,11 @@ msgstr "CLÉ" #: ../../docs/tutorials/i18n/locales.rst:1915 msgid "Cayman Islands" -msgstr "" +msgstr "Îles cayman" #: ../../docs/tutorials/i18n/locales.rst:1917 msgid "KZ" -msgstr "" +msgstr "KZ" #: ../../docs/tutorials/i18n/locales.rst:1917 #, fuzzy @@ -82361,15 +82430,15 @@ msgstr "Kazakh (Kazakhstan)" #: ../../docs/tutorials/i18n/locales.rst:1919 msgid "LA" -msgstr "" +msgstr "LA" #: ../../docs/tutorials/i18n/locales.rst:1919 msgid "Laos" -msgstr "" +msgstr "Laos" #: ../../docs/tutorials/i18n/locales.rst:1921 msgid "LB" -msgstr "" +msgstr "LN" #: ../../docs/tutorials/i18n/locales.rst:1921 #, fuzzy @@ -82378,11 +82447,11 @@ msgstr "Arabe (Liban)" #: ../../docs/tutorials/i18n/locales.rst:1923 msgid "LC" -msgstr "" +msgstr "LC" #: ../../docs/tutorials/i18n/locales.rst:1923 msgid "St. Lucia" -msgstr "" +msgstr "St. Lucie" #: ../../docs/tutorials/i18n/locales.rst:1925 #, fuzzy @@ -82391,11 +82460,11 @@ msgstr "LINE" #: ../../docs/tutorials/i18n/locales.rst:1925 msgid "Liechtenstein" -msgstr "" +msgstr "Liechtenstein" #: ../../docs/tutorials/i18n/locales.rst:1927 msgid "LK" -msgstr "" +msgstr "LK" #: ../../docs/tutorials/i18n/locales.rst:1927 #, fuzzy @@ -82404,11 +82473,11 @@ msgstr "Tamoul (Sri Lanka)" #: ../../docs/tutorials/i18n/locales.rst:1929 msgid "LR" -msgstr "" +msgstr "LR" #: ../../docs/tutorials/i18n/locales.rst:1929 msgid "Liberia" -msgstr "" +msgstr "Liberia" #: ../../docs/tutorials/i18n/locales.rst:1931 #, fuzzy @@ -82417,11 +82486,11 @@ msgstr "GLSL" #: ../../docs/tutorials/i18n/locales.rst:1931 msgid "Lesotho" -msgstr "" +msgstr "Lesotho" #: ../../docs/tutorials/i18n/locales.rst:1933 msgid "LT" -msgstr "" +msgstr "LT" #: ../../docs/tutorials/i18n/locales.rst:1933 #, fuzzy @@ -82430,7 +82499,7 @@ msgstr "Lituanien" #: ../../docs/tutorials/i18n/locales.rst:1935 msgid "LU" -msgstr "" +msgstr "LU" #: ../../docs/tutorials/i18n/locales.rst:1935 #, fuzzy @@ -82439,7 +82508,7 @@ msgstr "Allemand (Luxembourg)" #: ../../docs/tutorials/i18n/locales.rst:1937 msgid "LV" -msgstr "" +msgstr "LV" #: ../../docs/tutorials/i18n/locales.rst:1937 #, fuzzy @@ -82453,11 +82522,11 @@ msgstr "POLY" #: ../../docs/tutorials/i18n/locales.rst:1939 msgid "Libya" -msgstr "" +msgstr "Libya" #: ../../docs/tutorials/i18n/locales.rst:1941 msgid "MA" -msgstr "" +msgstr "MA" #: ../../docs/tutorials/i18n/locales.rst:1941 #, fuzzy @@ -82466,19 +82535,19 @@ msgstr "Arabe (Maroc)" #: ../../docs/tutorials/i18n/locales.rst:1943 msgid "MC" -msgstr "" +msgstr "MC" #: ../../docs/tutorials/i18n/locales.rst:1943 msgid "Monaco" -msgstr "" +msgstr "Monaco" #: ../../docs/tutorials/i18n/locales.rst:1945 msgid "MD" -msgstr "" +msgstr "MD" #: ../../docs/tutorials/i18n/locales.rst:1945 msgid "Moldova" -msgstr "" +msgstr "Moldova" #: ../../docs/tutorials/i18n/locales.rst:1947 #, fuzzy @@ -82492,7 +82561,7 @@ msgstr "Serbe (Monténégro)" #: ../../docs/tutorials/i18n/locales.rst:1949 msgid "MF" -msgstr "" +msgstr "MF" #: ../../docs/tutorials/i18n/locales.rst:1949 #, fuzzy @@ -82501,7 +82570,7 @@ msgstr "Commencer en VR" #: ../../docs/tutorials/i18n/locales.rst:1951 msgid "MG" -msgstr "" +msgstr "MG" #: ../../docs/tutorials/i18n/locales.rst:1951 #, fuzzy @@ -82510,7 +82579,7 @@ msgstr "Malgache (Madagascar)" #: ../../docs/tutorials/i18n/locales.rst:1953 msgid "MH" -msgstr "" +msgstr "MH" #: ../../docs/tutorials/i18n/locales.rst:1953 #, fuzzy @@ -82519,7 +82588,7 @@ msgstr "Marshallese (Îles Marshall)" #: ../../docs/tutorials/i18n/locales.rst:1955 msgid "MK" -msgstr "" +msgstr "MK" #: ../../docs/tutorials/i18n/locales.rst:1955 #, fuzzy @@ -82528,35 +82597,35 @@ msgstr "macédonien" #: ../../docs/tutorials/i18n/locales.rst:1957 msgid "ML" -msgstr "" +msgstr "ML" #: ../../docs/tutorials/i18n/locales.rst:1957 msgid "Mali" -msgstr "" +msgstr "Mali" #: ../../docs/tutorials/i18n/locales.rst:1959 msgid "MM, BU" -msgstr "" +msgstr "MM, BU" #: ../../docs/tutorials/i18n/locales.rst:1959 msgid "Myanmar" -msgstr "" +msgstr "Myanmar" #: ../../docs/tutorials/i18n/locales.rst:1961 msgid "MN" -msgstr "" +msgstr "MN" #: ../../docs/tutorials/i18n/locales.rst:1961 msgid "Mongolia" -msgstr "" +msgstr "Mongolia" #: ../../docs/tutorials/i18n/locales.rst:1963 msgid "MO" -msgstr "" +msgstr "MO" #: ../../docs/tutorials/i18n/locales.rst:1963 msgid "Macao" -msgstr "" +msgstr "Macao" #: ../../docs/tutorials/i18n/locales.rst:1965 #, fuzzy @@ -82569,15 +82638,15 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:1967 msgid "MQ" -msgstr "" +msgstr "MQ" #: ../../docs/tutorials/i18n/locales.rst:1967 msgid "Martinique" -msgstr "" +msgstr "Martinique" #: ../../docs/tutorials/i18n/locales.rst:1969 msgid "MR" -msgstr "" +msgstr "MR" #: ../../docs/tutorials/i18n/locales.rst:1969 #, fuzzy @@ -82586,15 +82655,15 @@ msgstr "Lituanien" #: ../../docs/tutorials/i18n/locales.rst:1971 msgid "MS" -msgstr "" +msgstr "MS" #: ../../docs/tutorials/i18n/locales.rst:1971 msgid "Montserrat" -msgstr "" +msgstr "Montserrat" #: ../../docs/tutorials/i18n/locales.rst:1973 msgid "MT" -msgstr "" +msgstr "MT" #: ../../docs/tutorials/i18n/locales.rst:1973 #, fuzzy @@ -82603,15 +82672,15 @@ msgstr "Maltais" #: ../../docs/tutorials/i18n/locales.rst:1975 msgid "MU" -msgstr "" +msgstr "MU" #: ../../docs/tutorials/i18n/locales.rst:1975 msgid "Mauritius" -msgstr "" +msgstr "Mauritius" #: ../../docs/tutorials/i18n/locales.rst:1977 msgid "MV" -msgstr "" +msgstr "MV" #: ../../docs/tutorials/i18n/locales.rst:1977 #, fuzzy @@ -82620,7 +82689,7 @@ msgstr "Dhivehi (Maldives)" #: ../../docs/tutorials/i18n/locales.rst:1979 msgid "MW" -msgstr "" +msgstr "MW" #: ../../docs/tutorials/i18n/locales.rst:1979 #, fuzzy @@ -82634,11 +82703,11 @@ msgstr "X" #: ../../docs/tutorials/i18n/locales.rst:1981 msgid "Mexico" -msgstr "" +msgstr "Mexico" #: ../../docs/tutorials/i18n/locales.rst:1983 msgid "MY" -msgstr "" +msgstr "MY" #: ../../docs/tutorials/i18n/locales.rst:1983 #, fuzzy @@ -82647,11 +82716,11 @@ msgstr "Malais" #: ../../docs/tutorials/i18n/locales.rst:1985 msgid "MZ" -msgstr "" +msgstr "MZ" #: ../../docs/tutorials/i18n/locales.rst:1985 msgid "Mozambique" -msgstr "" +msgstr "Mozambique" #: ../../docs/tutorials/i18n/locales.rst:1987 #, fuzzy @@ -82660,11 +82729,11 @@ msgstr "NAN" #: ../../docs/tutorials/i18n/locales.rst:1987 msgid "Namibia" -msgstr "" +msgstr "Namibia" #: ../../docs/tutorials/i18n/locales.rst:1989 msgid "NC" -msgstr "" +msgstr "NC" #: ../../docs/tutorials/i18n/locales.rst:1989 #, fuzzy @@ -82678,7 +82747,7 @@ msgstr "NONE" #: ../../docs/tutorials/i18n/locales.rst:1991 msgid "Niger" -msgstr "" +msgstr "Niger" #: ../../docs/tutorials/i18n/locales.rst:1993 #, fuzzy @@ -82687,11 +82756,11 @@ msgstr "INF" #: ../../docs/tutorials/i18n/locales.rst:1993 msgid "Norfolk Island" -msgstr "" +msgstr "Norfolk Island" #: ../../docs/tutorials/i18n/locales.rst:1995 msgid "NG" -msgstr "" +msgstr "NG" #: ../../docs/tutorials/i18n/locales.rst:1995 #, fuzzy @@ -82700,7 +82769,7 @@ msgstr "Igbo (Nigeria)" #: ../../docs/tutorials/i18n/locales.rst:1997 msgid "NI" -msgstr "" +msgstr "NI" #: ../../docs/tutorials/i18n/locales.rst:1997 #, fuzzy @@ -82709,7 +82778,7 @@ msgstr "Espagnol (Nicaragua)" #: ../../docs/tutorials/i18n/locales.rst:1999 msgid "NL" -msgstr "" +msgstr "NL" #: ../../docs/tutorials/i18n/locales.rst:1999 #, fuzzy @@ -82723,31 +82792,31 @@ msgstr "NONE" #: ../../docs/tutorials/i18n/locales.rst:2001 msgid "Norway" -msgstr "" +msgstr "Norway" #: ../../docs/tutorials/i18n/locales.rst:2003 msgid "NP" -msgstr "" +msgstr "NP" #: ../../docs/tutorials/i18n/locales.rst:2003 msgid "Nepal" -msgstr "" +msgstr "Népal" #: ../../docs/tutorials/i18n/locales.rst:2005 msgid "NR" -msgstr "" +msgstr "NR" #: ../../docs/tutorials/i18n/locales.rst:2007 msgid "NU" -msgstr "" +msgstr "NU" #: ../../docs/tutorials/i18n/locales.rst:2007 msgid "Niue" -msgstr "" +msgstr "Niue" #: ../../docs/tutorials/i18n/locales.rst:2009 msgid "NZ" -msgstr "" +msgstr "NZ" #: ../../docs/tutorials/i18n/locales.rst:2009 #, fuzzy @@ -82756,27 +82825,27 @@ msgstr "Maori (Nouvelle-Zélande)" #: ../../docs/tutorials/i18n/locales.rst:2011 msgid "OM" -msgstr "" +msgstr "OM" #: ../../docs/tutorials/i18n/locales.rst:2011 msgid "Oman" -msgstr "" +msgstr "Oman" #: ../../docs/tutorials/i18n/locales.rst:2013 msgid "PA" -msgstr "" +msgstr "PA" #: ../../docs/tutorials/i18n/locales.rst:2013 msgid "Panama" -msgstr "" +msgstr "Panama" #: ../../docs/tutorials/i18n/locales.rst:2015 msgid "PE" -msgstr "" +msgstr "PE" #: ../../docs/tutorials/i18n/locales.rst:2015 msgid "Peru" -msgstr "" +msgstr "Pérou" #: ../../docs/tutorials/i18n/locales.rst:2017 #, fuzzy @@ -82785,15 +82854,15 @@ msgstr "PCF5" #: ../../docs/tutorials/i18n/locales.rst:2017 msgid "French Polynesia" -msgstr "" +msgstr "Polynésie française" #: ../../docs/tutorials/i18n/locales.rst:2019 msgid "PG" -msgstr "" +msgstr "PG" #: ../../docs/tutorials/i18n/locales.rst:2021 msgid "PH" -msgstr "" +msgstr "PH" #: ../../docs/tutorials/i18n/locales.rst:2021 #, fuzzy @@ -82802,7 +82871,7 @@ msgstr "Anglais (Philippines)" #: ../../docs/tutorials/i18n/locales.rst:2023 msgid "PK" -msgstr "" +msgstr "PK" #: ../../docs/tutorials/i18n/locales.rst:2023 #, fuzzy @@ -82816,11 +82885,11 @@ msgstr "POLY" #: ../../docs/tutorials/i18n/locales.rst:2025 msgid "Poland" -msgstr "" +msgstr "Polande" #: ../../docs/tutorials/i18n/locales.rst:2027 msgid "PM" -msgstr "" +msgstr "PM" #: ../../docs/tutorials/i18n/locales.rst:2027 msgid "St. Pierre and Miquelon" @@ -82828,15 +82897,15 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2029 msgid "PN" -msgstr "" +msgstr "PN" #: ../../docs/tutorials/i18n/locales.rst:2029 msgid "Pitcairn Islands" -msgstr "" +msgstr "Pitcairn Islands" #: ../../docs/tutorials/i18n/locales.rst:2031 msgid "PR" -msgstr "" +msgstr "PR" #: ../../docs/tutorials/i18n/locales.rst:2031 #, fuzzy @@ -82855,7 +82924,7 @@ msgstr "Étapes" #: ../../docs/tutorials/i18n/locales.rst:2035 msgid "PT" -msgstr "" +msgstr "PT" #: ../../docs/tutorials/i18n/locales.rst:2035 #, fuzzy @@ -82864,11 +82933,11 @@ msgstr "Portails" #: ../../docs/tutorials/i18n/locales.rst:2037 msgid "PW" -msgstr "" +msgstr "PW" #: ../../docs/tutorials/i18n/locales.rst:2037 msgid "Palau" -msgstr "" +msgstr "Palau" #: ../../docs/tutorials/i18n/locales.rst:2039 #, fuzzy @@ -82887,7 +82956,7 @@ msgstr "Questions et réponses" #: ../../docs/tutorials/i18n/locales.rst:2041 msgid "Qatar" -msgstr "" +msgstr "Qatar" #: ../../docs/tutorials/i18n/locales.rst:2043 #, fuzzy @@ -82896,11 +82965,11 @@ msgstr "RECT" #: ../../docs/tutorials/i18n/locales.rst:2043 msgid "Réunion" -msgstr "" +msgstr "Réunion" #: ../../docs/tutorials/i18n/locales.rst:2045 msgid "RO" -msgstr "" +msgstr "RO" #: ../../docs/tutorials/i18n/locales.rst:2045 #, fuzzy @@ -82909,7 +82978,7 @@ msgstr "Roumain" #: ../../docs/tutorials/i18n/locales.rst:2047 msgid "RS" -msgstr "" +msgstr "RS" #: ../../docs/tutorials/i18n/locales.rst:2047 #, fuzzy @@ -82918,7 +82987,7 @@ msgstr "Serbe" #: ../../docs/tutorials/i18n/locales.rst:2049 msgid "RU" -msgstr "" +msgstr "RU" #: ../../docs/tutorials/i18n/locales.rst:2049 #, fuzzy @@ -82927,15 +82996,15 @@ msgstr "Russe" #: ../../docs/tutorials/i18n/locales.rst:2051 msgid "RW" -msgstr "" +msgstr "RW" #: ../../docs/tutorials/i18n/locales.rst:2051 msgid "Rwanda" -msgstr "" +msgstr "Rwanda" #: ../../docs/tutorials/i18n/locales.rst:2053 msgid "SA" -msgstr "" +msgstr "SA" #: ../../docs/tutorials/i18n/locales.rst:2053 #, fuzzy @@ -82944,31 +83013,31 @@ msgstr "Arabe (Arabie Saoudite)" #: ../../docs/tutorials/i18n/locales.rst:2055 msgid "SB" -msgstr "" +msgstr "SB" #: ../../docs/tutorials/i18n/locales.rst:2055 msgid "Solomon Islands" -msgstr "" +msgstr "Solomon Islands" #: ../../docs/tutorials/i18n/locales.rst:2057 msgid "SC" -msgstr "" +msgstr "SC" #: ../../docs/tutorials/i18n/locales.rst:2057 msgid "Seychelles" -msgstr "" +msgstr "Seychelles" #: ../../docs/tutorials/i18n/locales.rst:2059 msgid "SD" -msgstr "" +msgstr "SD" #: ../../docs/tutorials/i18n/locales.rst:2059 msgid "Sudan" -msgstr "" +msgstr "Sudan" #: ../../docs/tutorials/i18n/locales.rst:2061 msgid "SE" -msgstr "" +msgstr "SE" #: ../../docs/tutorials/i18n/locales.rst:2061 #, fuzzy @@ -82977,7 +83046,7 @@ msgstr "Suédois" #: ../../docs/tutorials/i18n/locales.rst:2063 msgid "SG" -msgstr "" +msgstr "SG" #: ../../docs/tutorials/i18n/locales.rst:2063 #, fuzzy @@ -82986,7 +83055,7 @@ msgstr "Anglais (Singapour)" #: ../../docs/tutorials/i18n/locales.rst:2065 msgid "SH" -msgstr "" +msgstr "SH" #: ../../docs/tutorials/i18n/locales.rst:2065 msgid "St. Helena, Ascension and Tristan da Cunha" @@ -82994,7 +83063,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2067 msgid "SI" -msgstr "" +msgstr "SI" #: ../../docs/tutorials/i18n/locales.rst:2067 #, fuzzy @@ -83003,7 +83072,7 @@ msgstr "Slovène" #: ../../docs/tutorials/i18n/locales.rst:2069 msgid "SJ" -msgstr "" +msgstr "SJ" #: ../../docs/tutorials/i18n/locales.rst:2069 msgid "Svalbard and Jan Mayen" @@ -83026,19 +83095,19 @@ msgstr "GLSL" #: ../../docs/tutorials/i18n/locales.rst:2073 msgid "Sierra Leone" -msgstr "" +msgstr "Sierra Leone" #: ../../docs/tutorials/i18n/locales.rst:2075 msgid "SM" -msgstr "" +msgstr "SM" #: ../../docs/tutorials/i18n/locales.rst:2075 msgid "San Marino" -msgstr "" +msgstr "San Marino" #: ../../docs/tutorials/i18n/locales.rst:2077 msgid "SN" -msgstr "" +msgstr "SN" #: ../../docs/tutorials/i18n/locales.rst:2077 #, fuzzy @@ -83047,7 +83116,7 @@ msgstr "Légal" #: ../../docs/tutorials/i18n/locales.rst:2079 msgid "SO" -msgstr "" +msgstr "SO" #: ../../docs/tutorials/i18n/locales.rst:2079 #, fuzzy @@ -83056,7 +83125,7 @@ msgstr "Somalien" #: ../../docs/tutorials/i18n/locales.rst:2081 msgid "SR" -msgstr "" +msgstr "SR" #: ../../docs/tutorials/i18n/locales.rst:2081 #, fuzzy @@ -83065,7 +83134,7 @@ msgstr "Nom" #: ../../docs/tutorials/i18n/locales.rst:2083 msgid "SS" -msgstr "" +msgstr "SS" #: ../../docs/tutorials/i18n/locales.rst:2083 #, fuzzy @@ -83074,7 +83143,7 @@ msgstr "Arabe (Sud-Soudan)" #: ../../docs/tutorials/i18n/locales.rst:2085 msgid "ST" -msgstr "" +msgstr "ST" #: ../../docs/tutorials/i18n/locales.rst:2085 msgid "Sao Tome and Principe" @@ -83082,7 +83151,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2087 msgid "SV" -msgstr "" +msgstr "SV" #: ../../docs/tutorials/i18n/locales.rst:2087 #, fuzzy @@ -83096,23 +83165,23 @@ msgstr "X" #: ../../docs/tutorials/i18n/locales.rst:2089 msgid "Sint Maarten" -msgstr "" +msgstr "Sint Maarten" #: ../../docs/tutorials/i18n/locales.rst:2091 msgid "SY" -msgstr "" +msgstr "SY" #: ../../docs/tutorials/i18n/locales.rst:2091 msgid "Syria" -msgstr "" +msgstr "Syria" #: ../../docs/tutorials/i18n/locales.rst:2093 msgid "SZ" -msgstr "" +msgstr "SZ" #: ../../docs/tutorials/i18n/locales.rst:2093 msgid "Eswatini" -msgstr "" +msgstr "Eswatini" #: ../../docs/tutorials/i18n/locales.rst:2095 #, fuzzy @@ -83125,7 +83194,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2097 msgid "TC" -msgstr "" +msgstr "TC" #: ../../docs/tutorials/i18n/locales.rst:2097 msgid "Turks and Caicos Islands" @@ -83138,11 +83207,11 @@ msgstr "TODO" #: ../../docs/tutorials/i18n/locales.rst:2099 msgid "Chad" -msgstr "" +msgstr "Chad" #: ../../docs/tutorials/i18n/locales.rst:2101 msgid "TF" -msgstr "" +msgstr "TF" #: ../../docs/tutorials/i18n/locales.rst:2101 msgid "French Southern Territories" @@ -83150,15 +83219,15 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2103 msgid "TG" -msgstr "" +msgstr "TG" #: ../../docs/tutorials/i18n/locales.rst:2103 msgid "Togo" -msgstr "" +msgstr "Togo" #: ../../docs/tutorials/i18n/locales.rst:2105 msgid "TH" -msgstr "" +msgstr "TH" #: ../../docs/tutorials/i18n/locales.rst:2105 #, fuzzy @@ -83167,7 +83236,7 @@ msgstr "Thaï (Thaïlande)" #: ../../docs/tutorials/i18n/locales.rst:2107 msgid "TJ" -msgstr "" +msgstr "TJ" #: ../../docs/tutorials/i18n/locales.rst:2107 #, fuzzy @@ -83176,15 +83245,15 @@ msgstr "Tadjik (Tadjikistan)" #: ../../docs/tutorials/i18n/locales.rst:2109 msgid "TK" -msgstr "" +msgstr "TK" #: ../../docs/tutorials/i18n/locales.rst:2111 msgid "TL, TP" -msgstr "" +msgstr "TL, TP" #: ../../docs/tutorials/i18n/locales.rst:2111 msgid "Timor-Leste" -msgstr "" +msgstr "Timor-Leste" #: ../../docs/tutorials/i18n/locales.rst:2113 #, fuzzy @@ -83198,7 +83267,7 @@ msgstr "Turkmen (Turkmenistan)" #: ../../docs/tutorials/i18n/locales.rst:2115 msgid "TN" -msgstr "" +msgstr "TN" #: ../../docs/tutorials/i18n/locales.rst:2115 #, fuzzy @@ -83212,11 +83281,11 @@ msgstr "TODO" #: ../../docs/tutorials/i18n/locales.rst:2117 msgid "Tonga" -msgstr "" +msgstr "Tonga" #: ../../docs/tutorials/i18n/locales.rst:2119 msgid "TR" -msgstr "" +msgstr "TR" #: ../../docs/tutorials/i18n/locales.rst:2119 #, fuzzy @@ -83225,7 +83294,7 @@ msgstr "Turc" #: ../../docs/tutorials/i18n/locales.rst:2121 msgid "TT" -msgstr "" +msgstr "TT" #: ../../docs/tutorials/i18n/locales.rst:2121 msgid "Trinidad and Tobago" @@ -83233,19 +83302,19 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2123 msgid "TV" -msgstr "" +msgstr "TV" #: ../../docs/tutorials/i18n/locales.rst:2125 msgid "TW" -msgstr "" +msgstr "TW" #: ../../docs/tutorials/i18n/locales.rst:2125 msgid "Taiwan" -msgstr "" +msgstr "Taiwan" #: ../../docs/tutorials/i18n/locales.rst:2127 msgid "TZ" -msgstr "" +msgstr "TZ" #: ../../docs/tutorials/i18n/locales.rst:2127 #, fuzzy @@ -83254,7 +83323,7 @@ msgstr "Swahili (Tanzanie)" #: ../../docs/tutorials/i18n/locales.rst:2129 msgid "UA" -msgstr "" +msgstr "UA" #: ../../docs/tutorials/i18n/locales.rst:2129 #, fuzzy @@ -83263,7 +83332,7 @@ msgstr "Ukrainien" #: ../../docs/tutorials/i18n/locales.rst:2131 msgid "UG" -msgstr "" +msgstr "UG" #: ../../docs/tutorials/i18n/locales.rst:2131 #, fuzzy @@ -83272,7 +83341,7 @@ msgstr "Ganda (Ouganda)" #: ../../docs/tutorials/i18n/locales.rst:2133 msgid "UM" -msgstr "" +msgstr "UM" #: ../../docs/tutorials/i18n/locales.rst:2133 msgid "U.S. Outlying Islands" @@ -83280,7 +83349,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2135 msgid "US" -msgstr "" +msgstr "US" #: ../../docs/tutorials/i18n/locales.rst:2135 msgid "United States of America" @@ -83288,15 +83357,15 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2137 msgid "UY" -msgstr "" +msgstr "UY" #: ../../docs/tutorials/i18n/locales.rst:2137 msgid "Uruguay" -msgstr "" +msgstr "Uruguay" #: ../../docs/tutorials/i18n/locales.rst:2139 msgid "UZ" -msgstr "" +msgstr "UZ" #: ../../docs/tutorials/i18n/locales.rst:2139 #, fuzzy @@ -83305,15 +83374,15 @@ msgstr "Ouzbékistan (Ouzbékistan)" #: ../../docs/tutorials/i18n/locales.rst:2141 msgid "VA" -msgstr "" +msgstr "VA" #: ../../docs/tutorials/i18n/locales.rst:2141 msgid "Holy See" -msgstr "" +msgstr "Holy See" #: ../../docs/tutorials/i18n/locales.rst:2143 msgid "VC" -msgstr "" +msgstr "VC" #: ../../docs/tutorials/i18n/locales.rst:2143 msgid "St. Vincent and the Grenadines" @@ -83321,7 +83390,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2145 msgid "VE" -msgstr "" +msgstr "VE" #: ../../docs/tutorials/i18n/locales.rst:2145 #, fuzzy @@ -83330,7 +83399,7 @@ msgstr "Espagnol (Venezuela)" #: ../../docs/tutorials/i18n/locales.rst:2147 msgid "VG" -msgstr "" +msgstr "VG" #: ../../docs/tutorials/i18n/locales.rst:2147 msgid "British Virgin Islands" @@ -83338,7 +83407,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2149 msgid "VI" -msgstr "" +msgstr "VI" #: ../../docs/tutorials/i18n/locales.rst:2149 msgid "U.S. Virgin Islands" @@ -83346,7 +83415,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2151 msgid "VN" -msgstr "" +msgstr "VN" #: ../../docs/tutorials/i18n/locales.rst:2151 #, fuzzy @@ -83355,7 +83424,7 @@ msgstr "Vietnamien" #: ../../docs/tutorials/i18n/locales.rst:2153 msgid "VU" -msgstr "" +msgstr "Vu" #: ../../docs/tutorials/i18n/locales.rst:2153 #, fuzzy @@ -83364,7 +83433,7 @@ msgstr "Utilisation manuelle" #: ../../docs/tutorials/i18n/locales.rst:2155 msgid "WF" -msgstr "" +msgstr "WF" #: ../../docs/tutorials/i18n/locales.rst:2155 msgid "Wallis and Futuna" @@ -83372,19 +83441,19 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2157 msgid "WS" -msgstr "" +msgstr "WS" #: ../../docs/tutorials/i18n/locales.rst:2157 msgid "Samoa" -msgstr "" +msgstr "Samoa" #: ../../docs/tutorials/i18n/locales.rst:2159 msgid "XK, KV" -msgstr "" +msgstr "XK, KV" #: ../../docs/tutorials/i18n/locales.rst:2159 msgid "Kosovo" -msgstr "" +msgstr "Kosovo" #: ../../docs/tutorials/i18n/locales.rst:2161 #, fuzzy @@ -83398,15 +83467,15 @@ msgstr "Mouvement" #: ../../docs/tutorials/i18n/locales.rst:2163 msgid "YT" -msgstr "" +msgstr "YT" #: ../../docs/tutorials/i18n/locales.rst:2163 msgid "Mayotte" -msgstr "" +msgstr "Mayotte" #: ../../docs/tutorials/i18n/locales.rst:2165 msgid "ZA" -msgstr "" +msgstr "ZA" #: ../../docs/tutorials/i18n/locales.rst:2165 #, fuzzy @@ -83415,7 +83484,7 @@ msgstr "Pedi (Afrique du Sud)" #: ../../docs/tutorials/i18n/locales.rst:2167 msgid "ZM" -msgstr "" +msgstr "ZM" #: ../../docs/tutorials/i18n/locales.rst:2167 #, fuzzy @@ -83424,7 +83493,7 @@ msgstr "Bemba (Zambie)" #: ../../docs/tutorials/i18n/locales.rst:2169 msgid "ZW" -msgstr "" +msgstr "ZW" #: ../../docs/tutorials/i18n/locales.rst:2169 #, fuzzy @@ -88288,7 +88357,7 @@ msgstr "Les types RID NavigationServer suivants sont disponibles." #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:29 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:29 msgid "NavMap RID" -msgstr "" +msgstr "NavMap RID" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:28 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:28 @@ -88301,7 +88370,7 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:32 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:32 msgid "NavRegion RID" -msgstr "" +msgstr "NavRegion RID" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:32 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:32 @@ -88314,7 +88383,7 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:34 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:34 msgid "NavLink RID" -msgstr "" +msgstr "NavLink RID" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:35 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:35 @@ -88326,7 +88395,7 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:37 #: ../../docs/tutorials/navigation/navigation_introduction_3d.rst:37 msgid "NavAgent RID" -msgstr "" +msgstr "NavAgent RID" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:37 msgid "" @@ -88976,7 +89045,7 @@ msgstr "``get_area()``" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:63 msgid "``agent_set_target_velocity()``" -msgstr "" +msgstr "``agent_set_target_velocity()``" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:64 #, fuzzy @@ -89153,7 +89222,7 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:184 msgid "PhysicsServer synchronizes." -msgstr "" +msgstr "PhysicsServer se synchronise." #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:185 msgid "physics frame ends." @@ -89983,7 +90052,7 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:4 msgid "Using NavigationPathQueryObjects" -msgstr "" +msgstr "Utilisation de NavigationPathQueryObjects" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:6 msgid "" @@ -100095,17 +100164,17 @@ msgstr "Guillemet" #: ../../docs/tutorials/physics/large_world_coordinates.rst:59 msgid "[1; 2]" -msgstr "" +msgstr "[1; 2]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:59 msgid "~0.0000001" -msgstr "" +msgstr "~0.0000001" #: ../../docs/tutorials/physics/large_world_coordinates.rst:59 #: ../../docs/tutorials/physics/large_world_coordinates.rst:61 #: ../../docs/tutorials/physics/large_world_coordinates.rst:63 msgid "~1e-15" -msgstr "" +msgstr "~1e-15" #: ../../docs/tutorials/physics/large_world_coordinates.rst:59 msgid "Precision becomes greater near 0.0 (this table is abbreviated)." @@ -100113,87 +100182,87 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:61 msgid "[2; 4]" -msgstr "" +msgstr "[2; 4]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:61 msgid "~0.0000002" -msgstr "" +msgstr "~0.0000002" #: ../../docs/tutorials/physics/large_world_coordinates.rst:63 msgid "[4; 8]" -msgstr "" +msgstr "[4; 8]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:63 msgid "~0.0000005" -msgstr "" +msgstr "~0.0000005" #: ../../docs/tutorials/physics/large_world_coordinates.rst:65 msgid "[8; 16]" -msgstr "" +msgstr "[8; 16]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:65 msgid "~0.000001" -msgstr "" +msgstr "~0.000001" #: ../../docs/tutorials/physics/large_world_coordinates.rst:65 #: ../../docs/tutorials/physics/large_world_coordinates.rst:67 #: ../../docs/tutorials/physics/large_world_coordinates.rst:69 msgid "~1e-14" -msgstr "" +msgstr "~1e-14" #: ../../docs/tutorials/physics/large_world_coordinates.rst:67 msgid "[16; 32]" -msgstr "" +msgstr "[16; 32]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:67 msgid "~0.000002" -msgstr "" +msgstr "~0.000002" #: ../../docs/tutorials/physics/large_world_coordinates.rst:69 msgid "[32; 64]" -msgstr "" +msgstr "[32; 64]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:69 msgid "~0.000004" -msgstr "" +msgstr "~0.000004" #: ../../docs/tutorials/physics/large_world_coordinates.rst:71 msgid "[64; 128]" -msgstr "" +msgstr "[64; 128]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:71 msgid "~0.000008" -msgstr "" +msgstr "~0.000008" #: ../../docs/tutorials/physics/large_world_coordinates.rst:71 #: ../../docs/tutorials/physics/large_world_coordinates.rst:73 #: ../../docs/tutorials/physics/large_world_coordinates.rst:75 msgid "~1e-13" -msgstr "" +msgstr "~1e-13" #: ../../docs/tutorials/physics/large_world_coordinates.rst:73 msgid "[128; 256]" -msgstr "" +msgstr "[128; 256]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:73 msgid "~0.000015" -msgstr "" +msgstr "~0.000015" #: ../../docs/tutorials/physics/large_world_coordinates.rst:75 msgid "[256; 512]" -msgstr "" +msgstr "[256; 512]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:75 msgid "~0.00003" -msgstr "" +msgstr "~0.00003" #: ../../docs/tutorials/physics/large_world_coordinates.rst:77 msgid "[512; 1024]" -msgstr "" +msgstr "[512; 1024]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:77 msgid "~0.00006" -msgstr "" +msgstr "~0.00006" #: ../../docs/tutorials/physics/large_world_coordinates.rst:77 #: ../../docs/tutorials/physics/large_world_coordinates.rst:79 @@ -100201,23 +100270,23 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:84 #: ../../docs/tutorials/physics/large_world_coordinates.rst:87 msgid "~1e-12" -msgstr "" +msgstr "~1e-12" #: ../../docs/tutorials/physics/large_world_coordinates.rst:79 msgid "[1024; 2048]" -msgstr "" +msgstr "[1024; 2048]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:79 msgid "~0.0001" -msgstr "" +msgstr "~0.0001" #: ../../docs/tutorials/physics/large_world_coordinates.rst:81 msgid "[2048; 4096]" -msgstr "" +msgstr "[2048; 4096]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:81 msgid "~0.0002" -msgstr "" +msgstr "~0.0002" #: ../../docs/tutorials/physics/large_world_coordinates.rst:81 msgid "" @@ -100227,11 +100296,11 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:84 msgid "[4096; 8192]" -msgstr "" +msgstr "[4096; 8192]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:84 msgid "~0.0005" -msgstr "" +msgstr "~0.0005" #: ../../docs/tutorials/physics/large_world_coordinates.rst:84 msgid "" @@ -100241,25 +100310,25 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:87 msgid "[8192; 16384]" -msgstr "" +msgstr "[8192; 16384]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:87 msgid "~0.001" -msgstr "" +msgstr "~0.001" #: ../../docs/tutorials/physics/large_world_coordinates.rst:89 msgid "[16384; 32768]" -msgstr "" +msgstr "[16384; 32768]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:89 msgid "~0.0019" -msgstr "" +msgstr "~0.0019" #: ../../docs/tutorials/physics/large_world_coordinates.rst:89 #: ../../docs/tutorials/physics/large_world_coordinates.rst:92 #: ../../docs/tutorials/physics/large_world_coordinates.rst:95 msgid "~1e-11" -msgstr "" +msgstr "~1e-11" #: ../../docs/tutorials/physics/large_world_coordinates.rst:89 msgid "" @@ -100269,11 +100338,11 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:92 msgid "[32768; 65536]" -msgstr "" +msgstr "[32768; 65536]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:92 msgid "~0.0039" -msgstr "" +msgstr "~0.0039" #: ../../docs/tutorials/physics/large_world_coordinates.rst:92 msgid "" @@ -100283,35 +100352,35 @@ msgstr "" #: ../../docs/tutorials/physics/large_world_coordinates.rst:95 msgid "[65536; 131072]" -msgstr "" +msgstr "[65536; 131072]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:95 msgid "~0.0078" -msgstr "" +msgstr "~0.0078" #: ../../docs/tutorials/physics/large_world_coordinates.rst:97 msgid "[131072; 262144]" -msgstr "" +msgstr "[131072; 262144]" #: ../../docs/tutorials/physics/large_world_coordinates.rst:97 msgid "~0.0156" -msgstr "" +msgstr "~0.0156" #: ../../docs/tutorials/physics/large_world_coordinates.rst:97 msgid "~1e-10" -msgstr "" +msgstr "~1e-10" #: ../../docs/tutorials/physics/large_world_coordinates.rst:99 msgid "> 262144" -msgstr "" +msgstr "> 262144" #: ../../docs/tutorials/physics/large_world_coordinates.rst:99 msgid "> ~0.0313" -msgstr "" +msgstr "> ~0.0313" #: ../../docs/tutorials/physics/large_world_coordinates.rst:99 msgid "~1e-10 (0.0000000001)" -msgstr "" +msgstr "~1e-10 (0.0000000001)" #: ../../docs/tutorials/physics/large_world_coordinates.rst:99 msgid "" @@ -101456,7 +101525,7 @@ msgstr "" #: ../../docs/tutorials/platform/android/android_plugin.rst:100 msgid "Where:" -msgstr "" +msgstr "Où :" #: ../../docs/tutorials/platform/android/android_plugin.rst:102 #, fuzzy @@ -102164,7 +102233,7 @@ msgstr "" #: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:218 msgid "PurchaseState values:" -msgstr "" +msgstr "Valeurs PurchaseState :" #: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:230 msgid "" @@ -109080,7 +109149,7 @@ msgstr "" #: ../../docs/tutorials/rendering/jitter_stutter.rst:191 msgid "Hardware/OS-specific" -msgstr "" +msgstr "Hardware/OS-specific" #: ../../docs/tutorials/rendering/jitter_stutter.rst:193 msgid "" @@ -109579,7 +109648,7 @@ msgstr "Précharge une classe ou une variable. Voir `Classes as resources`_." #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:207 msgid "await" -msgstr "" +msgstr "Attendre" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:207 msgid "" @@ -109705,7 +109774,7 @@ msgstr "Appel de fonction" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:243 msgid "``await x``" -msgstr "" +msgstr "``await x``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:243 msgid "`Awaiting for signals or coroutines`_" @@ -109733,7 +109802,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:250 msgid "Power" -msgstr "" +msgstr "Pouvoir" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:252 msgid "" @@ -109750,7 +109819,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:259 msgid "``~x``" -msgstr "" +msgstr "``~x``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:259 msgid "Bitwise NOT" @@ -109758,7 +109827,7 @@ msgstr "Opération bit-à-bit de négation" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:0 msgid "``+x``" -msgstr "" +msgstr "``+x``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:0 msgid "``-x``" @@ -109904,7 +109973,7 @@ msgstr "``node``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:0 msgid "``!x``" -msgstr "" +msgstr "``!x``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:296 msgid "Boolean NOT and its :ref:`unrecommended ` alias" @@ -110420,7 +110489,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:487 msgid "``@onready`` annotation" -msgstr "" +msgstr "annotation``@onready``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:489 msgid "" @@ -111211,9 +111280,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1022 -#, fuzzy msgid "Initialization order" -msgstr "Exemple d'initialisation :" +msgstr "Ordre d'initialisation" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1024 #, fuzzy @@ -111331,7 +111399,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1147 msgid "``@static_unload`` annotation" -msgstr "" +msgstr "annotation``@static_unload``" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1149 msgid "" @@ -113830,7 +113898,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:29 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:87 msgid "Tags" -msgstr "" +msgstr "Étiquettes" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:32 #, fuzzy @@ -113852,7 +113920,7 @@ msgstr "Tutoriels texte" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 msgid "``@tutorial:``" -msgstr "" +msgstr "``@tutorial:``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 msgid "``@tutorial(The Title Here):``" @@ -113944,7 +114012,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:90 msgid "No tag." -msgstr "" +msgstr "Sans balise." #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:103 #, fuzzy @@ -114078,7 +114146,7 @@ msgstr "Déplacez le :ref:`class_Sprite`." #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "``[annotation Class.name]``" -msgstr "" +msgstr "``[annotation Class.name]``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -114258,7 +114326,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "``[br]``" -msgstr "" +msgstr "``[br]``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -114269,22 +114337,22 @@ msgstr "break" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "``Line 1.[br]``" -msgstr "" +msgstr "``Ligne 1.[br]``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "``Line 2.``" -msgstr "" +msgstr "``Ligne 2.``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "Line 1." -msgstr "" +msgstr "Ligne 1." #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "Line 2." -msgstr "" +msgstr "Ligne 2." #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -115906,7 +115974,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:439 msgid "``UNSAFE_CAST`` warning" -msgstr "" +msgstr "Avertissement ``UNSAFE_CAST``" #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:441 msgid "" @@ -116298,7 +116366,7 @@ msgstr "Un nombre **décimal réel**. Attend un nombre entier ou réel." #: ../../docs/tutorials/scripting/gdscript/gdscript_format_string.rst:125 msgid "``v``" -msgstr "" +msgstr "``v``" #: ../../docs/tutorials/scripting/gdscript/gdscript_format_string.rst:125 msgid "" @@ -116634,7 +116702,7 @@ msgstr "Salut, Godette v3.11" #: ../../docs/tutorials/scripting/c_sharp/index.rst:2 msgid "C#/.NET" -msgstr "" +msgstr "C#/.NET" #: ../../docs/tutorials/scripting/c_sharp/index.rst:4 msgid "" @@ -117824,15 +117892,15 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:112 msgid "absf" -msgstr "" +msgstr "absf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:113 msgid "absi" -msgstr "" +msgstr "absi" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:114 msgid "acos" -msgstr "" +msgstr "acos" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:114 #, fuzzy @@ -117841,7 +117909,7 @@ msgstr "Fonctions mathématiques" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:115 msgid "acosh" -msgstr "" +msgstr "acosh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:115 #, fuzzy @@ -117855,19 +117923,19 @@ msgstr "Différences générales" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:116 msgid "Mathf.AngleDifference" -msgstr "" +msgstr "Mathf.AngleDifference" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:117 msgid "asin" -msgstr "" +msgstr "asin" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:117 msgid "Mathf.Asin" -msgstr "" +msgstr "Mathf.Asin" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:118 msgid "asinh" -msgstr "" +msgstr "asinh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:118 #, fuzzy @@ -117876,23 +117944,24 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:119 msgid "atan" -msgstr "" +msgstr "atan" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:119 msgid "Mathf.Atan" -msgstr "" +msgstr "Mathf.Atan" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:120 msgid "atan2" -msgstr "" +msgstr "atan2" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:120 +#, fuzzy msgid "Mathf.Atan2" -msgstr "" +msgstr "Mathf.Atan2" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:121 msgid "atanh" -msgstr "" +msgstr "atanh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:121 #, fuzzy @@ -117901,11 +117970,11 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:122 msgid "bezier_derivative" -msgstr "" +msgstr "bezier_derivative" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:122 msgid "Mathf.BezierDerivative" -msgstr "" +msgstr "Mathf.BezierDerivative" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:123 #, fuzzy @@ -117919,40 +117988,40 @@ msgstr "Interpolation linéaire" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:124 msgid "bytes_to_var" -msgstr "" +msgstr "bytes_to_var" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:124 msgid "GD.BytesToVar" -msgstr "" +msgstr "GD.BytesToVar" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:125 msgid "bytes_to_var_with_objects" -msgstr "" +msgstr "bytes_to_var_with_objects" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:125 msgid "GD.BytesToVarWithObjects" -msgstr "" +msgstr "GD.BytesToVarWithObjects" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:126 msgid "ceil" -msgstr "" +msgstr "plafond" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:126 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:127 msgid "Mathf.Ceil" -msgstr "" +msgstr "Mathf.Ceil" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:127 msgid "ceilf" -msgstr "" +msgstr "ceilf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:128 msgid "ceili" -msgstr "" +msgstr "ceili" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:128 msgid "Mathf.CeilToInt" -msgstr "" +msgstr "Mathf.CeilToInt" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:129 #, fuzzy @@ -117963,7 +118032,7 @@ msgstr "une lampe," #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:130 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:131 msgid "Mathf.Clamp" -msgstr "" +msgstr "Mathf.Clamp" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:130 #, fuzzy @@ -117987,11 +118056,11 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:133 msgid "cosh" -msgstr "" +msgstr "cosh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:133 msgid "Mathf.Cosh" -msgstr "" +msgstr "Mathf.Cosh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:134 #, fuzzy @@ -118010,47 +118079,47 @@ msgstr "Interpolation linéaire" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:135 msgid "Mathf.CubicInterpolateAngle" -msgstr "" +msgstr "Mathf.CubicInterpolateAngle" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:136 msgid "cubic_interpolate_angle_in_time" -msgstr "" +msgstr "cubic_interpolate_angle_in_time" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:136 msgid "Mathf.CubicInterpolateInTime" -msgstr "" +msgstr "Mathf.CubicInterpolateInTime" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:137 msgid "cubic_interpolate_in_time" -msgstr "" +msgstr "cubic_interpolate_in_time" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:137 msgid "Mathf.CubicInterpolateAngleInTime" -msgstr "" +msgstr "Mathf.CubicInterpolateAngleInTime" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:138 msgid "db_to_linear" -msgstr "" +msgstr "db_to_linear" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:138 msgid "Mathf.DbToLinear" -msgstr "" +msgstr "Mathf.DbToLinear" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:139 msgid "deg_to_rad" -msgstr "" +msgstr "deg_to_rad" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:139 msgid "Mathf.DegToRad" -msgstr "" +msgstr "Mathf.DegToRad" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:140 msgid "ease" -msgstr "" +msgstr "facilité" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:140 msgid "Mathf.Ease" -msgstr "" +msgstr "Mathf.Ease" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:141 #, fuzzy @@ -118095,11 +118164,11 @@ msgstr "Plancher" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:145 msgid "Mathf.FloorToInt" -msgstr "" +msgstr "Mathf.FloorToInt" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:146 msgid "fmod" -msgstr "" +msgstr "fmod" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:146 #, fuzzy @@ -118108,53 +118177,53 @@ msgstr "Opérateur" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:147 msgid "fposmod" -msgstr "" +msgstr "fposmod" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:147 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:173 msgid "Mathf.PosMod" -msgstr "" +msgstr "Mathf.PosMod" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:148 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:400 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:140 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:225 msgid "hash" -msgstr "" +msgstr "hachage" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:148 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:140 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:225 msgid "GD.Hash" -msgstr "" +msgstr "GD.Hash" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:149 msgid "instance_from_id" -msgstr "" +msgstr "instance_from_id" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:149 msgid "GodotObject.InstanceFromId" -msgstr "" +msgstr "GodotObject.InstanceFromId" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:150 msgid "inverse_lerp" -msgstr "" +msgstr "inverse_lerp" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:150 msgid "Mathf.InverseLerp" -msgstr "" +msgstr "Mathf.InverseLerp" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:151 msgid "is_equal_approx" -msgstr "" +msgstr "is_equal_approx" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:151 msgid "Mathf.IsEqualApprox" -msgstr "" +msgstr "Mathf.IsEqualApprox" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:152 msgid "is_finite" -msgstr "" +msgstr "is_finite" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:152 msgid "Mathf.IsFinite or `float.IsFinite`_ or `double.IsFinite`_" @@ -118200,7 +118269,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:157 msgid "is_same" -msgstr "" +msgstr "is_same" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:157 msgid "operator == or `object.ReferenceEquals`_" @@ -118208,40 +118277,40 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:158 msgid "is_zero_approx" -msgstr "" +msgstr "is_zero_approx" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:158 msgid "Mathf.IsZeroApprox" -msgstr "" +msgstr "Mathf.IsZeroApprox" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:159 msgid "lerp" -msgstr "" +msgstr "lerp" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:159 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:161 msgid "Mathf.Lerp" -msgstr "" +msgstr "Mathf.Lerp" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:160 msgid "lerp_angle" -msgstr "" +msgstr "lerp_angle" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:160 msgid "Mathf.LerpAngle" -msgstr "" +msgstr "Mathf.LerpAngle" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:161 msgid "lerpf" -msgstr "" +msgstr "lerpf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:162 msgid "linear_to_db" -msgstr "" +msgstr "linear_to_db" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:162 msgid "Mathf.LinearToDb" -msgstr "" +msgstr "Mathf.LinearToDb" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:163 #, fuzzy @@ -118262,11 +118331,11 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:165 msgid "maxf" -msgstr "" +msgstr "maxf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:166 msgid "maxi" -msgstr "" +msgstr "maxi" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:167 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:168 @@ -118277,43 +118346,43 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:168 msgid "minf" -msgstr "" +msgstr "minf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:169 msgid "mini" -msgstr "" +msgstr "mini" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:170 msgid "move_toward" -msgstr "" +msgstr "move_toward" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:170 msgid "Mathf.MoveToward" -msgstr "" +msgstr "Mathf.MoveToward" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:171 msgid "nearest_po2" -msgstr "" +msgstr "nearest_po2" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:171 msgid "Mathf.NearestPo2" -msgstr "" +msgstr "Mathf.NearestPo2" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:172 msgid "pingpong" -msgstr "" +msgstr "pingpong" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:172 msgid "Mathf.PingPong" -msgstr "" +msgstr "Mathf.PingPong" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:173 msgid "posmod" -msgstr "" +msgstr "posmod" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:174 msgid "pow" -msgstr "" +msgstr "pow" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:174 #, fuzzy @@ -118321,24 +118390,25 @@ msgid "Mathf.Pow" msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:175 +#, fuzzy msgid "print" -msgstr "" +msgstr "imprimer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:175 msgid "GD.Print" -msgstr "" +msgstr "GD.Print" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:176 msgid "print_rich" -msgstr "" +msgstr "print_rich" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:176 msgid "GD.PrintRich" -msgstr "" +msgstr "GD.PrintRich" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:177 msgid "print_verbose" -msgstr "" +msgstr "print_verbose" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:177 msgid "Use OS.IsStdoutVerbose and GD.Print" @@ -118351,15 +118421,15 @@ msgstr "Entier" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:178 msgid "GD.PrintErr" -msgstr "" +msgstr "GD.PrintErr" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:179 msgid "printraw" -msgstr "" +msgstr "printraw" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:179 msgid "GD.PrintRaw" -msgstr "" +msgstr "GD.PrintRaw" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:180 #, fuzzy @@ -118368,7 +118438,7 @@ msgstr "Conseils pour l'importation" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:180 msgid "GD.PrintS" -msgstr "" +msgstr "GD.PrintS" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:181 #, fuzzy @@ -118377,76 +118447,76 @@ msgstr "Imprimer du texte" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:181 msgid "GD.PrintT" -msgstr "" +msgstr "GD.PrintT" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:182 msgid "push_error" -msgstr "" +msgstr "push_error" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:182 msgid "GD.PushError" -msgstr "" +msgstr "GD.PushError" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:183 msgid "push_warning" -msgstr "" +msgstr "push_warning" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:183 msgid "GD.PushWarning" -msgstr "" +msgstr "GD.PushWarning" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:184 msgid "rad_to_deg" -msgstr "" +msgstr "rad_to_deg" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:184 msgid "Mathf.RadToDeg" -msgstr "" +msgstr "Mathf.RadToDeg" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:185 msgid "rand_from_seed" -msgstr "" +msgstr "rand_from_seed" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:185 msgid "GD.RandFromSeed" -msgstr "" +msgstr "GD.RandFromSeed" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:186 msgid "randf" -msgstr "" +msgstr "randf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:186 msgid "GD.Randf" -msgstr "" +msgstr "GD.Randf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:187 msgid "randf_range" -msgstr "" +msgstr "randf_range" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:187 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:190 msgid "GD.RandRange" -msgstr "" +msgstr "GD.RandRange" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:188 msgid "randfn" -msgstr "" +msgstr "randfn" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:188 msgid "GD.Randfn" -msgstr "" +msgstr "GD.Randfn" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:189 msgid "randi" -msgstr "" +msgstr "randi" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:189 msgid "GD.Randi" -msgstr "" +msgstr "GD.Randi" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:190 msgid "randi_range" -msgstr "" +msgstr "randi_range" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:191 #, fuzzy @@ -118465,11 +118535,11 @@ msgstr "Tonemap" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:192 msgid "Mathf.Remap" -msgstr "" +msgstr "Mathf.Remap" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:193 msgid "rid_allocate_id" -msgstr "" +msgstr "rid_allocate_id" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:193 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:194 @@ -118503,11 +118573,11 @@ msgstr "NAN" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:194 msgid "rid_from_int64" -msgstr "" +msgstr "rid_from_int64" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:195 msgid "rotate_toward" -msgstr "" +msgstr "rotate_toward" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:195 #, fuzzy @@ -118542,11 +118612,11 @@ msgstr "Fonctions mathématiques" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:199 msgid "seed" -msgstr "" +msgstr "graine" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:199 msgid "GD.Seed" -msgstr "" +msgstr "GD.Seed" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:200 #, fuzzy @@ -118557,7 +118627,7 @@ msgstr "signal" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:201 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:202 msgid "Mathf.Sign" -msgstr "" +msgstr "Mathf.Sign" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:201 #, fuzzy @@ -118581,11 +118651,11 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:204 msgid "sinh" -msgstr "" +msgstr "sinh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:204 msgid "Mathf.Sinh" -msgstr "" +msgstr "Mathf.Sinh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:205 #, fuzzy @@ -118594,41 +118664,41 @@ msgstr "**smooth**" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:205 msgid "Mathf.SmoothStep" -msgstr "" +msgstr "Mathf.SmoothStep" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:206 msgid "snapped" -msgstr "" +msgstr "snapped" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:206 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:207 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:208 msgid "Mathf.Snapped" -msgstr "" +msgstr "Mathf.Snapped" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:207 msgid "snappedf" -msgstr "" +msgstr "snappedf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:208 msgid "snappedi" -msgstr "" +msgstr "snappedi" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:209 msgid "sqrt" -msgstr "" +msgstr "sqrt" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:209 msgid "Mathf.Sqrt" -msgstr "" +msgstr "Mathf.Sqrt" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:210 msgid "step_decimals" -msgstr "" +msgstr "step_decimals" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:210 msgid "Mathf.StepDecimals" -msgstr "" +msgstr "Mathf.StepDecimals" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:211 #, fuzzy @@ -118643,11 +118713,11 @@ msgstr "Interpolation vectorielle" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:212 msgid "str_to_var" -msgstr "" +msgstr "str_to_var" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:212 msgid "GD.StrToVar" -msgstr "" +msgstr "GD.StrToVar" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:213 #, fuzzy @@ -118661,15 +118731,15 @@ msgstr "Maths" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:214 msgid "tanh" -msgstr "" +msgstr "tanh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:214 msgid "Mathf.Tanh" -msgstr "" +msgstr "Mathf.Tanh" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:215 msgid "type_convert" -msgstr "" +msgstr "type_convert" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:215 msgid "Variant.As or GD.Convert" @@ -118697,27 +118767,27 @@ msgstr "``Variant.Type`` enum" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:218 msgid "var_to_bytes" -msgstr "" +msgstr "var_to_bytes" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:218 msgid "GD.VarToBytes" -msgstr "" +msgstr "GD.VarToBytes" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:219 msgid "var_to_bytes_with_objects" -msgstr "" +msgstr "var_to_bytes_with_objects" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:219 msgid "GD.VarToBytesWithObjects" -msgstr "" +msgstr "GD.VarToBytesWithObjects" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:220 msgid "var_to_str" -msgstr "" +msgstr "var_to_str" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:220 msgid "GD.VarToStr" -msgstr "" +msgstr "GD.VarToStr" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:221 #, fuzzy @@ -118730,22 +118800,23 @@ msgid "GodotObject.WeakRef" msgstr "``Object.WeakRef(obj)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:222 +#, fuzzy msgid "wrap" -msgstr "" +msgstr "condenser" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:222 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:223 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:224 msgid "Mathf.Wrap" -msgstr "" +msgstr "Mathf.Wrap" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:223 msgid "wrapf" -msgstr "" +msgstr "wrapf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:224 msgid "wrapi" -msgstr "" +msgstr "wrapi" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:236 msgid "List of GDScript utility functions and their equivalent in C#:" @@ -118753,11 +118824,12 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:241 msgid "`System.Diagnostics.Debug.Assert`_" -msgstr "" +msgstr "`System.Diagnostics.Debug.Assert`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:242 +#, fuzzy msgid "char" -msgstr "" +msgstr "char" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:242 msgid "Use explicit conversion: ``(char)65``" @@ -118765,11 +118837,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:243 msgid "convert" -msgstr "" +msgstr "Convertir" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:243 msgid "GD.Convert" -msgstr "" +msgstr "GD.Convert" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:244 #, fuzzy @@ -118778,11 +118850,11 @@ msgstr "``dict2inst``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:245 msgid "get_stack" -msgstr "" +msgstr "get_stack" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:245 msgid "`System.Environment.StackTrace`_" -msgstr "" +msgstr "`System.Environment.StackTrace`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:246 #, fuzzy @@ -118801,11 +118873,11 @@ msgstr "preload" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:248 msgid "GD.Load" -msgstr "" +msgstr "GD.Load" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:250 msgid "print_debug" -msgstr "" +msgstr "print_debug" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:251 #, fuzzy @@ -118814,7 +118886,7 @@ msgstr "hint_black" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:251 msgid "GD.Print(`System.Environment.StackTrace`_)" -msgstr "" +msgstr "GD.Print(`System.Environment.StackTrace`_)" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:252 #, fuzzy @@ -118827,11 +118899,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:253 msgid "type_exists" -msgstr "" +msgstr "type_exists" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:253 msgid "ClassDB.ClassExists(type)" -msgstr "" +msgstr "ClassDB.ClassExists(type)" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:260 msgid "" @@ -118889,7 +118961,7 @@ msgstr "Voir aussi : :ref:`doc_c_sharp_signals`." #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:308 msgid "`@onready` annotation" -msgstr "" +msgstr "annotation `@onready`" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:310 #, fuzzy @@ -118964,43 +119036,43 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:376 msgid "begins_with" -msgstr "" +msgstr "begins_with" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:376 msgid "`string.StartsWith`_" -msgstr "" +msgstr "`string.StartsWith`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:377 msgid "bigrams" -msgstr "" +msgstr "bigrammes" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:377 msgid "StringExtensions.Bigrams" -msgstr "" +msgstr "StringExtensions.Bigrams" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:378 msgid "bin_to_int" -msgstr "" +msgstr "bin_to_int" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:378 msgid "StringExtensions.BinToInt" -msgstr "" +msgstr "StringExtensions.BinToInt" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:379 msgid "c_escape" -msgstr "" +msgstr "c_escape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:379 msgid "StringExtensions.CEscape" -msgstr "" +msgstr "StringExtensions.CEscape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:380 msgid "c_unescape" -msgstr "" +msgstr "c_unescape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:380 msgid "StringExtensions.CUnescape" -msgstr "" +msgstr "StringExtensions.CUnescape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:381 #, fuzzy @@ -119009,11 +119081,11 @@ msgstr "Majuscule à chaque mot" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:381 msgid "StringExtensions.Capitalize" -msgstr "" +msgstr "StringExtensions.Capitalize" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:382 msgid "casecmp_to" -msgstr "" +msgstr "casecmp_to" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:382 msgid "" @@ -119051,20 +119123,21 @@ msgid "StringExtensions.CountN (Consider using `RegEx`_)" msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:387 +#, fuzzy msgid "dedent" -msgstr "" +msgstr "dédent" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:387 msgid "StringExtensions.Dedent" -msgstr "" +msgstr "StringExtensions.Dedent" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:388 msgid "ends_with" -msgstr "" +msgstr "ends_with" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:388 msgid "`string.EndsWith`_" -msgstr "" +msgstr "`string.EndsWith`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:389 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:131 @@ -119081,7 +119154,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:390 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:134 msgid "find" -msgstr "" +msgstr "Trouver" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:390 msgid "" @@ -119091,7 +119164,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:391 msgid "findn" -msgstr "" +msgstr "findn" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:391 msgid "" @@ -119106,19 +119179,19 @@ msgstr "Format" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:393 msgid "get_base_dir" -msgstr "" +msgstr "get_base_dir" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:393 msgid "StringExtensions.GetBaseDir" -msgstr "" +msgstr "StringExtensions.GetBaseDir" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:394 msgid "get_basename" -msgstr "" +msgstr "get_basename" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:394 msgid "StringExtensions.GetBaseName" -msgstr "" +msgstr "StringExtensions.GetBaseName" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:395 #, fuzzy @@ -119127,27 +119200,27 @@ msgstr "extends" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:395 msgid "StringExtensions.GetExtension" -msgstr "" +msgstr "StringExtensions.GetExtension" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:396 msgid "get_file" -msgstr "" +msgstr "get_file" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:396 msgid "StringExtensions.GetFile" -msgstr "" +msgstr "StringExtensions.GetFile" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:397 msgid "get_slice" -msgstr "" +msgstr "get_slice" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:398 msgid "get_slice_count" -msgstr "" +msgstr "get_slice_count" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:399 msgid "get_slicec" -msgstr "" +msgstr "get_slicec" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:400 msgid "" @@ -119157,7 +119230,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:401 msgid "hex_decode" -msgstr "" +msgstr "hex_decode" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:401 msgid "" @@ -119166,7 +119239,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:402 msgid "hex_to_int" -msgstr "" +msgstr "hex_to_int" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:402 msgid "" @@ -119176,7 +119249,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:403 msgid "humanize_size" -msgstr "" +msgstr "humanize_size" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:404 #, fuzzy @@ -119185,7 +119258,7 @@ msgstr "**indenter**" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:404 msgid "StringExtensions.Indent" -msgstr "" +msgstr "StringExtensions.Indent" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:405 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:141 @@ -119200,17 +119273,17 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:406 msgid "is_absolute_path" -msgstr "" +msgstr "is_absolute_path" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:406 msgid "StringExtensions.IsAbsolutePath" -msgstr "" +msgstr "StringExtensions.IsAbsolutePath" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:407 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:142 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:226 msgid "is_empty" -msgstr "" +msgstr "is_empty" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:407 msgid "`string.IsNullOrEmpty`_ or `string.IsNullOrWhiteSpace`_" @@ -119218,39 +119291,39 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:408 msgid "is_relative_path" -msgstr "" +msgstr "is_relative_path" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:408 msgid "StringExtensions.IsRelativePath" -msgstr "" +msgstr "StringExtensions.IsRelativePath" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:409 msgid "is_subsequence_of" -msgstr "" +msgstr "is_subsequence_of" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:409 msgid "StringExtensions.IsSubsequenceOf" -msgstr "" +msgstr "StringExtensions.IsSubsequenceOf" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:410 msgid "is_subsequence_ofn" -msgstr "" +msgstr "is_subsequence_ofn" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:410 msgid "StringExtensions.IsSubsequenceOfN" -msgstr "" +msgstr "StringExtensions.IsSubsequenceOfN" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:411 msgid "is_valid_filename" -msgstr "" +msgstr "is_valid_filename" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:411 msgid "StringExtensions.IsValidFileName" -msgstr "" +msgstr "StringExtensions.IsValidFileName" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:412 msgid "is_valid_float" -msgstr "" +msgstr "is_valid_float" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:412 msgid "" @@ -119260,19 +119333,19 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:413 msgid "is_valid_hex_number" -msgstr "" +msgstr "is_valid_hex_number" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:413 msgid "StringExtensions.IsValidHexNumber" -msgstr "" +msgstr "StringExtensions.IsValidHexNumber" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:414 msgid "is_valid_html_color" -msgstr "" +msgstr "is_valid_html_color" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:414 msgid "StringExtensions.IsValidHtmlColor" -msgstr "" +msgstr "StringExtensions.IsValidHtmlColor" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:415 #, fuzzy @@ -119281,11 +119354,11 @@ msgstr "Identifiants" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:415 msgid "StringExtensions.IsValidIdentifier" -msgstr "" +msgstr "StringExtensions.IsValidIdentifier" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:416 msgid "is_valid_int" -msgstr "" +msgstr "is_valid_int" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:416 msgid "" @@ -119295,15 +119368,15 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:417 msgid "is_valid_ip_address" -msgstr "" +msgstr "is_valid_ip_address" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:417 msgid "StringExtensions.IsValidIPAddress" -msgstr "" +msgstr "StringExtensions.IsValidIPAddress" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:418 msgid "join" -msgstr "" +msgstr "joindre" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:418 #, fuzzy @@ -119312,15 +119385,15 @@ msgstr "chaîne" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:419 msgid "json_escape" -msgstr "" +msgstr "json_escape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:419 msgid "StringExtensions.JSONEscape" -msgstr "" +msgstr "StringExtensions.JSONEscape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:420 msgid "left" -msgstr "" +msgstr "Gauche" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:420 msgid "" @@ -119340,11 +119413,11 @@ msgstr "Longueur de chaîne de caractère" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:422 msgid "lpad" -msgstr "" +msgstr "Ipad" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:422 msgid "`string.PadLeft`_" -msgstr "" +msgstr "`string.PadLeft`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:423 #, fuzzy @@ -119353,7 +119426,7 @@ msgstr "chaîne" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:423 msgid "`string.TrimStart`_" -msgstr "" +msgstr "`string.TrimStart`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:424 msgid "StringExtensions.Match (Consider using `RegEx`_)" @@ -119370,7 +119443,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:426 msgid "md5_buffer" -msgstr "" +msgstr "md5_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:426 msgid "" @@ -119380,7 +119453,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:427 msgid "md5_text" -msgstr "" +msgstr "md5_text" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:427 msgid "" @@ -119390,7 +119463,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:428 msgid "naturalnocasecmp_to" -msgstr "" +msgstr "naturalnocasecmp_to" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:428 msgid "N/A (Consider using `string.Equals`_ or `string.Compare`_)" @@ -119398,7 +119471,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:429 msgid "nocasecmp_to" -msgstr "" +msgstr "nocasecmp_to" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:429 msgid "" @@ -119418,7 +119491,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:431 msgid "num_int64" -msgstr "" +msgstr "num_int64" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:431 msgid "`int.ToString`_ or `long.ToString`_" @@ -119426,11 +119499,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:432 msgid "num_scientific" -msgstr "" +msgstr "num_scientific" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:433 msgid "num_uint64" -msgstr "" +msgstr "num_uint64" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:433 msgid "`uint.ToString`_ or `ulong.ToString`_" @@ -119438,27 +119511,27 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:434 msgid "pad_decimals" -msgstr "" +msgstr "pad_decimals" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:434 msgid "StringExtensions.PadDecimals" -msgstr "" +msgstr "StringExtensions.PadDecimals" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:435 msgid "pad_zeros" -msgstr "" +msgstr "pad_zeros" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:435 msgid "StringExtensions.PadZeros" -msgstr "" +msgstr "StringExtensions.PadZeros" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:436 msgid "path_join" -msgstr "" +msgstr "path_join" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:436 msgid "StringExtensions.PathJoin" -msgstr "" +msgstr "StringExtensions.PathJoin" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:437 #, fuzzy @@ -119497,7 +119570,7 @@ msgstr "Serveurs" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:441 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:160 msgid "rfind" -msgstr "" +msgstr "rfind" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:441 msgid "" @@ -119507,7 +119580,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:442 msgid "rfindn" -msgstr "" +msgstr "rfindn" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:442 msgid "" @@ -119528,15 +119601,15 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:444 msgid "rpad" -msgstr "" +msgstr "rpad" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:444 msgid "`string.PadRight`_" -msgstr "" +msgstr "`string.PadRight`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:445 msgid "rsplit" -msgstr "" +msgstr "rsplit" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:446 #, fuzzy @@ -119545,11 +119618,11 @@ msgstr "chaîne" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:446 msgid "`string.TrimEnd`_" -msgstr "" +msgstr "`string.TrimEnd`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:447 msgid "sha1_buffer" -msgstr "" +msgstr "sha1_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:447 msgid "" @@ -119559,7 +119632,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:448 msgid "sha1_text" -msgstr "" +msgstr "sha1_text" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:448 msgid "" @@ -119569,7 +119642,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:449 msgid "sha256_buffer" -msgstr "" +msgstr "sha256_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:449 msgid "" @@ -119579,7 +119652,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:450 msgid "sha256_text" -msgstr "" +msgstr "sha256_text" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:450 msgid "" @@ -119589,11 +119662,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:451 msgid "similarity" -msgstr "" +msgstr "similarité" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:451 msgid "StringExtensions.Similarity" -msgstr "" +msgstr "StringExtensions.Similarity" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:452 #, fuzzy @@ -119602,11 +119675,11 @@ msgstr "Amplifier (Amplify)" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:452 msgid "StringExtensions.SimplifyPath" -msgstr "" +msgstr "StringExtensions.SimplifyPath" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:453 msgid "split" -msgstr "" +msgstr "Séparer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:453 msgid "StringExtensions.Split (Consider using `string.Split`_)" @@ -119614,15 +119687,15 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:454 msgid "split_floats" -msgstr "" +msgstr "split_floats" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:454 msgid "StringExtensions.SplitFloat" -msgstr "" +msgstr "StringExtensions.SplitFloat" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:455 msgid "strip_edges" -msgstr "" +msgstr "strip_edges" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:455 msgid "" @@ -119632,15 +119705,15 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:456 msgid "strip_escapes" -msgstr "" +msgstr "strip_escapes" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:456 msgid "StringExtensions.StripEscapes" -msgstr "" +msgstr "StringExtensions.StripEscapes" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:457 msgid "substr" -msgstr "" +msgstr "substr" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:457 msgid "" @@ -119650,7 +119723,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:458 msgid "to_ascii_buffer" -msgstr "" +msgstr "to_ascii_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:458 msgid "" @@ -119660,11 +119733,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:459 msgid "to_camel_case" -msgstr "" +msgstr "to_camel_case" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:459 msgid "StringExtensions.ToCamelCase" -msgstr "" +msgstr "StringExtensions.ToCamelCase" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:460 #, fuzzy @@ -119679,7 +119752,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:461 msgid "to_int" -msgstr "" +msgstr "to_int" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:461 msgid "" @@ -119688,39 +119761,39 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:462 msgid "to_lower" -msgstr "" +msgstr "to_lower" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:462 msgid "`string.ToLower`_" -msgstr "" +msgstr "`string.ToLower`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:463 msgid "to_pascal_case" -msgstr "" +msgstr "to_pascal_case" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:463 msgid "StringExtensions.ToPascalCase" -msgstr "" +msgstr "StringExtensions.ToPascalCase" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:464 msgid "to_snake_case" -msgstr "" +msgstr "to_snake_case" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:464 msgid "StringExtensions.ToSnakeCase" -msgstr "" +msgstr "StringExtensions.ToSnakeCase" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:465 msgid "to_upper" -msgstr "" +msgstr "to_upper" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:465 msgid "`string.ToUpper`_" -msgstr "" +msgstr "`string.ToUpper`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:466 msgid "to_utf16_buffer" -msgstr "" +msgstr "to_utf16_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:466 msgid "" @@ -119730,7 +119803,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:467 msgid "to_utf32_buffer" -msgstr "" +msgstr "to_utf32_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:467 msgid "" @@ -119740,7 +119813,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:468 msgid "to_utf8_buffer" -msgstr "" +msgstr "to_utf8_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:468 msgid "" @@ -119750,7 +119823,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:469 msgid "to_wchar_buffer" -msgstr "" +msgstr "to_wchar_buffer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:469 msgid "" @@ -119760,31 +119833,31 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:470 msgid "trim_prefix" -msgstr "" +msgstr "trim_prefix" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:470 msgid "StringExtensions.TrimPrefix" -msgstr "" +msgstr "StringExtensions.TrimPrefix" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:471 msgid "trim_suffix" -msgstr "" +msgstr "trim_suffix" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:471 msgid "StringExtensions.TrimSuffix" -msgstr "" +msgstr "StringExtensions.TrimSuffix" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:472 msgid "unicode_at" -msgstr "" +msgstr "unicode_at" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:472 msgid "`string[int]`_ indexer" -msgstr "" +msgstr "`string[int]`_ indexer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:473 msgid "uri_decode" -msgstr "" +msgstr "uri_decode" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:473 msgid "" @@ -119803,27 +119876,27 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:475 msgid "validate_node_name" -msgstr "" +msgstr "validate_node_name" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:475 msgid "StringExtensions.ValidateNodeName" -msgstr "" +msgstr "StringExtensions.ValidateNodeName" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:476 msgid "xml_escape" -msgstr "" +msgstr "xml_escape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:476 msgid "StringExtensions.XMLEscape" -msgstr "" +msgstr "StringExtensions.XMLEscape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:477 msgid "xml_unescape" -msgstr "" +msgstr "xml_unescape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:477 msgid "StringExtensions.XMLUnescape" -msgstr "" +msgstr "StringExtensions.XMLUnescape" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:480 msgid "" @@ -119833,7 +119906,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:485 msgid "get_string_from_ascii" -msgstr "" +msgstr "get_string_from_ascii" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:485 msgid "" @@ -119843,7 +119916,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:486 msgid "get_string_from_utf16" -msgstr "" +msgstr "get_string_from_utf16" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:486 msgid "" @@ -119853,7 +119926,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:487 msgid "get_string_from_utf32" -msgstr "" +msgstr "get_string_from_utf32" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:487 msgid "" @@ -119863,7 +119936,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:488 msgid "get_string_from_utf8" -msgstr "" +msgstr "get_string_from_utf8" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:488 msgid "" @@ -119873,7 +119946,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:489 msgid "hex_encode" -msgstr "" +msgstr "hex_encode" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:489 msgid "" @@ -119910,7 +119983,7 @@ msgstr "``center()``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:567 msgid "``IsEmpty``" -msgstr "" +msgstr "``IsEmpty``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:573 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:591 @@ -120033,7 +120106,7 @@ msgstr "``get_area()``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:633 msgid "``Id``" -msgstr "" +msgstr "``Id``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:634 #, fuzzy @@ -120042,7 +120115,7 @@ msgstr "``is_instance_valid(obj)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:634 msgid "``IsValid``" -msgstr "" +msgstr "``IsValid``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:638 msgid "Basis" @@ -120104,7 +120177,7 @@ msgstr "``get_scale()``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:666 msgid "``Skew``" -msgstr "" +msgstr "``Skew``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:670 #, fuzzy @@ -120169,7 +120242,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:726 msgid "AABB" -msgstr "" +msgstr "AABB" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:728 #, fuzzy @@ -120188,7 +120261,7 @@ msgstr "``name``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:739 msgid "Quaternion" -msgstr "" +msgstr "Quaternion" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:741 #, fuzzy @@ -120268,7 +120341,7 @@ msgstr "``String[]``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:777 msgid "``FromHtml(ReadOnlySpan)``" -msgstr "" +msgstr "``FromHtml(ReadOnlySpan)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:780 #, fuzzy @@ -120277,7 +120350,7 @@ msgstr "Les méthodes suivantes sont disponibles et documentées ci-dessous :" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:785 msgid "``hex(int)``" -msgstr "" +msgstr "``hex(int)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:785 #, fuzzy @@ -120286,7 +120359,7 @@ msgstr "``Color8``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:786 msgid "``hex64(int)``" -msgstr "" +msgstr "``hex64(int)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:786 #, fuzzy @@ -120714,7 +120787,7 @@ msgstr "Call" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:120 msgid "`System.Linq.Enumerable.All`_" -msgstr "" +msgstr "`System.Linq.Enumerable.All`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:121 #, fuzzy @@ -120723,7 +120796,7 @@ msgstr "et" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:121 msgid "`System.Linq.Enumerable.Any`_" -msgstr "" +msgstr "`System.Linq.Enumerable.Any`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:122 #, fuzzy @@ -120742,7 +120815,7 @@ msgstr "Tableau de tangentes" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:123 msgid "AddRange" -msgstr "" +msgstr "AddRange" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:124 #, fuzzy @@ -120776,7 +120849,7 @@ msgstr "Recherche binaire" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:127 msgid "bsearch_custom" -msgstr "" +msgstr "bsearch_custom" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:128 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:218 @@ -120791,7 +120864,7 @@ msgstr "Vider" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:129 msgid "`System.Linq.Enumerable.Count`_" -msgstr "" +msgstr "`System.Linq.Enumerable.Count`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:130 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:219 @@ -120802,7 +120875,7 @@ msgstr "Dupliquer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:131 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:220 msgid "Remove" -msgstr "" +msgstr "Supprimer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:132 #, fuzzy @@ -120820,7 +120893,7 @@ msgstr "Filtre" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:133 msgid "Use `System.Linq.Enumerable.Where`_" -msgstr "" +msgstr "Utiliser `System.Linq.Enumerable.Where`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:134 #, fuzzy @@ -120829,7 +120902,7 @@ msgstr "Index" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:135 msgid "front" -msgstr "" +msgstr "Devant" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:135 msgid "" @@ -120849,7 +120922,7 @@ msgstr "class_name" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:138 msgid "get_typed_script" -msgstr "" +msgstr "get_typed_script" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:139 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:223 @@ -120875,16 +120948,16 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:143 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:227 msgid "is_read_only" -msgstr "" +msgstr "is_read_only" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:143 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:227 msgid "IsReadOnly" -msgstr "" +msgstr "IsReadOnly" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:144 msgid "is_same_typed" -msgstr "" +msgstr "is_same_typed" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:145 #, fuzzy @@ -120894,12 +120967,12 @@ msgstr "Type" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:146 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:229 msgid "make_read_only" -msgstr "" +msgstr "make_read_only" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:146 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:229 msgid "MakeReadOnly" -msgstr "" +msgstr "MakeReadOnly" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:147 #, fuzzy @@ -120908,7 +120981,7 @@ msgstr "pap" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:147 msgid "`System.Linq.Enumerable.Select`_" -msgstr "" +msgstr "`System.Linq.Enumerable.Select`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:148 #, fuzzy @@ -120922,7 +120995,7 @@ msgstr "Principal" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:150 msgid "pick_random" -msgstr "" +msgstr "pick_random" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:150 msgid "PickRandom (Consider using `System.Random`_)" @@ -120930,7 +121003,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:151 msgid "pop_at" -msgstr "" +msgstr "pop_at" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:151 msgid "``Array[i]`` with ``RemoveAt(i)``" @@ -120938,7 +121011,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:152 msgid "pop_back" -msgstr "" +msgstr "pop_back" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:152 msgid "``Array[^1]`` with ``RemoveAt(Count - 1)``" @@ -120946,7 +121019,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:153 msgid "pop_front" -msgstr "" +msgstr "pop_front" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:153 msgid "``Array[0]`` with ``RemoveAt(0)``" @@ -120954,27 +121027,27 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:154 msgid "push_back" -msgstr "" +msgstr "push_back" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:154 msgid "``Insert(Count, item)``" -msgstr "" +msgstr "``Insert(Count, item)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:155 msgid "push_front" -msgstr "" +msgstr "push_front" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:155 msgid "``Insert(0, item)``" -msgstr "" +msgstr "``Insert(0, item)``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:156 msgid "reduce" -msgstr "" +msgstr "Réduire" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:156 msgid "`System.Linq.Enumerable.Aggregate`_" -msgstr "" +msgstr "`System.Linq.Enumerable.Aggregate`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:157 #, fuzzy @@ -120983,7 +121056,7 @@ msgstr "remote" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:157 msgid "RemoveAt" -msgstr "" +msgstr "RemoveAt" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:158 #, fuzzy @@ -121007,11 +121080,11 @@ msgstr "Index" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:161 msgid "shuffle" -msgstr "" +msgstr "mélanger" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:161 msgid "Shuffle" -msgstr "" +msgstr "Mélanger" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:162 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:231 @@ -121026,15 +121099,15 @@ msgstr "Compte" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:163 msgid "slice" -msgstr "" +msgstr "trancher" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:163 msgid "Slice" -msgstr "" +msgstr "Trancher" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:164 msgid "sort" -msgstr "" +msgstr "trier" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:164 #, fuzzy @@ -121043,11 +121116,11 @@ msgstr "``YSort``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:165 msgid "sort_custom" -msgstr "" +msgstr "sort_custom" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:165 msgid "`System.Linq.Enumerable.OrderBy`_" -msgstr "" +msgstr "`System.Linq.Enumerable.OrderBy`_" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:166 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:233 @@ -121058,7 +121131,7 @@ msgstr "Opérateur" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:166 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:233 msgid "!RecursiveEqual" -msgstr "" +msgstr "!RecursiveEqual" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:167 #, fuzzy @@ -121084,7 +121157,7 @@ msgstr "Opérateur" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:170 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:234 msgid "RecursiveEqual" -msgstr "" +msgstr "RecursiveEqual" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:171 #, fuzzy @@ -121104,7 +121177,7 @@ msgstr "Opérateur" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:173 msgid "Array[int] indexer" -msgstr "" +msgstr "Array[int] indexer" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:194 msgid "" @@ -121142,7 +121215,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:221 msgid "find_key" -msgstr "" +msgstr "find_key" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:222 #, fuzzy @@ -121160,15 +121233,15 @@ msgstr "Conteneurs" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:224 msgid "has_all" -msgstr "" +msgstr "has_all" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:228 msgid "Keys" -msgstr "" +msgstr "Clés" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:230 msgid "merge" -msgstr "" +msgstr "fusionner" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_collections.rst:230 msgid "Merge" @@ -121271,7 +121344,7 @@ msgstr "Type" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:38 msgid "``Nil``" -msgstr "" +msgstr "``Nil``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:38 msgid "``null`` (Not a type)" @@ -121279,7 +121352,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:39 msgid "``Bool``" -msgstr "" +msgstr "``Bool``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:39 #, fuzzy @@ -121412,7 +121485,7 @@ msgstr "Plan" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:52 msgid "``Godot.Plane``" -msgstr "" +msgstr "``Godot.Plane``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:53 #, fuzzy @@ -121426,11 +121499,11 @@ msgstr "``Rotation``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:54 msgid "``Aabb``" -msgstr "" +msgstr "``Aabb``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:54 msgid "``Godot.Aabb``" -msgstr "" +msgstr "``Godot.Aabb``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:55 #, fuzzy @@ -121439,7 +121512,7 @@ msgstr "``is``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:55 msgid "``Godot.Basis``" -msgstr "" +msgstr "``Godot.Basis``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:56 #, fuzzy @@ -121498,7 +121571,7 @@ msgstr "``-> void``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:61 msgid "``Godot.Rid``" -msgstr "" +msgstr "``Godot.Rid``" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_variant.rst:62 #, fuzzy @@ -122561,11 +122634,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:7 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:7 msgid "**Rule ID**" -msgstr "" +msgstr "**Rule ID**" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0001.rst:7 msgid "GD0001" -msgstr "" +msgstr "GD0001" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0001.rst:8 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0002.rst:8 @@ -122676,7 +122749,7 @@ msgstr "es" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:16 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:14 msgid "Cause" -msgstr "" +msgstr "Cause" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0001.rst:16 msgid "A type that derives from ``GodotObject`` is not declared partial." @@ -122775,7 +122848,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0002.rst:7 msgid "GD0002" -msgstr "" +msgstr "GD0002" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0002.rst:16 msgid "" @@ -122789,7 +122862,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0101.rst:7 msgid "GD0101" -msgstr "" +msgstr "GD0101" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0101.rst:9 msgid "Breaking - If the ``static`` keyword is removed" @@ -122828,7 +122901,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0102.rst:7 msgid "GD0102" -msgstr "" +msgstr "GD0102" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0102.rst:9 msgid "Breaking - If the member type is changed" @@ -122865,7 +122938,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0103.rst:7 msgid "GD0103" -msgstr "" +msgstr "GD0103" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0103.rst:16 msgid "" @@ -122901,7 +122974,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0104.rst:7 msgid "GD0104" -msgstr "" +msgstr "GD0104" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0104.rst:16 msgid "" @@ -122931,7 +123004,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0105.rst:7 msgid "GD0105" -msgstr "" +msgstr "GD0105" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0105.rst:16 msgid "" @@ -122959,7 +123032,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0106.rst:7 msgid "GD0106" -msgstr "" +msgstr "GD0106" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0106.rst:16 msgid "" @@ -122997,7 +123070,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0107.rst:7 msgid "GD0107" -msgstr "" +msgstr "GD0107" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0107.rst:9 #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0201.rst:9 @@ -123039,7 +123112,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0201.rst:7 msgid "GD0201" -msgstr "" +msgstr "GD0201" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0201.rst:16 msgid "" @@ -123091,7 +123164,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0202.rst:7 msgid "GD0202" -msgstr "" +msgstr "GD0202" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0202.rst:9 msgid "Breaking - If the parameter type is changed" @@ -123143,7 +123216,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0203.rst:7 msgid "GD0203" -msgstr "" +msgstr "GD0203" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0203.rst:9 msgid "Breaking - If the return type is changed" @@ -123181,7 +123254,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0301.rst:7 msgid "GD0301" -msgstr "" +msgstr "GD0301" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0301.rst:16 msgid "" @@ -123221,7 +123294,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0302.rst:7 msgid "GD0302" -msgstr "" +msgstr "GD0302" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0302.rst:16 msgid "" @@ -123256,11 +123329,12 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:7 msgid "GD0303" -msgstr "" +msgstr "GD0303" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:9 +#, fuzzy msgid "Not fixable" -msgstr "" +msgstr "Ne peut être résolu" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:16 msgid "This is a bug in the engine and must be reported." @@ -123291,7 +123365,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:7 msgid "GD0401" -msgstr "" +msgstr "GD0401" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:9 msgid "Breaking - If changing the inheritance chain" @@ -123333,7 +123407,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:7 msgid "GD0402" -msgstr "" +msgstr "GD0402" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:16 msgid "A generic type is annotated with the ``[GlobalClass]`` attribute." @@ -123362,7 +123436,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdextension/index.rst:2 #: ../../docs/contributing/development/compiling/compiling_for_web.rst:69 msgid "GDExtension" -msgstr "" +msgstr "GDExtension" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:4 #, fuzzy @@ -126791,7 +126865,7 @@ msgstr "" #: ../../docs/tutorials/scripting/creating_script_templates.rst:62 msgid "where:" -msgstr "" +msgstr "où :" #: ../../docs/tutorials/scripting/creating_script_templates.rst:64 msgid "" @@ -126819,11 +126893,11 @@ msgstr "" #: ../../docs/tutorials/scripting/creating_script_templates.rst:74 msgid "``template_scripts/Node/smooth_camera.gd``" -msgstr "" +msgstr "``template_scripts/Node/smooth_camera.gd``" #: ../../docs/tutorials/scripting/creating_script_templates.rst:75 msgid "``template_scripts/CharacterBody3D/platformer_movement.gd``" -msgstr "" +msgstr "``template_scripts/CharacterBody3D/platformer_movement.gd``" #: ../../docs/tutorials/scripting/creating_script_templates.rst:79 msgid "Default behaviour and overriding it" @@ -126962,7 +127036,7 @@ msgstr "Substitut temporaire" #: ../../docs/tutorials/scripting/creating_script_templates.rst:204 msgid "``_BINDINGS_NAMESPACE_``" -msgstr "" +msgstr "``_BINDINGS_NAMESPACE_``" #: ../../docs/tutorials/scripting/creating_script_templates.rst:204 #, fuzzy @@ -126990,7 +127064,7 @@ msgstr "Le type de base dont hérite un nouveau script." #: ../../docs/tutorials/scripting/creating_script_templates.rst:210 msgid "``_TS_``" -msgstr "" +msgstr "``_TS_``" #: ../../docs/tutorials/scripting/creating_script_templates.rst:210 #, fuzzy @@ -130958,7 +131032,7 @@ msgstr "**vec4**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:781 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:785 msgid "source_color" -msgstr "" +msgstr "source_color" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:781 msgid "Used as color." @@ -131011,7 +131085,7 @@ msgstr "Utilisé comme couleur d'albédo, noir par défaut." #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:793 msgid "hint_default_transparent" -msgstr "" +msgstr "hint_default_transparent" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:793 #, fuzzy @@ -131040,7 +131114,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:801 msgid "filter[_nearest, _linear][_mipmap][_anisotropic]" -msgstr "" +msgstr "filter[_nearest, _linear][_mipmap][_anisotropic]" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:801 msgid "Enabled specified texture filtering." @@ -131048,7 +131122,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:803 msgid "repeat[_enable, _disable]" -msgstr "" +msgstr "repeat[_enable, _disable]" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:803 msgid "Enabled texture repeating." @@ -131056,7 +131130,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:805 msgid "hint_screen_texture" -msgstr "" +msgstr "hint_screen_texture" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:805 msgid "Texture is the screen texture." @@ -131073,7 +131147,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:809 msgid "hint_normal_roughness_texture" -msgstr "" +msgstr "hint_normal_roughness_texture" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:809 msgid "Texture is the normal roughness texture (only supported in Forward+)." @@ -131341,8 +131415,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1015 +#, fuzzy msgid "Per-instance uniforms" -msgstr "" +msgstr "Instance-paire s'uniformise" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1019 msgid "Per-instance uniforms are only available in ``spatial`` (3D) shaders." @@ -132828,7 +132903,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:43 msgid "#define" -msgstr "" +msgstr "#define" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:45 msgid "**Syntax:** ``#define [replacement_code]``." @@ -132879,7 +132954,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:113 msgid "#undef" -msgstr "" +msgstr "#undef" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:115 msgid "**Syntax:** ``#undef identifier``" @@ -133005,7 +133080,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:270 msgid "#ifdef" -msgstr "" +msgstr "#ifdef" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:272 msgid "**Syntax:** ``#ifdef ``" @@ -133029,7 +133104,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:306 msgid "#ifndef" -msgstr "" +msgstr "#ifndef" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:308 msgid "**Syntax:** ``#ifndef ``" @@ -133055,7 +133130,7 @@ msgstr "else" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:332 msgid "**Syntax:** ``#else``" -msgstr "" +msgstr "**Syntax:** ``#else``" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:334 msgid "" @@ -133065,11 +133140,11 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:352 msgid "#endif" -msgstr "" +msgstr "#endif" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:354 msgid "**Syntax:** ``#endif``" -msgstr "" +msgstr "**Syntax:** ``#endif``" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:356 msgid "" @@ -133162,7 +133237,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:425 msgid "#pragma" -msgstr "" +msgstr "#pragma" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:427 msgid "**Syntax:** ``#pragma value``" @@ -133295,7 +133370,7 @@ msgstr "Désactive le test de profondeur." #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:35 msgid "**sss_mode_skin**" -msgstr "" +msgstr "**sss_mode_skin**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:35 #, fuzzy @@ -133340,7 +133415,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:45 msgid "**wireframe**" -msgstr "" +msgstr "**wireframe**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:45 msgid "Geometry draws using lines." @@ -133474,7 +133549,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:79 msgid "**alpha_to_coverage**" -msgstr "" +msgstr "**alpha_to_coverage**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:79 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:81 @@ -133487,7 +133562,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:81 msgid "**alpha_to_coverage_and_one**" -msgstr "" +msgstr "**alpha_to_coverage_and_one**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:83 #, fuzzy @@ -135864,7 +135939,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:134 msgid "**use_quarter_res_pass**" -msgstr "" +msgstr "**use_quarter_res_pass**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:134 #, fuzzy @@ -138275,7 +138350,7 @@ msgstr "" #: ../../docs/tutorials/shaders/visual_shaders.rst:104 msgid "scalar" -msgstr "" +msgstr "scalaire" #: ../../docs/tutorials/shaders/visual_shaders.rst:105 #, fuzzy @@ -138304,7 +138379,7 @@ msgstr "Mode mise à l'échelle" #: ../../docs/tutorials/shaders/visual_shaders.rst:120 msgid "Cyan" -msgstr "" +msgstr "Cyan" #: ../../docs/tutorials/shaders/visual_shaders.rst:121 msgid "Scalar is a single value." @@ -138312,7 +138387,7 @@ msgstr "" #: ../../docs/tutorials/shaders/visual_shaders.rst:122 msgid "|scalar|" -msgstr "" +msgstr "|scalaire|" #: ../../docs/tutorials/shaders/visual_shaders.rst:123 #: ../../docs/contributing/development/core_and_modules/core_types.rst:142 @@ -138321,7 +138396,7 @@ msgstr "Vecteur" #: ../../docs/tutorials/shaders/visual_shaders.rst:124 msgid "Purple" -msgstr "" +msgstr "Violet" #: ../../docs/tutorials/shaders/visual_shaders.rst:125 msgid "Vector is a set of values." @@ -138339,7 +138414,7 @@ msgstr "boolean" #: ../../docs/tutorials/shaders/visual_shaders.rst:128 msgid "Blue" -msgstr "" +msgstr "Bleu" #: ../../docs/tutorials/shaders/visual_shaders.rst:129 msgid "On or off, true or false." @@ -138372,7 +138447,7 @@ msgstr "Sampler2D" #: ../../docs/tutorials/shaders/visual_shaders.rst:136 msgid "Yellow" -msgstr "" +msgstr "Jaune" #: ../../docs/tutorials/shaders/visual_shaders.rst:137 msgid "A texture sampler. It can be used to sample textures." @@ -139107,7 +139182,7 @@ msgstr "Le code suivant récupère la position 3D sous le pixel dessiné :" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:170 msgid "Normal-roughness texture" -msgstr "" +msgstr "Texture de normal-rugosité" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:174 #, fuzzy @@ -143430,7 +143505,7 @@ msgstr "" #: ../../docs/tutorials/ui/gui_using_fonts.rst:65 msgid "Bitmap fonts" -msgstr "" +msgstr "Polices de bitmap" #: ../../docs/tutorials/ui/gui_using_fonts.rst:67 msgid "" @@ -143736,7 +143811,7 @@ msgstr "" #: ../../docs/tutorials/ui/gui_using_fonts.rst:281 msgid "Subpixel positioning" -msgstr "" +msgstr "Positionnement de subpixel" #: ../../docs/tutorials/ui/gui_using_fonts.rst:283 msgid "" @@ -144025,7 +144100,7 @@ msgstr "" #: ../../docs/tutorials/ui/gui_using_fonts.rst:468 msgid "Font fallbacks" -msgstr "" +msgstr "Police de repli" #: ../../docs/tutorials/ui/gui_using_fonts.rst:470 msgid "" @@ -144371,7 +144446,7 @@ msgstr "" #: ../../docs/tutorials/ui/gui_using_fonts.rst:718 msgid "System fonts" -msgstr "" +msgstr "Polices du système" #: ../../docs/tutorials/ui/gui_using_fonts.rst:722 #, fuzzy @@ -144452,15 +144527,15 @@ msgstr "macOS" #: ../../docs/tutorials/ui/gui_using_fonts.rst:766 msgid "``sans-serif``" -msgstr "" +msgstr "``sans-serif``" #: ../../docs/tutorials/ui/gui_using_fonts.rst:766 msgid "Arial" -msgstr "" +msgstr "Arial" #: ../../docs/tutorials/ui/gui_using_fonts.rst:766 msgid "Helvetica" -msgstr "" +msgstr "Helvetica" #: ../../docs/tutorials/ui/gui_using_fonts.rst:766 #: ../../docs/tutorials/ui/gui_using_fonts.rst:768 @@ -144476,7 +144551,7 @@ msgstr "" #: ../../docs/tutorials/ui/gui_using_fonts.rst:768 msgid "``serif``" -msgstr "" +msgstr "``serif``" #: ../../docs/tutorials/ui/gui_using_fonts.rst:768 msgid "Times New Roman" @@ -144489,7 +144564,7 @@ msgstr "iTime" #: ../../docs/tutorials/ui/gui_using_fonts.rst:768 msgid "Noto Serif" -msgstr "" +msgstr "Noto Serif" #: ../../docs/tutorials/ui/gui_using_fonts.rst:770 #, fuzzy @@ -144498,11 +144573,11 @@ msgstr "Monospace" #: ../../docs/tutorials/ui/gui_using_fonts.rst:770 msgid "Courier New" -msgstr "" +msgstr "Courier New" #: ../../docs/tutorials/ui/gui_using_fonts.rst:770 msgid "Courier" -msgstr "" +msgstr "Courier" #: ../../docs/tutorials/ui/gui_using_fonts.rst:770 #: ../../docs/tutorials/ui/gui_using_fonts.rst:774 @@ -144534,12 +144609,13 @@ msgid "``fantasy``" msgstr "``false``" #: ../../docs/tutorials/ui/gui_using_fonts.rst:774 +#, fuzzy msgid "Gabriola" -msgstr "" +msgstr "Gabrielle" #: ../../docs/tutorials/ui/gui_using_fonts.rst:774 msgid "Papyrus" -msgstr "" +msgstr "Papyrus" #: ../../docs/tutorials/ui/gui_using_fonts.rst:777 msgid "" @@ -144936,7 +145012,7 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:80 msgid "Use:" -msgstr "" +msgstr "Utilisation :" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:89 msgid "Handling user input safely" @@ -145078,7 +145154,7 @@ msgstr "Balise" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**b**" -msgstr "" +msgstr "**b**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "" @@ -145091,7 +145167,7 @@ msgstr "``[b]{texte}[/b]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**i**" -msgstr "" +msgstr "**i**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "" @@ -145104,7 +145180,7 @@ msgstr "``[i]{texte}[/i]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**u**" -msgstr "" +msgstr "**u**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -145117,7 +145193,7 @@ msgstr "``[u]{texte}[/u]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**s**" -msgstr "" +msgstr "**s**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -145143,7 +145219,7 @@ msgstr "``[code]{texte}[/code]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**p**" -msgstr "" +msgstr "**p**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "" @@ -145179,7 +145255,7 @@ msgstr "``[center]{texte}[/center]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**left**" -msgstr "" +msgstr "**gauche**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -145390,7 +145466,7 @@ msgstr "``[font=]{texte}[/font]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**dropcap**" -msgstr "" +msgstr "**lettrine**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "" @@ -145426,7 +145502,7 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "``[opentype_features={list}]``" -msgstr "" +msgstr "``[opentype_features={list}]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -145435,7 +145511,7 @@ msgstr "``[b]{texte}[/b]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "``[/opentype_features]``" -msgstr "" +msgstr "``[/opentype_features]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -145521,11 +145597,11 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "``[outline_size={size}]``" -msgstr "" +msgstr "``[outline_size={size}]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "``[/outline_size]``" -msgstr "" +msgstr "``[/outline_size]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -145545,7 +145621,7 @@ msgstr "``[color=]{texte}[/color]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "``[/outline_color]``" -msgstr "" +msgstr "``[/outline_color]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**table**" @@ -145637,11 +145713,11 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:427 msgid "``[ol type={type}]{items}[/ol]``" -msgstr "" +msgstr "``[ol type={type}]{items}[/ol]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**lb**, **rb**" -msgstr "" +msgstr "**lb**, **rb**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "Adds ``[`` and ``]`` respectively. Allows escaping BBCode markup." @@ -145734,11 +145810,11 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:465 msgid "Paragraph options" -msgstr "" +msgstr "Options du paragraphe" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:467 msgid "**align**" -msgstr "" +msgstr "**align**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:470 #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:480 @@ -145792,7 +145868,7 @@ msgstr "Aligne le {texte} horizontalement à droite." #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:477 msgid "**bidi_override**, **st**" -msgstr "" +msgstr "**bidi_override**, **st**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:480 msgid "" @@ -145810,7 +145886,7 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:487 msgid "**direction**, **dir**" -msgstr "" +msgstr "**direction**, **dir**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:490 #, fuzzy @@ -145837,7 +145913,7 @@ msgstr "Se déplacer dans la direction donnée." #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:497 msgid "**language**, **lang**" -msgstr "" +msgstr "**language**, **lang**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:500 #, fuzzy @@ -146013,7 +146089,7 @@ msgstr "Options d'importation" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:628 msgid "**name**, **n**" -msgstr "" +msgstr "**name**, **n**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:631 #, fuzzy @@ -146027,7 +146103,7 @@ msgstr "Chemin des ressources (Resource path)" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:638 msgid "**size**, **s**" -msgstr "" +msgstr "**size**, **s**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:641 msgid "Number in pixels." @@ -146114,7 +146190,7 @@ msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:699 msgid "**bg**" -msgstr "" +msgstr "**bg**" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:707 msgid "" @@ -147746,7 +147822,7 @@ msgstr "" #: ../../docs/tutorials/xr/xr_action_map.rst:189 msgid "aim_pose" -msgstr "" +msgstr "aim_pose" #: ../../docs/tutorials/xr/xr_action_map.rst:190 msgid "" @@ -147757,7 +147833,7 @@ msgstr "" #: ../../docs/tutorials/xr/xr_action_map.rst:193 msgid "Aim pose" -msgstr "" +msgstr "Pose de visée" #: ../../docs/tutorials/xr/xr_action_map.rst:194 msgid "" @@ -148791,7 +148867,7 @@ msgstr "Compléter le squelette" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:89 msgid "Left hand" -msgstr "" +msgstr "Main gauche" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:90 #, fuzzy @@ -149119,59 +149195,59 @@ msgstr "Remplissez le formulaire avec les paramètres suivants :" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:174 msgid "HTC trackers" -msgstr "" +msgstr "Traqueurs HTC" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:178 msgid "/user/vive_tracker_htcx/role/handheld_object" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/handheld_object" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:179 msgid "/user/vive_tracker_htcx/role/left_foot" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/left_foot" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:180 msgid "/user/vive_tracker_htcx/role/right_foot" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/right_foot" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:181 msgid "/user/vive_tracker_htcx/role/left_shoulder" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/left_shoulder" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:182 msgid "/user/vive_tracker_htcx/role/right_shoulder" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/right_shoulder" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:183 msgid "/user/vive_tracker_htcx/role/left_elbow" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/left_elbow" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:184 msgid "/user/vive_tracker_htcx/role/right_elbow" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/right_elbow" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:185 msgid "/user/vive_tracker_htcx/role/left_knee" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/left_knee" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:186 msgid "/user/vive_tracker_htcx/role/right_knee" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/right_knee" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:187 msgid "/user/vive_tracker_htcx/role/waist" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/waist" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:188 msgid "/user/vive_tracker_htcx/role/chest" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/chest" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:189 msgid "/user/vive_tracker_htcx/role/camera" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/camera" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:190 msgid "/user/vive_tracker_htcx/role/keyboard" -msgstr "" +msgstr "/user/vive_tracker_htcx/role/keyboard" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:194 #, fuzzy @@ -154181,7 +154257,7 @@ msgstr "" #: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:34 msgid "``lib`` module:" -msgstr "" +msgstr "module``lib`` :" #: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:32 #, fuzzy @@ -154231,7 +154307,7 @@ msgstr "" #: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:44 msgid "``app`` module:" -msgstr "" +msgstr "module``app`` :" #: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:42 #, fuzzy @@ -156148,7 +156224,7 @@ msgstr "" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:168 msgid "Dev build" -msgstr "" +msgstr "Build dev" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:172 msgid "" @@ -157219,11 +157295,11 @@ msgstr "Bibliothèques de développement X11, Xcursor, Xinerama, Xi et XRandR." #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:36 msgid "MesaGL." -msgstr "" +msgstr "MesaGL." #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:37 msgid "ALSA." -msgstr "" +msgstr "ALSA." #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:38 #, fuzzy @@ -159245,7 +159321,7 @@ msgstr "" #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:108 msgid "On Windows, ``C:\\Users\\\\MyLocalNugetSource``" -msgstr "" +msgstr "Sur Windows, ``C:\\Users\\\\MyLocalNugetSource``" #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:109 msgid "On Linux, \\*BSD, etc., ``~/MyLocalNugetSource``" @@ -159667,7 +159743,7 @@ msgstr "TextEdit" #: ../../docs/contributing/development/compiling/optimizing_for_size.rst:168 msgid "SyntaxHighlighter" -msgstr "" +msgstr "SyntaxHighlighter" #: ../../docs/contributing/development/compiling/optimizing_for_size.rst:169 #, fuzzy @@ -163123,7 +163199,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:400 msgid "**FSR 1.0:**" -msgstr "" +msgstr "**FSR 1.0:**" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:402 #, fuzzy @@ -163349,7 +163425,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:525 msgid "**TAA resolve:**" -msgstr "" +msgstr "**TAA resolve:**" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:527 #, fuzzy @@ -163363,7 +163439,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:529 msgid "**FSR 2.2:**" -msgstr "" +msgstr "**FSR 2.2:**" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:531 #, fuzzy @@ -163936,7 +164012,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:695 msgid "Volumetric fog" -msgstr "" +msgstr "Brouillard volumétrique" #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:704 #, fuzzy @@ -166575,7 +166651,7 @@ msgstr "**Options générales**" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:71 msgid "**Shorthand**" -msgstr "" +msgstr "**Sténographie**" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:71 #, fuzzy @@ -166589,11 +166665,11 @@ msgstr "``--test ``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:73 msgid "``-ts``" -msgstr "" +msgstr "``-ts``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:73 msgid "``-ts=\"*[GDScript]*\"``" -msgstr "" +msgstr "``-ts=\"*[GDScript]*\"``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:75 #, fuzzy @@ -166602,7 +166678,7 @@ msgstr "``--no-docbase``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:75 msgid "``-tc``" -msgstr "" +msgstr "``-tc``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:75 #, fuzzy @@ -166616,11 +166692,11 @@ msgstr "``--quiet``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:77 msgid "``-sf``" -msgstr "" +msgstr "``-sf``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:77 msgid "``-sf=\"*test_color*\"``" -msgstr "" +msgstr "``-sf=\"*test_color*\"``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:80 msgid "For instance, to run only the ``String`` unit tests, run:" @@ -166726,7 +166802,7 @@ msgstr "**Version**" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:164 msgid "``REQUIRE``" -msgstr "" +msgstr "``REQUIRE``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:164 msgid "" @@ -166736,7 +166812,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:166 msgid "``REQUIRE_FALSE``" -msgstr "" +msgstr "``REQUIRE_FALSE``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:166 msgid "" @@ -166746,7 +166822,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:168 msgid "``CHECK``" -msgstr "" +msgstr "``CHECK``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:168 msgid "" @@ -166756,7 +166832,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:170 msgid "``CHECK_FALSE``" -msgstr "" +msgstr "``CHECK_FALSE``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:170 msgid "" @@ -166766,7 +166842,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:172 msgid "``WARN``" -msgstr "" +msgstr "``WARN``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:172 msgid "" @@ -166776,7 +166852,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:174 msgid "``WARN_FALSE``" -msgstr "" +msgstr "``WARN_FALSE``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:174 msgid "" @@ -166823,7 +166899,7 @@ msgstr "Macros" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:197 msgid "``MESSAGE``" -msgstr "" +msgstr "``MESSAGE``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:197 msgid "Prints a message." @@ -166831,7 +166907,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:199 msgid "``FAIL_CHECK``" -msgstr "" +msgstr "``FAIL_CHECK``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:199 msgid "" @@ -166841,7 +166917,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:201 msgid "``FAIL``" -msgstr "" +msgstr "``FAIL``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:201 msgid "" @@ -167409,7 +167485,7 @@ msgstr "" #: ../../docs/contributing/development/file_formats/tscn.rst:200 msgid "``position``: Vector3" -msgstr "" +msgstr "``position`` : Vector3" #: ../../docs/contributing/development/file_formats/tscn.rst:201 #, fuzzy @@ -167418,7 +167494,7 @@ msgstr "``Rotation``" #: ../../docs/contributing/development/file_formats/tscn.rst:202 msgid "``scale``: Vector3" -msgstr "" +msgstr "``scale`` : Vector3" #: ../../docs/contributing/development/file_formats/tscn.rst:204 msgid "" @@ -172823,7 +172899,7 @@ msgstr "`Forums Godot `_" #: ../../docs/community/channels.rst:19 msgid "Chats" -msgstr "" +msgstr "Chats" #: ../../docs/community/channels.rst:21 msgid "`Godot Contributors Chat `_" @@ -173131,8 +173207,7 @@ msgstr "" #: ../../docs/community/tutorials.rst:46 msgid "`Game Dev Artisan website `__" -msgstr "" -"Site web du Artisan Développeur de jeu `__" +msgstr "`Site web de Game Dev Artisan `__" #: ../../docs/community/tutorials.rst:47 msgid "" diff --git a/weblate/hi.po b/weblate/hi.po index 3093244aa3..e867fee1f7 100644 --- a/weblate/hi.po +++ b/weblate/hi.po @@ -17,34 +17,36 @@ # Suryansh5545 , 2020. # Vikram1323 , 2018. # Avi mehra , 2024. +# VKing9 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-03-11 08:12+0000\n" -"Last-Translator: Avi mehra \n" -"Language-Team: Hindi \n" +"PO-Revision-Date: 2024-06-07 01:59+0000\n" +"Last-Translator: VKing9 \n" +"Language-Team: Hindi \n" "Language: hi\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.5-dev\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 msgid "Languages" -msgstr "" +msgstr "भाषा" #: ../../docs/_templates/versions.html:32 msgid "Versions" -msgstr "" +msgstr "संस्करणों" #: ../../docs/_templates/versions.html:39 +#, fuzzy msgid "On Read the Docs" -msgstr "" +msgstr "दस्तावेज़ पढ़ने पर" #: ../../docs/_templates/versions.html:41 #, fuzzy @@ -56,8 +58,9 @@ msgid "Builds" msgstr "Hindi" #: ../../docs/_templates/versions.html:47 +#, fuzzy msgid "Downloads" -msgstr "" +msgstr "डाउनलोड" #: ../../docs/index.rst:65 ../../docs/about/docs_changelog.rst:179 #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7 @@ -74,11 +77,11 @@ msgstr "सीखना शुरु" #: ../../docs/index.rst:94 msgid "Manual" -msgstr "" +msgstr "नियमावली" #: ../../docs/index.rst:128 msgid "Contributing" -msgstr "" +msgstr "योगदान" #: ../../docs/index.rst:140 ../../docs/about/docs_changelog.rst:191 msgid "Community" @@ -89,9 +92,8 @@ msgid "Class reference" msgstr "वर्ग का संदर्भ" #: ../../docs/index.rst:2 -#, fuzzy msgid "Godot Docs – *4.2* branch" -msgstr "गोडोट प्रलेखन - *३.२* शाखा" +msgstr "गोडोट प्रलेखन - *४.२* शाखा" #: ../../docs/index.rst:6 msgid "" @@ -102,15 +104,14 @@ msgstr "" "\"डॉक्स पढ़ें\" पैनल का विस्तार करें।" #: ../../docs/index.rst:12 -#, fuzzy msgid "" "This documentation is translated from the `original English one `_ by community members on `Weblate `_." msgstr "" -"इस दस्तावेज़ का अनुवाद `मूल अंग्रेज़ी एक ` _ " -"समुदाय के सदस्यों द्वारा` वेबलेट `_।" +"इस दस्तावेज़ का अनुवाद `मूल अंग्रेजी एक ` से समुदाय के सदस्यों द्वारा `वेबलेट `_।" #: ../../docs/index.rst:16 msgid "" @@ -124,15 +125,15 @@ msgstr "" "समुदाय की मदद कर सकते हैं।" #: ../../docs/index.rst:21 -#, fuzzy msgid "" "For the time being, localized translations are only available for the " "\"stable\" branch. You can still view the English documentation for other " "engine versions using the \"Read the Docs\" panel at the bottom of the " "sidebar." msgstr "" -"कुछ समय के लिए, स्थानीयकृत अनुवाद केवल \"नवीनतम\" (विकास) शाखा के लिए उपलब्ध हैं, लेकिन " -"फिर भी स्थिर गोडॉट रिलीज का उपयोग करने के तरीके सीखने के लिए उपयुक्त होना चाहिए।" +"फिलहाल, स्थानीयकृत अनुवाद केवल \"स्थिर\" शाखा के लिए उपलब्ध हैं। आप अभी भी " +"साइडबार के नीचे \"दस्तावेज़ पढ़ें\" पैनल का उपयोग करके अन्य इंजन संस्करणों के" +" लिए अंग्रेजी दस्तावेज़ देख सकते हैं।" #: ../../docs/index.rst:26 msgid "" @@ -148,19 +149,19 @@ msgstr "" "doc_about_intro > ` पढ़ें इस दस्तावेज़ के अवलोकन के लिए ।" #: ../../docs/index.rst:32 -#, fuzzy msgid "" "The table of contents in the sidebar should let you easily access the " "documentation for your topic of interest. You can also use the search " "function in the top-left corner." msgstr "" -"नीचे और साइडबार में सामग्री का तालिका (tabel of contents) आपको रुचि के अनुसाप " -"दस्तावेज़ों तक आसानी से पहुंचने मे मदद करे। आप ऊपर बाएं कोने में खोज (search) फ़ंक्शन का भी " -"उपयोग कर सकते हैं।" +"साइडबार में सामग्री तालिका से आपको अपनी रुचि के विषय के दस्तावेज़ तक आसानी से" +" पहुंचने की सुविधा मिलनी चाहिए। आप ऊपरी-बाएँ कोने में खोज फ़ंक्शन का भी उपयो" +"ग कर सकते हैं।" #: ../../docs/index.rst:36 +#, fuzzy msgid "Get involved" -msgstr "" +msgstr "उलझना" #: ../../docs/index.rst:38 msgid "" @@ -176,7 +177,6 @@ msgstr "" "रहे हैं वह नहीं मिल पा रहे हैं, तो हमें बता कर दस्तावेज को बेहतर बनाने में मदद करें!" #: ../../docs/index.rst:44 -#, fuzzy msgid "" "Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " @@ -184,11 +184,11 @@ msgid "" "talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " "`_!" msgstr "" -"`GitHub रिपोजिटरी ` _ पर " -"कोई समस्या या अनुरोध सबमिट करें, `_ हमें दस्तावेज़ अपलोड करने में मदद करने के लिए `_ का आपकी भाषा में अनुवाद किया गया " -"है, या` डिस्क्ॉर्ड `_, या` गोडोट योगदानकर्ता चैट " -"`_ के `` # प्रलेखन`` चैनल में!" +"`गिटहब रिपॉजिटरी ` पर कोई " +"समस्या सबमिट करें या अनुरोध खींचें, हमें दस्तावेज़ का अनुवाद करने में मदद " +"करें `_ अपनी भाषा में, या " +"``#documentation`` चैनल पर `Godot योगदानकर्ता चैट `_ पर हमसे बात करें!" #: ../../docs/index.rst:50 msgid "weblate_widget" @@ -199,12 +199,10 @@ msgid "Translation status" msgstr "अनुवाद स्थिति" #: ../../docs/index.rst:52 -#, fuzzy msgid "Offline documentation" -msgstr "प्रलेखन के संगठन" +msgstr "ऑफ़लाइन दस्तावेज़ीकरण" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy ' कॉपी डाउनलोड कर सकते हैं। ज़िप फ़ाइल खोलना, और फिर अपने ब्राउज़र में शीर्ष-स्तर `` " -"index.html`` खोलें।" +"दस्तावेज़ को ऑफ़लाइन ब्राउज़ करने के लिए, आप ऑफ़लाइन पढ़ने के लिए `एक HTML " +"कॉपी डाउनलोड कर सकते हैं ( " +"हर सोमवार को अपडेट किया जाता है)। ज़िप संग्रह निकालें, फिर वेब ब्राउज़र में " +"सर्वोच्च-स्तरीय ``index.html`` खोलें।" #: ../../docs/index.rst:58 -#, fuzzy msgid "" "For mobile devices or e-readers, you can also `download an ePub copy " "' कॉपी डाउनलोड कर सकते हैं। ज़िप फ़ाइल खोलना, और फिर अपने ब्राउज़र में शीर्ष-स्तर `` " -"index.html`` खोलें।" +"मोबाइल डिवाइस या ई-रीडर्स के लिए, आप `एक ePub कॉपी डाउनलोड कर सकते हैं " +"`__ ऑफ़लाइन पढ़ना (प्रत्येक सोमवार को " +"अद्यतन)। ज़िप संग्रह निकालें, फिर ई-बुक रीडर एप्लिकेशन में ``GodotEngine." +"epub`` फ़ाइल खोलें।" #: ../../docs/about/introduction.rst:4 #: ../../docs/getting_started/introduction/index.rst:8 @@ -311,44 +310,43 @@ msgid "Introduction" msgstr "परिचय" #: ../../docs/about/introduction.rst:11 -#, fuzzy msgid "" "Welcome to the official documentation of **Godot Engine**, the free and open " "source community-driven 2D and 3D game engine! Behind this mouthful, you " "will find a powerful yet user-friendly tool that you can use to develop any " "kind of game, for any platform and with no usage restriction whatsoever." msgstr "" -"गोडॉट इंजन के आधिकारिक दस्तावेज में आपका स्वागत है, मुफ्त और खुले स्रोत समुदाय संचालित 2डी " -"और 3 डी गेम इंजन! इस कौर के पीछे, आपको एक शक्तिशाली अभी तक उपयोगकर्ता के अनुकूल उपकरण " -"मिलेगा जिसका उपयोग आप किसी भी तरह के खेल को विकसित करने के लिए, किसी भी मंच के लिए " -"और किसी भी उपयोग प्रतिबंध के साथ कर सकते हैं।" +"निःशुल्क और मुक्त स्रोत समुदाय-संचालित 2डी और 3डी गेम इंजन **गोडोट इंजन** के " +"आधिकारिक दस्तावेज़ में आपका स्वागत है! इस कौर के पीछे, आपको एक शक्तिशाली लेकि" +"न उपयोगकर्ता के अनुकूल टूल मिलेगा जिसका उपयोग आप किसी भी प्रकार के गेम को " +"किसी भी प्लेटफ़ॉर्म के लिए विकसित करने के लिए कर सकते हैं और बिना किसी उपयोग " +"प्रतिबंध के।" #: ../../docs/about/introduction.rst:16 -#, fuzzy msgid "" "This page gives a broad overview of the engine and of this documentation, so " "that you know where to start if you are a beginner or where to look if you " "need information on a specific feature." msgstr "" -"यह पृष्ठ इंजन और इस दस्तावेज़ीकरण की सामग्री की एक व्यापक प्रस्तुति देता है, ताकि आप " -"जानसकें कि यदि आप एक शुरुआत कर रहे हैं या यदि आपको किसी विशिष्ट सुविधा पर जानकारी की " -"आवश्यकता है तो कहां देखना है।" +"यह पृष्ठ इंजन और इस दस्तावेज़ का एक विस्तृत अवलोकन देता है, ताकि आप जान सकें " +"कि यदि आप नौसिखिया हैं तो कहाँ से शुरू करें या यदि आपको किसी विशिष्ट सुविधा " +"के बारे में जानकारी चाहिए तो कहाँ देखें।" #: ../../docs/about/introduction.rst:21 msgid "Before you start" msgstr "इससे पहले कि आप शुरू करें" #: ../../docs/about/introduction.rst:23 -#, fuzzy msgid "" "The :ref:`Tutorials and resources ` page lists " "video tutorials contributed by the community. If you prefer video to text, " "consider checking them out. Otherwise, :ref:`Getting Started " "` is a great starting point." msgstr "" -":रेफरी: 'ट्यूटोरियल और संसाधन ' पेज समुदाय द्वारा योगदान " -"वीडियो ट्यूटोरियल सूचीबद्ध करता है। यदि आप पाठ करने के लिए वीडियो पसंद करते हैं, तो वे " -"एक नज़र के लायक हो सकते हैं।" +":ref:`ट्यूटोरियल और संसाधन ` पेज समुदाय द्वारा योगदा" +"न किए गए वीडियो ट्यूटोरियल को सूचीबद्ध करता है। यदि आप टेक्स्ट की तुलना में " +"वीडियो पसंद करते हैं, तो उन्हें जांचने पर विचार करें। अन्यथा, :ref:`प्रारंभ " +"करना ` एक बेहतरीन प्रारंभिक बिंदु है।" #: ../../docs/about/introduction.rst:28 #, fuzzy diff --git a/weblate/id.po b/weblate/id.po index 4b9b54958a..4ff96f8bfa 100644 --- a/weblate/id.po +++ b/weblate/id.po @@ -61,13 +61,14 @@ # Fransiskus Feroz Wijaya Liem , 2024. # MILO , 2024. # Avirur Rahman , 2024. +# RYP , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-10 01:21+0000\n" -"Last-Translator: Avirur Rahman \n" +"PO-Revision-Date: 2024-05-18 06:55+0000\n" +"Last-Translator: RYP \n" "Language-Team: Indonesian \n" "Language: id\n" @@ -75,7 +76,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -132,9 +133,8 @@ msgid "Class reference" msgstr "Referensi Kelas" #: ../../docs/index.rst:2 -#, fuzzy msgid "Godot Docs – *4.2* branch" -msgstr "Dokumentasi Godot – Versi *master*" +msgstr "Dokumentasi Godot – *4.2* cabang" #: ../../docs/index.rst:6 msgid "" @@ -248,7 +248,6 @@ msgid "Offline documentation" msgstr "Dokumentasi Luring" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ untuk dibaca secara offline (diperbarui setiap hari Senin). Ekstrak " -"arsip ZIP kemudian buka ``index.html`` di browser web." +"Untuk menulusuri dokumentasi secara offline, anda dapat `mengunduh salinan " +"HTML `__ untuk dibaca secara " +"offline (diperbarui setiap hari Senin). Ekstrak arsip ZIP kemudian buka " +"``index.html`` di browser web." #: ../../docs/index.rst:58 msgid "" @@ -1398,32 +1398,48 @@ msgstr "" "harmonik bola." #: ../../docs/about/list_of_features.rst:247 +#, fuzzy msgid "" "Lightmaps are baked on the GPU using compute shaders (much faster compared " "to CPU lightmapping). Baking can only be performed from the editor, not in " "exported projects." msgstr "" +"Lightmaps di-baking di GPU menggunakan compute shader (jauh lebih cepat " +"dibandingkan dengan lightmapping CPU). Baking hanya dapat dilakukan dari " +"editor, bukan di proyek yang diekspor." #: ../../docs/about/list_of_features.rst:250 +#, fuzzy msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" +"Mendukung GPU-based:ref:`denoising ` dengan " +"JNLM, atau CPU / GPU-based denoising dengan OIDN." #: ../../docs/about/list_of_features.rst:253 +#, fuzzy msgid "" ":ref:`Voxel-based GI probes `. Supports dynamic lights " "*and* dynamic occluders, while also supporting reflections. Requires a fast " "baking step which can be performed in the editor or at run-time (including " "from an exported project)." msgstr "" +":ref:`Voxel-based GI probe `. Mendukung lampu dinamis " +"*dan* occluders dinamis, sekaligus mendukung pantulan. Membutuhkan langkah " +"baking cepat yang dapat dilakukan di editor atau saat berjalan (termasuk " +"dari proyek yang diekspor)." #: ../../docs/about/list_of_features.rst:257 +#, fuzzy msgid "" ":ref:`Signed-distance field GI ` designed for large open " "worlds. Supports dynamic lights, but not dynamic occluders. Supports " "reflections. No baking required." msgstr "" +":ref:`Signed-distance field GI ` dirancang untuk dunia " +"terbuka yang besar. Mendukung lampu dinamis, tetapi tidak mendukung occluder " +"dinamis. Mendukung pantulan/refleksi. No baking required." #: ../../docs/about/list_of_features.rst:260 msgid "" @@ -1432,25 +1448,38 @@ msgid "" "Fully real-time and supports any kind of emissive light source (including " "decals)." msgstr "" +":ref:`Screen-space indirect lighting (SSIL) " +"` pada resolusi setengah atau " +"penuh. Sepenuhnya real-time dan mendukung segala jenis sumber cahaya yang " +"memancar (termasuk Decals)." #: ../../docs/about/list_of_features.rst:263 +#, fuzzy msgid "" "VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" +"VoxelGI dan SDFGI menggunakan deferred pass untuk memungkinkan rendering GI " +"pada setengah resolusi untuk meningkatkan kinerja (sambil tetap memiliki " +"dukungan functional MSAA)." #: ../../docs/about/list_of_features.rst:266 msgid "**Reflections:**" msgstr "**Reflections:**" #: ../../docs/about/list_of_features.rst:268 +#, fuzzy msgid "" "Voxel-based reflections (when using GI probes) and SDF-based reflections " "(when using signed distance field GI). Voxel-based reflections are visible " "on transparent surfaces, while rough SDF-based reflections are visible on " "transparent surfaces." msgstr "" +"Pantulan berbasis Voxel (apabila menggunakan probe GI) dan pantulan berbasis " +"SDF (apabila menggunakan GI bidang jarak bertanda). Pantulan berbasis Voxel " +"terlihat pada permukaan transparan, sedangkan pantulan berbasis SDF yang " +"kasar terlihat pada permukaan transparan." #: ../../docs/about/list_of_features.rst:272 msgid "" @@ -1461,8 +1490,11 @@ msgstr "" "ReflectionProbe. Koreksi kotak paralaks secara opsional dapat diaktifkan." #: ../../docs/about/list_of_features.rst:274 +#, fuzzy msgid "Screen-space reflections with support for material roughness." msgstr "" +"Pemantulan ruang layar dengan dukungan untuk kekasaran material (material " +"roughness)." #: ../../docs/about/list_of_features.rst:275 msgid "" @@ -1473,18 +1505,26 @@ msgstr "" "skalabilitas." #: ../../docs/about/list_of_features.rst:276 +#, fuzzy msgid "" "When using the Forward+ backend (default on desktop), reflection probes are " "rendered with clustered forward optimizations to decrease their individual " "cost. Clustered rendering also lifts any limits on the number of reflection " "probes that can be used on a mesh." msgstr "" +"Ketika menggunakan Forward+ backend (default pada desktop), probe refleksi " +"dirender dengan pengoptimalan forward yang terkelompok untuk mengurangi " +"biaya individual. Rendering terkelompok juga menghilangkan batasan jumlah " +"probe refleksi yang dapat digunakan pada sebuah mesh." #: ../../docs/about/list_of_features.rst:279 +#, fuzzy msgid "" "When using the Forward Mobile backend, up to 8 reflection probes can be " "displayed per mesh resource." msgstr "" +"Saat menggunakan backend Forward Mobile, hingga 8 probe refleksi dapat " +"ditampilkan per mesh. resource" #: ../../docs/about/list_of_features.rst:282 #, fuzzy diff --git a/weblate/it.po b/weblate/it.po index bcd54ddecb..38f77f017a 100644 --- a/weblate/it.po +++ b/weblate/it.po @@ -110,13 +110,16 @@ # Alessandro Lombardi , 2023. # Alessio Spedali , 2023. # Emanuele Romanzi , 2024. +# 0rang30rang3z , 2024. +# Simone Lungarella , 2024. +# Luca Ilari , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-10 01:21+0000\n" -"Last-Translator: Ott8v \n" +"PO-Revision-Date: 2024-06-13 19:41+0000\n" +"Last-Translator: Luca Ilari \n" "Language-Team: Italian \n" "Language: it\n" @@ -124,7 +127,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -137,17 +140,15 @@ msgstr "Versioni" #: ../../docs/_templates/versions.html:39 msgid "On Read the Docs" -msgstr "" +msgstr "Su Leggi i documenti" #: ../../docs/_templates/versions.html:41 -#, fuzzy msgid "Project Home" -msgstr "Impostazione del progetto" +msgstr "Progetto Home" #: ../../docs/_templates/versions.html:44 -#, fuzzy msgid "Builds" -msgstr "MSBuild" +msgstr "Costruzioni" #: ../../docs/_templates/versions.html:47 msgid "Downloads" @@ -299,7 +300,6 @@ msgid "Offline documentation" msgstr "Documentazione offline" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ per " -"la lettura offline (aggiornata ogni lunedì). Estrai l'archivio ZIP poi apri " -"il livello superiore ``index.html`` in un browser web." +"Per consultare la documentazione offline, è possibile `scaricare una copia " +"HTML `__ per la lettura " +"offline (aggiornata ogni lunedì). Estrarre l'archivio ZIP e aprire il " +"livello superiore ``index.html`` in un browser web." #: ../../docs/index.rst:58 msgid "" @@ -444,17 +445,16 @@ msgstr "" "` è un buon punto d'inizio." #: ../../docs/about/introduction.rst:28 -#, fuzzy msgid "" "In case you have trouble with one of the tutorials or your project, you can " "find help on the various :ref:`Community channels `, " "especially the Godot `Discord`_ community and `Forum `_." msgstr "" -"In caso di problemi con uno dei tutorial o con il tuo progetto, puoi trovare " -"aiuto sui vari :ref:`Canali della comunità `, in " -"particolare la comunità di Godot su Discord, `Q&A ` (domande e risposte) e IRC." +"In caso di problemi con uno dei tutorial o con il proprio progetto, è " +"possibile trovare aiuto nei vari :ref:`canali della comunità " +"`, in particolare nella comunità Godot `Discord`_ e " +"nel `Forum `_." #: ../../docs/about/introduction.rst:34 msgid "About Godot Engine" @@ -471,7 +471,6 @@ msgstr "" "libero di utilizzare come una breve descrizione di Godot Engine:" #: ../../docs/about/introduction.rst:40 -#, fuzzy msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " "and 3D games from a unified interface. It provides a comprehensive set of " @@ -480,15 +479,15 @@ msgid "" "platforms, including the major desktop platforms (Linux, macOS, Windows), " "mobile platforms (Android, iOS), as well as Web-based platforms and consoles." msgstr "" -"Godot Engine è un motore di gioco ricco di funzionalità, multi piattaforma, " -"per creare giochi 2D e 3D da un'unica interfaccia. Godot offre un ampio set " -"di strumenti base, in modo da permettere agli utenti di focalizzarsi sullo " -"sviluppo dei giochi senza sforzarsi nello studio. I giochi possono essere " -"esportati in un click su numerose piattaforme di gioco, inclusi i sistemi " -"desktop (Linux, macOS, Windows), mobili (Android, iOS) e web (HTML5)." +"Godot Engine è un motore di gioco multipiattaforma ricco di funzionalità per " +"creare giochi 2D e 3D da un'interfaccia unificata. Fornisce una serie " +"completa di strumenti comuni, in modo che gli utenti possano concentrarsi " +"sulla creazione di giochi senza dover reinventare la ruota. I giochi possono " +"essere esportati con un solo clic su diverse piattaforme, tra cui le " +"principali piattaforme desktop (Linux, macOS, Windows), piattaforme mobili (" +"Android, iOS), piattaforme basate sul Web e console." #: ../../docs/about/introduction.rst:47 -#, fuzzy msgid "" "Godot is completely free and open source under the :ref:`permissive MIT " "license `. No strings attached, no royalties, " @@ -504,8 +503,8 @@ msgstr "" "sviluppo di Godot è completamente indipendente e guidato dalla community, " "dando agli utenti la possibilità di aiutare a dare forma al motore di gioco " "in modo che sia sempre all'altezza delle loro aspettative. Godot è " -"supportato dall'organizzazione no-profit `Software Freedom Conservancy " -"`_ ." +"supportato dall'organizzazione no-profit `Godot Foundation `." #: ../../docs/about/introduction.rst:57 msgid "Organization of the documentation" @@ -527,21 +526,18 @@ msgstr "" "eccetera. Contiene inoltre le :ref:`doc_faq`." #: ../../docs/about/introduction.rst:64 -#, fuzzy msgid "" "**Getting Started** contains all necessary information on using the engine " "to make games. It starts with the :ref:`Step by step ` tutorial which should be the entry point for all new users. " "**This is the best place to start if you're new!**" msgstr "" -"La sezione :ref:`sec-learn` è il principale motivo per l'esistenza di questa " -"documentazione visto che contiene tutte le informazioni necessarie su come " -"utilizzare il motore per creare videogiochi. Inizia con il tutorial :ref:" -"`Passo dopo passo ` che dovrebbe essere il punto di " -"inizio per tutti i nuovi utenti." +"La sezione :ref:`sec-learn` contiene tutte le informazioni necessarie su " +"come utilizzare il motore per creare videogiochi. Inizia con il tutorial " +":ref:`Passo dopo passo ` che dovrebbe essere il " +"punto di inizio per tutti i nuovi utenti." #: ../../docs/about/introduction.rst:68 -#, fuzzy msgid "" "The **Manual** can be read or referenced as needed, in any order. It " "contains feature-specific tutorials and documentation." @@ -566,19 +562,17 @@ msgstr "" "come contribuire all'editor, o su come sviluppare moduli C++." #: ../../docs/about/introduction.rst:76 -#, fuzzy msgid "" "**Community** is dedicated to the life of Godot's community. It points to " "various community channels like the `Godot Contributors Chat `_ and `Discord`_ and contains a list of recommended third-" "party tutorials and materials outside of this documentation." msgstr "" -"La sezione :ref:`sec-community` contiene informazioni su come contribuire " -"allo sviluppo del motore di gioco e sulla vita della community, per esempio: " -"come segnalare bug, aiutare con la documentazione, eccetera. Contiene " -"inoltre riferimenti ai vari canali di comunicazione tra cui IRC e Discord e " -"una lista di tutorial raccomandati, creati da terze parti, esterni a questa " -"documentazione." +"La sezione :ref:`sec-community` è dedicata alla community sulla vita di " +"Godot. Vi sono i riferimenti ai vari canali della community come la `Chat " +"dei contributori di Godot ` e `Discord` e " +"contiene una lista di tutorial di terze parti e materiale extra che non fa " +"parte di questa documentazione." #: ../../docs/about/introduction.rst:81 msgid "" @@ -6714,9 +6708,8 @@ msgid "" msgstr "" #: ../../docs/about/docs_changelog.rst:256 -#, fuzzy msgid "User Interface (UI)" -msgstr "Interfaccia dell'editor (C++)" +msgstr "Interfaccia Utente (UI)" #: ../../docs/about/docs_changelog.rst:258 msgid ":ref:`doc_control_node_gallery`" @@ -64240,7 +64233,7 @@ msgstr "Proprietà dell'area" #: ../../docs/tutorials/io/binary_serialization_api.rst:444 msgid "Y" -msgstr "" +msgstr "Y" #: ../../docs/tutorials/io/binary_serialization_api.rst:444 #, fuzzy @@ -64254,7 +64247,7 @@ msgstr "X+4" #: ../../docs/tutorials/io/binary_serialization_api.rst:446 msgid "Z" -msgstr "" +msgstr "Z" #: ../../docs/tutorials/io/binary_serialization_api.rst:446 #, fuzzy @@ -64267,7 +64260,7 @@ msgstr "" #: ../../docs/tutorials/io/binary_serialization_api.rst:448 msgid "W" -msgstr "" +msgstr "W" #: ../../docs/tutorials/io/binary_serialization_api.rst:448 #, fuzzy @@ -65323,18 +65316,16 @@ msgid "Afar" msgstr "Afar" #: ../../docs/tutorials/i18n/locales.rst:23 -#, fuzzy msgid "ab" -msgstr "aabb" +msgstr "ab" #: ../../docs/tutorials/i18n/locales.rst:23 msgid "Abkhazian" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:25 -#, fuzzy msgid "ace" -msgstr "Cache" +msgstr "ace" #: ../../docs/tutorials/i18n/locales.rst:25 #, fuzzy @@ -65342,36 +65333,32 @@ msgid "Achinese" msgstr "Cinese" #: ../../docs/tutorials/i18n/locales.rst:27 -#, fuzzy msgid "ach" -msgstr "Cache" +msgstr "ach" #: ../../docs/tutorials/i18n/locales.rst:27 msgid "Acoli" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:29 -#, fuzzy msgid "ada" -msgstr "aa" +msgstr "ada" #: ../../docs/tutorials/i18n/locales.rst:29 msgid "Adangme" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:31 -#, fuzzy msgid "ady" -msgstr "bad" +msgstr "ady" #: ../../docs/tutorials/i18n/locales.rst:31 msgid "Adyghe" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:33 -#, fuzzy msgid "ae" -msgstr "Salva" +msgstr "ae" #: ../../docs/tutorials/i18n/locales.rst:33 #: ../../docs/tutorials/i18n/locales.rst:1278 @@ -65379,9 +65366,8 @@ msgid "Avestan" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:35 -#, fuzzy msgid "aeb" -msgstr "Web" +msgstr "aeb" #: ../../docs/tutorials/i18n/locales.rst:35 msgid "Tunisian Arabic" @@ -65396,36 +65382,32 @@ msgid "Afrikaans" msgstr "Afrikaans" #: ../../docs/tutorials/i18n/locales.rst:39 -#, fuzzy msgid "afh" -msgstr "af" +msgstr "afh" #: ../../docs/tutorials/i18n/locales.rst:39 msgid "Afrihili" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:41 -#, fuzzy msgid "agq" -msgstr "Etichetta" +msgstr "agq" #: ../../docs/tutorials/i18n/locales.rst:41 msgid "Aghem" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:43 -#, fuzzy msgid "ain" -msgstr "Principale" +msgstr "ain" #: ../../docs/tutorials/i18n/locales.rst:43 msgid "Ainu" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:45 -#, fuzzy msgid "agr" -msgstr "ar" +msgstr "agr" #: ../../docs/tutorials/i18n/locales.rst:45 #, fuzzy @@ -65434,7 +65416,7 @@ msgstr "Aguaruna (Perù)" #: ../../docs/tutorials/i18n/locales.rst:47 msgid "ak" -msgstr "" +msgstr "ak" #: ../../docs/tutorials/i18n/locales.rst:47 msgid "Akan" @@ -65442,7 +65424,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:49 msgid "akk" -msgstr "" +msgstr "akk" #: ../../docs/tutorials/i18n/locales.rst:49 msgid "Akkadian" @@ -66292,9 +66274,8 @@ msgid "Coptic" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:239 -#, fuzzy msgid "cps" -msgstr "cs" +msgstr "cps" #: ../../docs/tutorials/i18n/locales.rst:239 msgid "Capiznon" @@ -66345,7 +66326,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:253 msgid "cv" -msgstr "" +msgstr "cv" #: ../../docs/tutorials/i18n/locales.rst:253 #, fuzzy @@ -66611,9 +66592,8 @@ msgid "English" msgstr "Inglese" #: ../../docs/tutorials/i18n/locales.rst:315 -#, fuzzy msgid "enm" -msgstr "enum" +msgstr "enm" #: ../../docs/tutorials/i18n/locales.rst:315 #, fuzzy @@ -66633,9 +66613,8 @@ msgid "Spanish" msgstr "Spagnolo" #: ../../docs/tutorials/i18n/locales.rst:321 -#, fuzzy msgid "esu" -msgstr "es" +msgstr "esu" #: ../../docs/tutorials/i18n/locales.rst:321 msgid "Central Yupik" @@ -66658,9 +66637,8 @@ msgid "Basque" msgstr "Basco" #: ../../docs/tutorials/i18n/locales.rst:327 -#, fuzzy msgid "ewo" -msgstr "eo" +msgstr "ewo" #: ../../docs/tutorials/i18n/locales.rst:327 msgid "Ewondo" @@ -66736,7 +66714,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:345 msgid "fj" -msgstr "" +msgstr "fj" #: ../../docs/tutorials/i18n/locales.rst:345 msgid "Fijian" @@ -67006,7 +66984,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:405 msgid "got" -msgstr "" +msgstr "got" #: ../../docs/tutorials/i18n/locales.rst:405 #: ../../docs/tutorials/i18n/locales.rst:1358 @@ -67031,7 +67009,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:411 msgid "gsw" -msgstr "" +msgstr "gsw" #: ../../docs/tutorials/i18n/locales.rst:411 #, fuzzy @@ -67040,7 +67018,7 @@ msgstr "Tedesco" #: ../../docs/tutorials/i18n/locales.rst:413 msgid "gu" -msgstr "" +msgstr "gu" #: ../../docs/tutorials/i18n/locales.rst:413 #: ../../docs/tutorials/i18n/locales.rst:1364 @@ -67189,9 +67167,8 @@ msgid "Hiri Motu" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:447 -#, fuzzy msgid "hne" -msgstr "he" +msgstr "hne" #: ../../docs/tutorials/i18n/locales.rst:447 #, fuzzy @@ -67218,7 +67195,7 @@ msgstr "Sorbo superiore (Germania)" #: ../../docs/tutorials/i18n/locales.rst:453 msgid "hsn" -msgstr "" +msgstr "hsn" #: ../../docs/tutorials/i18n/locales.rst:453 #, fuzzy @@ -67227,7 +67204,7 @@ msgstr "Cinese" #: ../../docs/tutorials/i18n/locales.rst:455 msgid "ht" -msgstr "" +msgstr "ht" #: ../../docs/tutorials/i18n/locales.rst:455 #, fuzzy @@ -67417,9 +67394,8 @@ msgid "Japanese" msgstr "Giapponese" #: ../../docs/tutorials/i18n/locales.rst:499 -#, fuzzy msgid "jam" -msgstr "ja" +msgstr "jam" #: ../../docs/tutorials/i18n/locales.rst:499 msgid "Jamaican Creole English" @@ -67451,9 +67427,8 @@ msgid "Machame" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:507 -#, fuzzy msgid "jpr" -msgstr "pr" +msgstr "jpr" #: ../../docs/tutorials/i18n/locales.rst:507 #, fuzzy @@ -68204,9 +68179,8 @@ msgid "Latvian" msgstr "Lettone" #: ../../docs/tutorials/i18n/locales.rst:679 -#, fuzzy msgid "lzh" -msgstr "zh" +msgstr "lzh" #: ../../docs/tutorials/i18n/locales.rst:679 #, fuzzy @@ -68222,9 +68196,8 @@ msgid "Laz" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:683 -#, fuzzy msgid "mad" -msgstr "bad" +msgstr "mad" #: ../../docs/tutorials/i18n/locales.rst:683 #, fuzzy @@ -68271,9 +68244,8 @@ msgid "Makasar" msgstr "" #: ../../docs/tutorials/i18n/locales.rst:693 -#, fuzzy msgid "man" -msgstr "max" +msgstr "man" #: ../../docs/tutorials/i18n/locales.rst:693 #, fuzzy @@ -68458,7 +68430,7 @@ msgstr "Malayalam" #: ../../docs/tutorials/i18n/locales.rst:735 msgid "mn" -msgstr "" +msgstr "mn" #: ../../docs/tutorials/i18n/locales.rst:735 #: ../../docs/tutorials/i18n/locales.rst:1468 @@ -68725,7 +68697,7 @@ msgstr "Nahuatl centrale (Messico)" #: ../../docs/tutorials/i18n/locales.rst:797 msgid "ng" -msgstr "" +msgstr "ng" #: ../../docs/tutorials/i18n/locales.rst:797 msgid "Ndonga" @@ -68827,7 +68799,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:821 msgid "nr" -msgstr "" +msgstr "nr" #: ../../docs/tutorials/i18n/locales.rst:821 #, fuzzy @@ -69191,9 +69163,8 @@ msgid "Portuguese" msgstr "Portoghese" #: ../../docs/tutorials/i18n/locales.rst:903 -#, fuzzy msgid "qu" -msgstr "quat" +msgstr "qu" #: ../../docs/tutorials/i18n/locales.rst:903 msgid "Quechua" @@ -69477,9 +69448,8 @@ msgid "Sangu" msgstr "Lingua" #: ../../docs/tutorials/i18n/locales.rst:967 -#, fuzzy msgid "sc" -msgstr "sco" +msgstr "sc" #: ../../docs/tutorials/i18n/locales.rst:967 #, fuzzy @@ -69505,7 +69475,7 @@ msgstr "Scozzese" #: ../../docs/tutorials/i18n/locales.rst:973 msgid "sd" -msgstr "" +msgstr "sd" #: ../../docs/tutorials/i18n/locales.rst:973 #, fuzzy @@ -69613,9 +69583,8 @@ msgid "Samogitian" msgstr "Samogiziano (Lituania)" #: ../../docs/tutorials/i18n/locales.rst:997 -#, fuzzy msgid "sh" -msgstr "Mesh" +msgstr "sh" #: ../../docs/tutorials/i18n/locales.rst:997 #, fuzzy diff --git a/weblate/ja.po b/weblate/ja.po index 8038eeaceb..afa7a8d3ae 100644 --- a/weblate/ja.po +++ b/weblate/ja.po @@ -62,7 +62,7 @@ # UENO Masahiro , 2023. # ueshita , 2023, 2024. # Usamiki , 2023. -# Wataru Onuki , 2019-2022. +# Wataru Onuki , 2019-2022, 2024. # Woldstn , 2020. # yamahand , 2022. # yokoshimada , 2020. @@ -96,13 +96,14 @@ # cyochot , 2024. # 朝野翔生 , 2024. # azim uynet , 2024. +# chic-ken , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-10 01:21+0000\n" -"Last-Translator: ueshita \n" +"PO-Revision-Date: 2024-06-16 09:40+0000\n" +"Last-Translator: Wataru Onuki \n" "Language-Team: Japanese \n" "Language: ja\n" @@ -110,7 +111,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -276,7 +277,6 @@ msgid "Offline documentation" msgstr "オフラインドキュメント" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ してオフラインでド" -"キュメントを参照することもできます (毎週月曜日にアップデートされます)。ZIP" -"アーカイブを展開しブラウザで最上位の ``index.html`` を開いてください。" +"workflows/build_offline_docs/master/godot-docs-html-master.zip>`__ " +"してオフラインでドキュメントを参照することもできます " +"(毎週月曜日にアップデートされます)。ZIPアーカイブを展開しブラウザでトップの " +"``index.html`` を開いてください。" #: ../../docs/index.rst:58 msgid "" @@ -1159,10 +1160,12 @@ msgid "" ":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " "Mobile." msgstr "" +"Forward+ および Forward Mobile でサポートされているGPUの " +":ref:`doc_variable_rate_shading`。" #: ../../docs/about/list_of_features.rst:192 msgid "**Physically-based rendering (built-in material features):**" -msgstr "** 物理ベースレンダリング (組み込みのマテリアル機能):**" +msgstr "** 物理ベースレンダリング (内蔵のマテリアル機能):**" #: ../../docs/about/list_of_features.rst:194 msgid "Follows the Disney PBR model." @@ -1207,32 +1210,25 @@ msgid "Detail mapping for the albedo and normal maps." msgstr "アルベドマップと法線マップの詳細マッピング。" #: ../../docs/about/list_of_features.rst:202 -#, fuzzy msgid "Sub-surface scattering and transmittance." -msgstr "*GLES3:* サブサーフェス・スキャタリングおよび透過。" +msgstr "表面下散乱 (Sub-surface scattering)、および透過率 (transmittance)。" #: ../../docs/about/list_of_features.rst:203 -#, fuzzy msgid "" "Screen-space refraction with support for material roughness (resulting in " "blurry refraction)." -msgstr "" -"*GLES3:*材料の粗さをサポートする屈折(ぼやけた屈折をもたらす)。GLES2では、屈折" -"は機能的ですが、材料の粗さのサポートが欠けています。" +msgstr "スクリーン空間の屈折 (マテリアルの粗さをサポート。ぼやけた屈折が発生します)。" #: ../../docs/about/list_of_features.rst:204 -#, fuzzy msgid "Proximity fade (soft particles) and distance fade." -msgstr "*GLES3:* 近接フェード (ソフトパーティクル)。" +msgstr "近接フェード (ソフトパーティクル)。" #: ../../docs/about/list_of_features.rst:205 -#, fuzzy msgid "" "Distance fade can use alpha blending or dithering to avoid going through the " "transparent pipeline." -msgstr "" -"透過パイプラインを通過しないように、アルファ ブレンディングやディザリングを使" -"用できる距離フェード。" +msgstr "距離フェードはアルファブレンディング、もしくはディザリングを使用して透明パイ" +"プラインを回避可能。" #: ../../docs/about/list_of_features.rst:207 msgid "Dithering can be determined on a per-pixel or per-object basis." @@ -1255,17 +1251,17 @@ msgid "Spot lights with adjustable cone angle and attenuation." msgstr "コーンの角度および減衰量を調整できるスポットライト。" #: ../../docs/about/list_of_features.rst:214 -#, fuzzy msgid "" "Specular, indirect light, and volumetric fog energy can be adjusted on a per-" "light basis." -msgstr "鏡面エネルギー(\"Specular energy\")は、ライトごとに調整できます。" +msgstr "鏡面光、間接光、ボリューメトリックフォグのエネルギーは、ライトごとに調整可能" +"。" #: ../../docs/about/list_of_features.rst:215 msgid "" "Adjustable light \"size\" for fake area lights (will also make shadows " "blurrier)." -msgstr "" +msgstr "疑似エリアライトの \"サイズ\" を調整可能 (影もぼやけます)。" #: ../../docs/about/list_of_features.rst:216 msgid "" @@ -1334,22 +1330,23 @@ msgid "" ":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " "light size and distance from the surface the shadow is cast on." msgstr "" +":abbr:「PCSS (Percentage Closer Soft Shadows) 」に似たシャドウブラーで、ライ" +"トのサイズとシャドウが投影されるサーフェスからの距離に基づいています。" #: ../../docs/about/list_of_features.rst:235 -#, fuzzy msgid "Adjustable shadow blur on a per-light basis." -msgstr "鏡面エネルギー(\"Specular energy\")は、ライトごとに調整できます。" +msgstr "ライトごとに調節可能なシャドウブラー。" #: ../../docs/about/list_of_features.rst:237 msgid "**Global illumination with indirect lighting:**" msgstr "**間接照明によるグローバルイルミネーション:**" #: ../../docs/about/list_of_features.rst:239 -#, fuzzy msgid "" ":ref:`Baked lightmaps ` (fast, but can't be updated " "at run-time)." -msgstr "ベイク済みライトマップ (高速ですが、実行時は更新不可)。" +msgstr ":ref:`ベイク済みライトマップ ` " +"(高速ですが、実行時は更新不可)。" #: ../../docs/about/list_of_features.rst:241 msgid "" @@ -1361,18 +1358,17 @@ msgstr "" "は、ライトごとに調整して、ハイブリッドライトベーキングが可能。" #: ../../docs/about/list_of_features.rst:244 -#, fuzzy msgid "" "Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"自動オクツリーベースシステムを使用して、ダイナミックオブジェクトをライティン" -"グができます。マニュアルでのプローブ配置は必要ありません。" +msgstr "自動および手動で配置されたプローブによる、動的オブジェクトのライティングが可" +"能。" #: ../../docs/about/list_of_features.rst:245 msgid "" "Optionally supports directional lighting and rough reflections based on " "spherical harmonics." -msgstr "" +msgstr "オプションで、球面調和関数に基づく指向性ライティングと粗い反射をサポートしま" +"す。" #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -1389,6 +1385,8 @@ msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" +"GPUベース:ref:`denoising` " +"(JNLMを使用)、またはCPU/GPUベースのノイズ除去 (OIDNを使用) をサポートします。" #: ../../docs/about/list_of_features.rst:253 msgid "" @@ -1397,6 +1395,10 @@ msgid "" "baking step which can be performed in the editor or at run-time (including " "from an exported project)." msgstr "" +":ref:`ボクセルベースのGIプローブ`。動的ライト*および*動的" +"オクルーダーをサポートし、反射もサポートします。エディターまたは実行時 " +"(エクスポートされたプロジェクトからを含む) " +"に実行できる高速ベイク処理手順が必要です。" #: ../../docs/about/list_of_features.rst:257 msgid "" @@ -1404,6 +1406,9 @@ msgid "" "worlds. Supports dynamic lights, but not dynamic occluders. Supports " "reflections. No baking required." msgstr "" +":ref:`Signed-distance field GI`大規模なオープンワールド用に" +"設計されています。動的ライトをサポートしますが、動的オクルーダーはサポートし" +"ません。反射をサポートします。ベイク処理は必要ありません。" #: ../../docs/about/list_of_features.rst:260 msgid "" @@ -1412,6 +1417,9 @@ msgid "" "Fully real-time and supports any kind of emissive light source (including " "decals)." msgstr "" +":ref:`Screen-space indirect lighting (SSIL) `を半分または完全な解像度で実行します。完全にリアルタイムで、" +"あらゆる種類の発光光源 (デカールを含む) をサポートします。" #: ../../docs/about/list_of_features.rst:263 msgid "" @@ -1419,6 +1427,8 @@ msgid "" "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" +"VoxelGIとSDFGIは遅延パスを使用してGIを半分の解像度でレンダリングし、" +"パフォーマンスを向上させます (機能的なMSAAサポートは維持されます) 。" #: ../../docs/about/list_of_features.rst:266 msgid "**Reflections:**" @@ -1431,6 +1441,9 @@ msgid "" "on transparent surfaces, while rough SDF-based reflections are visible on " "transparent surfaces." msgstr "" +"ボクセルベースの反射 (GIプローブ使用時) とSDFベースの反射 " +"(符号付き距離フィールドGI使用時) 。ボクセルベースの反射は透明なサーフェスに表" +"示され、SDFベースの粗い反射は透明なサーフェスに表示されます。" #: ../../docs/about/list_of_features.rst:272 msgid "" @@ -1442,7 +1455,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:274 msgid "Screen-space reflections with support for material roughness." -msgstr "" +msgstr "マテリアルの粗さをサポートするスクリーンスペース反射。" #: ../../docs/about/list_of_features.rst:275 msgid "" @@ -1457,34 +1470,41 @@ msgid "" "cost. Clustered rendering also lifts any limits on the number of reflection " "probes that can be used on a mesh." msgstr "" +"Forward+バックエンド (デスクトップの既定値) を使用する場合、リフレクションプ" +"ローブは、個々のコストを削減するために、クラスター化された前方最適化を使用し" +"てレンダリングされます。クラスター化されたレンダリングでは、メッシュで使用で" +"きるリフレクションプローブの数の制限も解除されます。" #: ../../docs/about/list_of_features.rst:279 msgid "" "When using the Forward Mobile backend, up to 8 reflection probes can be " "displayed per mesh resource." -msgstr "" +msgstr "Forward Mobileバックエンドを使用する場合、メッシュリソースごとに最大8個のリフ" +"レクションプローブを表示できます。" #: ../../docs/about/list_of_features.rst:282 -#, fuzzy msgid "**Decals:**" -msgstr "**機能:**" +msgstr "**デカール:**" #: ../../docs/about/list_of_features.rst:284 msgid "" ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " "Roughness Metallic)`, and normal mapping." msgstr "" +":ref:`albedo`、放射型、:abbr:`ORM (Occlusion Roughness " +"Metallic) `、および法線マッピングをサポートします。" #: ../../docs/about/list_of_features.rst:286 msgid "" "Texture channels are smoothly overlaid on top of the underlying material, " "with support for normal/ORM-only decals." -msgstr "" +msgstr "テクスチャチャネルは、通常/ORMのみのデカールをサポートし、下にあるマテリアル" +"の上にスムーズにオーバーレイされます。" #: ../../docs/about/list_of_features.rst:288 msgid "" "Support for normal fade to fade the decal depending on its incidence angle." -msgstr "" +msgstr "入射角に応じてデカールをフェードする標準フェードのサポート。" #: ../../docs/about/list_of_features.rst:289 msgid "" @@ -1492,6 +1512,9 @@ msgid "" "complex skinned meshes with no performance penalty, even if the decal moves " "every frame." msgstr "" +"ランタイムメッシュ生成に依存しません。つまり、デカールがすべてのフレームを移" +"動する場合でも、パフォーマンスを低下させることなく、複雑なスキンメッシュでデ" +"カールを使用できます。" #: ../../docs/about/list_of_features.rst:291 msgid "" @@ -1502,12 +1525,10 @@ msgstr "" "整される)。" #: ../../docs/about/list_of_features.rst:292 -#, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." -msgstr "" -"オプションの距離フェードシステムは、遠くにある光源とそれによる影をフェードさ" -"せ、パフォーマンスを向上できます。" +msgstr "オプションの距離フェードシステムは、遠くにあるデカールをフェードさせ、パフォ" +"ーマンスを向上できます。" #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -1516,12 +1537,17 @@ msgid "" "Clustered rendering also lifts any limits on the number of decals that can " "be used on a mesh." msgstr "" +"Forward+バックエンド (デスクトップの既定値) を使用する場合、デカールは、個々" +"のコストを削減するために、クラスター化された前方最適化を使用してレンダリング" +"されます。また、クラスター化されたレンダリングでは、メッシュで使用できるデカ" +"ールの数の制限も解除されます。" #: ../../docs/about/list_of_features.rst:296 msgid "" "When using the Forward Mobile backend, up to 8 decals can be displayed per " "mesh resource." -msgstr "" +msgstr "Forward Mobileバックエンドを使用する場合、メッシュリソースごとに最大8個のデカ" +"ールを表示できます。" #: ../../docs/about/list_of_features.rst:299 msgid "**Sky:**" @@ -1535,19 +1561,20 @@ msgstr "パノラマ空 (HDRIを使用)。" msgid "" "Procedural sky and Physically-based sky that respond to the " "DirectionalLights in the scene." -msgstr "" +msgstr "シーン内のDirectionalLightsに反応する手続き型の空と物理ベースの空。" #: ../../docs/about/list_of_features.rst:303 msgid "" "Support for :ref:`custom sky shaders `, which can be " "animated." -msgstr "" +msgstr "アニメーション化可能な:ref:`custom sky shaders`のサポート。" #: ../../docs/about/list_of_features.rst:304 msgid "" "The radiance map used for ambient and specular light can be updated in real-" "time depending on the quality settings chosen." -msgstr "" +msgstr "アンビエントライトとスペキュラライトに使用される放射輝度マップは、選択した品" +"質設定に応じてリアルタイムで更新できます。" #: ../../docs/about/list_of_features.rst:307 msgid "**Fog:**" @@ -1568,36 +1595,37 @@ msgid "" msgstr "空の色に基づく自動の深度フォグ色に対応(空気遠近法)。" #: ../../docs/about/list_of_features.rst:312 -#, fuzzy msgid "Support for sun scattering in the fog." -msgstr "ビジュアルシェーダープラグイン。" +msgstr "霧の中での太陽光の散乱をサポート。" #: ../../docs/about/list_of_features.rst:313 msgid "" "Support for controlling how much fog rendering should affect the sky, with " "separate controls for traditional and volumetric fog." -msgstr "" +msgstr "空に影響するフォグレンダリングの量を制御できるようになりました。従来のフォグ" +"とボリュームフォグを個別に制御できます。" #: ../../docs/about/list_of_features.rst:315 -#, fuzzy msgid "Support for making specific materials ignore fog." -msgstr "ビジュアルシェーダープラグイン。" +msgstr "特定のマテリアルでフォグをマスクできるようになりました。" #: ../../docs/about/list_of_features.rst:317 msgid "**Volumetric fog:**" -msgstr "" +msgstr "**フォグボリューム:**" #: ../../docs/about/list_of_features.rst:319 msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." -msgstr "" +msgstr "グローバル:ref:`volumetric " +"fog`ライトとシャドウに反応します。" #: ../../docs/about/list_of_features.rst:320 msgid "" "Volumetric fog can take indirect light into account when using VoxelGI or " "SDFGI." -msgstr "" +msgstr "ボリュームフォグでは、VoxelGIまたはSDFGIを使用する場合に間接光を考慮できます" +"。" #: ../../docs/about/list_of_features.rst:321 msgid "" @@ -1605,14 +1633,17 @@ msgid "" "fog from specific areas). Supported shapes include box, ellipse, cone, " "cylinder, and 3D texture-based density maps." msgstr "" +"特定の領域にフォグを追加する (または特定の領域からフォグを削除する) ために配" +"置できるフォグボリュームノード。サポートされている図形には、ボックス、楕円、" +"円錐、円柱、および3Dテクスチャベースの密度マップが含まれます。" #: ../../docs/about/list_of_features.rst:323 msgid "Each fog volume can have its own custom shader." -msgstr "" +msgstr "各フォグボリュームは独自のカスタムシェーダを持つことができます。" #: ../../docs/about/list_of_features.rst:324 msgid "Can be used together with traditional fog." -msgstr "" +msgstr "従来のフォグと併用できます。" #: ../../docs/about/list_of_features.rst:326 msgid "**Particles:**" @@ -1623,33 +1654,42 @@ msgid "" "GPU-based particles with support for subemitters (2D + 3D), trails (2D + " "3D), attractors (3D only) and collision (2D + 3D)." msgstr "" +"サブエミッタ (2D+3D)、トレイル (2D+3D)、アトラクタ (3Dのみ)、" +"およびコリジョン (2D+3D) をサポートするGPUベースのパーティクル。" #: ../../docs/about/list_of_features.rst:331 msgid "" "3D particle attractor shapes supported: box, sphere and 3D vector fields." -msgstr "" +msgstr "使用可能な3Dパーティクル・アトラクタの形状: " +"ボックス、球体、および3Dベクトルフィールド。" #: ../../docs/about/list_of_features.rst:332 msgid "" "3D particle collision shapes supported: box, sphere, baked signed distance " "field and real-time heightmap (suited for open world weather effects)." msgstr "" +"使用可能な3Dパーティクルの衝突の形状: 箱型、球体、ベイク済みの符号付距離フィ" +"ールド、およびリアルタイム・ハイトマップ(オープンワールドの天候効果に最適)。" #: ../../docs/about/list_of_features.rst:334 msgid "" "2D particle collision is handled using a signed distance field generated in " "real-time based on :ref:`class_LightOccluder2D` nodes in the scene." msgstr "" +"2Dパーティクル・コリジョンは、シーン内の :ref:`class_LightOccluder2D` ノード" +"に基づいて、リアルタイムで生成された符号付き距離フィールドを使用して処理され" +"ます。" #: ../../docs/about/list_of_features.rst:336 msgid "" "Trails can use the built-in ribbon trail and tube trail meshes, or custom " "meshes with skeletons." -msgstr "" +msgstr "トレイルは、組み込みのリボン形トレイルやチューブ形トレイルメッシュ、またはス" +"ケルトンを含むカスタムメッシュを使用できます。" #: ../../docs/about/list_of_features.rst:338 msgid "Support for custom particle shaders with manual emission." -msgstr "" +msgstr "手動放出ができるカスタムのパーティクルシェーダーをサポート。" #: ../../docs/about/list_of_features.rst:342 msgid "**Post-processing:**" @@ -1660,50 +1700,52 @@ msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." msgstr "トーンマッピング (Linear、Reinhard、Filmic、ACES)。" #: ../../docs/about/list_of_features.rst:345 -#, fuzzy msgid "" "Automatic exposure adjustments based on viewport brightness (and manual " "exposure override)." -msgstr "*GLES3:* ビューポートの明るさに応じた自動露出調整。" +msgstr "ビューポートの明るさに基づく自動露出調節(および手動での露出オーバーライド)。" #: ../../docs/about/list_of_features.rst:346 msgid "" "Near and far depth of field with adjustable bokeh simulation (box, hexagon, " "circle)." -msgstr "" +msgstr "調節可能なボケのシミュレーション (箱形、六角形、円形) " +"付きの、近景と遠景の被写界深度。" #: ../../docs/about/list_of_features.rst:347 -#, fuzzy msgid "Screen-space ambient occlusion (SSAO) at half or full resolution." -msgstr "*GLES3:* スクリーンスペース アンビエントオクルージョン (SSAO)。" +msgstr "半分または完全解像度によるスクリーン空間アンビエントオクルージョン (SSAO)。" #: ../../docs/about/list_of_features.rst:348 -#, fuzzy msgid "" "Glow/bloom with optional bicubic upscaling and several blend modes " "available: Screen, Soft Light, Add, Replace, Mix." msgstr "" -"オプションのバイキュービック アップスケーリング付きのグロー / ブルームと、複" -"数のブレンドモード: スクリーン、ソフトライト、追加、置換。" +"オプションのバイキュービック アップスケーリング付きのグロー / " +"ブルームと、複数のブレンドモード: " +"スクリーン、ソフトライト、追加、置換、ミックス。" #: ../../docs/about/list_of_features.rst:350 msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." -msgstr "" +msgstr "グローには色付きの汚れマップテクスチャを適用でき、レンズの汚れ効果として使え" +"ます。" #: ../../docs/about/list_of_features.rst:351 msgid "" "Glow can be :ref:`used as a screen-space blur effect " "`." msgstr "" +"グローは :ref:`スクリーン スペースのブラー効果 " +"` " +"として使用できます。" #: ../../docs/about/list_of_features.rst:352 -#, fuzzy msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." -msgstr "一次元rampを用いた色補正。" +msgstr "1次元の諧調か3D LUTテクスチャによる色補正。" #: ../../docs/about/list_of_features.rst:353 msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "" +msgstr "スペキュラ・エイリアシングの影響を低減するためのラフネス・リミッタ。" #: ../../docs/about/list_of_features.rst:354 msgid "Brightness, contrast and saturation adjustments." @@ -1718,10 +1760,9 @@ msgid "Nearest, bilinear, trilinear or anisotropic filtering." msgstr "ニアレスト、バイリニア、トリリニア、または異方性のフィルタリング。" #: ../../docs/about/list_of_features.rst:359 -#, fuzzy msgid "" "Filtering options are defined on a per-use basis, not a per-texture basis." -msgstr "ディザリングは、ピクセル単位またはオブジェクト単位で決定可能。" +msgstr "フィルタリング機能は、テクスチャ単位ではなく使用されるごとに定義されます。" #: ../../docs/about/list_of_features.rst:361 msgid "**Texture compression:**" @@ -1729,22 +1770,19 @@ msgstr "**テクスチャ圧縮:**" #: ../../docs/about/list_of_features.rst:363 msgid "Basis Universal (slow, but results in smaller files)." -msgstr "" +msgstr "Basis Universal (遅いものの、より小さいファイルになる)。" #: ../../docs/about/list_of_features.rst:364 -#, fuzzy msgid "BPTC for high-quality compression (not supported on macOS)." -msgstr "*GLES3:* 高品質圧縮のためのBPTC (macOSには未対応)。" +msgstr "高品質圧縮のためのBPTC (macOSには未対応)。" #: ../../docs/about/list_of_features.rst:365 -#, fuzzy msgid "ETC2 (not supported on macOS)." -msgstr "*GLES3:* ETC2 (macOSには未対応)。" +msgstr "ETC2 (macOSには未対応)。" #: ../../docs/about/list_of_features.rst:366 -#, fuzzy msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "S3TC (デスクトップ プラットフォームでのみ対応)。" +msgstr "S3TC (モバイル / Webプラットフォームでは非対応)。" #: ../../docs/about/list_of_features.rst:368 msgid "**Anti-aliasing:**" @@ -1752,7 +1790,7 @@ msgstr "**アンチエイリアシング:**" #: ../../docs/about/list_of_features.rst:370 msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr "" +msgstr "テンポラル :ref:`アンチエイリアシング ` (TAA)。" #: ../../docs/about/list_of_features.rst:371 msgid "" @@ -1760,12 +1798,17 @@ msgid "" "` (FSR2), which can be used at native resolution as a " "form of high-quality temporal antialiasing." msgstr "" +"AMD FidelityFX Super Resolution 2.2:ref:`antialiasing` " +"(FSR2) 。これは、ネイティブの解像度で高品質な時間アンチエイリアシングの形式と" +"して使用できます。" #: ../../docs/about/list_of_features.rst:373 msgid "" "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" "ref:`doc_3d_antialiasing`." msgstr "" +":ref:`doc_2d_antialiasing` および :ref:`doc_3d_antialiasing` " +"へのマルチサンプル・アンチエイリアシング (MSAA)。" #: ../../docs/about/list_of_features.rst:374 msgid "Fast approximate antialiasing (FXAA)." @@ -1775,13 +1818,15 @@ msgstr "高速近似アンチエイリアス(FXAA)。" msgid "" "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " "resolution scale above 1.0." -msgstr "" +msgstr "スーパーサンプル・アンチエイリアシング(SSAA)を用いたバイリニア3Dスケーリング" +"と1.0を超える3D解像度スケール。" #: ../../docs/about/list_of_features.rst:376 msgid "" "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" "material basis." -msgstr "" +msgstr "アルファ・アンチエイリアシング、MSAAアルファをカバレッジに変換、およびマテリ" +"アルごとのアルファハッシュ。" #: ../../docs/about/list_of_features.rst:378 #, fuzzy @@ -1824,12 +1869,11 @@ msgid "3D tools" msgstr "3Dツール" #: ../../docs/about/list_of_features.rst:395 -#, fuzzy msgid "" "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " "torus, ribbon, tube." -msgstr "" -"ビルトインのメッシュ:立方体・円柱・円錐・ (半) 球・角柱・平面・四角形。" +msgstr "ビルトインのメッシュ: " +"立方体・円柱・円錐・(半)球・角柱・平面・四角形・トーラス・リボン・チューブ。" #: ../../docs/about/list_of_features.rst:396 msgid ":ref:`GridMaps ` for 3D tile-based level design." @@ -1883,13 +1927,10 @@ msgid "Ragdolls." msgstr "ラグドール。" #: ../../docs/about/list_of_features.rst:425 -#, fuzzy msgid "" "Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " "plane)." -msgstr "" -"組み込みのシェイプ:立方体・球・カプセル型・円柱 (Bullet 物理エンジンに備わっ" -"ているもののみ)。" +msgstr "ビルトインのシェイプ: 直方体・球・カプセル・円柱・ワールド境界 (無限平面)。" #: ../../docs/about/list_of_features.rst:426 msgid "Generate triangle collision shapes for any mesh from the editor." @@ -1981,7 +2022,8 @@ msgstr "" #: ../../docs/about/list_of_features.rst:453 msgid "" "Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "" +msgstr "Pythonにインスパイアされた文法。 しかし、GDScript は Python " +"を基にしてはいません。" #: ../../docs/about/list_of_features.rst:454 msgid "Syntax highlighting is provided on GitHub." @@ -2007,12 +2049,11 @@ msgstr "" #: ../../docs/about/list_of_features.rst:461 msgid "Supports .NET 6 and higher." -msgstr "" +msgstr ".NET 6以上に対応。" #: ../../docs/about/list_of_features.rst:463 -#, fuzzy msgid "Full support for the C# 10.0 syntax and features." -msgstr "C# 7.0の構文と機能を完全サポート。" +msgstr "C# 10.0 構文と機能を完全サポート。" #: ../../docs/about/list_of_features.rst:465 msgid "" @@ -2020,16 +2061,20 @@ msgid "" "Android and iOS is also available (requires a .NET 7.0 project for Android " "and 8.0 for iOS)." msgstr "" +"Windows、Linux、macOSに対応。 4.2 では、Android と iOS " +"の実験的なサポートも利用できます(Androidは .NET 7.0 プロジェクトが、iOS は " +"8.0 が必要です)。" #: ../../docs/about/list_of_features.rst:468 msgid "" "On the Android platform only some architectures are supported: ``arm64`` and " "``x64``." -msgstr "" +msgstr "Androidプラットフォームでは、一部のアーキテクチャのみ対応しています: " +"``arm64`` および ``x64`` 。" #: ../../docs/about/list_of_features.rst:469 msgid "On the iOS platform only some architectures are supported: ``arm64``." -msgstr "" +msgstr "iOSプラットフォームでは、一部のアーキテクチャのみ対応しています: ``arm64`` 。" #: ../../docs/about/list_of_features.rst:470 msgid "" @@ -10154,9 +10199,9 @@ msgid "" "like ``position``, ``rotation``, or ``_process`` to open the corresponding " "documentation in a new tab." msgstr "" -"コードエディタで、「position」、「rotation」、「_ process」などの組み込みプロ" -"パティまたは関数をCtrlキーを押しながらクリックすると対応する説明文が新しいタ" -"ブで開きます。" +"コードエディタで、 ``position`` 、 ``rotation`` 、 ``_ process`` などの組み込" +"みプロパティまたは関数をCtrlキーを押しながらクリックすると対応する説明文が新" +"しいタブで開きます。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:252 msgid "Run the scene to see the Godot icon turn in-place." @@ -10429,7 +10474,6 @@ msgstr "" "できるはずです。" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:182 -#, fuzzy msgid "" "In summary, every script in Godot represents a class and extends one of the " "engine's built-in classes. The node types your classes inherit from give you " @@ -10437,11 +10481,11 @@ msgid "" "case. You also inherit many functions, which we didn't get to use in this " "example." msgstr "" -"要約すると、Godot のすべてのスクリプトはクラスを表し、エンジンの組み込みクラ" -"スの 1 つを継承します。クラスが継承するノードタイプによって、スプライトの場合" -"では\\ ``rotation``\\ や \\ ``position``\\ など、プロパティにアクセスできるよ" -"うになっています。また、この例では使用しませんでしたが、多くの関数も継承して" -"います。" +"要約すると、Godotのすべてのスクリプトはクラスを表し、" +"エンジンの組み込みクラスの 1 " +"つを拡張します。クラスが継承するノードタイプにより、スプライトの場合は " +"``rotation`` や ``position`` などのプロパティにアクセスできるようになります。" +"また、この例では使用できなかった多くの関数も継承します。" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:187 msgid "" @@ -10859,10 +10903,10 @@ msgid "" "in function, which is called automatically by the engine when a node is " "fully instantiated." msgstr "" -"シーンがインスタンス化されたときにシグナルを接続したいのですが、それには :" -"ref:`Node._ready() ` 組み込み関数を使用して接続でき" -"ます。この関数はノードが完全にインスタンス化されるとエンジンから自動的に呼び" -"出されます 。" +"シーンがインスタンス化されたときにシグナルを接続したいのですが、それには " +":ref:`Node._ready() ` " +"ビルトイン関数を使用して接続できます。この関数はノードが完全にインスタンス化" +"されるとエンジンから自動的に呼び出されます 。" #: ../../docs/getting_started/step_by_step/signals.rst:272 msgid "" @@ -43653,9 +43697,8 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/index.rst:4 #: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:536 -#, fuzzy msgid "Global illumination" -msgstr "フラグメント用ビルトイン" +msgstr "グローバルイルミネーション" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:4 #, fuzzy @@ -56889,46 +56932,40 @@ msgid "" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:181 -#, fuzzy msgid "" "In this table, each of the 5 options are described together with their " "advantages and disadvantages (|good| = best, |bad| = worst):" -msgstr "" -"この表では、4つのオプションのそれぞれについて、それぞれの長所と短所と共に説明" -"しています(|good| = ベスト、|bad| = 最悪):" +msgstr "この表では5つの項目について、それぞれの長所と短所と共に説明しています (|good|" +" = 最高、 |bad| = 最悪):" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 -#, fuzzy msgid "Compress mode" -msgstr "圧縮モード(Compress Mode)" +msgstr "圧縮モード (Compress Mode)" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 -#, fuzzy msgid "Lossless" -msgstr "ロスレス圧縮(PNG)" +msgstr "\\ Lossless" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 msgid "Lossy" -msgstr "" +msgstr "\\ Lossy" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 -#, fuzzy msgid "VRAM Compressed" -msgstr "圧縮" +msgstr "\\ VRAM Compressed" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 -#, fuzzy msgid "VRAM Uncompressed" -msgstr "圧縮なし" +msgstr "\\ VRAM Uncompressed" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 msgid "Basis Universal" -msgstr "" +msgstr "\\ Basis Universal" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 #: ../../docs/tutorials/export/feature_tags.rst:41 @@ -56941,19 +56978,16 @@ msgid "**Description**" msgstr "**説明**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 -#, fuzzy msgid "Stored as Lossless WebP / PNG" -msgstr "ロスレス圧縮(PNG)" +msgstr "可逆圧縮WebP/PNGとして保存" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 -#, fuzzy msgid "Stored as Lossy WebP" -msgstr "WebP形式で保存" +msgstr "非可逆圧縮WebPとして保存" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 -#, fuzzy msgid "Stored as S3TC, BPTC or ETC2 depending on platform" -msgstr "プラットフォームに応じてS3TC/BCまたはPVRTC/ETCとして保存" +msgstr "プラットフォーム依存のS3TC/BPTC/ETC2として保存" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 msgid "Stored as raw pixels" @@ -56961,10 +56995,9 @@ msgstr "未加工のピクセルとして保存" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 msgid "Transcoded to VRAM Compressed format" -msgstr "" +msgstr "VRAM圧縮フォーマットへトランスコード" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 -#, fuzzy msgid "**Size on disk**" msgstr "ディスク上のサイズ" @@ -56973,12 +57006,10 @@ msgid "|regular| Small" msgstr "|regular| 小さい" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#, fuzzy msgid "regular" -msgstr "|regular| 小さい" +msgstr "普通" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 -#, fuzzy msgid "|good| Very small" msgstr "|good| 非常に小さい" @@ -56988,18 +57019,16 @@ msgid "|bad| Large" msgstr "|bad| 大きい" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 -#, fuzzy msgid "**Memory usage**" -msgstr "メモリ使用量" +msgstr "**メモリ使用量**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 msgid "|good| Small" msgstr "|good| 小さい" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#, fuzzy msgid "**Performance**" -msgstr "**パフォーマンス:**" +msgstr "**パフォーマンス**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 @@ -57012,9 +57041,8 @@ msgid "|good| Fast" msgstr "|good| 高速" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 -#, fuzzy msgid "**Quality loss**" -msgstr "品質損失" +msgstr "**品質損失**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 msgid "|good| None" @@ -57029,9 +57057,8 @@ msgid "|bad| Moderate" msgstr "|bad| 中程度" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 -#, fuzzy msgid "**Load time**" -msgstr "読み込み時間" +msgstr "**ロード時間**" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 msgid "|bad| Slow" @@ -82100,7 +82127,7 @@ msgstr "" #: ../../docs/tutorials/math/vectors_advanced.rst:105 msgid "The same thing, using a built-in function:" -msgstr "同じことを、組み込み関数を使用すると:" +msgstr "同じことを、ビルトイン関数を使用すると:" #: ../../docs/tutorials/math/vectors_advanced.rst:116 msgid "This will, again, return either a positive or negative distance." @@ -120733,7 +120760,7 @@ msgstr "スクリプトの役割::" #: ../../docs/tutorials/scripting/evaluating_expressions.rst:199 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1094 msgid "Built-in functions" -msgstr "組み込み関数" +msgstr "ビルトイン関数" #: ../../docs/tutorials/scripting/evaluating_expressions.rst:201 msgid "" @@ -122806,20 +122833,18 @@ msgid "" msgstr "" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:4 -#, fuzzy msgid "Introduction to shaders" -msgstr "エクスポートの導入" +msgstr "シェーダーの紹介" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:6 -#, fuzzy msgid "" "This page explains what shaders are and will give you an overview of how " "they work in Godot. For a detailed reference of the engine's shading " "language, see :ref:`doc_shading_language`." msgstr "" -"このドキュメントは、Godot固有のシェーダーに関する情報を提供します。 Godotの" -"シェーディング言語の詳細なリファレンスについては、\\ :ref:`Godot shading " -"language doc` を参照してください。" +"このページではシェーダーとは何かについて説明し、Godotでシェーダーがどのように" +"機能するかの概要を示します。エンジンのシェーディング言語の詳細なリファレンス" +"については、:ref:`doc_shading_lang` を参照してください。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:10 msgid "" @@ -122828,6 +122853,11 @@ msgid "" "more. You can use them to control how the engine draws geometry and pixels " "on the screen, allowing you to achieve all sorts of effects." msgstr "" +"シェーダーはグラフィックスプロセッシングユニット (GPU) 上で実行される特別な種" +"類のプログラムです。当初は3Dシーンのシェーディングに使用されていましたが、現" +"在ではさらに多くのことができるようになりました。これらを使用してエンジンが画" +"面上にジオメトリとピクセルを描画する方法を制御し、あらゆる種類の効果を実現で" +"きます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:15 msgid "" @@ -122835,6 +122865,9 @@ msgid "" "cards can run thousands of instructions in parallel, leading to incredible " "rendering speed." msgstr "" +"Godotのような最新のレンダリング エンジンは、すべてをシェーダーで描画します。" +"グラフィックスカードは何千もの命令を並行して実行できるため、驚異的なレンダリ" +"ング速度が実現します。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:19 msgid "" @@ -122844,32 +122877,35 @@ msgid "" "working with shaders, you need to code and think differently from other " "programming languages." msgstr "" +"ただしシェーダーは並列的な性質があるため、一般的なプログラムのように情報を処" +"理しません。シェーダーコードは各頂点または各ピクセル上で個別に実行されます。" +"フレーム間にデータを保存することもできません。そのためシェーダーを使用する場" +"合は、他のプログラミング言語とは異なるコーディングと考え方が必要になります。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:25 -#, fuzzy msgid "" "Suppose you want to update all the pixels in a texture to a given color. In " "GDScript, your code would use ``for`` loops::" -msgstr "" -"テクスチャのすべてのピクセルを特定の色に更新する場合、CPUで次のように記述しま" -"す:" +msgstr "例えばテクスチャ内のすべてのピクセルを特定の色にセットするとします。 " +"GDScriptのコードでは ``for`` ループを使用します::" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:32 msgid "" "Your code is already part of a loop in a shader, so the corresponding code " "would look like this." -msgstr "" +msgstr "シェーダーではコードはすでにループの一部であるため、実際に書くコードは次のよ" +"うになります。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:43 msgid "" "The graphics card calls the ``fragment()`` function once or more for each " "pixel it has to draw. More on that below." -msgstr "" +msgstr "グラフィックスカードは描画するピクセルごとに ``fragment()`` " +"関数を1回以上呼び出します。詳細については以下をご覧ください。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:47 -#, fuzzy msgid "Shaders in Godot" -msgstr "Godotのキーフレーム" +msgstr "Godotのシェーダー" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:49 msgid "" @@ -122877,6 +122913,9 @@ msgid "" "Language (GLSL) but simplified. The engine handles some of the lower-level " "initialization work for you, making it easier to write complex shaders." msgstr "" +"Godotは一般的なOpenGL Shading Language (GLSL)に基づいて簡略化されたシェーディ" +"ング言語を提供します。このエンジンは低レイヤーの初期化作業の一部を代替してく" +"れるため、ユーザーは複雑なシェーダーの作成が容易になります。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:53 msgid "" @@ -122884,40 +122923,45 @@ msgid "" "functions\". Processor functions are the entry point for your shader into " "the program. There are seven different processor functions." msgstr "" +"Godotではシェーダーは「プロセッサー関数」と呼ばれる主要な関数で構成されていま" +"す。プロセッサー関数はシェーダープログラムへのエントリーポイントです。Godotシ" +"ェーダーには7つの異なるプロセッサー関数があります。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:57 -#, fuzzy msgid "" "The ``vertex()`` function runs over all the vertices in the mesh and sets " "their positions and some other per-vertex variables. Used in :ref:" "`canvas_item shaders ` and :ref:`spatial shaders " "`." msgstr "" -"``vertex()`` 関数は、メッシュ内のすべての頂点に対して実行され、それらの位置と" -"その他の頂点ごとの変数を設定します。" +"``vertex()`` 関数はメッシュ内のすべての頂点に対して実行され、頂点の位置と他の" +"変数を設定します。 :ref:`CanvasItemシェーダー` " +"および :ref:`Spatial(空間)シェーダー ` で使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:62 -#, fuzzy msgid "" "The ``fragment()`` function runs for every pixel covered by the mesh. It " "uses values output by the ``vertex()`` function, interpolated between the " "vertices. Used in :ref:`canvas_item shaders ` and :" "ref:`spatial shaders `." msgstr "" -"``fragment()`` 関数は、メッシュで覆われているすべてのピクセルに対して実行され" -"ます。\\ ``vertex()`` 関数の変数を使用して実行します。\\ ``vertex()`` 関数の" -"変数は頂点間で補間され、\\ ``fragment()`` 関数の値を提供します。" +"``fragment()`` " +"関数はメッシュで覆われているすべてのピクセルに対して実行されます。これは " +"``vertex()`` 関数によって出力した値が頂点間で補間された値を使用します。 " +":ref:`CanvasItemシェーダー` および " +":ref:`Spatial(空間)シェーダー ` で使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:67 -#, fuzzy msgid "" "The ``light()`` function runs for every pixel and for every light. It takes " "variables from the ``fragment()`` function and from its previous runs. Used " "in :ref:`canvas_item shaders ` and :ref:`spatial " "shaders `." msgstr "" -"``light()`` 関数は、すべてのピクセルとすべてのライトに対して実行されます。\\ " -"``fragment()`` 関数とそれ自体の以前の実行から変数を取得します。" +"``light()`` 関数はすべてのピクセルおよびすべてのライトに対して実行されます。" +"これは ``fragment()`` 関数とその以前の実行から変数を受け取ります。 " +":ref:`CanvasItemシェーダー` および " +":ref:`Spatial(空間)シェーダー ` で使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:72 msgid "" @@ -122925,12 +122969,18 @@ msgid "" "when the particle is first spawned. Used in :ref:`particles shaders " "`." msgstr "" +"``start()`` 関数はパーティクルが最初に生成されるときに、パーティクル " +"システム内のすべてのパーティクルに対して1回実行されます。 :ref:`" +"パーティクルシェーダー ` で使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:76 msgid "" "The ``process()`` function runs for every particle in a particle system for " "each frame. Used in :ref:`particles shaders `." msgstr "" +"``process()`` 関数はフレームごとにパーティクルシステム内のすべてのパーティク" +"ルに対して実行されます。 :ref:`パーティクルシェーダー ` " +"で使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:79 msgid "" @@ -122938,6 +122988,10 @@ msgid "" "radiance cubemap needs to be updated, and for every pixel on the current " "screen. Used in :ref:`sky shaders `." msgstr "" +"``sky()`` 関数は、放射キューブマップを更新する必要がある場合、放射キューブマ" +"ップ内のすべてのピクセルに対して実行され、また現在の画面上のすべてのピクセル" +"に対して実行されます。 :ref:`スカイシェーダー ` " +"で使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:83 msgid "" @@ -122945,6 +122999,9 @@ msgid "" "buffer that intersects with the :ref:`FogVolume `. Used by :" "ref:`fog shaders `." msgstr "" +"``fog()`` 関数は、:ref:`フォグボリューム ` と交差するボリュ" +"ーメトリックフォグのフロクセルバッファ内のすべてのフロクセルに対して実行され" +"ます。 :ref:`フォグシェーダー ` によって使用されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:89 msgid "" @@ -122952,64 +123009,66 @@ msgid "" "enabled, or if **Rendering > Quality > Shading > Force Vertex Shading** is " "enabled in the Project Settings. It's enabled by default on mobile platforms." msgstr "" +"``vertex_lighting`` レンダー モードが有効になっている場合、" +"またはプロジェクト設定で [レンダリング] > [品質] > [シェーディング] > " +"[頂点シェーディングの強制] が有効になっている場合、 ``light()`` " +"関数は実行されません。モバイル " +"プラットフォームではデフォルトで有効になっています。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:96 msgid "" "Godot also exposes an API for users to write totally custom GLSL shaders. " "For more information see :ref:`doc_compute_shaders`." msgstr "" +"Godot はユーザーが完全にカスタムの GLSL シェーダを作成できるAPIも公開していま" +"す。詳細については、:ref:`doc_compute_shaders` を参照してください。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:100 msgid "Shader types" msgstr "シェーダーの種類" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:102 -#, fuzzy msgid "" "Instead of supplying a general-purpose configuration for all uses (2D, 3D, " "particles, sky, fog), you must specify the type of shader you're writing. " "Different types support different render modes, built-in variables, and " "processing functions." msgstr "" -"すべての用途(2D、3D、パーティクル)に汎用的な設定を提供する代わりに、Godot" -"シェーダーは目的を指定する必要があります。さまざまなタイプがさまざまなレンダ" -"リングモード、組み込み変数、および処理関数をサポートしています。" +"すべての用途 (2D、3D、パーティクル、スカイ、フォグ) に汎用的な設定を提供する" +"代わりに、Godotシェーダーは目的を指定する必要があります。タイプが異なれば、" +"サポートされるレンダリング " +"モード、ビルトイン変数、プロセッサー関数も異なります。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:107 -#, fuzzy msgid "" "In Godot, all shaders need to specify their type in the first line, like so:" -msgstr "" -"すべてのシェーダーは、最初の行で次の形式でタイプを指定する必要があります:" +msgstr "Godotではすべてのシェーダーは、最初の行で次の形式でタイプを指定する必要があり" +"ます:" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:113 -#, fuzzy msgid "Here are the available types:" -msgstr "6種類のパターンがあります:" +msgstr "利用可能なタイプは次のとおりです。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:115 -#, fuzzy msgid ":ref:`spatial ` for 3D rendering." msgstr ":ref:`spatial `: 3Dレンダリング用。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:116 -#, fuzzy msgid ":ref:`canvas_item ` for 2D rendering." msgstr ":ref:`canvas_item `: 2Dレンダリング用。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:117 -#, fuzzy msgid ":ref:`particles ` for particle systems." msgstr ":ref:`particles `: パーティクルシステム用。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:118 msgid ":ref:`sky ` to render :ref:`Skies `." -msgstr "" +msgstr ":ref:`sky `: :ref:`Skies ` の描画用。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:119 msgid "" ":ref:`fog ` to render :ref:`FogVolumes `" -msgstr "" +msgstr ":ref:`fog `: :ref:`FogVolumes `の描画用" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:122 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:12 @@ -123023,7 +123082,8 @@ msgstr "レンダリングモード" msgid "" "Shaders have optional render modes you can specify on the second line, after " "the shader type, like so:" -msgstr "" +msgstr "シェーダーにはレンダリングモードのオプションがあり、次のようにシェーダータイ" +"プの後の2行目以降で指定できます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:132 msgid "" @@ -123031,31 +123091,32 @@ msgid "" "``unshaded`` mode makes the engine skip the built-in light processor " "function." msgstr "" +"レンダリングモードはGodotがシェーダーを適用する方法を変更します。たとえば " +"``unshaded`` " +"モードでは、エンジンは内蔵のライトプロセッサー機能をスキップします。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:135 -#, fuzzy msgid "" "Each shader type has different render modes. See the reference for each " "shader type for a complete list of render modes." msgstr "" -"各シェーダータイプには、使用可能なレンダリングモードの異なるリストがありま" -"す。レンダリングモードの完全なリストについては、各シェーダータイプのドキュメ" -"ントを参照してください。" +"各シェーダータイプには異なるレンダリング モードがあります。レンダリングモード" +"の完全なリストについては、各シェーダータイプのリファレンスを参照してください" +"。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:139 msgid "Vertex processor" msgstr "頂点プロセッサー" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:141 -#, fuzzy msgid "" "The ``vertex()`` processing function is called once for every vertex in " "``spatial`` and ``canvas_item`` shaders. For ``particles`` shaders, it is " "called once for every particle." msgstr "" -"``vertex`` 処理関数は、\"spatial\" および \"canvas_item\" シェーダーのすべて" -"の頂点に対して1回呼び出されます。\"particles\" シェーダーの場合、すべてのパー" -"ティクルに対して1回呼び出されます。" +"``vertex()`` 処理関数は ``spatial`` および ``canvas_item`` " +"シェーダーのすべての頂点ごとに1回呼び出されます。 ``パーティクル`` " +"シェーダの場合、パーティクルごとに1回呼び出されます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:145 msgid "" @@ -123064,39 +123125,40 @@ msgid "" "function. You can also use it to send extra data to the fragment function " "using varyings." msgstr "" +"ワールドのジオメトリの各頂点には、位置や色などのプロパティがあります。このプ" +"ロセッサー関数はこれらの値を変更し、フラグメントプロセッサーに渡します。また" +"これを使用して追加のデータをvaringsに渡すことでフラグメントプロセッサーに送信" +"することもできます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:149 -#, fuzzy msgid "" "By default, Godot transforms your vertex information for you, which is " "necessary to project geometry onto the screen. You can use render modes to " "transform the data yourself; see the :ref:`Spatial shader doc " "` for an example." msgstr "" -"デフォルトでは、Godotは頂点情報を取得し、それに応じて変換して描画します。これ" -"が望ましくない場合は、レンダリングモードを使用して自分でデータを変換できま" -"す。この例については、\\ :ref:`Spatial shader doc ` を参" -"照してください。" +"デフォルトではGodotはジオメトリを画面に投影するために必要な頂点データを変換し" +"ます。またレンダリングモードを指定することで頂点データを自分で変換することも" +"可能です。具体例については、:ref:`Spatial(空間)シェーダー " +"` を参照してください。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:155 msgid "Fragment processor" msgstr "フラグメントプロセッサー" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:157 -#, fuzzy msgid "" "The ``fragment()`` processing function is used to set up the Godot material " "parameters per pixel. This code runs on every visible pixel the object or " "primitive draws. It is only available in ``spatial``, ``canvas_item``, and " "``sky`` shaders." msgstr "" -"``fragment`` 処理関数は、ピクセルごとにGodotマテリアルパラメーターを設定する" -"ために使用されます。このコードは、オブジェクトまたはプリミティブが描画するす" -"べての可視ピクセルで実行されます。\"spatial\" および \"canvas_item\" シェー" -"ダーでのみ使用できます。" +"``fragment()`` 処理関数はピクセルごとにGodotマテリアルのパラメータを設定する" +"ために使用されます。このコードはオブジェクトまたはプリミティブが描画するすべ" +"ての可視ピクセル上で実行されます。これは ``spatial`` 、 ``canvas_item`` 、" +"および ``sky`` シェーダーでのみ使用できます。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:161 -#, fuzzy msgid "" "The standard use of the fragment function is to set up material properties " "used to calculate lighting. For example, you would set values for " @@ -123111,22 +123173,22 @@ msgid "" "not waste calculations on the effects that you do not use." msgstr "" "フラグメント関数の標準的な使用法は、ライティングの計算に使用されるマテリアル" -"プロパティを設定することです。たとえば、\\ ``ROUGHNESS``\\ 、\\ ``RIM``\\ ま" -"たは ``TRANSMISSION`` の値を設定して、ライトがそのフラグメントにどのように応" -"答するかをライト機能に伝えます。これにより、ユーザーが多くのコードを記述する" -"ことなく、複雑なシェーディングパイプラインを制御できます。この組み込み機能が" -"必要ない場合は、それを無視して独自のライト処理関数を記述すれば、Godotはそれを" -"最適化します。たとえば、\\ ``RIM`` に値を書き込まない場合、Godotはリム照明を" -"計算しません。コンパイル中、Godotは ``RIM`` が使用されているかどうかを確認し" -"ます。そうでない場合は、対応するすべてのコードを切り取ります。したがって、使" -"用しない効果の計算を無駄にすることはありません。" +"プロパティを設定することです。たとえば、\\ ``ROUGHNESS``\\ 、\\ ``RIM``\\ " +"または ``TRANSMISSION`` の値を設定して、ライトがそのフラグメントにどのように" +"応答するかをライト機能に伝えます。これにより、ユーザーが多くのコードを記述す" +"ることなく、複雑なシェーディングパイプラインを制御できます。この組み込み機能" +"が必要ない場合は、それを無視して独自のライト処理関数を記述すれば、Godotはそれ" +"を最適化します。たとえば、\\ ``RIM`` " +"に値を書き込まない場合、Godotはリム照明を計算しません。コンパイル中、Godotは " +"``RIM`` が使用されているかどうかを確認します。そうでない場合は、対応するすべ" +"てのコードを切り取ります。したがって、使用しない効果の計算を無駄にすることは" +"ありません。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:174 msgid "Light processor" msgstr "ライトプロセッサー" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:176 -#, fuzzy msgid "" "The ``light()`` processor runs per pixel too, and it runs once for every " "light that affects the object. It does not run if no lights affect the " @@ -123134,24 +123196,23 @@ msgid "" "and typically operates on the material properties setup inside the " "``fragment()`` function." msgstr "" -"``light`` プロセッサーもピクセルごとに実行されますが、オブジェクトに影響を与" -"えるすべてのライトに対しても実行されます(ライトがオブジェクトに影響を与えない" -"場合は実行されません)。これは ``fragment`` プロセッサー内で呼び出される関数と" -"して存在し、通常は ``fragment`` 関数内で設定されたマテリアルプロパティで動作" -"します。" +"``light()`` プロセッサーもピクセルごとに実行され、オブジェクトに影響を与える" +"すべてのライトごとに1回実行されます。オブジェクトに影響を与えるライトがない場" +"合は実行されません。これは ``fragment()`` " +"プロセッサー内で呼び出される関数として存在し、通常は ``fragment()`` " +"関数内で設定されたマテリアルプロパティで動作します。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:181 -#, fuzzy msgid "" "The ``light()`` processor works differently in 2D than it does in 3D; for a " "description of how it works in each, see their documentation, :ref:" "`CanvasItem shaders ` and :ref:`Spatial shaders " "`, respectively." msgstr "" -"``light`` プロセッサは、2Dでは3Dとは異なる動作をします。それぞれの仕組みの説" -"明については、\\ :ref:`CanvasItem shaders ` と :ref:" -"`Spatial shaders ` のそれぞれのドキュメントを参照してくだ" -"さい 。" +"``light()`` " +"プロセッサは2Dと3Dでは動作が異なります。それぞれの機能の説明については、" +"各ドキュメント :ref:`CanvasItem シェーダ ` および " +":ref:`Spatial(空間)シェーダ ` を参照してください。" #: ../../docs/tutorials/shaders/shader_reference/index.rst:2 msgid "Shading reference" @@ -123172,15 +123233,14 @@ msgstr "" "があります。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:13 -#, fuzzy msgid "" "If you are already familiar with GLSL, the :ref:`Godot Shader Migration " "Guide` is a resource that will help " "you transition from regular GLSL to Godot's shading language." msgstr "" -"既にGLSLに精通している場合、\\ :ref:`Godot Shader Migration " -"Guide` は、通常のGLSLからGodotの" -"シェーディング言語への移行を支援するリソースです。" +"既にGLSLに精通している場合は、:ref:`Godot Shader Migration " +"Guide` が、通常の GLSL " +"からGodotのシェーディング言語への移行に役立つ資料です。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:18 msgid "Data types" @@ -123317,9 +123377,8 @@ msgid "**float**" msgstr "\\ **float**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:51 -#, fuzzy msgid "Floating-point scalar." -msgstr "浮動小数点スカラー。" +msgstr "浮動小数点のスカラー。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:53 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:853 @@ -123327,9 +123386,8 @@ msgid "**vec2**" msgstr "\\ **vec2**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:53 -#, fuzzy msgid "Two-component vector of floating-point values." -msgstr "浮動小数点値の2要素ベクトル。" +msgstr "浮動小数点の2要素ベクトル。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:55 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:855 @@ -123337,9 +123395,8 @@ msgid "**vec3**" msgstr "\\ **vec3**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:55 -#, fuzzy msgid "Three-component vector of floating-point values." -msgstr "浮動小数点値の3要素ベクトル。" +msgstr "浮動小数点の3要素ベクトル。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:57 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:857 @@ -123347,9 +123404,8 @@ msgid "**vec4**" msgstr "\\ **vec4**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:57 -#, fuzzy msgid "Four-component vector of floating-point values." -msgstr "浮動小数点値の4要素ベクトル。" +msgstr "浮動小数点の4要素ベクトル。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:59 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:867 @@ -123358,7 +123414,7 @@ msgstr "\\ **mat2**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:59 msgid "2x2 matrix, in column major order." -msgstr "列優先順の2x2マトリックス。" +msgstr "列優先順の2x2行列。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:61 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:870 @@ -123367,7 +123423,7 @@ msgstr "\\ **mat3**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:61 msgid "3x3 matrix, in column major order." -msgstr "列優先順の3x3マトリックス。" +msgstr "列優先順の3x3行列。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:63 msgid "**mat4**" @@ -123375,7 +123431,7 @@ msgstr "\\ **mat4**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:63 msgid "4x4 matrix, in column major order." -msgstr "列優先順の4x4マトリックス。" +msgstr "列優先順の4x4行列。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:65 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:785 @@ -123406,9 +123462,7 @@ msgstr "\\ **isampler2D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:67 msgid "Sampler type for binding 2D textures, which are read as signed integer." -msgstr "" -"符号付き整数として読み取られる2Dテクスチャをバインドするためのサンプラータイ" -"プ。" +msgstr "intとして読み取られる2Dテクスチャをバインドするためのサンプラータイプ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:69 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:879 @@ -123418,9 +123472,7 @@ msgstr "\\ **usampler2D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:69 msgid "" "Sampler type for binding 2D textures, which are read as unsigned integer." -msgstr "" -"符号なし整数として読み取られる2Dテクスチャをバインドするためのサンプラータイ" -"プ。" +msgstr "uintとして読み取られる2Dテクスチャをバインドするためのサンプラータイプ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:71 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:881 @@ -123440,9 +123492,7 @@ msgstr "\\ **isampler2DArray**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:73 msgid "" "Sampler type for binding 2D texture arrays, which are read as signed integer." -msgstr "" -"符号付き整数として読み取られる2Dテクスチャ配列をバインドするためのサンプラー" -"タイプ。" +msgstr "intとして読み取られる2Dテクスチャ配列をバインドするためのサンプラータイプ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:75 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:885 @@ -123453,9 +123503,7 @@ msgstr "\\ **usampler2DArray**" msgid "" "Sampler type for binding 2D texture arrays, which are read as unsigned " "integer." -msgstr "" -"符号なし整数として読み取られる2Dテクスチャ配列をバインドするためのサンプラー" -"タイプ。" +msgstr "uintとして読み取られる2Dテクスチャ配列をバインドするためのサンプラータイプ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:77 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:887 @@ -123474,9 +123522,7 @@ msgstr "\\ **isampler3D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:79 msgid "Sampler type for binding 3D textures, which are read as signed integer." -msgstr "" -"符号付き整数として読み取られる3Dテクスチャをバインドするためのサンプラータイ" -"プ。" +msgstr "intとして読み取られる3Dテクスチャをバインドするためのサンプラータイプ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:81 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:891 @@ -123486,9 +123532,7 @@ msgstr "\\ **usampler3D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:81 msgid "" "Sampler type for binding 3D textures, which are read as unsigned integer." -msgstr "" -"符号なし整数として読み取られる3Dテクスチャをバインドするためのサンプラータイ" -"プ。" +msgstr "uintとして読み取られる3Dテクスチャをバインドするためのサンプラータイプ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:83 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:893 @@ -123496,22 +123540,19 @@ msgid "**samplerCube**" msgstr "\\ **samplerCube**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:83 -#, fuzzy msgid "Sampler type for binding Cubemaps, which are read as float." -msgstr "" -"Cubemapsをバインドするためのサンプラータイプ。floatとして読み込まれます。" +msgstr "キューブマップテクスチャをバインドするためのサンプラータイプ。floatとして読み" +"込まれます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:85 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:895 -#, fuzzy msgid "**samplerCubeArray**" -msgstr "\\ **samplerCube**" +msgstr "\\ **samplerCubeArray**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:85 -#, fuzzy msgid "Sampler type for binding Cubemap arrays, which are read as float." -msgstr "" -"Cubemapsをバインドするためのサンプラータイプ。floatとして読み込まれます。" +msgstr "キューブマップテクスチャ配列をバインドするためのサンプラータイプ。floatとして" +"読み込まれます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:91 msgid "" @@ -123547,16 +123588,15 @@ msgstr "" "しても機能し、同等です。ニーズに最適なものを使用してください。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:119 -#, fuzzy msgid "" "For matrices, use the ``m[column][row]`` indexing syntax to access each " "scalar, or ``m[idx]`` to access a vector by row index. For example, for " "accessing the y position of an object in a mat4 you use ``m[3][1]``." msgstr "" -"行列の場合、\\ ``m[row][column]`` インデックス構文を使用して各スカラーにアク" -"セスするか、\\ ``m[idx]`` を使用して行インデックスでベクトルにアクセスしま" -"す。たとえば、mat4のオブジェクトのy位置にアクセスするには、\\ ``m[3][1]`` を" -"使用します。" +"行列の場合、\\ ``m[column][row]`` " +"インデックス構文を使用して各スカラーにアクセスするか、\\ ``m[idx]`` を使用し" +"て行インデックスでベクトルにアクセスします。たとえば、mat4のオブジェクトのy位" +"置にアクセスするには、\\ ``m[3][1]`` を使用します。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:124 msgid "Constructing" @@ -123580,20 +123620,18 @@ msgstr "" msgid "" "Matrices can also be built from a matrix of another dimension. There are two " "rules:" -msgstr "" +msgstr "行列は別の次元の行列からも構築することもできます。ルールは 2 つあります:" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:151 -#, fuzzy msgid "" "1. If a larger matrix is constructed from a smaller matrix, the additional " "rows and columns are set to the values they would have in an identity " "matrix. 2. If a smaller matrix is constructed from a larger matrix, the top, " "left submatrix of the larger matrix is used." msgstr "" -"行列は、別の次元の行列から構築することもできます。次の2つのルールがあります。" -"小さいマトリックスから大きいマトリックスを作成する場合、追加の行と列は単位マ" -"トリックスの値に設定されます。小さいマトリックスが大きいマトリックスから構築" -"される場合、大きいマトリックスの左上のサブマトリックスが使用されます。" +"1. 小さな行列から、より大きな行列が構築される場合、追加の行と列は単位行列に含" +"まれる値に設定されます。 2. 大きな行列から、より小さな行列が構築される場合、" +"大きな行列の左上の部分行列が使用されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:163 msgid "Swizzling" @@ -123633,7 +123671,6 @@ msgstr "" "全な精度が必要です)が、フラグメントプロセッサではしばしば有用です。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:200 -#, fuzzy msgid "" "Some architectures (mainly mobile) can benefit significantly from this, but " "there are downsides such as the additional overhead of conversion between " @@ -123642,34 +123679,29 @@ msgid "" "unexpected behavior and it is best to avoid specifying precision unless " "necessary." msgstr "" -"一部のアーキテクチャ(主にモバイル)はこれにより多くのメリットを得られますが、" -"制限されていることにも注意してください(精度間の変換にはコストがかかります)。" -"詳細については、ターゲットアーキテクチャの関連ドキュメントを参照してくださ" -"い。正直なところ、モバイルドライバーはバグが多いため、トラブルを避けるため" -"に、\\ *本当に*\\ 必要がない限り、精度を指定せずに単純なシェーダーを作成しま" -"す。" +"一部のアーキテクチャ (主にモバイル) では、これによって大きなメリットが得られ" +"ますが、精度間の変換による追加のオーバーヘッドなどの欠点もあります。詳細につ" +"いては、ターゲットアーキテクチャのドキュメントを参照してください。多くの場合" +"、モバイル環境のドライバーは一貫性のない動作や予期しない動作を引き起こすため" +"、必要な場合を除いて精度を指定しないことをお勧めします。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:209 -#, fuzzy msgid "Arrays are containers for multiple variables of a similar type." -msgstr "" -"配列は、類似したタイプの複数の変数のコンテナです。注: Godot 3.2では、ローカル" -"配列と可変配列のみが実装されています。" +msgstr "配列は複数の同じ型の変数のコンテナです。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:212 msgid "Local arrays" msgstr "ローカル配列" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:214 -#, fuzzy msgid "" "Local arrays are declared in functions. They can use all of the allowed " "datatypes, except samplers. The array declaration follows a C-style syntax: " "``[const] + [precision] + typename + identifier + [array size]``." msgstr "" -"ローカル配列は関数で宣言されます。サンプラーを除くすべての許可されたデータ型" -"を使用できます。配列宣言は、Cスタイルの構文 ``typename + identifier + [array " -"size]`` に従います。" +"ローカル配列は関数内で宣言されます。サンプラーを除くすべての許可されたデータ" +"型を使用できます。配列宣言は、Cスタイルの構文 ``[const] + [precision] + " +"typename + identifier + [array size]`` に従います。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:224 msgid "They can be initialized at the beginning like:" @@ -123695,7 +123727,6 @@ msgstr "" "混同しないでください)。パラメーターを受け入れず、配列のサイズを返します。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:269 -#, fuzzy msgid "" "If you use an index either below 0 or greater than array size - the shader " "will crash and break rendering. To prevent this, use ``length()``, ``if``, " @@ -123704,27 +123735,27 @@ msgid "" "expression or a number, the editor will check its bounds to prevent this " "crash." msgstr "" -"注: 0未満または配列サイズより大きいインデックスを使用すると、シェーダーがク" -"ラッシュしてレンダリングが中断します。これを防ぐには、\\ ``length()``\\ 、\\ " -"``if`` または ``clamp()`` 関数を使用して、インデックスが0と配列の長さの間にあ" -"ることを確認してください。コードは常に慎重にテストおよびチェックしてくださ" -"い。定数式または単純な数値を渡すと、エディタはその境界をチェックしてこのク" -"ラッシュを防ぎます。" +"0未満または配列サイズより大きいインデックスを使用すると、シェーダーがクラッシ" +"ュしてレンダリングが中断します。これを防ぐには、\\ ``length()``\\ 、\\ ``if``" +" または ``clamp()`` 関数を使用して、インデックスが0と配列の長さの間にあること" +"を確認してください。コードは常に慎重にテストおよびチェックしてください。定数" +"式または単純な数値を渡すと、エディタはその境界をチェックしてこのクラッシュを" +"防ぎます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:277 -#, fuzzy msgid "Global arrays" -msgstr "ローカル配列" +msgstr "グローバル配列" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:279 msgid "You can declare arrays at global space like:" -msgstr "" +msgstr "次のようにグローバルスコープで配列を宣言できます:" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:293 msgid "" "Global arrays have to be declared as global constants, otherwise they can be " "declared the same as local arrays." -msgstr "" +msgstr "グローバル配列はグローバル定数として宣言する必要があります。それ以外の場合は" +"ローカル配列と同じように宣言できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:299 msgid "" @@ -123771,6 +123802,9 @@ msgid "" "after the decimal part or by using the scientific notation. The optional " "``f`` post-suffix is also supported." msgstr "" +"``float`` 型の定数は整数部の後に ``.`` " +"表記を使用するか科学表記法を使用して初期化する必要があります。オプションの " +"``f`` 後置接尾語もサポートされています。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:352 msgid "" @@ -123778,36 +123812,39 @@ msgid "" "differentiate them from signed integers. Alternatively, this can be done by " "using the ``uint(x)`` built-in conversion function." msgstr "" +"``uint`` (unsigned int) 型の定数には、 ``int`` (signed int) " +"型と区別するために ``u`` 接尾辞が必要です。もしくは組み込み変換関数 " +"``uint(x)`` を使用することもできます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:361 -#, fuzzy msgid "Structs" -msgstr "定数" +msgstr "構造体" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:363 msgid "" "Structs are compound types which can be used for better abstraction of " "shader code. You can declare them at the global scope like:" -msgstr "" +msgstr "構造体はシェーダーコードをより適切に抽象化するために使用できる複合型です。次" +"のようにグローバルスコープで宣言できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:374 msgid "After declaration, you can instantiate and initialize them like:" -msgstr "" +msgstr "宣言後、次のようにインスタンス化して初期化できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:386 msgid "Or use struct constructor for same purpose:" -msgstr "" +msgstr "また、同じ目的で構造体のコンストラクタを使用できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:392 msgid "" "Structs may contain other struct or array, you can also instance them as " "global constant:" -msgstr "" +msgstr "構造体には他の構造体や配列を含めることができ、それらをグローバル定数としてイ" +"ンスタンス化することもできます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:412 -#, fuzzy msgid "You can also pass them to functions:" -msgstr "コードで同じ結果を得ることができます:" +msgstr "構造体のインスタンスを関数へ渡すこともできます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:432 msgid "" @@ -123886,36 +123923,32 @@ msgid "**==, !=**" msgstr "**==、!=**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:452 -#, fuzzy msgid "bit-wise AND" -msgstr "ビットAND" +msgstr "ビット単位のAND" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:452 msgid "**&**" msgstr "\\ **&**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:454 -#, fuzzy msgid "bit-wise exclusive OR" -msgstr "ビット単位の排他的論理和(xor)" +msgstr "ビット単位の排他的OR" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:454 msgid "**^**" msgstr "\\ **^**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:456 -#, fuzzy msgid "bit-wise inclusive OR" -msgstr "ビット単位の論理和(or)" +msgstr "ビット単位の包括的OR" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:456 msgid "**|**" msgstr "\\ **|**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:458 -#, fuzzy msgid "logical AND" -msgstr "論理積" +msgstr "論理AND" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:458 msgid "**&&**" @@ -123926,9 +123959,8 @@ msgid "12 (lowest)" msgstr "12 (最低)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:460 -#, fuzzy msgid "logical inclusive OR" -msgstr "論理和" +msgstr "論理OR" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:460 msgid "**||**" @@ -123944,15 +123976,14 @@ msgstr "" "Godotシェーディング言語は、最も一般的なタイプの構文制御をサポートしています:" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:515 -#, fuzzy msgid "" "Keep in mind that in modern GPUs, an infinite loop can exist and can freeze " "your application (including editor). Godot can't protect you from this, so " "be careful not to make this mistake!" msgstr "" -"最新のGPUでは、無限ループが存在し、アプリケーション(エディタを含む)がフリーズ" -"する可能性があることに注意してください。 Godotはこれからあなたを守ることはで" -"きないので、この間違いをしないように注意してください!" +"最近のGPUでは無限ループが存在すると、アプリケーション(エディタを含む)がフリー" +"ズする可能性があることに注意してください。 Godotはこれを防ぐことはできないの" +"で、この間違いをしないように注意してください!" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:519 msgid "" @@ -124014,6 +124045,12 @@ msgid "" "more expensive to render compared to not rendering any object in the first " "place." msgstr "" +"``discard`` を使用すると、シェーダを使用するサーフェス上で深度プリパスが有効" +"にならなくなるため、使用するとパフォーマンスが低下することに注意してください" +"。また、破棄されたピクセルでも依然として頂点シェーダーで処理する必要がありま" +"す。つまり、すべてのピクセルが ``discard`` で破棄されるとしても、最初からオブ" +"ジェクトをレンダリングしない場合と比較してレンダリングにはコストがかかります" +"。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:566 msgid "" @@ -124382,11 +124419,11 @@ msgstr "GDScript型" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:831 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:833 msgid "Bitwise packed int where bit 0 (LSB) corresponds to x." -msgstr "" +msgstr "intに各ビットがパックされます。ビット0(LSB) がxに対応。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:823 msgid "For example, a bvec2 of (bx, by) could be created in the following way:" -msgstr "" +msgstr "たとえば、 (bx, by) の bvec2 は次の方法で作成できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:837 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:845 @@ -124413,86 +124450,81 @@ msgstr "\\ **Vector3**, **Color**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:855 msgid "When Color is used, it will be interpreted as (r, g, b)." -msgstr "" +msgstr "Color が使用される場合、(r, g, b) として解釈されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:857 msgid "**Vector4**, **Color**, **Rect2**, **Plane**, **Quaternion**" -msgstr "" +msgstr "\\ **Vector4**, **Color**, **Rect2**, **Plane**, **Quaternion**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:857 msgid "When Color is used, it will be interpreted as (r, g, b, a)." -msgstr "" +msgstr "Color が使用される場合、(r, g, b, a) として解釈されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:859 msgid "" "When Rect2 is used, it will be interpreted as (position.x, position.y, size." "x, size.y)." -msgstr "" +msgstr "Rect2 が使用される場合、(position.x, position.y, size.x, size.y) " +"として解釈されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:862 msgid "" "When Plane is used it will be interpreted as (normal.x, normal.y, normal.z, " "d)." -msgstr "" +msgstr "Plane が使用される場合、(normal.x, normal.y, normal.z, d) " +"として解釈されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:867 msgid "**Transform2D**" msgstr "\\ **Transform2D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:872 -#, fuzzy msgid "**mat4** **mat4**" msgstr "\\ **mat4**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:872 -#, fuzzy msgid "**Projection**, **Transform3D**" -msgstr "\\ **Transform2D**" +msgstr "\\ **Projection**, **Transform3D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:872 msgid "When a Transform3D is used, the w Vector is set to the identity." -msgstr "" +msgstr "Transform3D が使用される場合、w Vectorは単位行列になるように設定されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:875 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:877 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:879 -#, fuzzy msgid "**Texture2D**" -msgstr "テクスチャ" +msgstr "\\ **Texture2D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:881 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:883 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:885 -#, fuzzy msgid "**Texture2DArray**" -msgstr "\\ **sampler2DArray**" +msgstr "\\ **Texture2DArray**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:887 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:889 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:891 -#, fuzzy msgid "**Texture3D**" -msgstr "テクスチャ" +msgstr "\\ **Texture3D**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:893 -#, fuzzy msgid "**Cubemap**" -msgstr "\\ **samplerCube**" +msgstr "\\ **Cubemap**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:895 -#, fuzzy msgid "**CubemapArray**" -msgstr "\\ **usampler2DArray**" +msgstr "\\ **CubemapArray**" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:898 -#, fuzzy msgid "" "Be careful when setting shader uniforms from GDScript, no error will be " "thrown if the type does not match. Your shader will just exhibit undefined " "behavior." msgstr "" -"GDScriptからシェーダーuniformを設定するときは注意してください。タイプが一致し" -"ない場合、エラーはスローされません。シェーダーは未定義の動作を示すだけです。" +"GDScriptからシェーダーのuniformを設定するときは注意してください。タイプが一致" +"しない場合でもエラーはスローされません。シェーダーは未定義の動作を示すだけで" +"す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:902 msgid "Uniforms can also be assigned default values:" @@ -124502,29 +124534,31 @@ msgstr "Uniformにはデフォルト値を割り当てることもできます:" msgid "" "Note that when adding a default value and a hint, the default value goes " "after the hint." -msgstr "" +msgstr "デフォルト値とヒントを追加する場合、デフォルト値がヒントの後に来ることに注意" +"してください。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:913 msgid "" "If you need to make multiple uniforms to be grouped in the specific category " "of an inspector, you can use a `group_uniform` keyword like:" msgstr "" +"複数のUniformをインスペクターの特定のカテゴリにグループ化する必要がある場合は" +"、次のように `group_uniform` キーワードを使用できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:920 -#, fuzzy msgid "You can close the group by using:" -msgstr "コードで同じ結果を得ることができます:" +msgstr "そしてこちらを使用してグループを閉じることができます:" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:926 msgid "" "The syntax also supports subgroups (it's not mandatory to declare the base " "group before this):" -msgstr "" +msgstr "この構文はサブグループもサポートしています " +"(これより前にベースのグループを宣言することは必須ではありません):" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:933 -#, fuzzy msgid "Global uniforms" -msgstr "フラグメント用ビルトイン" +msgstr "グローバルUniform" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:935 msgid "" @@ -124535,6 +124569,12 @@ msgid "" "all shaders, in every shader type (``canvas_item``, ``spatial``, " "``particles``, ``sky`` and ``fog``)." msgstr "" +"場合によっては多くの異なるシェーダのパラメータを一度に変更したいことがありま" +"す。通常のUniformの場合はすべてのシェーダーを探し、それぞれにUniformを設定す" +"る必要があるため、多くの作業が必要になります。" +"グローバルUniformを使用するとすべてのシェーダーやすべてのシェーダータイプ ( " +"``canvas_item`` 、 ``spatial`` 、 ``particles`` 、 ``sky`` 、 ``fog`` ) " +"で使用できるUniformを作成および更新できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:942 msgid "" @@ -124542,6 +124582,9 @@ msgid "" "many objects in a scene, like having foliage bend when the player is nearby, " "or having objects move with the wind." msgstr "" +"グローバルUniformは、プレイヤーが近くにいるときに葉が曲がったり、オブジェクト" +"が風で動いたりするなど、シーン内の多くのオブジェクトに影響を与えるような効果" +"で特に役立ちます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:946 msgid "" @@ -124551,15 +124594,20 @@ msgid "" "then edit the value assigned to the uniform by clicking the value in the " "list of uniforms:" msgstr "" +"グローバルUniformを作成するには、 **プロジェクト設定** を開き、 " +"**シェーダーグローバル** タブに移動します。uniformの名前 " +"(大文字と小文字を区別に注意) と型を指定し、ダイアログの右上隅にある **追加** " +"ボタンをクリックします。次にuniformのリスト内の項目をクリックして、uniformに" +"割り当てられた値を編集できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:956 msgid "" "Adding a global uniform in the Shader Globals tab of the Project Settings" -msgstr "" +msgstr "プロジェクト設定のシェーダー グローバル タブにグローバルUniformを追加する" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:958 msgid "After creating a global uniform, you can use it in a shader as follows:" -msgstr "" +msgstr "グローバルUniformを作成した後、次のようにシェーダーで使用できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:970 msgid "" @@ -124569,6 +124617,11 @@ msgid "" "code, it will be ignored as the global uniform must always be defined in the " "Project Settings anyway." msgstr "" +"グローバルUniformはシェーダーの保存時にプロジェクト設定に存在する " +"*必要があります* 。存在しない場合はコンパイルは失敗します。" +"シェーダーコードで ``global uniform vec4 my_color = ...`` を使用してデフォル" +"ト値を割り当てることはできますが、グローバルUniformの値は常にプロジェクト設定" +"で指定する必要があるため、このデフォルト値は無視されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:976 msgid "" @@ -124577,6 +124630,10 @@ msgid "" "` method in a " "script:" msgstr "" +"実行時にグローバルUniformの値を変更するには、スクリプトで :ref:`" +"RenderingServer.global_shader_parameter_set " +"` " +"メソッドを使用します。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:984 msgid "" @@ -124584,11 +124641,12 @@ msgid "" "impacting performance, as setting data doesn't require synchronization " "between the CPU and GPU." msgstr "" +"データの設定にはCPUとGPU間の同期が必要ないため、グローバルUniform値のセットは" +"、パフォーマンスに影響を与えることなく何度でも行うことができます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:988 -#, fuzzy msgid "You can also add or remove global uniforms at run-time:" -msgstr "独自のノードを戻り値の型として使用することもできます:" +msgstr "実行時にグローバルUniformを追加または削除することもできます:" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:995 msgid "" @@ -124596,6 +124654,9 @@ msgid "" "although it's not as pronounced compared to getting global uniform values " "from a script (see the warning below)." msgstr "" +"実行時にグローバルUniformを追加または削除すると、スクリプトからグローバルUnif" +"orm値を取得する場合ほど顕著ではありませんが、" +"パフォーマンスコストが発生します (以下の警告を参照)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1001 msgid "" @@ -124604,6 +124665,10 @@ msgid "" "this has a large performance penalty as the rendering thread needs to " "synchronize with the calling thread." msgstr "" +"``RenderingServer.global_shader_parameter_get(\"uniform_name\")`` " +"を使用してスクリプトで実行時にグローバルUniformの値を取得することは " +"*できます* が、レンダリングスレッドは呼び出しスレッドと同期する必要があるため" +"、パフォーマンスが大幅に低下します。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1006 msgid "" @@ -124613,14 +124678,19 @@ msgid "" "where you store the values you need to query at the same time you're setting " "them as global uniforms." msgstr "" +"したがってスクリプト内でグローバルシェーダーのUniform値を連続的に読み取ること" +"はお勧めできません。設定後にスクリプトで値を読み取る必要がある場合は、グロー" +"バルUniformとしてセットすると同時に取得するために値を保存するシングルトンクラ" +"ス :ref:`autoload ` " +"を作成することを検討してください。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1015 msgid "Per-instance uniforms" -msgstr "" +msgstr "インスタンス単位のUniform" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1019 msgid "Per-instance uniforms are only available in ``spatial`` (3D) shaders." -msgstr "" +msgstr "インスタンス単位のUniformは ``spatial`` (3D) シェーダーでのみ使用できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1021 msgid "" @@ -124634,6 +124704,14 @@ msgid "" "require creating unique copies of the mesh for each different color, which " "also has a performance overhead." msgstr "" +"マテリアルを使用して各ノードのパラメータを変更したい場合があります。たとえば" +"木々が生い茂る森で、それぞれの木に手動で編集できるわずかに異なる色を持たせた" +"い場合です。インスタンスごとにUniformを持たない場合、" +"木ごとに固有のマテリアル (それぞれがわずかに異なる色) を作成する必要がありま" +"す。これによりマテリアル管理がより複雑になり、シーンではより固有のマテリアル" +"インスタンスが必要になるため、パフォーマンスのオーバーヘッドも発生します。こ" +"こでは頂点カラーを使用することもできますが、異なる色ごとにメッシュの一意のコ" +"ピーを作成する必要があり、パフォーマンスのオーバーヘッドも発生します。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1030 msgid "" @@ -124641,18 +124719,25 @@ msgid "" "each Material instance. Take this into account when working with meshes that " "have multiple materials assigned to them, or MultiMesh setups." msgstr "" +"インスタンス単位のUniformは、各マテリアルインスタンスではなく、各 " +"GeometryInstance3D に設定されます。複数のマテリアルが割り当てられているメッシ" +"ュ、またはマルチメッシュを操作する場合は、こちらを考慮してください。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1046 msgid "" "After saving the shader, you can change the per-instance uniform's value " "using the inspector:" -msgstr "" +msgstr "シェーダーを保存した後、インスペクターを使用してインスタンス単位のUniformの値" +"を変更できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1053 msgid "" "Setting a per-instance uniform's value in the GeometryInstance3D section of " "the inspector" msgstr "" +"インスペクターの GeometryInstance3D " +"セクションでインスタンス単位のUniformの値 (Instance Shader Parameters) " +"を設定する" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1055 msgid "" @@ -124661,12 +124746,17 @@ msgid "" "` method on a " "node that inherits from :ref:`class_GeometryInstance3D`:" msgstr "" +"インスタンス単位のUniform値は、:ref:`class_GeometryInstance3D` " +"を継承するノード上で :ref:`set_instance_shader_parameter " +"` " +"メソッドを使用して実行時にセットすることもできます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1063 msgid "" "When using per-instance uniforms, there are some restrictions you should be " "aware of:" -msgstr "" +msgstr "インスタンス単位のUniformを使用する場合は、いくつかの制限事項に注意する必要が" +"あります:" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1065 msgid "" @@ -124675,10 +124765,15 @@ msgid "" "uniform, then pass the index of the texture to be drawn using a per-instance " "uniform." msgstr "" +"**インスタンス単位のUniformはテクスチャをサポートしません** 。通常のスカラー" +"型とベクター型のみをサポートします。回避策としてはテクスチャ配列を通常のUnifo" +"rmとして渡してから、インスタンス単位のUniformを使用して描画されるテクスチャの" +"インデックスを渡すことができます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1069 msgid "There is a practical maximum limit of 16 instance uniforms per shader." -msgstr "" +msgstr "実際には1シェーダーあたりのインスタンスUniformの最大数は16までに制限されてい" +"ます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1070 msgid "" @@ -124687,6 +124782,10 @@ msgid "" "same name, index *and* type. In this case, all parameters are affected " "correctly." msgstr "" +"メッシュが複数のマテリアルを使用している場合、名前、インデックス、型が同じで" +"ない限り、最初に見つかったメッシュマテリアルのパラメータが後続のメッシュマテ" +"リアルよりも「優先」されます。この場合すべてのパラメータが正しく影響されます" +"。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1073 msgid "" @@ -124694,11 +124793,13 @@ msgid "" "specifying the index (0-15) of the instance uniform by using the " "``instance_index`` hint:" msgstr "" +"上記の状況に遭遇した場合は、 ``instance_index`` " +"ヒントを使用してインスタンスUniformのインデックス (0~15) " +"を手動で指定することで衝突を回避できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1082 -#, fuzzy msgid "Built-in variables" -msgstr "インスタンスの編集" +msgstr "ビルトイン変数" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1084 msgid "" @@ -124708,30 +124809,32 @@ msgid "" "(``vertex``, ``fragment`` or ``light``). For a list of the built-in " "variables that are available, please see the corresponding pages:" msgstr "" +"``UV`` 、 ``COLOR`` 、 ``VERTEX`` " +"など、多くのビルトイン変数が使用可能です。どの変数が使用できるかは、" +"シェーダのタイプ ( ``spatial`` 、 ``canvas_item`` 、 ``particle``) " +"および使用される関数 ( ``vertex`` 、 ``fragment`` 、 ``light`` ) によって異な" +"ります。使用可能な組み込み変数のリストについては、対応するページを参照してく" +"ださい。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1087 -#, fuzzy msgid ":ref:`Spatial shaders `" -msgstr "\\ :ref:`doc_spatial_shader`" +msgstr "\\ :ref:`Spatial(空間)シェーダー `" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1088 msgid ":ref:`Canvas item shaders `" -msgstr ":ref:`キャンバスアイテムシェーダ `" +msgstr ":ref:`CanvasItemシェーダー `" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1089 -#, fuzzy msgid ":ref:`Particle shaders `" -msgstr "\\ :ref:`doc_particle_shader`" +msgstr "\\ :ref:`パーティクルシェーダ `" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1090 -#, fuzzy msgid ":ref:`Sky shaders `" -msgstr "\\ :ref:`doc_spatial_shader`" +msgstr "\\ :ref:`Skyシェーダー `" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1091 -#, fuzzy msgid ":ref:`Fog shaders `" -msgstr "\\ :ref:`doc_spatial_shader`" +msgstr "\\ :ref:`Fogシェーダー `" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1096 msgid "" @@ -124739,777 +124842,636 @@ msgid "" "3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type " "nomenclature is used, it can be scalar or vector." msgstr "" -"GLSL ES 3.0に準拠した多数の組み込み関数がサポートされています。 " -"vec_type(float)、vec_int_type、vec_uint_type、vec_bool_type 命名法を使用する" -"場合、スカラーまたはベクトルを使用できます。" +"GLSL ES 3.0に準拠した多数のビルトイン関数がサポートされています。 " +"vec_type(float)、vec_int_type、vec_uint_type、vec_bool_type " +"命名法を使用する場合、スカラーまたはベクトルを使用できます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1101 msgid "Description / Return value" -msgstr "" +msgstr "説明 /返り値" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1103 -#, fuzzy msgid "vec_type **radians** (vec_type degrees)" -msgstr "vec_type **radians** ( vec_type 度 )" +msgstr "\\ vec_type **radians** (vec_type degrees)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1103 -#, fuzzy msgid "Convert degrees to radians." -msgstr "度をラジアンに変換する" +msgstr "度をラジアンに変換する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1105 -#, fuzzy msgid "vec_type **degrees** (vec_type radians)" -msgstr "vec_type **degrees** ( vec_type ラジアン )" +msgstr "\\ vec_type **degrees** (vec_type radians)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1105 -#, fuzzy msgid "Convert radians to degrees." -msgstr "ラジアンを度に変換" +msgstr "ラジアンを度に変換する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1107 -#, fuzzy msgid "vec_type **sin** (vec_type x)" -msgstr "\\ vec_type **sin** ( vec_type x )" +msgstr "\\ vec_type **sin** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1107 -#, fuzzy msgid "Sine." -msgstr "サイン(正弦)" +msgstr "サイン(正弦)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1109 -#, fuzzy msgid "vec_type **cos** (vec_type x)" -msgstr "\\ vec_type **cos** ( vec_type x )" +msgstr "\\ vec_type **cos** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1109 -#, fuzzy msgid "Cosine." -msgstr "コサイン(余弦)" +msgstr "コサイン(余弦)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1111 -#, fuzzy msgid "vec_type **tan** (vec_type x)" -msgstr "\\ vec_type **tan** ( vec_type x )" +msgstr "\\ vec_type **tan** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1111 -#, fuzzy msgid "Tangent." -msgstr "タンジェント(正接)" +msgstr "タンジェント(正接)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1113 -#, fuzzy msgid "vec_type **asin** (vec_type x)" -msgstr "\\ vec_type **asin** ( vec_type x )" +msgstr "\\ vec_type **asin** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1113 -#, fuzzy msgid "Arcsine." -msgstr "アークコサイン(逆余弦)" +msgstr "アークコサイン(逆余弦)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1115 -#, fuzzy msgid "vec_type **acos** (vec_type x)" -msgstr "\\ vec_type **acos** ( vec_type x )" +msgstr "\\ vec_type **acos** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1115 -#, fuzzy msgid "Arccosine." -msgstr "アークコサイン(逆余弦)" +msgstr "アークコサイン(逆余弦)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1117 -#, fuzzy msgid "vec_type **atan** (vec_type y_over_x)" -msgstr "\\ vec_type **atan** ( vec_type y_over_x )" +msgstr "\\ vec_type **atan** (vec_type y_over_x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1117 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1119 -#, fuzzy msgid "Arctangent." -msgstr "アークタンジェント(逆正接)" +msgstr "アークタンジェント(逆正接)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1119 -#, fuzzy msgid "vec_type **atan** (vec_type y, vec_type x)" -msgstr "\\ vec_type **atan** ( vec_type y, vec_type x )" +msgstr "\\ vec_type **atan** (vec_type y, vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1121 -#, fuzzy msgid "vec_type **sinh** (vec_type x)" -msgstr "\\ vec_type **sinh** ( vec_type x )" +msgstr "\\ vec_type **sinh** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1121 -#, fuzzy msgid "Hyperbolic sine." -msgstr "双曲線コサイン" +msgstr "双曲線コサイン。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1123 -#, fuzzy msgid "vec_type **cosh** (vec_type x)" -msgstr "\\ vec_type **cosh** ( vec_type x )" +msgstr "\\ vec_type **cosh** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1123 -#, fuzzy msgid "Hyperbolic cosine." -msgstr "双曲線コサイン" +msgstr "双曲線コサイン。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1125 -#, fuzzy msgid "vec_type **tanh** (vec_type x)" -msgstr "\\ vec_type **tanh** ( vec_type x )" +msgstr "\\ vec_type **tanh** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1125 -#, fuzzy msgid "Hyperbolic tangent." -msgstr "双曲線タンジェント" +msgstr "双曲線タンジェント。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1127 -#, fuzzy msgid "vec_type **asinh** (vec_type x)" -msgstr "\\ vec_type **asinh** ( vec_type x )" +msgstr "\\ vec_type **asinh** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1127 -#, fuzzy msgid "Inverse hyperbolic sine." -msgstr "双曲線アークコサイン" +msgstr "双曲線アークコサイン。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1129 -#, fuzzy msgid "vec_type **acosh** (vec_type x)" -msgstr "\\ vec_type **acosh** ( vec_type x )" +msgstr "\\ vec_type **acosh** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1129 -#, fuzzy msgid "Inverse hyperbolic cosine." -msgstr "双曲線アークコサイン" +msgstr "双曲線アークコサイン。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1131 -#, fuzzy msgid "vec_type **atanh** (vec_type x)" -msgstr "\\ vec_type **atanh** ( vec_type x )" +msgstr "\\ vec_type **atanh** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1131 -#, fuzzy msgid "Inverse hyperbolic tangent." -msgstr "双曲線アークタンジェント" +msgstr "双曲線アークタンジェント。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1133 -#, fuzzy msgid "vec_type **pow** (vec_type x, vec_type y)" -msgstr "\\ vec_type **pow** ( vec_type x, vec_type y )" +msgstr "\\ vec_type **pow** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1133 msgid "Power (undefined if ``x`` < 0 or if ``x`` == 0 and ``y`` <= 0)." -msgstr "" +msgstr "xのy乗 (未定義条件: if ``x`` < 0 or if ``x`` == 0 and ``y`` <= 0)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1135 -#, fuzzy msgid "vec_type **exp** (vec_type x)" -msgstr "\\ vec_type **exp** ( vec_type x )" +msgstr "\\ vec_type **exp** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1135 -#, fuzzy msgid "Base-e exponential." -msgstr "eを底とする指数" +msgstr "eを底とする指数。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1137 -#, fuzzy msgid "vec_type **exp2** (vec_type x)" -msgstr "\\ vec_type **exp2** ( vec_type x )" +msgstr "\\ vec_type **exp2** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1137 -#, fuzzy msgid "Base-2 exponential." -msgstr "2を底とする指数" +msgstr "2を底とする指数。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1139 -#, fuzzy msgid "vec_type **log** (vec_type x)" -msgstr "\\ vec_type **log** ( vec_type x )" +msgstr "\\ vec_type **log** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1139 -#, fuzzy msgid "Natural logarithm." -msgstr "自然対数" +msgstr "自然対数。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1141 -#, fuzzy msgid "vec_type **log2** (vec_type x)" -msgstr "\\ vec_type **log2** ( vec_type x )" +msgstr "\\ vec_type **log2** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1141 -#, fuzzy msgid "Base-2 logarithm." -msgstr "2を底とする対数" +msgstr "2を底とする対数。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1143 -#, fuzzy msgid "vec_type **sqrt** (vec_type x)" -msgstr "\\ vec_type **sqrt** ( vec_type x )" +msgstr "\\ vec_type **sqrt** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1143 -#, fuzzy msgid "Square root." -msgstr "平方根" +msgstr "平方根。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1145 -#, fuzzy msgid "vec_type **inversesqrt** (vec_type x)" -msgstr "\\ vec_type **inversesqrt** ( vec_type x )" +msgstr "\\ vec_type **inversesqrt** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1145 -#, fuzzy msgid "Inverse square root." -msgstr "逆平方根" +msgstr "逆平方根。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1147 -#, fuzzy msgid "vec_type **abs** (vec_type x)" -msgstr "\\ vec_type **abs** ( vec_type x )" +msgstr "\\ vec_type **abs** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1149 -#, fuzzy msgid "ivec_type **abs** (ivec_type x)" -msgstr "\\ ivec_type **abs** ( ivec_type x )" +msgstr "\\ ivec_type **abs** (ivec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1147 msgid "Absolute value (returns positive value if negative)." -msgstr "" +msgstr "絶対値 (負の場合は正の値を返す)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1151 -#, fuzzy msgid "vec_type **sign** (vec_type x)" -msgstr "\\ vec_type **sign** ( vec_type x )" +msgstr "\\ vec_type **sign** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1153 -#, fuzzy msgid "ivec_type **sign** (ivec_type x)" -msgstr "\\ ivec_type **sign** ( ivec_type x )" +msgstr "\\ ivec_type **sign** (ivec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1151 msgid "" "Sign (returns ``1.0`` if positive, ``-1.0`` if negative, ``0.0`` if zero)." -msgstr "" +msgstr "符号 (正の時 ``1.0`` を返し、負の時 ``-1.0`` を返し、ゼロの時 ``0.0`` " +"を返す)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1155 -#, fuzzy msgid "vec_type **floor** (vec_type x)" -msgstr "\\ vec_type **floor** ( vec_type x )" +msgstr "\\ vec_type **floor** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1155 -#, fuzzy msgid "Round to the integer below." -msgstr "最も近い偶数にラウンド" +msgstr "x以下の最も近い整数に丸める。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1157 -#, fuzzy msgid "vec_type **round** (vec_type x)" -msgstr "\\ vec_type **round** ( vec_type x )" +msgstr "\\ vec_type **round** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1157 -#, fuzzy msgid "Round to the nearest integer." -msgstr "最も近い偶数にラウンド" +msgstr "最も近い整数に丸める(四捨五入)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1159 -#, fuzzy msgid "vec_type **roundEven** (vec_type x)" -msgstr "\\ vec_type **roundEven** ( vec_type x )" +msgstr "\\ vec_type **roundEven** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1159 -#, fuzzy msgid "Round to the nearest even integer." -msgstr "最も近い偶数にラウンド" +msgstr "最も近い偶数の整数に丸める。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1161 -#, fuzzy msgid "vec_type **trunc** (vec_type x)" -msgstr "\\ vec_type **trunc** ( vec_type x )" +msgstr "\\ vec_type **trunc** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1161 -#, fuzzy msgid "Truncation." -msgstr "小数点切り捨て" +msgstr "ゼロ方向の整数に丸める(小数点切り捨て)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1163 -#, fuzzy msgid "vec_type **ceil** (vec_type x)" -msgstr "\\ vec_type **ceil** ( vec_type x )" +msgstr "\\ vec_type **ceil** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1163 -#, fuzzy msgid "Round to the integer above." -msgstr "最も近い偶数にラウンド" +msgstr "x以上の最も近い整数に丸める。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1165 -#, fuzzy msgid "vec_type **fract** (vec_type x)" -msgstr "\\ vec_type **fract** ( vec_type x )" +msgstr "\\ vec_type **fract** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1165 msgid "Fractional (returns ``x - floor(x)``)." -msgstr "" +msgstr "小数部 (``x - floor(x)`` を返す)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1167 -#, fuzzy msgid "vec_type **mod** (vec_type x, vec_type y)" -msgstr "\\ vec_type **mod** ( vec_type x, vec_type y )" +msgstr "\\ vec_type **mod** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1169 -#, fuzzy msgid "vec_type **mod** (vec_type x, float y)" -msgstr "\\ vec_type **mod** ( vec_type x , float y )" +msgstr "\\ vec_type **mod** (vec_type x, float y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1167 -#, fuzzy msgid "Modulo (division remainder)." -msgstr "乗算/除算/剰余" +msgstr "剰余 (割り算の余り)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1171 -#, fuzzy msgid "vec_type **modf** (vec_type x, out vec_type i)" -msgstr "\\ vec_type **modf** ( vec_type x, out vec_type i )" +msgstr "\\ vec_type **modf** (vec_type x, out vec_type i)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1171 -#, fuzzy msgid "Fractional of ``x``, with ``i`` as integer part." -msgstr "xの小数部、iに整数部分が入る" +msgstr "xの小数部を返し、iに整数部が代入される。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1173 -#, fuzzy msgid "vec_type **min** (vec_type a, vec_type b)" -msgstr "\\ vec_type **min** ( vec_type a, vec_type b )" +msgstr "\\ vec_type **min** (vec_type a, vec_type b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1173 -#, fuzzy msgid "Lowest value between ``a`` and ``b``." -msgstr "xとyの絶対微分の合計" +msgstr "``a`` と ``b`` の小さいほうを返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1175 -#, fuzzy msgid "vec_type **max** (vec_type a, vec_type b)" -msgstr "\\ vec_type **max** ( vec_type a, vec_type b )" +msgstr "\\ vec_type **max** (vec_type a, vec_type b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1175 -#, fuzzy msgid "Highest value between ``a`` and ``b``." -msgstr "" -"これにより、各魚に ``2`` と ``10`` の間のユニークな速度が与えられます。" +msgstr "``a`` と ``b`` の大きいほうを返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1177 -#, fuzzy msgid "vec_type **clamp** (vec_type x, vec_type min, vec_type max)" -msgstr "\\ vec_type **clamp** ( vec_type x, vec_type min, vec_type max )" +msgstr "\\ vec_type **clamp** (vec_type x, vec_type min, vec_type max)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1177 msgid "Clamp ``x`` between ``min`` and ``max`` (inclusive)." -msgstr "" +msgstr "``x`` を範囲内( ``min`` と ``max`` の間)に収めた値を返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1179 -#, fuzzy msgid "float **mix** (float a, float b, float c)" -msgstr "\\ vec_type **mix** ( float a, float b, float c )" +msgstr "\\ float **mix** (float a, float b, float c)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1181 -#, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, float c)" -msgstr "\\ vec_type **mix** ( vec_type a, vec_type b, float c )" +msgstr "\\ vec_type **mix** (vec_type a, vec_type b, float c)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1183 -#, fuzzy msgid "vec_type **mix** (vec_type a, vec_type b, bvec_type c)" -msgstr "\\ vec_type **mix** ( vec_type a, vec_type b, bvec_type c )" +msgstr "\\ vec_type **mix** (vec_type a, vec_type b, bvec_type c)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1179 msgid "Linear interpolate between ``a`` and ``b`` by ``c``." -msgstr "" +msgstr "``a`` と ``b`` の間を ``c`` で線形補間する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1185 -#, fuzzy msgid "vec_type **fma** (vec_type a, vec_type b, vec_type c)" -msgstr "\\ vec_type **mix** ( vec_type a, vec_type b, vec_type c )" +msgstr "\\ vec_type **fma** (vec_type a, vec_type b, vec_type c)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1185 msgid "" "Performs a fused multiply-add operation: ``(a * b + c)`` (faster than doing " "it manually)." -msgstr "" +msgstr "融合積和演算 ``(a * b + c)`` を行う(手動で書くより高速です)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1188 -#, fuzzy msgid "vec_type **step** (vec_type a, vec_type b)" -msgstr "\\ vec_type **step** ( vec_type a, vec_type b )" +msgstr "\\ vec_type **step** (vec_type a, vec_type b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1188 -#, fuzzy msgid "``b[i] < a[i] ? 0.0 : 1.0``." -msgstr "\\ ``b[i] < a[i] ? 0.0 : 1.0``" +msgstr "\\ ``b[i] < a[i] ? 0.0 : 1.0`` 。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1190 -#, fuzzy msgid "vec_type **step** (float a, vec_type b)" -msgstr "\\ vec_type **step** ( float a, vec_type b)" +msgstr "\\ vec_type **step** (float a, vec_type b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1190 -#, fuzzy msgid "``b[i] < a ? 0.0 : 1.0``." -msgstr "\\ ``b[i] < a ? 0.0 : 1.0``" +msgstr "\\ ``b[i] < a ? 0.0 : 1.0`` 。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1192 -#, fuzzy msgid "vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" -msgstr "\\ vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c )" +msgstr "\\ vec_type **smoothstep** (vec_type a, vec_type b, vec_type c)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1194 -#, fuzzy msgid "vec_type **smoothstep** (float a, float b, vec_type c)" -msgstr "\\ vec_type **smoothstep** ( float a, float b, vec_type c )" +msgstr "\\ vec_type **smoothstep** (float a, float b, vec_type c)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1192 msgid "Hermite interpolate between ``a`` and ``b`` by ``c``." -msgstr "" +msgstr "``a`` と ``b`` の間を ``c`` でエルミート補間する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1196 -#, fuzzy msgid "bvec_type **isnan** (vec_type x)" -msgstr "\\ bvec_type **isnan** ( vec_type x )" +msgstr "\\ bvec_type **isnan** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1196 -#, fuzzy msgid "Returns ``true`` if scalar or vector component is ``NaN``." -msgstr "スカラー、またはベクトル要素がNaNである" +msgstr "スカラーまたはベクトル要素が ``NaN`` の場合は ``true`` を返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1198 -#, fuzzy msgid "bvec_type **isinf** (vec_type x)" -msgstr "\\ bvec_type **isinf** ( vec_type x )" +msgstr "\\ bvec_type **isinf** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1198 -#, fuzzy msgid "Returns ``true`` if scalar or vector component is ``INF``." -msgstr "スカラー、またはベクトル要素が INF である" +msgstr "スカラーまたはベクトル要素が ``INF`` の場合は、 ``true`` を返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1200 -#, fuzzy msgid "ivec_type **floatBitsToInt** (vec_type x)" -msgstr "\\ ivec_type **floatBitsToInt** ( vec_type x )" +msgstr "\\ ivec_type **floatBitsToInt** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1200 -#, fuzzy msgid "Float->Int bit copying, no conversion." -msgstr "浮動小数点数->Int ビットコピー、変換なし" +msgstr "float型からint型へビットを維持してコピー。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1202 -#, fuzzy msgid "uvec_type **floatBitsToUint** (vec_type x)" -msgstr "\\ uvec_type **floatBitsToUint** ( vec_type x )" +msgstr "\\ uvec_type **floatBitsToUint** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1202 -#, fuzzy msgid "Float->UInt bit copying, no conversion." -msgstr "浮動小数点数->UInt ビットコピー、変換なし" +msgstr "float型からuint型へビットを維持してコピー。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1204 -#, fuzzy msgid "vec_type **intBitsToFloat** (ivec_type x)" -msgstr "\\ vec_type **intBitsToFloat** ( ivec_type x )" +msgstr "\\ vec_type **intBitsToFloat** (ivec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1204 -#, fuzzy msgid "Int->Float bit copying, no conversion." -msgstr "Int->浮動小数点 ビットコピー、変換なし" +msgstr "int型からfloat型へビットを維持してコピー。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1206 msgid "vec_type **uintBitsToFloat** (uvec_type x)" msgstr "\\ vec_type **uintBitsToFloat** (uvec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1206 -#, fuzzy msgid "UInt->Float bit copying, no conversion." -msgstr "UInt->浮動小数点 ビットコピー、変換なし" +msgstr "uint型からfloat型へビットを維持してコピー。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1208 -#, fuzzy msgid "float **length** (vec_type x)" -msgstr "\\ float **length** ( vec_type x )" +msgstr "\\ float **length** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1208 -#, fuzzy msgid "Vector length." -msgstr "ベクトルの長さ" +msgstr "ベクトルの長さ。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1210 -#, fuzzy msgid "float **distance** (vec_type a, vec_type b)" -msgstr "\\ float **distance** ( vec_type a, vec_type b )" +msgstr "\\ float **distance** (vec_type a, vec_type b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1210 -#, fuzzy msgid "Distance between vectors i.e ``length(a - b)``." -msgstr "ベクトル間の距離、つまり ``length(a-b)``" +msgstr "2つのベクトル間の距離。つまり ``length(a-b)`` 。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1212 -#, fuzzy msgid "float **dot** (vec_type a, vec_type b)" -msgstr "\\ float **dot** ( vec_type a, vec_type b )" +msgstr "\\ float **dot** (vec_type a, vec_type b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1212 -#, fuzzy msgid "Dot product." -msgstr "内積 (ドット積)" +msgstr "内積 (ドット積)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1214 -#, fuzzy msgid "vec3 **cross** (vec3 a, vec3 b)" -msgstr "\\ vec3 **cross** ( vec3 a, vec3 b )" +msgstr "\\ vec3 **cross** (vec3 a, vec3 b)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1214 -#, fuzzy msgid "Cross product." -msgstr "外積 (クロス積)" +msgstr "外積 (クロス積)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1216 -#, fuzzy msgid "vec_type **normalize** (vec_type x)" -msgstr "\\ vec_type **normalize** ( vec_type x )" +msgstr "\\ vec_type **normalize** (vec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1216 -#, fuzzy msgid "Normalize to unit length." -msgstr "単位長に正規化" +msgstr "単位ベクトルに正規化。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1218 -#, fuzzy msgid "vec3 **reflect** (vec3 I, vec3 N)" -msgstr "\\ vec3 **reflect** ( vec3 I, vec3 N )" +msgstr "\\ vec3 **reflect** (vec3 I, vec3 N)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1218 -#, fuzzy msgid "Reflect." -msgstr "反射" +msgstr "反射。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1220 -#, fuzzy msgid "vec3 **refract** (vec3 I, vec3 N, float eta)" -msgstr "\\ vec3 **refract** ( vec3 I, vec3 N, float eta )" +msgstr "\\ vec3 **refract** (vec3 I, vec3 N, float eta)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1220 -#, fuzzy msgid "Refract." -msgstr "屈折" +msgstr "屈折。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1222 -#, fuzzy msgid "vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" -msgstr "\\ vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref )" +msgstr "\\ vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1222 -#, fuzzy msgid "If ``dot(Nref, I)`` < 0, return ``N``, otherwise ``-N``." -msgstr "" -"もしも dot(Nref, I) < 0 なら Nを返し、そうでなければ –Nを返す (訳注: 視線に対" -"して面の法線の表裏を揃える時などに使用)" +msgstr "``dot(Nref, I)`` < 0 の場合は ``N`` を返し、それ以外の場合は ``-N`` を返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1224 -#, fuzzy msgid "mat_type **matrixCompMult** (mat_type x, mat_type y)" -msgstr "\\ mat_type **matrixCompMult** ( mat_type x, mat_type y )" +msgstr "\\ mat_type **matrixCompMult** (mat_type x, mat_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1224 -#, fuzzy msgid "Matrix component multiplication." -msgstr "行列要素の乗算" +msgstr "行列要素の乗算。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1226 -#, fuzzy msgid "mat_type **outerProduct** (vec_type column, vec_type row)" -msgstr "\\ mat_type **outerProduct** ( vec_type column, vec_type row )" +msgstr "\\ mat_type **outerProduct** (vec_type column, vec_type row)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1226 -#, fuzzy msgid "Matrix outer product." -msgstr "行列の外積" +msgstr "行列の外積。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1228 -#, fuzzy msgid "mat_type **transpose** (mat_type m)" -msgstr "\\ mat_type **transpose** ( mat_type m )" +msgstr "\\ mat_type **transpose** (mat_type m)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1228 -#, fuzzy msgid "Transpose matrix." -msgstr "転置行列" +msgstr "転置行列。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1230 -#, fuzzy msgid "float **determinant** (mat_type m)" -msgstr "\\ float **determinant** ( mat_type m )" +msgstr "\\ float **determinant** (mat_type m)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1230 -#, fuzzy msgid "Matrix determinant." -msgstr "行列式" +msgstr "行列式。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1232 -#, fuzzy msgid "mat_type **inverse** (mat_type m)" -msgstr "\\ mat_type **inverse** ( mat_type m )" +msgstr "\\ mat_type **inverse** (mat_type m)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1232 -#, fuzzy msgid "Inverse matrix." -msgstr "逆行列" +msgstr "逆行列。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1234 -#, fuzzy msgid "bvec_type **lessThan** (vec_type x, vec_type y)" -msgstr "\\ bvec_type **lessThan** ( vec_type x, vec_type y )" +msgstr "\\ bvec_type **lessThan** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1234 -#, fuzzy msgid "Bool vector comparison on < int/uint/float vectors." -msgstr "" -"int/uint/floatベクトルの各要素を比較(x < y)した結果をBoolベクトルとして返す" +msgstr "int/uint/floatベクトルの各要素を比較(x < y)した結果をboolベクトルとして返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1236 -#, fuzzy msgid "bvec_type **greaterThan** (vec_type x, vec_type y)" -msgstr "\\ bvec_type **greaterThan** ( vec_type x, vec_type y )" +msgstr "\\ bvec_type **greaterThan** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1236 -#, fuzzy msgid "Bool vector comparison on > int/uint/float vectors." -msgstr "" -"int/uint/floatベクトルの各要素を比較(x > y)した結果をBoolベクトルとして返す" +msgstr "int/uint/floatベクトルの各要素を比較(x > y)した結果をboolベクトルとして返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1238 -#, fuzzy msgid "bvec_type **lessThanEqual** (vec_type x, vec_type y)" -msgstr "\\ bvec_type **lessThanEqual** ( vec_type x, vec_type y )" +msgstr "\\ bvec_type **lessThanEqual** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1238 -#, fuzzy msgid "Bool vector comparison on <= int/uint/float vectors." -msgstr "" -"int/uint/floatベクトルの各要素を比較(x <= y)した結果をBoolベクトルとして返す" +msgstr "int/uint/floatベクトルの各要素を比較(x <= " +"y)した結果をboolベクトルとして返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1240 -#, fuzzy msgid "bvec_type **greaterThanEqual** (vec_type x, vec_type y)" -msgstr "\\ bvec_type **greaterThanEqual** ( vec_type x, vec_type y )" +msgstr "\\ bvec_type **greaterThanEqual** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1240 -#, fuzzy msgid "Bool vector comparison on >= int/uint/float vectors." -msgstr "" -"int/uint/floatベクトルの各要素を比較(x >= y)した結果をBoolベクトルとして返す" +msgstr "int/uint/floatベクトルの各要素を比較(x >= " +"y)した結果をboolベクトルとして返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1242 -#, fuzzy msgid "bvec_type **equal** (vec_type x, vec_type y)" -msgstr "\\ bvec_type **equal** ( vec_type x, vec_type y )" +msgstr "\\ bvec_type **equal** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1242 -#, fuzzy msgid "Bool vector comparison on == int/uint/float vectors." -msgstr "" -"int/uint/floatベクトルの各要素を比較(x == y)した結果をBoolベクトルとして返す" +msgstr "int/uint/floatベクトルの各要素を比較(x == " +"y)した結果をboolベクトルとして返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1244 -#, fuzzy msgid "bvec_type **notEqual** (vec_type x, vec_type y)" -msgstr "\\ bvec_type **notEqual** ( vec_type x, vec_type y )" +msgstr "\\ bvec_type **notEqual** (vec_type x, vec_type y)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1244 -#, fuzzy msgid "Bool vector comparison on != int/uint/float vectors." -msgstr "" -"int/uint/floatベクトルの各要素を比較(x != y)した結果をBoolベクトルとして返す" +msgstr "int/uint/floatベクトルの各要素を比較(x != " +"y)した結果をboolベクトルとして返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1246 -#, fuzzy msgid "bool **any** (bvec_type x)" -msgstr "\\ bool **any** ( bvec_type x )" +msgstr "\\ bool **any** (bvec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1246 msgid "``true`` if any component is ``true``, ``false`` otherwise." -msgstr "" +msgstr "いずれかの要素が ``true`` の場合は ``true`` 、それ以外の場合は ``false`` " +"を返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1248 -#, fuzzy msgid "bool **all** (bvec_type x)" -msgstr "\\ bool **all** ( bvec_type x )" +msgstr "\\ bool **all** (bvec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1248 msgid "``true`` if all components are ``true``, ``false`` otherwise." -msgstr "" +msgstr "すべての要素が ``true`` の場合は ``true`` 、それ以外の場合は ``false`` " +"を返す。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1250 -#, fuzzy msgid "bvec_type **not** (bvec_type x)" -msgstr "\\ bvec_type **not** ( bvec_type x )" +msgstr "\\ bvec_type **not** (bvec_type x)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1250 -#, fuzzy msgid "Invert boolean vector." -msgstr "ブールベクトルの反転" +msgstr "boolベクトルの反転" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1252 -#, fuzzy msgid "ivec2 **textureSize** (gsampler2D s, int lod)" -msgstr "\\ ivec3 **textureSize** ( sampler3D s, int lod )" +msgstr "\\ ivec2 **textureSize** (gsampler2D s, int lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1254 -#, fuzzy msgid "ivec3 **textureSize** (gsampler2DArray s, int lod)" -msgstr "\\ ivec3 **textureSize** ( sampler2DArray_type s, int lod )" +msgstr "\\ ivec3 **textureSize** (gsampler2DArray s, int lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1256 -#, fuzzy msgid "ivec3 **textureSize** (gsampler3D s, int lod)" -msgstr "\\ ivec3 **textureSize** ( sampler3D s, int lod )" +msgstr "\\ ivec3 **textureSize** (gsampler3D s, int lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1258 -#, fuzzy msgid "ivec2 **textureSize** (samplerCube s, int lod)" -msgstr "\\ ivec2 **textureSize** ( samplerCube s, int lod )" +msgstr "\\ ivec2 **textureSize** (samplerCube s, int lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1260 -#, fuzzy msgid "ivec2 **textureSize** (samplerCubeArray s, int lod)" -msgstr "\\ ivec2 **textureSize** ( samplerCube s, int lod )" +msgstr "\\ ivec2 **textureSize** (samplerCubeArray s, int lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1252 -#, fuzzy msgid "Get the size of a texture." -msgstr "2Dテクスチャのサイズを取得する" +msgstr "テクスチャのサイズを取得する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1254 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1332 msgid "" "The LOD defines which mipmap level is used. An LOD value of ``0`` will use " "the full resolution texture." -msgstr "" +msgstr "LOD はどのミップマップレベルが使用されるかを指定します。 LOD値が ``0`` " +"の場合は、フル解像度のテクスチャが使用されます。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1262 -#, fuzzy msgid "vec2 **textureQueryLod** (gsampler2D s, vec2 p)" -msgstr "\\ vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod )" +msgstr "\\ vec2 **textureQueryLod** (gsampler2D s, vec2 p)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1264 -#, fuzzy msgid "vec3 **textureQueryLod** (gsampler2DArray s, vec2 p)" -msgstr "\\ ivec3 **textureSize** ( sampler2DArray_type s, int lod )" +msgstr "\\ vec3 **textureQueryLod** (gsampler2DArray s, vec2 p)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1266 -#, fuzzy msgid "vec2 **textureQueryLod** (gsampler3D s, vec3 p)" -msgstr "\\ vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" +msgstr "\\ vec2 **textureQueryLod** (gsampler3D s, vec3 p)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1268 -#, fuzzy msgid "vec2 **textureQueryLod** (samplerCube s, vec3 p)" -msgstr "\\ vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" +msgstr "\\ vec2 **textureQueryLod** (samplerCube s, vec3 p)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1262 msgid "" @@ -125540,96 +125502,80 @@ msgid "int **textureQueryLevels** (samplerCube s)" msgstr "\\ ivec2 **textureSize** ( samplerCube s, int lod )" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1270 -#, fuzzy msgid "Get the number of accessible mipmap levels of a texture." -msgstr "キューブテクスチャのサイズを取得する" +msgstr "テクスチャのアクセス可能なミップマップレベルの数を取得する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1272 msgid "" "If the texture is unassigned to a sampler, ``1`` is returned (Godot always " "internally assigns a texture even to an empty sampler)." msgstr "" +"テクスチャがサンプラーに割り当てられていない場合は ``1`` が返る。(Godot " +"は空のサンプラーにも常に内部でテクスチャを割り当てます)。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1278 -#, fuzzy msgid "gvec4_type **texture** (gsampler2D s, vec2 p [, float bias])" -msgstr "\\ vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] )" +msgstr "\\ gvec4_type **texture** (gsampler2D s, vec2 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1280 msgid "gvec4_type **texture** (gsampler2DArray s, vec3 p [, float bias])" -msgstr "" -"\\ vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] )" +msgstr "\\ gvec4_type **texture** (gsampler2DArray s, vec3 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1282 msgid "gvec4_type **texture** (gsampler3D s, vec3 p [, float bias])" -msgstr "\\ vec4_type **texture** ( sampler3D_type s, vec3 uv [, float bias] )" +msgstr "\\ gvec4_type **texture** (gsampler3D s, vec3 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1284 -#, fuzzy msgid "vec4 **texture** (samplerCube s, vec3 p [, float bias])" -msgstr "\\ vec4 **texture** ( samplerCube s, vec3 uv [, float bias] )" +msgstr "\\ vec4 **texture** (samplerCube s, vec3 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1286 -#, fuzzy msgid "vec4 **texture** (samplerCubeArray s, vec4 p [, float bias])" -msgstr "\\ vec4 **texture** ( samplerCube s, vec3 uv [, float bias] )" +msgstr "\\ vec4 **texture** (samplerCubeArray s, vec4 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1278 -#, fuzzy msgid "Perform a texture read." -msgstr "2Dテクスチャの読み取りを実行する" +msgstr "テクスチャの読み取りを実行する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1288 -#, fuzzy msgid "gvec4_type **textureProj** (gsampler2D s, vec3 p [, float bias])" -msgstr "" -"\\ vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] )" +msgstr "\\ gvec4_type **textureProj** (gsampler2D s, vec3 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1290 -#, fuzzy msgid "gvec4_type **textureProj** (gsampler2D s, vec4 p [, float bias])" -msgstr "" -"\\ vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] )" +msgstr "\\ gvec4_type **textureProj** (gsampler2D s, vec4 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1292 msgid "gvec4_type **textureProj** (gsampler3D s, vec4 p [, float bias])" -msgstr "gvec4_type **textureProj** (gsampler3D s, vec4 p [, float bias])" +msgstr "\\ gvec4_type **textureProj** (gsampler3D s, vec4 p [, float bias])" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1288 -#, fuzzy msgid "Perform a texture read with projection." -msgstr "投影を使用して2Dテクスチャの読み取りを実行する" +msgstr "投影を使用して2Dテクスチャの読み取りを実行する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1294 -#, fuzzy msgid "gvec4_type **textureLod** (gsampler2D s, vec2 p, float lod)" -msgstr "\\ vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod )" +msgstr "\\ gvec4_type **textureLod** (gsampler2D s, vec2 p, float lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1296 -#, fuzzy msgid "gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod)" -msgstr "" -"\\ vec4_type **textureLod** ( sampler2DArray_type s, vec3 uv, float lod )" +msgstr "\\ gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1298 -#, fuzzy msgid "gvec4_type **textureLod** (gsampler3D s, vec3 p, float lod)" -msgstr "\\ vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod )" +msgstr "\\ gvec4_type **textureLod** (gsampler3D s, vec3 p, float lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1300 -#, fuzzy msgid "vec4 **textureLod** (samplerCube s, vec3 p, float lod)" -msgstr "\\ vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" +msgstr "\\ vec4 **textureLod** (samplerCube s, vec3 p, float lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1302 -#, fuzzy msgid "vec4 **textureLod** (samplerCubeArray s, vec4 p, float lod)" -msgstr "\\ vec4 **textureLod** ( samplerCube s, vec3 uv, float lod )" +msgstr "\\ vec4 **textureLod** (samplerCubeArray s, vec4 p, float lod)" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1294 -#, fuzzy msgid "Perform a texture read at custom mipmap." -msgstr "カスタムミップマップで2Dテクスチャの読み取りを実行する" +msgstr "カスタムミップマップでテクスチャの読み取りを実行する。" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1296 #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1306 @@ -126118,13 +126064,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:4 -#, fuzzy msgid "Shader preprocessor" -msgstr "頂点プロセッサー" +msgstr "シェーダープリプロセッサー" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:7 msgid "Why use a shader preprocessor?" -msgstr "" +msgstr "シェーダープリプロセッサーを使用する理由?" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:9 msgid "" @@ -126136,6 +126081,13 @@ msgid "" "shader language (such as ``if`` or ``for``), but a special kind of token " "within the language." msgstr "" +"プログラミング言語では、 *プリプロセッサー* を使用すると、コンパイラーがコー" +"ドを読み取る前にコードを変更できます。コンパイラとは異なり、プリプロセッサー" +"は前処理されたコードの構文が有効かどうかを気にしません。" +"プリプロセッサーは常に *ディレクティブ* で指示されたことを実行します。" +"ディレクティブはハッシュ記号 (``#``) で始まるステートメントです。" +"これはシェーダー言語の *キーワード* (``if`` や ``for`` など) " +"ではなく、言語内の特別な種類のトークンです。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:17 msgid "" @@ -126143,6 +126095,10 @@ msgid "" "shaders. The syntax is similar to what most GLSL shader compilers support " "(which in turn is similar to the C/C++ preprocessor)." msgstr "" +"Godot 4.0 以降ではテキストベースのシェーダー内でシェーダープリプロセッサーを" +"使用できます。" +"構文はほとんどのGLSLシェーダーコンパイラーがサポートするものと似ています " +"(つまりC/C++プリプロセッサーのものと似ています)。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:23 msgid "" @@ -126153,28 +126109,35 @@ msgid "" "conversion is a one-way operation; text shaders cannot be converted back to " "visual shaders." msgstr "" +"シェーダープリプロセッサーは、:ref:`ビジュアルシェーダー " +"` では使用できません。ビジュアルシェーダーにプリプロセッ" +"サーステートメントを導入する必要がある場合は、" +"VisualShaderのインスペクターのリソースのドロップダウンにある **Convert to " +"Shader** オプションを使用して、テキストベースのシェーダーに変換できます。この" +"変換は一方向の操作です。テキストシェーダーをビジュアルシェーダーに戻すことは" +"できません。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:30 -#, fuzzy msgid "Directives" -msgstr "データディレクトリ" +msgstr "ディレクティブ" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:33 -#, fuzzy msgid "General syntax" -msgstr "一般的な定義" +msgstr "一般的な構文" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:35 msgid "" "Preprocessor directives do not use brackets (``{}``), but can use " "parentheses." -msgstr "" +msgstr "プリプロセッサー構文は大括弧 (``{}``) " +"は使用できませんが、普通の括弧は使用することはできます。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:36 msgid "" "Preprocessor directives **never** end with semicolons (with the exception of " "``#define``, where this is allowed but potentially dangerous)." -msgstr "" +msgstr "プリプロセッサー構文は **決して** セミコロンで終わりません (``#define`` " +"では使えますが潜在的に危険です)。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:38 msgid "" @@ -126182,6 +126145,9 @@ msgid "" "backslash (``\\``). The first line break *not* featuring a backslash will " "end the preprocessor statement." msgstr "" +"プリプロセッサー構文は各行をバックスラッシュ (\\) で終了することにより、複数" +"の行にまたがることができます。バックスラッシュを含まない最初の改行により、プ" +"リプロセッサー構文は終了します。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:43 msgid "#define" @@ -126630,18 +126596,16 @@ msgid "Never draw depth." msgstr "深度の描画をしません。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:31 -#, fuzzy msgid "**depth_prepass_alpha**" -msgstr "\\ **depth_draw_always**" +msgstr "\\ **depth_prepass_alpha**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:31 msgid "Do opaque depth pre-pass for transparent geometry." -msgstr "透明なジオメトリの不透明な深さの事前パスを行います。" +msgstr "半透明ジオメトリでも深さの事前パス(デプスプリパス)を行います。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:33 -#, fuzzy msgid "**depth_test_disabled**" -msgstr "\\ **depth_test_disable**" +msgstr "\\ **depth_test_disabled**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:33 msgid "Disable depth testing." @@ -126649,12 +126613,11 @@ msgstr "深度テストを無効にします。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:35 msgid "**sss_mode_skin**" -msgstr "" +msgstr "\\ **sss_mode_skin**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:35 -#, fuzzy msgid "Subsurface Scattering mode for skin." -msgstr "サブサーフェススキャタリング" +msgstr "スキンの表面下散乱(サブサーフェス・スキャタリング)モード。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:37 msgid "**cull_back**" @@ -126688,35 +126651,32 @@ msgstr "\\ **unshaded**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:43 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:31 msgid "Result is just albedo. No lighting/shading happens in material." -msgstr "" -"結果は単なるアルベドです。マテリアルではライティング/シェーディングは発生しま" -"せん。" +msgstr "**ALBEDO** " +"をそのまま出力します。マテリアルではライティング/シェーディングを行いません。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:45 msgid "**wireframe**" -msgstr "" +msgstr "\\ **wireframe**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:45 msgid "Geometry draws using lines." -msgstr "" +msgstr "ジオメトリはライン描画(ワイヤーフレーム描画)されます。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:47 msgid "**diffuse_burley**" msgstr "\\ **diffuse_burley**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:47 -#, fuzzy msgid "Burley (Disney PBS) for diffuse (default)." -msgstr "拡散をバーリー(ディズニーPBS)に。" +msgstr "拡散反射を物理ベース Burley (Disney PBS) で計算します (デフォルト)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:49 msgid "**diffuse_lambert**" msgstr "\\ **diffuse_lambert**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:49 -#, fuzzy msgid "Lambert shading for diffuse." -msgstr "拡散をランバートシェーディングに(デフォルト)。" +msgstr "拡散反射をランバートシェーディングで計算します。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:51 msgid "**diffuse_lambert_wrap**" @@ -126724,7 +126684,7 @@ msgstr "\\ **diffuse_lambert_wrap**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:51 msgid "Lambert wrapping (roughness dependent) for diffuse." -msgstr "拡散をランバートラッピングに(回り込みはroughnessに依存)。" +msgstr "拡散反射をランバートラッピング (回り込みはラフネスに依存)で計算します。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:53 msgid "**diffuse_toon**" @@ -126732,7 +126692,7 @@ msgstr "\\ **diffuse_toon**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:53 msgid "Toon shading for diffuse." -msgstr "拡散をトゥーンシェーディングに。" +msgstr "拡散反射をトゥーンシェーディングで計算します。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:55 msgid "**specular_schlick_ggx**" @@ -126740,7 +126700,7 @@ msgstr "\\ **specular_schlick_ggx**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:55 msgid "Schlick-GGX for specular (default)." -msgstr "スペキュラーをSchlick-GGXに(デフォルト)。" +msgstr "鏡面反射をSchlick-GGXで計算します (デフォルト)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:57 msgid "**specular_toon**" @@ -126748,7 +126708,7 @@ msgstr "\\ **specular_toon**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:57 msgid "Toon for specular." -msgstr "スペキュラーをトゥーンに。" +msgstr "鏡面反射をトゥーンで計算します。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:59 msgid "**specular_disabled**" @@ -126756,7 +126716,7 @@ msgstr "\\ **specular_disabled**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:59 msgid "Disable specular." -msgstr "スペキュラーを無効にします。" +msgstr "鏡面反射を無効にします。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:61 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:35 @@ -126810,51 +126770,49 @@ msgstr "\\ **vertex_lighting**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:75 msgid "Use vertex-based lighting." -msgstr "頂点ベースの照明を使用します。" +msgstr "頂点ベースのライティングを行います。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:77 -#, fuzzy msgid "**particle_trails**" -msgstr "**パーティクル:**" +msgstr "\\ **particle_trails**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:77 msgid "Enables the trails when used on particles geometry." -msgstr "" +msgstr "パーティクルで使用すると、トレイルが有効になります。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:79 msgid "**alpha_to_coverage**" -msgstr "" +msgstr "\\ **alpha_to_coverage**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:79 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:81 -#, fuzzy msgid "" "Alpha antialiasing mode, see `here `_ for more." msgstr "" -"`core/set.h `_" +"アルファによるアンチエイリアシングモード。詳細については `こちら " +"`_ を参照してください。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:81 msgid "**alpha_to_coverage_and_one**" -msgstr "" +msgstr "\\ **alpha_to_coverage_and_one**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:83 -#, fuzzy msgid "**fog_disabled**" -msgstr "\\ **cull_disabled**" +msgstr "\\ **fog_disabled**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:83 msgid "" "Disable receiving depth-based or volumetric fog. Useful for blend_add " "materials like particles." -msgstr "" +msgstr "深度ベースまたはボリュームフォグの影響を無効にします。パーティクルなどの " +"blend_add マテリアルを使うときに便利です。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:87 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:41 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:46 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:140 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:22 -#, fuzzy msgid "Built-ins" msgstr "ビルトイン" @@ -126867,25 +126825,25 @@ msgid "" "marked as \"inout\" provide a sensible default value, and can optionally be " "written to. Samplers are not subjects of writing and they are not marked." msgstr "" -"\"in\"としてマークされた値は読み取り専用です。\"out\"とマークされた値はオプ" -"ションの書き込み用であり、必ずしも適切な値を含むとは限りません。\"inout\"と" -"マークされた値は、適切なデフォルト値を提供し、オプションで書き込むことができ" -"ます。サンプラーは書込みの対象ではなく、マークされていません。" +"\"in\"としてマークされた変数は読み取り専用です。\"out" +"\"とマークされた変数はオプションの書き込み用であり" +"、必ずしも適切な値を含むとは限りません。\"inout\"とマークされた変数は、適切な" +"デフォルト値を提供し、オプションで書き込むことができます。サンプラーは書込み" +"の対象ではなく、マークされていません。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:95 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:49 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:54 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:147 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:30 -#, fuzzy msgid "Global built-ins" -msgstr "フラグメント用ビルトイン" +msgstr "グローバルビルトイン" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:97 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:51 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:56 msgid "Global built-ins are available everywhere, including custom functions." -msgstr "" +msgstr "グローバルビルトインは、カスタム関数を含め、どこでも使用できます。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:100 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:153 @@ -126925,9 +126883,8 @@ msgstr "秒単位のグローバル時間。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:63 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:40 -#, fuzzy msgid "in float **PI**" -msgstr "\\ in float **TIME**" +msgstr "\\ in float **PI**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:104 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:62 @@ -126935,16 +126892,16 @@ msgstr "\\ in float **TIME**" msgid "" "A ``PI`` constant (``3.141592``). A ration of circle's circumference to its " "diameter and amount of radians in half turn." -msgstr "" +msgstr "定数 ``PI`` は円周率 (``3." +"141592``)。円の円周と直径の比率と、半回転のラジアン量です。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:107 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:65 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:66 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:183 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:43 -#, fuzzy msgid "in float **TAU**" -msgstr "\\ in float **DELTA**" +msgstr "\\ in float **TAU**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:107 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:65 @@ -126954,16 +126911,16 @@ msgstr "\\ in float **DELTA**" msgid "" "A ``TAU`` constant (``6.283185``). An equivalent of ``PI * 2`` and amount of " "radians in full turn." -msgstr "" +msgstr "定数 `TAU`` は円周率の2倍 (``6.283185``)。 ``PI * 2`` " +"と、1回転のラジアン量に相当します。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:110 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:68 #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:69 #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:186 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:46 -#, fuzzy msgid "in float **E**" -msgstr "\\ in float **TIME**" +msgstr "\\ in float **E**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:110 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:68 @@ -126973,12 +126930,12 @@ msgstr "\\ in float **TIME**" msgid "" "A ``E`` constant (``2.718281``). Euler's number and a base of the natural " "logarithm." -msgstr "" +msgstr "定数 ``E`` は (``2.718281``)。オイラー数と自然対数の底。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:114 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:73 msgid "Vertex built-ins" -msgstr "頂点用ビルトイン" +msgstr "頂点プロセッサーのビルトイン" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:116 msgid "" @@ -126994,9 +126951,8 @@ msgstr "" msgid "" "They can optionally be presented in world space by using the " "*world_vertex_coords* render mode." -msgstr "" -"オプションで、\\ *world_vertex_coords * レンダリングモードを使用して、ワール" -"ド空間で表示できます。" +msgstr "オプションで、 *world_vertex_coords* " +"レンダリングモードを使用して、ワールド空間で表示できます。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:122 msgid "" @@ -127051,15 +127007,14 @@ msgid "**z**: Animation frame." msgstr "**z**: アニメーションフレーム。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:149 -#, fuzzy msgid "" "This allows you to easily adjust the shader to a particle system using " "default particles material. When writing a custom particle shader, this " "value can be used as desired." msgstr "" -"これにより、デフォルトのパーティクルマテリアルを使用して、シェーダーをパー" -"ティクルシステムに合わせて簡単に調整できます。カスタムパーティクルシェーダー" -"を記述する場合、この値は必要に応じて使用できます。" +"これにより、デフォルトのパーティクルマテリアルを使用するとき、シェーダをパー" +"ティクルシステムに合わせて簡単に調整できます。カスタム " +"パーティクルシェーダを作成する場合、この値は必要に応じて使用できます。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:155 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:249 @@ -127076,9 +127031,8 @@ msgstr "ビューポートのサイズ (ピクセル単位)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:157 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:274 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:424 -#, fuzzy msgid "in mat4 **VIEW_MATRIX**" -msgstr "\\ inout mat4 **MODELVIEW_MATRIX**" +msgstr "\\ in mat4 **VIEW_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:157 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:274 @@ -127089,9 +127043,8 @@ msgstr "ワールド空間からビュー空間への変換。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:159 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:276 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:422 -#, fuzzy msgid "in mat4 **INV_VIEW_MATRIX**" -msgstr "\\ in mat4 **INV_CAMERA_MATRIX**" +msgstr "\\ in mat4 **INV_VIEW_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:159 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:276 @@ -127113,46 +127066,39 @@ msgstr "クリップ空間からビュー空間への変換。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:163 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:282 -#, fuzzy msgid "in vec3 **NODE_POSITION_WORLD**" -msgstr "\\ in vec2 **POINT_COORD**" +msgstr "\\ in vec3 **NODE_POSITION_WORLD**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:163 -#, fuzzy msgid "Node world space position." -msgstr "モデル空間からワールド空間への変換。" +msgstr "ノードのワールド空間の位置。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:165 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:284 -#, fuzzy msgid "in vec3 **NODE_POSITION_VIEW**" -msgstr "\\ in vec3 **VIEW**" +msgstr "\\ in vec3 **NODE_POSITION_VIEW**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:165 -#, fuzzy msgid "Node view space position." -msgstr "アニメーションパネルの位置" +msgstr "ノードのビュー空間の位置。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:167 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:286 -#, fuzzy msgid "in vec3 **CAMERA_POSITION_WORLD**" -msgstr "\\ in vec3 **ATTENUATION**" +msgstr "\\ in vec3 **CAMERA_POSITION_WORLD**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:167 -#, fuzzy msgid "Camera world space position." -msgstr "アニメーションパネルの位置" +msgstr "カメラのワールド空間の位置。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:169 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:288 -#, fuzzy msgid "in vec3 **CAMERA_DIRECTION_WORLD**" -msgstr "\\ in vec3 **ATTENUATION**" +msgstr "\\ in vec3 **CAMERA_DIRECTION_WORLD**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:169 msgid "Camera world space direction." -msgstr "" +msgstr "カメラのワールド空間の向き。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:171 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:267 @@ -127163,13 +127109,12 @@ msgstr "\\ in bool **OUTPUT_IS_SRGB**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:171 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:267 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:461 -#, fuzzy msgid "" "``true`` when output is in sRGB color space (this is ``true`` in the " "Compatibility renderer, ``false`` in Forward+ and Forward Mobile)." msgstr "" -"計算がsRGB色空間で行われる場合は ``true``(GLES2では ``true``\\ 、\\ GLES3で" -"は ``false``)。" +"出力がsRGB色空間で行われる場合は ``true`` (互換性レンダラーでは ``true`` " +"、Forward+レンダラーおよびモバイルレンダラーでは ``false`` ) です。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:175 msgid "in int **INSTANCE_ID**" @@ -127191,9 +127136,8 @@ msgstr "インスタンスのカスタムデータ(主にパーティクル用) #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:179 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:292 -#, fuzzy msgid "in int **VIEW_INDEX**" -msgstr "\\ in int **INDEX**" +msgstr "\\ in int **VIEW_INDEX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:179 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:292 @@ -127201,41 +127145,43 @@ msgid "" "The view that we are rendering. ``VIEW_MONO_LEFT`` (``0``) for Mono (not " "multiview) or left eye, ``VIEW_RIGHT`` (``1``) for right eye." msgstr "" +"現在レンダリングしているビューの番号。" +"モノラルレンダリングまたはステレオレンダリングの左目の場合は " +"``VIEW_MONO_LEFT`` (``0``)、ステレオレンダリングの右目の場合は ``VIEW_RIGHT``" +" (``1``) です。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:183 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:296 -#, fuzzy msgid "in int **VIEW_MONO_LEFT**" -msgstr "\\ in int **INDEX**" +msgstr "\\ in int **VIEW_MONO_LEFT**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:183 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:296 msgid "Constant for Mono or left eye, always ``0``." -msgstr "" +msgstr "モノラルまたは左目の場合の定数で、常に ``0`` です。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:185 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:298 -#, fuzzy msgid "in int **VIEW_RIGHT**" -msgstr "\\ in int **INDEX**" +msgstr "\\ in int **VIEW_RIGHT**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:185 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:298 msgid "Constant for right eye, always ``1``." -msgstr "" +msgstr "右目の場合は定数で、常に ``1`` になります。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:187 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:300 -#, fuzzy msgid "in vec3 **EYE_OFFSET**" -msgstr "\\ in vec3 **VERTEX**" +msgstr "\\ in vec3 **EYE_OFFSET**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:187 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:300 msgid "" "Position offset for the eye being rendered. Only applicable for multiview " "rendering." -msgstr "" +msgstr "レンダリングされる際の目の位置のオフセット。ステレオレンダリングでのみ適用さ" +"れます。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:190 msgid "inout vec3 **VERTEX**" @@ -127247,14 +127193,13 @@ msgstr "ローカル座標の頂点。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:192 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:126 -#, fuzzy msgid "in int **VERTEX_ID**" -msgstr "\\ in int **INSTANCE_ID**" +msgstr "\\ in int **VERTEX_ID**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:192 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:126 msgid "The index of the current vertex in the vertex buffer." -msgstr "" +msgstr "頂点バッファー内の現在の頂点インデックス。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:194 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:312 @@ -127285,7 +127230,6 @@ msgid "Binormal in local coordinates." msgstr "ローカル座標の従法線。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:200 -#, fuzzy msgid "out vec4 **POSITION**" msgstr "\\ out vec4 **POSITION**" @@ -127328,7 +127272,7 @@ msgstr "\\ out float **ROUGHNESS**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:208 msgid "Roughness for vertex lighting." -msgstr "頂点ライティング用の粗さ。" +msgstr "頂点ライティング用の粗さ(ラフネス)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:210 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:133 @@ -127348,14 +127292,12 @@ msgid "Model space to view space transform (use if possible)." msgstr "モデル空間からビュー空間への変換(可能な場合は使用)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:214 -#, fuzzy msgid "inout mat3 **MODELVIEW_NORMAL_MATRIX**" -msgstr "\\ inout mat4 **MODELVIEW_MATRIX**" +msgstr "\\ inout mat3 **MODELVIEW_NORMAL_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:216 -#, fuzzy msgid "inout mat4 **MODEL_MATRIX**" -msgstr "\\ inout mat4 **MODELVIEW_MATRIX**" +msgstr "\\ inout mat4 **MODEL_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:216 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:270 @@ -127364,9 +127306,8 @@ msgid "Model space to world space transform." msgstr "モデル空間からワールド空間への変換。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:218 -#, fuzzy msgid "inout mat3 **MODEL_NORMAL_MATRIX**" -msgstr "\\ inout mat4 **MODELVIEW_MATRIX**" +msgstr "\\ inout mat3 **MODEL_NORMAL_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:220 msgid "inout mat4 **PROJECTION_MATRIX**" @@ -127379,34 +127320,28 @@ msgid "View space to clip space transform." msgstr "ビュー空間からクリップ空間への変換。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:222 -#, fuzzy msgid "inout uvec4 **BONE_INDICES**" -msgstr "\\ inout vec4 **CUSTOM**" +msgstr "\\ inout uvec4 **BONE_INDICES**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:224 -#, fuzzy msgid "inout vec4 **BONE_WEIGHTS**" -msgstr "\\ inout vec4 **LIGHT**" +msgstr "\\ inout vec4 **BONE_WEIGHTS**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:226 -#, fuzzy msgid "in vec4 **CUSTOM0**" -msgstr "\\ inout vec4 **CUSTOM**" +msgstr "\\ in vec4 **CUSTOM0**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:228 -#, fuzzy msgid "in vec4 **CUSTOM1**" -msgstr "\\ inout vec4 **CUSTOM**" +msgstr "\\ in vec4 **CUSTOM1**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:230 -#, fuzzy msgid "in vec4 **CUSTOM2**" -msgstr "\\ inout vec4 **CUSTOM**" +msgstr "\\ in vec4 **CUSTOM2**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:232 -#, fuzzy msgid "in vec4 **CUSTOM3**" -msgstr "\\ inout vec4 **CUSTOM**" +msgstr "\\ in vec4 **CUSTOM3**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:237 msgid "" @@ -127415,11 +127350,15 @@ msgid "" "the object is very far away from the world origin, you may run into floating " "point issues when using the separated ``MODEL_MATRIX`` and ``VIEW_MATRIX``." msgstr "" +"``MODELVIEW_MATRIX`` は ``MODEL_MATRIX`` と ``VIEW_MATRIX`` の両方を合成した" +"もので、浮動小数点の問題が発生する可能性がある場合に適しています。例えばオブ" +"ジェクトがワールド原点から非常に離れている場合、分離された ``MODEL_MATRIX`` " +"と ``VIEW_MATRIX`` を使用すると浮動小数点の問題が発生する可能性があります。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:240 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:137 msgid "Fragment built-ins" -msgstr "フラグメント用ビルトイン" +msgstr "フラグメントプロセッサーのビルトイン" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:242 msgid "" @@ -127457,9 +127396,8 @@ msgid "in bool **FRONT_FACING**" msgstr "\\ in bool **FRONT_FACING**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:254 -#, fuzzy msgid "``true`` if current face if front face." -msgstr "現在の面が前面(面の法線がこちらを向いている)の場合は ``true``。" +msgstr "現在の面が前面(面の法線がこちらを向いている)の場合は ``true`` 。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:256 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:436 @@ -127467,11 +127405,11 @@ msgid "in vec3 **VIEW**" msgstr "\\ in vec3 **VIEW**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:256 -#, fuzzy msgid "" "Normalized vector from fragment position to camera (in view space). This is " "the same for both perspective and orthogonal cameras." -msgstr "カメラからフラグメント位置へのベクトル(ビュー空間内)。" +msgstr "フラグメント位置からカメラへの正規化されたベクトル " +"(ビュー空間内)。これは遠近法カメラと直交カメラの両方で同じです。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:259 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:432 @@ -127517,14 +127455,12 @@ msgstr "POINT_SIZEでポイントを描画するためのポイント座標。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:270 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:420 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:103 -#, fuzzy msgid "in mat4 **MODEL_MATRIX**" -msgstr "\\ in mat4 **WORLD_MATRIX**" +msgstr "\\ in mat4 **MODEL_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:272 -#, fuzzy msgid "in mat3 **MODEL_NORMAL_MATRIX**" -msgstr "\\ in mat4 **CAMERA_MATRIX**" +msgstr "\\ in mat3 **MODEL_NORMAL_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:278 #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:426 @@ -127861,7 +127797,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:383 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:208 msgid "Light built-ins" -msgstr "ライト用ビルトイン" +msgstr "ライトプロセッサーのビルトイン" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:385 msgid "" @@ -127905,6 +127841,11 @@ msgid "" "is enabled in the Project Settings. (It's enabled by default on mobile " "platforms.)" msgstr "" +"``vertex_lighting`` レンダリングモードが有効になっている、" +"またはプロジェクト設定で **レンダリング > シェーディング > " +"頂点シェーディングの強制** が有効になっている場合、 ``light()`` " +"関数は実行されません。 " +"(モバイルプラットフォームではデフォルトで強制になっています。)" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:430 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:237 @@ -127917,7 +127858,7 @@ msgstr "ビュー空間内の法線ベクトル。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:436 msgid "View vector, in view space." -msgstr "ビュー空間内のビューベクトル。" +msgstr "ビュー空間内のカメラ視線ベクトル。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:438 msgid "in vec3 **LIGHT**" @@ -127937,33 +127878,33 @@ msgid "" "present because physically-based lighting models include a division by " "``PI``." msgstr "" +"光の色に ``エネルギー * PI`` を掛けたもの。物理ベースの照明モデルには ``PI`` " +"による除算が含まれるため、 ``PI`` が乗算されます。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:445 -#, fuzzy msgid "in float **SPECULAR_AMOUNT**" -msgstr "\\ out float **SPECULAR**" +msgstr "\\ in float **SPECULAR_AMOUNT**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:445 msgid "" "2.0 * ``light_specular`` property for ``OmniLight3D`` and ``SpotLight3D``. " "1.0 for ``DirectionalLight3D``." msgstr "" +"``OmniLight3D`` もしくは ``SpotLight3D`` の場合は 2.0 * ``light_specular`` " +"プロパティ。 ``DirectionalLight3D`` の場合は1.0。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:449 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:262 -#, fuzzy msgid "in bool **LIGHT_IS_DIRECTIONAL**" -msgstr "\\ in bool **AT_LIGHT_PASS**" +msgstr "\\ in bool **LIGHT_IS_DIRECTIONAL**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:449 -#, fuzzy msgid "``true`` if this pass is a ``DirectionalLight3D``." -msgstr "ライトパスの場合はこれが ``true``。" +msgstr "``DirectionalLight3D`` の場合は ``true`` 。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:451 -#, fuzzy msgid "in float **ATTENUATION**" -msgstr "\\ in vec3 **ATTENUATION**" +msgstr "\\ in float **ATTENUATION**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:451 msgid "Attenuation based on distance or shadow." @@ -127978,19 +127919,16 @@ msgid "Base albedo." msgstr "ベースアルベド。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:455 -#, fuzzy msgid "in vec3 **BACKLIGHT**" -msgstr "\\ in vec3 **LIGHT**" +msgstr "\\ in vec3 **BACKLIGHT**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:457 -#, fuzzy msgid "in float **METALLIC**" -msgstr "\\ out float **METALLIC**" +msgstr "\\ in float **METALLIC**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:457 -#, fuzzy msgid "Metallic." -msgstr "Metallic(メタリック)" +msgstr "メタリック (金属感)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:459 msgid "in float **ROUGHNESS**" @@ -127998,7 +127936,7 @@ msgstr "\\ in float **ROUGHNESS**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:459 msgid "Roughness." -msgstr "粗さ。" +msgstr "ラフネス (粗さ)。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:465 msgid "out vec3 **DIFFUSE_LIGHT**" @@ -128006,7 +127944,7 @@ msgstr "\\ out vec3 **DIFFUSE_LIGHT**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:465 msgid "Diffuse light result." -msgstr "拡散光の結果。" +msgstr "拡散反射光の結果。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:467 msgid "out vec3 **SPECULAR_LIGHT**" @@ -128014,7 +127952,7 @@ msgstr "\\ out vec3 **SPECULAR_LIGHT**" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:467 msgid "Specular light result." -msgstr "スペキュラー光の結果。" +msgstr "鏡面反射光の結果。" #: ../../docs/tutorials/shaders/shader_reference/spatial_shader.rst:480 msgid "" @@ -128025,6 +127963,11 @@ msgid "" "on transparent materials (only rough reflections are visible on transparent " "materials)." msgstr "" +"半透明なマテリアルは影を落としたり、 ``hint_screen_texture`` や " +"``hint_depth_texture`` のUniformに表示したりすることもできません。これにより" +"半透明マテリアルがスクリーン空間の反射や屈折に現れるのを防ぎます。 :ref:`" +"SDFGI ` 半透明なマテリアルでは鋭い反射は表示されません " +"(半透明なマテリアルでは粗い反射のみが表示されます)。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:4 msgid "CanvasItem shaders" @@ -128074,14 +128017,12 @@ msgid "Only draw on light pass." msgstr "ライトパスでのみ描画します。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:35 -#, fuzzy msgid "VERTEX needs to be transformed manually in vertex function." -msgstr "VERTEX/NORMAL/その他は、頂点関数で手動で変換する必要があります。" +msgstr "VERTEX は頂点関数で手動で変換する必要があります。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:37 -#, fuzzy msgid "VERTEX is modified in world coordinates instead of local." -msgstr "頂点/法線/その他は、ローカル座標ではなくワールド座標で変更されます。" +msgstr "VERTEX はローカル座標ではなくワールド座標で変更されます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:56 msgid "" @@ -128091,26 +128032,30 @@ msgid "" "pausing, but you can define a global shader uniform to add a \"scaled\" " "``TIME`` variable if desired." msgstr "" +"エンジンが起動してからの秒単位のグローバル時間 (常に正の値)。" +"ロールオーバー設定 (デフォルトでは3600秒) の影響を受けます。 " +":ref:`time_scale` や一時停止の影響を受けま" +"せんが、必要に応じてグローバルシェーダーUniformを定義して、" +"スケーリングされた ``TIME`` 変数を追加できます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:75 -#, fuzzy msgid "" "Vertex data (``VERTEX``) is presented in local space (pixel coordinates, " "relative to the Node2D's origin). If not written to, these values will not " "be modified and be passed through as they came." msgstr "" -"頂点データ(``VERTEX``)はローカル空間(カメラに対するピクセル座標)に表示されま" -"す。書き込まれていない場合、これらの値は変更されず、そのまま渡されます。" +"頂点データ (``VERTEX``) はローカル空間 (Node2D " +"の原点を基準としたピクセル座標) に表示されます。書き込まれない場合、これらの" +"値は変更されずそのまま渡されます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:78 -#, fuzzy msgid "" "The user can disable the built-in model to world transform (world to screen " "and projection will still happen later) and do it manually with the " "following code:" msgstr "" -"ユーザーは組み込みのmodelview変換を無効にし(投影は後で行われます)、次のコード" -"を使用して手動で実行できます:" +"ユーザーはモデルのワールド変換を無効にし (ワールドからスクリーンへの変換と投" +"影は後で行われます)、次のコードを使用して手動で行うことができます:" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:91 msgid "" @@ -128124,12 +128069,12 @@ msgstr "" msgid "" "Local space to world space transform. World space is the coordinates you " "normally use in the editor." -msgstr "" +msgstr "ローカル空間からワールド空間への変換。ワールド空間はエディタで通常使用される" +"座標です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:106 -#, fuzzy msgid "in mat4 **CANVAS_MATRIX**" -msgstr "\\ in mat4 **CAMERA_MATRIX**" +msgstr "\\ in mat4 **CANVAS_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:106 msgid "" @@ -128137,20 +128082,21 @@ msgid "" "upper-left corner of the screen and coordinates ranging from (0, 0) to " "viewport size." msgstr "" +"ワールド空間からキャンバス空間への変換。キャンバス空間では原点は画面の左上隅" +"であり、座標の範囲は原点(0, 0)からビューポートのサイズまでです。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:111 -#, fuzzy msgid "in mat4 **SCREEN_MATRIX**" -msgstr "\\ in mat4 **CAMERA_MATRIX**" +msgstr "\\ in mat4 **SCREEN_MATRIX**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:111 msgid "" "Canvas space to clip space. In clip space coordinates ranging from (-1, -1) " "to (1, 1)." -msgstr "" +msgstr "キャンバス空間からクリップ空間への変換。クリップ空間内の座標は (-1, -1) から " +"(1, 1) までの範囲です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:114 -#, fuzzy msgid "in int **INSTANCE_ID**" msgstr "\\ in int **INSTANCE_ID**" @@ -128165,9 +128111,8 @@ msgstr "\\ in bool **AT_LIGHT_PASS**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:118 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:174 -#, fuzzy msgid "Always ``false``." -msgstr "``if x else``" +msgstr "常に ``false``." #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:120 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:170 @@ -128177,14 +128122,12 @@ msgstr "\\ in vec2 **TEXTURE_PIXEL_SIZE**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:120 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:170 -#, fuzzy msgid "" "Normalized pixel size of default 2D texture. For a Sprite2D with a texture " "of size 64x32px, **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)``" msgstr "" "デフォルトの2Dテクスチャの正規化されたピクセルサイズ。サイズが64x32pxのテクス" -"チャを持つスプライトの場合、\\ **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, " -"1/32)`" +"チャを持つSprite2Dの場合、\\ **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)``" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:124 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:196 @@ -128192,13 +128135,12 @@ msgid "inout vec2 **VERTEX**" msgstr "\\ inout vec2 **VERTEX**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:124 -#, fuzzy msgid "Vertex, in local space." -msgstr "イメージ空間内の頂点。" +msgstr "ローカル空間の頂点。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:129 msgid "Normalized texture coordinates. Range from 0 to 1." -msgstr "" +msgstr "正規化されたテクスチャ座標。範囲は 0 から 1 です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:131 msgid "Color from vertex primitive." @@ -128209,7 +128151,6 @@ msgid "Point size for point drawing." msgstr "ポイント描画のポイントサイズ。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:139 -#, fuzzy msgid "" "Certain Nodes (for example, :ref:`Sprite2Ds `) display a " "texture by default. However, when a custom fragment function is attached to " @@ -128217,14 +128158,13 @@ msgid "" "the texture color in the ``COLOR`` built-in variable multiplied by the " "node's color. To read the texture color by itself, you can use:" msgstr "" -"特定のノード(たとえば、\\ :ref:`Sprites `)は、デフォルトでテク" -"スチャを表示します。ただし、カスタムフラグメント関数がこれらのノードにアタッ" -"チされている場合、テクスチャルックアップは手動で行う必要があります。 Godot" -"は、組み込みの ``COLOR`` 変数にテクスチャの色を提供しません。そのようなノード" -"のテクスチャカラーを読み取るには、次を使用します:" +"特定のノード(たとえば、\\ :ref:`Sprite2Ds `)は、デフォルトでテ" +"クスチャを表示します。ただしカスタムフラグメント関数がこれらのノードにアタッ" +"チされている場合、テクスチャルックアップは手動で行う必要があります。 " +"Godotはビルトインの ``COLOR`` 変数にテクスチャの色を提供しません。そのような" +"ノードのテクスチャカラーを読み取るには、次を使用します:" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:149 -#, fuzzy msgid "" "Similarly, if a normal map is used in the :ref:`CanvasTexture " "`, Godot uses it by default and assigns its value to " @@ -128233,23 +128173,20 @@ msgid "" "must assign it to the ``NORMALMAP`` property. Godot will handle converting " "it for use in 2D and overwriting ``NORMAL``." msgstr "" -"これは、ビルトイン法線マップの動作とは異なります。法線マップがアタッチされて" -"いる場合、Godotはデフォルトでそれを使用し、その値を組み込みの ``NORMAL`` 変数" -"に割り当てます。3Dで使用するための法線マップを使用している場合は、反転して表" -"示されます。シェーダーで使用するには、\\ ``NORMALMAP`` プロパティに割り当てる" -"必要があります。Godotは、2Dで使用するために変換し、\\ ``NORAMAL`` を上書きし" -"ます。" +"同様に、法線マップが :ref:`CanvasTexture ` " +"で使用されている場合、Godotはデフォルトでそれを使用し、その値を組み込みの " +"``NORMAL`` 変数に割り当てます。3Dで使用するための法線マップを使用している場合" +"は、反転して表示されます。シェーダーで使用するには、\\ ``NORMALMAP`` " +"プロパティに割り当てる必要があります。Godotは、2Dで使用するために変換し、\\ " +"``NORAMAL`` を上書きします。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:161 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:234 -#, fuzzy msgid "" "Coordinate of pixel center. In screen space. ``xy`` specifies position in " "window. Origin is lower-left." -msgstr "" -"ピクセルの中心の座標。画面スペース内。\\ ``xy`` はウィンドウ内の位置を指定" -"し、\\ ``z`` は ``DEPTH`` を使用しない場合のフラグメントの深さを指定します。" -"原点は左下です。" +msgstr "スクリーン空間内のピクセルの中心の座標。 ``xy`` " +"はウィンドウ内の位置を指定します。原点は左下です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:164 msgid "in vec2 **SCREEN_PIXEL_SIZE**" @@ -128273,23 +128210,21 @@ msgid "Default 2D texture." msgstr "デフォルトの2Dテクスチャ。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:176 -#, fuzzy msgid "sampler2D **SPECULAR_SHININESS_TEXTURE**" -msgstr "\\ sampler2D **SCREEN_TEXTURE**" +msgstr "\\ sampler2D **SPECULAR_SHININESS_TEXTURE**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:176 msgid "Specular shininess texture of this object." -msgstr "" +msgstr "このオブジェクトの鏡面光沢テクスチャ。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:178 #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:268 -#, fuzzy msgid "in vec4 **SPECULAR_SHININESS**" -msgstr "\\ out vec3 **SPECULAR_LIGHT**" +msgstr "\\ in vec4 **SPECULAR_SHININESS**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:178 msgid "Specular shininess color, as sampled from the texture." -msgstr "" +msgstr "テクスチャからサンプリングされた鏡面光沢色。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:180 msgid "UV from vertex function." @@ -128300,60 +128235,52 @@ msgid "Normal read from **NORMAL_TEXTURE**. Writable." msgstr "**NORMAL_TEXTURE ** からの法線の読み込み。書き込み可能。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:189 -#, fuzzy msgid "sampler2D **NORMAL_TEXTURE**" -msgstr "\\ in sampler2D **NORMAL_TEXTURE**" +msgstr "\\ sampler2D **NORMAL_TEXTURE**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:189 msgid "Default 2D normal texture." msgstr "デフォルトの2D法線テクスチャ。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:191 -#, fuzzy msgid "" "Configures normal maps meant for 3D for use in 2D. If used, overrides " "**NORMAL**." -msgstr "" -"2Dで使用する3D用の法線マップを構成します。使用する場合、\\ **NORMAL** を上書" -"きします。" +msgstr "3D用の法線マップを2Dで使用できるように構成します。使用すると、**NORMAL** " +"がオーバーライドされます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:194 msgid "Normalmap depth for scaling." msgstr "スケーリングのための法線マップの深さ。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:196 -#, fuzzy msgid "Pixel position in screen space." -msgstr "ビュー空間内の法線ベクトル。" +msgstr "スクリーン空間内のピクセル位置。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:198 -#, fuzzy msgid "inout vec2 **SHADOW_VERTEX**" -msgstr "\\ inout vec2 **SHADOW_VEC**" +msgstr "\\ inout vec2 **SHADOW_VERTEX**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:198 msgid "Same as ``VERTEX`` but can be written to alter shadows." -msgstr "" +msgstr "``VERTEX`` と同じですが、影を変更するために書き込むことができます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:200 -#, fuzzy msgid "inout vec3 **LIGHT_VERTEX**" -msgstr "\\ inout vec3 **VERTEX**" +msgstr "\\ inout vec3 **LIGHT_VERTEX**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:200 msgid "" "Same as ``VERTEX`` but can be written to alter lighting. Z component " "represents height." -msgstr "" +msgstr "``VERTEX`` と同じですが、照明を変更するために書き込むことができます。 " +"Z成分は高さを表します。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:203 -#, fuzzy msgid "" "Color from vertex function multiplied by the **TEXTURE** color. Also output " "color value." -msgstr "" -"頂点関数の色と出力フラグメントの色。使用しない場合、\\ **TEXTURE ** 色に設定" -"されます。" +msgstr "頂点関数の色に **TEXTURE** の色が乗算されたもの。出力の色として扱われます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:210 msgid "" @@ -128361,45 +128288,42 @@ msgid "" "Godot 3.x. In Godot 4.x all lighting is done during the regular draw pass. " "In other words, Godot no longer draws the object again for each light." msgstr "" +"ライトプロセッサー関数は、Godot 4.x と Godot 3.x では動作が異なります。 " +"Godot 4.x では、すべてのライティングは通常の描画パス中に行われます。" +"言い換えれば Godot はライトごとにオブジェクトを再描画しなくなりました。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:214 -#, fuzzy msgid "" "Use render_mode ``unshaded`` if you do not want the light processor function " "to run. Use render_mode ``light_only`` if you only want to see the impact of " "lighting on an object; this can be useful when you only want the object " "visible where it is covered by light." msgstr "" -"ライトプロセッサの機能は、2Dでの動作と3Dでの動作が異なります。 CanvasItem" -"シェーダーでは、シェーダーは描画されるオブジェクトに対して1回呼び出され、次に" -"シーン内のそのオブジェクトに触れる各ライトに対して1回呼び出されます。そのオブ" -"ジェクトに対してライトパスを発生させたくない場合は、render_mode ``unshaded`` " -"を使用します。そのオブジェクトに対してのみライトパスを発生させたい場合は、" -"render_mode ``light_only`` を使用します。これは、光で覆われた場所にのみオブ" -"ジェクトを表示する場合に役立ちます。" +"ライトプロセッサー関数を実行したくない場合は ``render_mode unshaded;`` " +"を使用してください。オブジェクトに対する照明の影響だけを確認したい場合は ``" +"render_mode light_only;`` を使用します。これはオブジェクトが光で覆われている" +"場所のみを表示したい場合に便利です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:219 msgid "" "If you define a light function it will replace the built in light function, " "even if your light function is empty." -msgstr "" +msgstr "ライト関数を定義すると、ライト関数が空であっても組み込みのライト関数が置き換" +"えられます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:222 msgid "" "Below is an example of a light shader that takes a CanvasItem's normal map " "into account:" -msgstr "" +msgstr "以下はCanvasItemの法線マップを考慮したライト シェーダーの例です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:237 -#, fuzzy msgid "Input Normal." -msgstr "入力" +msgstr "入力された法線。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:239 -#, fuzzy msgid "Input Color. This is the output of the fragment function." -msgstr "" -"入力される色。これは、最終的な変調が適用されたフラグメント関数の出力です。" +msgstr "入力された色。これはフラグメント関数の出力です。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:241 msgid "UV from vertex function, equivalent to the UV in the fragment function." @@ -128410,98 +128334,88 @@ msgid "Current texture in use for CanvasItem." msgstr "CanvasItemに使用されている現在のテクスチャ。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:245 -#, fuzzy msgid "" "Normalized pixel size of **TEXTURE**. For a Sprite2D with a **TEXTURE** of " "size 64x32px, **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)``" msgstr "" -"デフォルトの2Dテクスチャの正規化されたピクセルサイズ。サイズが64x32pxのテクス" -"チャを持つスプライトの場合、\\ **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, " -"1/32)`" +"**TEXTURE** の正規化されたピクセルサイズ。64x32px の **TEXTURE** を持つ " +"Sprite2D の場合 **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)``" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:251 msgid "UV for Point Sprite." msgstr "ポイントスプライトのUV。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:253 -#, fuzzy msgid "in vec4 **LIGHT_COLOR**" -msgstr "\\ in vec3 **LIGHT_COLOR**" +msgstr "\\ in vec4 **LIGHT_COLOR**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:253 msgid "Color of Light multiplied by Light's texture." -msgstr "" +msgstr "ライトの色とライトのテクスチャを掛け合わせたもの。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:255 -#, fuzzy msgid "in float **LIGHT_ENERGY**" -msgstr "\\ inout float **LIGHT_HEIGHT**" +msgstr "\\ in float **LIGHT_ENERGY**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:255 msgid "Energy multiplier of Light." -msgstr "" +msgstr "ライトのエネルギー倍率。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:257 -#, fuzzy msgid "in vec3 **LIGHT_POSITION**" -msgstr "\\ in vec3 **LIGHT_COLOR**" +msgstr "\\ in vec3 **LIGHT_POSITION**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:257 msgid "" "Position of Light in screen space. If using a ``DirectionalLight2D`` this is " "always ``vec3(0,0,0)``." msgstr "" +"スクリーン空間内のライトの位置。 ``DirectionalLight2D`` を使用する場合は常に " +"``vec3(0,0,0)`` になります。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:260 -#, fuzzy msgid "in vec3 **LIGHT_DIRECTION**" -msgstr "\\ in vec3 **LIGHT_COLOR**" +msgstr "\\ in vec3 **LIGHT_DIRECTION**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:260 msgid "Direction of Light in screen space." -msgstr "" +msgstr "スクリーン空間におけるライトの方向。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:262 -#, fuzzy msgid "``true`` if this pass is a ``DirectionalLight2D``." -msgstr "ライトパスの場合はこれが ``true``。" +msgstr "``DirectionalLight2D`` のパスの場合は ``true`` 。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:264 -#, fuzzy msgid "in vec3 **LIGHT_VERTEX**" -msgstr "\\ in vec3 **VERTEX**" +msgstr "\\ in vec3 **LIGHT_VERTEX**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:264 -#, fuzzy msgid "Pixel position, in screen space as modified in the fragment function." -msgstr "``world_position`` は頂点関数またはフラグメント関数で使用できます。" +msgstr "フラグメント関数で変更されたスクリーン空間内のピクセル位置。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:266 msgid "inout vec4 **LIGHT**" msgstr "\\ inout vec4 **LIGHT**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:266 -#, fuzzy msgid "Output color for this Light." -msgstr "各ピクセルの出力色。" +msgstr "このライトの出力色。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:268 msgid "Specular shininess, as set in the object's texture." -msgstr "" +msgstr "オブジェクトのテクスチャで設定される鏡面光沢率。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:270 -#, fuzzy msgid "out vec4 **SHADOW_MODULATE**" -msgstr "\\ out vec4 **SHADOW_COLOR**" +msgstr "\\ out vec4 **SHADOW_MODULATE**" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:270 msgid "Multiply shadows cast at this point by this color." -msgstr "" +msgstr "投影される影に掛ける色。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:274 -#, fuzzy msgid "SDF functions" -msgstr "関数" +msgstr "SDF関数" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:276 msgid "" @@ -128509,6 +128423,9 @@ msgid "" "generated Signed Distance Field texture. These functions available for " "Fragment and Light functions of CanvasItem shaders." msgstr "" +"自動生成された、Signed Distance Field テクスチャをサンプリングするために実装" +"された追加関数がいくつかあります。これらの関数はCanvasItemシェーダのフラグメ" +"ント関数とライト関数で使用できます。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:280 msgid "" @@ -128518,73 +128435,71 @@ msgid "" "` documentation for more " "information." msgstr "" +"Signed Distance Field は、**SDF Collision** プロパティが有効(デフォルト設定) " +"になっているシーン内に存在する :ref:`class_LightOccluder2D` " +"ノードから生成されます。詳細については、:ref:`2Dライトとシャドウ " +"` " +"ドキュメントを参照してください。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:288 -#, fuzzy msgid "float **texture_sdf** (vec2 sdf_pos)" -msgstr "\\ float **length** ( vec_type x )" +msgstr "\\ float **texture_sdf** (vec2 sdf_pos)" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:288 -#, fuzzy msgid "Performs an SDF texture lookup." -msgstr "2Dテクスチャの読み取りを実行する" +msgstr "SDFテクスチャのルックアップを実行します。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:290 msgid "vec2 **texture_sdf_normal** (vec2 sdf_pos)" -msgstr "" +msgstr "\\ vec2 **texture_sdf_normal** (vec2 sdf_pos)" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:290 -#, fuzzy msgid "Calculates a normal from the SDF texture." -msgstr "デフォルトの2D法線テクスチャ。" +msgstr "SDFテクスチャから法線を計算します。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:292 msgid "vec2 **sdf_to_screen_uv** (vec2 sdf_pos)" -msgstr "" +msgstr "\\ vec2 **sdf_to_screen_uv** (vec2 sdf_pos)" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:292 msgid "Converts a SDF to screen UV." msgstr "SDFをスクリーンUVに変換します。" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:294 -#, fuzzy msgid "vec2 **screen_uv_to_sdf** (vec2 uv)" -msgstr "\\ vec3 **cross** ( vec3 a, vec3 b )" +msgstr "\\ vec2 **screen_uv_to_sdf** (vec2 uv)" #: ../../docs/tutorials/shaders/shader_reference/canvas_item_shader.rst:294 -#, fuzzy msgid "Converts screen UV to a SDF." -msgstr "インデントをタブに変換" +msgstr "スクリーンUV をSDFに変換します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:4 msgid "Particle shaders" -msgstr "パーティクルシェーダー" +msgstr "Particleシェーダー" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:6 -#, fuzzy msgid "" "Particle shaders are a special type of shader that runs before the object is " "drawn. They are used for calculating material properties such as color, " "position, and rotation. They are drawn with any regular material for " "CanvasItem or Spatial, depending on whether they are 2D or 3D." msgstr "" -"パーティクルシェーダーは、オブジェクトが描画される前に実行される特別なタイプ" -"の頂点シェーダーです。これらは、色、位置、回転などのマテリアル特性の計算に使" -"用されます。 2Dか3Dかによって、CanvasItemまたはSpatialの通常のマテリアルで描" -"画されます。" +"Particleシェーダーはオブジェクトが描画される前に実行される特別なタイプのシェ" +"ーダーです。これらは、色、位置、回転などのマテリアルのプロパティを計算するた" +"めに使用されます。これらは2Dか3Dかに応じて、CanvasItemまたはSpatialの通常のマ" +"テリアルを使用して描画されます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:11 -#, fuzzy msgid "" "Particle shaders are unique because they are not used to draw the object " "itself; they are used to calculate particle properties, which are then used " "by a CanvasItem or Spatial shader. They contain two processor functions: " "``start()`` and ``process()``." msgstr "" -"パーティクルシェーダーは、オブジェクト自体の描画には使用されないため、ユニー" -"クです。これらはパーティクルプロパティの計算に使用され、Spatialシェーダーの" -"CanvasItemによって使用されます。これらには、複数のプロパティを出力する頂点プ" -"ロセッサ関数のみが含まれています(以下のビルトインを参照)。" +"Particleシェーダーはオブジェクト自体を描画するためには使用されないという点で" +"ユニークです。これらはパーティクルのプロパティを計算するために使用され、その" +"後CanvasItemまたはSpatialシェーダーによって使用されます。これらには " +"``start()`` と ``process()`` という 2 つのプロセッサー関数が含まれています。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:16 msgid "" @@ -128592,16 +128507,17 @@ msgid "" "the previous frame. Therefore, particle shaders can be used for complex " "effects that take place over multiple frames." msgstr "" +"他のシェーダータイプとは異なり、Particleシェーダーは前のフレームに出力された" +"データを保持します。したがってParticleシェーダーは複数のフレームにわたって実" +"行される複雑なエフェクトに使用できます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:22 -#, fuzzy msgid "" "Particle shaders are only available with GPU-based particle nodes (:ref:" "`class_GPUParticles2D` and :ref:`class_GPUParticles3D`)." msgstr "" -"パーティクルシェーダーは、GLES3バックエンドでのみ使用できます。 GLES2でパー" -"ティクルが必要な場合は、\\ :ref:`CPUParticles ` を使用し" -"ます。" +"ParticleシェーダはGPUベースのパーティクル ノード (:ref:`class_GPUParticles2D`" +" および :ref:`class_GPUParticles3D`) でのみ使用できます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:25 msgid "" @@ -128610,6 +128526,10 @@ msgid "" "custom CanvasItem or Spatial shaders), but their motion is *simulated* on " "the CPU." msgstr "" +"CPUベースのパーティクルノード (:ref:`class_CPUParticles2D` および " +":ref:`class_CPUParticles3D`) は、GPU上で *レンダリング* されます " +"(つまりカスタムCanvasItemまたはSpatialシェーダーを使用できる) が、その動きは " +"CPU 上で *シミュレート* されます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:36 msgid "**keep_data**" @@ -128625,7 +128545,7 @@ msgstr "\\ **disable_force**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:38 msgid "Disable attractor force." -msgstr "" +msgstr "アトラクターの力を無効にします。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:40 msgid "**disable_velocity**" @@ -128636,28 +128556,23 @@ msgid "Ignore **VELOCITY** value." msgstr "**VELOCITY** 値を無視します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:42 -#, fuzzy msgid "**collision_use_scale**" -msgstr "\\ collision_layer" +msgstr "\\ **collision_use_scale**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:42 -#, fuzzy msgid "Scale the particle's size for collisions." -msgstr "コリジョン(衝突/当り判定)の準備" +msgstr "コリジョンにパーティクルサイズを適用します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:73 -#, fuzzy msgid "Start and Process built-ins" -msgstr "頂点用ビルトイン" +msgstr "start()とprocess()のビルトイン" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:75 -#, fuzzy msgid "" "These properties can be accessed from both the ``start()`` and ``process()`` " "functions." -msgstr "" -"次に、\\ ``vertex`` 関数をセットアップします。パーティクルシェーダーには頂点" -"関数のみが含まれ、その他は含まれません。" +msgstr "これらのプロパティは ``start()`` 関数と ``process()`` " +"関数の両方からアクセスできます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:80 msgid "in float **LIFETIME**" @@ -128673,7 +128588,7 @@ msgstr "\\ in float **DELTA**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:82 msgid "Delta process time." -msgstr "デルタプロセス時間。" +msgstr "デルタ時間。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:84 msgid "in uint **NUMBER**" @@ -128684,9 +128599,8 @@ msgid "Unique number since emission start." msgstr "放出開始以降のユニークな番号。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:86 -#, fuzzy msgid "in uint **INDEX**" -msgstr "\\ in int **INDEX**" +msgstr "\\ in uint **INDEX**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:86 msgid "Particle index (from total particles)." @@ -128713,15 +128627,15 @@ msgid "inout bool **ACTIVE**" msgstr "\\ inout bool **ACTIVE**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:92 -#, fuzzy msgid "``true`` when the particle is active, can be set ``false``." -msgstr "" -"パーティクルがアクティブな場合は ``true`` を ``false`` に設定できます。" +msgstr "パーティクルがアクティブな場合は ``true`` 。更新中に ``false`` " +"に設定できます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:94 msgid "" "Particle color, can be written to and accessed in mesh's vertex function." -msgstr "パーティクルの色。メッシュの頂点関数に書き込み、アクセスできます。" +msgstr "パーティクルの色。書き込むことができ、メッシュのシェーダーからアクセスされま" +"す。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:96 msgid "inout vec3 **VELOCITY**" @@ -128729,7 +128643,7 @@ msgstr "\\ inout vec3 **VELOCITY**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:96 msgid "Particle velocity, can be modified." -msgstr "パーティクルの速度は変更できます。" +msgstr "パーティクルの速度。更新中に変更できます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:98 msgid "inout mat4 **TRANSFORM**" @@ -128737,7 +128651,7 @@ msgstr "\\ inout mat4 **TRANSFORM**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:98 msgid "Particle transform." -msgstr "パーティクルの変換。" +msgstr "パーティクルのトランスフォーム。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:100 msgid "inout vec4 **CUSTOM**" @@ -128751,20 +128665,19 @@ msgstr "" "てアクセス可能。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:102 -#, fuzzy msgid "inout float **MASS**" -msgstr "\\ out float **MASS**" +msgstr "\\ inout float **MASS**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:102 msgid "" "Particle mass, intended to be used with attractors. Equals ``1.0`` by " "default." -msgstr "" +msgstr "パーティクルの質量。アトラクターの処理で使用されることを意図しています。" +"デフォルトは ``1.0`` 。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:104 -#, fuzzy msgid "in vec4 **USERDATAX**" -msgstr "\\ in vec3 **VERTEX**" +msgstr "\\in vec4 **USERDATAX**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:104 msgid "" @@ -128772,110 +128685,106 @@ msgid "" "the particle process shader. ``USERDATAX`` are six built-ins identified by " "number, ``X`` can be numbers between 1 and 6." msgstr "" +"補足的なユーザー定義データをParticleシェーダーに統合できるようにするベクトル" +"。 ``USERDATAX`` は番号で識別される 6 つのビルトインであり、``X`` には 1 " +"から 6 までの番号を指定できます。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:107 -#, fuzzy msgid "in uint **FLAG_EMIT_POSITION**" -msgstr "\\ in uint **RANDOM_SEED**" +msgstr "\\ in uint **FLAG_EMIT_POSITION**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:107 msgid "" "A flag for using on the last argument of ``emit_subparticle`` function to " "assign a position to a new particle's transform." -msgstr "" +msgstr "``emit_subparticle`` 関数の最後の引数で使用するフラグ。新しいパーティクルのト" +"ランスフォームの位置を設定します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:109 -#, fuzzy msgid "in uint **FLAG_EMIT_ROT_SCALE**" -msgstr "\\ in uint **RANDOM_SEED**" +msgstr "\\ in uint **FLAG_EMIT_ROT_SCALE**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:109 msgid "" "A flag for using on the last argument of ``emit_subparticle`` function to " "assign the rotation and scale to a new particle's transform." -msgstr "" +msgstr "``emit_subparticle`` 関数の最後の引数で使用するフラグ。新しいパーティクルのト" +"ランスフォームの回転とスケールを設定します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:111 -#, fuzzy msgid "in uint **FLAG_EMIT_VELOCITY**" -msgstr "\\ inout vec3 **VELOCITY**" +msgstr "\\ in uint **FLAG_EMIT_VELOCITY**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:111 msgid "" "A flag for using on the last argument of ``emit_subparticle`` function to " "assign a velocity to a new particle." -msgstr "" +msgstr "``emit_subparticle`` " +"関数の最後の引数で使用するフラグ。新しいパーティクルの速度を設定します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:113 -#, fuzzy msgid "in uint **FLAG_EMIT_COLOR**" -msgstr "\\ in vec3 **LIGHT_COLOR**" +msgstr "\\ in uint **FLAG_EMIT_COLOR**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:113 msgid "" "A flag for using on the last argument of ``emit_subparticle`` function to " "assign a color to a new particle." -msgstr "" +msgstr "``emit_subparticle`` " +"関数の最後の引数で使用するフラグ。新しいパーティクルの色を設定します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:115 -#, fuzzy msgid "in uint **FLAG_EMIT_CUSTOM**" -msgstr "\\ in uint **RANDOM_SEED**" +msgstr "\\ in uint **FLAG_EMIT_CUSTOM**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:115 msgid "" "A flag for using on the last argument of ``emit_subparticle`` function to " "assign a custom data vector to a new particle." -msgstr "" +msgstr "``emit_subparticle`` 関数の最後の引数で使用するフラグ。新しいパーティクルのカ" +"スタムデータベクトルを設定します。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:117 -#, fuzzy msgid "in vec3 **EMITTER_VELOCITY**" -msgstr "\\ inout vec3 **VELOCITY**" +msgstr "\\ in vec3 **EMITTER_VELOCITY**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:117 -#, fuzzy msgid "Velocity of the Particles node." -msgstr "*Main* ノードに接続する。" +msgstr "パーティクルノードの速度。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:119 -#, fuzzy msgid "in float **INTERPOLATE_TO_END**" -msgstr "\\ in vec3 **ATTENUATION**" +msgstr "\\ in float **INTERPOLATE_TO_END**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:119 msgid "Value of ``interp_to_end`` property of Particles node." -msgstr "" +msgstr "パーティクルノードの ``interp_to_end`` プロパティの値。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:121 -#, fuzzy msgid "in uint **AMOUNT_RATIO**" -msgstr "\\ in uint **RANDOM_SEED**" +msgstr "\\ in uint **AMOUNT_RATIO**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:121 msgid "Value of ``amount_ratio`` property of Particles node." -msgstr "" +msgstr "パーティクルノードの ``amount_ratio`` プロパティの値。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:124 -#, fuzzy msgid "" "In order to use the ``COLOR`` variable in a StandardMaterial3D, set " "``vertex_color_use_as_albedo`` to ``true``. In a ShaderMaterial, access it " "with the ``COLOR`` variable." msgstr "" -"SpatialMaterialで ``COLOR`` 変数を使用するには、\\ ``use_vertex_as_albedo`` " -"を ``true`` に設定します。 ShaderMaterialで、\\ ``COLOR`` 変数を使用してアク" -"セスします。" +"StandardMaterial3D で ``COLOR`` 変数を使用するには、 " +"``vertex_color_use_as_albedo`` を ``true`` に設定します。 ShaderMaterial " +"では ``COLOR`` 変数を使用してアクセスします。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:128 -#, fuzzy msgid "Start built-ins" -msgstr "頂点用ビルトイン" +msgstr "start()のビルトイン" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:133 -#, fuzzy msgid "in bool **RESTART_POSITION**" -msgstr "\\ in bool **RESTART**" +msgstr "\\ in bool **RESTART_POSITION**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:133 msgid "" @@ -128883,11 +128792,14 @@ msgid "" "e. this particle was created by ``emit_subparticle()`` without the " "``FLAG_EMIT_POSITION`` flag)." msgstr "" +"``true``のとき、パーティクルが再起動された、" +"またはカスタムの位置が設定されずに放出された (つまりこのパーティクルが " +"``FLAG_EMIT_POSITION`` フラグなしで ``emit_subparticle()`` " +"によって作成された)。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:135 -#, fuzzy msgid "in bool **RESTART_ROT_SCALE**" -msgstr "\\ in bool **RESTART**" +msgstr "\\ in bool **RESTART_ROT_SCALE**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:135 msgid "" @@ -128895,11 +128807,14 @@ msgid "" "scale (i.e. this particle was created by ``emit_subparticle()`` without the " "``FLAG_EMIT_ROT_SCALE`` flag)." msgstr "" +"``true``のとき、パーティクルが再起動された、" +"またはカスタムの回転とスケールが設定されずに放出された (" +"つまりこのパーティクルが ``FLAG_EMIT_ROT_SCALE`` フラグなしで " +"``emit_subparticle()`` によって作成された)。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:137 -#, fuzzy msgid "in bool **RESTART_VELOCITY**" -msgstr "\\ in bool **RESTART**" +msgstr "\\ in bool **RESTART_VELOCITY**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:137 msgid "" @@ -128907,11 +128822,14 @@ msgid "" "e. this particle was created by ``emit_subparticle()`` without the " "``FLAG_EMIT_VELOCITY`` flag)." msgstr "" +"``true``のとき、パーティクルが再起動された、" +"またはカスタムの速度が設定されずに放出された (つまりこのパーティクルが " +"``FLAG_EMIT_VELOCITY`` フラグなしで ``emit_subparticle()`` " +"によって作成された)。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:139 -#, fuzzy msgid "in bool **RESTART_COLOR**" -msgstr "\\ in bool **RESTART**" +msgstr "\\ in bool **RESTART_COLOR**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:139 msgid "" @@ -128919,11 +128837,13 @@ msgid "" "this particle was created by ``emit_subparticle()`` without the " "``FLAG_EMIT_COLOR`` flag)." msgstr "" +"``true``のとき、パーティクルが再起動された、" +"またはカスタムの色が設定されずに放出された (つまりこのパーティクルが " +"``FLAG_EMIT_COLOR`` フラグなしで ``emit_subparticle()`` によって作成された)。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:141 -#, fuzzy msgid "in bool **RESTART_CUSTOM**" -msgstr "\\ in bool **RESTART**" +msgstr "\\ in bool **RESTART_CUSTOM**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:141 msgid "" @@ -128931,68 +128851,63 @@ msgid "" "e. this particle was created by ``emit_subparticle()`` without the " "``FLAG_EMIT_CUSTOM`` flag)." msgstr "" +"``true``のとき、パーティクルが再起動された、" +"またはカスタムのプロパティが設定されずに放出された (つまりこのパーティクルが " +"``FLAG_EMIT_CUSTOM`` フラグなしで ``emit_subparticle()`` " +"によって作成された)。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:145 -#, fuzzy msgid "Process built-ins" -msgstr "頂点用ビルトイン" +msgstr "process()のビルトイン" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:150 msgid "in bool **RESTART**" msgstr "\\ in bool **RESTART**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:150 -#, fuzzy msgid "``true`` if the current process frame is first for the particle." -msgstr "現在の面が前面(面の法線がこちらを向いている)の場合は ``true``。" +msgstr "現在のプロセスフレームがパーティクルの初回であるときは ``true`` 。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:152 -#, fuzzy msgid "in bool **COLLIDED**" -msgstr "\\ inout bool **ACTIVE**" +msgstr "\\ in bool **COLLIDED**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:152 -#, fuzzy msgid "``true`` when the particle has collided with a particle collider." -msgstr "" -"パーティクルを再起動する必要がある(ライフサイクルが繰り返される)場合は " -"``true``\\ 。" +msgstr "パーティクルがパーティクルコライダーと衝突した時は ``true`` 。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:154 -#, fuzzy msgid "in vec3 **COLLISION_NORMAL**" -msgstr "\\ in vec3 **NORMAL**" +msgstr "\\ in vec3 **COLLISION_NORMAL**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:154 msgid "" "A normal of the last collision. If there is no collision detected it is " "equal to ``vec3(0.0)``." -msgstr "" +msgstr "最後の衝突時の法線ベクトル。衝突が検出されていない場合 ``vec3(0.0)`` " +"になります。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:156 -#, fuzzy msgid "in float **COLLISION_DEPTH**" -msgstr "\\ inout float ** NORMALMAP_DEPTH **" +msgstr "\\ in float **COLLISION_DEPTH**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:156 msgid "" "A length of normal of the last collision. If there is no collision detected " "it is equal to ``0.0``." -msgstr "" +msgstr "最後の衝突時の法線の長さ。衝突が検出されていない場合 ``0.0`` になります。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:158 -#, fuzzy msgid "in vec3 **ATTRACTOR_FORCE**" -msgstr "\\ in vec3 **ATTENUATION**" +msgstr "\\ in vec3 **ATTRACTOR_FORCE**" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:158 msgid "A combined force of the attractors at the moment on that particle." -msgstr "" +msgstr "パーティクルに対するその時点でのアトラクターの合成された力。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:162 -#, fuzzy msgid "Process functions" -msgstr "プロセッサー関数" +msgstr "process()で使える関数" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:164 msgid "" @@ -129003,21 +128918,28 @@ msgid "" "code will emit a particle with a specified position, velocity, and color, " "but unspecified rotation, scale, and custom value:" msgstr "" +"``emit_subparticle`` は現在Particleシェーダでサポートされている唯一のカスタム" +"関数です。これを使うとユーザーはサブエミッターから指定されたパラメーターを持" +"つ新しいパーティクルを追加できます。新しく作成されたパーティクルは、 " +"``flags`` パラメーターと対応するプロパティのみが設定されます。たとえば次のコ" +"ードは、指定された位置と速度と色を持つパーティクルを放出しますが、回転とスケ" +"ールとカスタム値は設定されません。" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:180 msgid "" "bool **emit_subparticle** (mat4 xform, vec3 velocity, vec4 color, vec4 " "custom, uint flags)" msgstr "" +"\\ bool **emit_subparticle** (mat4 xform, vec3 velocity, vec4 color, vec4 " +"custom, uint flags)" #: ../../docs/tutorials/shaders/shader_reference/particle_shader.rst:180 msgid "Emits a particle from a sub-emitter." -msgstr "" +msgstr "サブエミッターからパーティクルを放出します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:4 -#, fuzzy msgid "Sky shaders" -msgstr "シェーダー" +msgstr "Skyシェーダー" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:6 msgid "" @@ -129025,29 +128947,35 @@ msgid "" "and for updating radiance cubemaps which are used for image-based lighting " "(IBL). Sky shaders only have one processing function, the ``sky()`` function." msgstr "" +"Skyシェーダーは空の背景を描画したり、Image-Based lighting (IBL) に使用される" +"放射キューブマップを更新したりするために使用される特別なタイプのシェーダです" +"。 Skyシェーダーには ``sky()`` 関数という 1 " +"つのプロセッサー関数しかありません。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:11 -#, fuzzy msgid "There are three places the sky shader is used." -msgstr "ディテールの使用をコントロールする設定がいくつかあります。" +msgstr "Skyシェーダが使用される場所は3つあります。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:13 msgid "" "First the sky shader is used to draw the sky when you have selected to use a " "Sky as the background in your scene." -msgstr "" +msgstr "まずシーンの背景にSkyを使用することを選択した場合、Skyシェーダーを使用して空" +"を描画します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:15 msgid "" "Second, the sky shader is used to update the radiance cubemap when using the " "Sky for ambient color or reflections." -msgstr "" +msgstr "2番目にアンビエントカラーまたは反射にSkyを使用するときに、Skyシェーダーを使用" +"して放射キューブマップが更新されます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:17 msgid "" "Third, the sky shader is used to draw the lower res subpasses which can be " "used in the high-res background or cubemap pass." -msgstr "" +msgstr "3番目にSkyシェーダーを使用して、高解像度の背景またはキューブマップパスで使用" +"できる低解像度のサブパスを描画します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:20 msgid "" @@ -129057,6 +128985,11 @@ msgid "" "be used. You can change the behavior of the shader based on where it is " "called by checking the ``AT_*_PASS`` booleans. For example:" msgstr "" +"これは合計でSkyシェーダーがフレームごとに最大6回実行できることを意味しますが" +"、放射キューブマップはフレームごとに更新する必要がなく、すべてのサブパスが使" +"用されるわけではないため、実際にはそれよりも少なくなります。 ``AT_*_PASS`` の" +"ブール値をチェックすることで、シェーダーが呼び出される場所に基づいてシェーダ" +"ーの動作を変更できます。例えば:" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:43 msgid "" @@ -129064,6 +128997,9 @@ msgid "" "for all non-occluded fragments on the screen. However, for the background's " "subpasses, the shader will be called for every pixel of the subpass." msgstr "" +"Skyシェーダーを使用して背景を描画する場合、画面上のオクルージョンされていない" +"すべてのフラグメントに対してシェーダが呼び出されます。ただし背景のサブパスの" +"場合、シェーダはサブパスのピクセルごとに呼び出されます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:47 msgid "" @@ -129075,28 +129011,37 @@ msgid "" "cubemap will update every frame. The following list of changes force an " "update of the radiance cubemap:" msgstr "" +"Skyシェーダーを使用して放射キューブマップを更新する場合、Skyシェーダーはキュ" +"ーブマップ内のすべてのピクセルに対して呼び出されます。一方、シェーダーは放射" +"キューブマップを更新する必要がある場合にのみ呼び出されます。いずれかのシェー" +"ダパラメーターが更新されると、放射キューブマップも更新する必要があります。" +"たとえばシェーダーで ``TIME`` が使用されている場合、放射キューブマップはフレ" +"ームごとに更新されます。次の変更のリストに応じて放射キューブマップの更新が強" +"制されます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:55 msgid "``TIME`` is used." -msgstr "" +msgstr "``TIME`` が使われている。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:56 msgid "``POSITION`` is used and the camera position changes." -msgstr "" +msgstr "``POSITION`` が使われており、カメラの位置が変更された場合。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:57 msgid "" "If any ``LIGHTX_*`` properties are used and any :ref:`DirectionalLight3D " "` changes." msgstr "" +"``LIGHTX_*`` プロパティが使用されており、いずれかの :ref:`DirectionalLight3D " +"` が変更された場合。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:59 msgid "If any uniform is changed in the shader." -msgstr "" +msgstr "シェーダー内のUniformが変更された場合。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:60 msgid "If the screen is resized and either of the subpasses are used." -msgstr "" +msgstr "画面のサイズが変更され、いずれかのサブパスが使用される場合。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:62 msgid "" @@ -129105,6 +129050,10 @@ msgid "" "mode ` is set to :ref:`REALTIME " "`." msgstr "" +"なるべく放射キューブマップを不必要に更新しないようにしてください。もし各フレ" +"ームで放射キューブマップを更新する必要がある場合は、:ref:`Skyプロセス モード " +"` が :ref:`REALTIME " +"` に設定するようにしてください。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:67 msgid "" @@ -129118,12 +129067,23 @@ msgid "" "cubemap when rendering the visible sky. With a completely static sky, this " "means that it needs to be rendered only once." msgstr "" +":ref:`プロセス モード ` は、放射キューブマッ" +"プのレンダリングにのみ影響することに注意してください。可視範囲の空はピクセル" +"ごとにフラグメントシェーダーを呼び出すことによって常にレンダリングされます。" +"複雑なフラグメントシェーダを使用すると、レンダリングのオーバーヘッドが高くな" +"る可能性があります。空が静的である (上記の条件が満たされている) か、ゆっくり" +"と変化する場合フレームごとにフルのフラグメントシェーダーを実行する必要はあり" +"ません。これは、全ての空を放射キューブマップにレンダリングし、可視範囲の空を" +"レンダリングするときにこのキューブマップから読み取ることで回避できます。完全" +"に静的な空の場合は、レンダリングする必要があるのは 1 " +"回だけであることを意味します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:77 msgid "" "The following code renders the full sky into the radiance cubemap and reads " "from that cubemap for displaying the visible sky:" -msgstr "" +msgstr "次のコードは全ての空を放射キューブマップにレンダリングし、そのキューブマップ" +"から読み取って可視範囲の空を表示します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:99 msgid "" @@ -129133,6 +129093,10 @@ msgid "" "` to get the desired balance between " "performance and visual fidelity." msgstr "" +"このように複雑な計算はキューブマップパス内でのみ行われ、空の :ref:`プロセス " +"モード ` と :ref:`放射サイズ " +"` を設定することで最適化して、パフォーマン" +"スと視覚的な忠実度の間の望ましいバランスを得ることができます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:107 msgid "" @@ -129140,235 +129104,223 @@ msgid "" "to speed up your shaders. For example the following code renders clouds at a " "lower resolution than the rest of the sky:" msgstr "" +"サブパスを使用すると、より低解像度でより負荷の高い計算を実行してシェーダを高" +"速化できます。たとえば次のコードは空の他の部分よりも低い解像度で雲をレンダリ" +"ングします。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:132 -#, fuzzy msgid "**use_half_res_pass**" -msgstr "\\ **depth_draw_alpha_prepass**" +msgstr "\\ **use_half_res_pass**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:132 msgid "Allows the shader to write to and access the half resolution pass." -msgstr "" +msgstr "シェーダーが1/2解像度パスに書き込み、アクセスできるようにします。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:134 msgid "**use_quarter_res_pass**" -msgstr "" +msgstr "\\ **use_quarter_res_pass**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:134 msgid "Allows the shader to write to and access the quarter resolution pass." -msgstr "" +msgstr "シェーダが1/4解像度パスに書き込み、アクセスできるようにします。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:136 -#, fuzzy msgid "**disable_fog**" -msgstr "\\ **disable_force**" +msgstr "\\ **disable_fog**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:136 msgid "If used, fog will not affect the sky." -msgstr "" +msgstr "指定すると、フォグは空に影響を与えません。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:142 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:24 -#, fuzzy msgid "" "Values marked as \"in\" are read-only. Values marked as \"out\" are for " "optional writing and will not necessarily contain sensible values. Samplers " "cannot be written to so they are not marked." msgstr "" -"\"in\"としてマークされた値は読み取り専用です。\"out\"とマークされた値はオプ" -"ションの書き込み用であり、必ずしも適切な値を含むとは限りません。\"inout\"と" -"マークされた値は、適切なデフォルト値を提供し、オプションで書き込むことができ" -"ます。サンプラーは書込みの対象ではなく、マークされていません。" +"\"in\"とマークされた値は読み取り専用です。 \"out" +"\"とマークされた値はオプションの書き込み用であり、必ずしも適切な値を含むとは" +"限りません。サンプラーには書き込む対象ではないためマークされません。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:149 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:32 msgid "" "Global built-ins are available everywhere, including in custom functions." -msgstr "" +msgstr "グローバルビルトインはカスタム関数を含めあらゆる場所で使用できます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:151 msgid "" "There are 4 ``LIGHTX`` lights, accessed as ``LIGHT0``, ``LIGHT1``, " "``LIGHT2``, and ``LIGHT3``." msgstr "" +"4つの ``LIGHTX`` ライトがあり、 ``LIGHT0`` 、 ``LIGHT1`` 、 ``LIGHT2`` 、 " +"``LIGHT3`` としてアクセスします。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:159 -#, fuzzy msgid "in vec3 **POSITION**" -msgstr "\\ out vec4 **POSITION**" +msgstr "\\ in vec3 **POSITION**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:159 -#, fuzzy msgid "Camera position in world space" -msgstr "ビュー空間内の法線ベクトル。" +msgstr "ワールド空間でのカメラの位置" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:161 -#, fuzzy msgid "samplerCube **RADIANCE**" -msgstr "\\ **samplerCube**" +msgstr "\\ samplerCube **RADIANCE**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:161 msgid "" "Radiance cubemap. Can only be read from during background pass. Check ``!" "AT_CUBEMAP_PASS`` before using." -msgstr "" +msgstr "放射キューブマップ。背景パス中でのみ読み取ることができます。使用前に " +"``!AT_CUBEMAP_PASS`` をチェックしてください。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:163 -#, fuzzy msgid "in bool **AT_HALF_RES_PASS**" -msgstr "\\ in bool **AT_LIGHT_PASS**" +msgstr "\\ in bool **AT_HALF_RES_PASS**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:163 msgid "Currently rendering to half resolution pass." -msgstr "" +msgstr "現在のパスが1/2解像度パスでレンダリングしていることを示します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:165 -#, fuzzy msgid "in bool **AT_QUARTER_RES_PASS**" -msgstr "\\ in bool **AT_LIGHT_PASS**" +msgstr "\\ in bool **AT_QUARTER_RES_PASS**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:165 msgid "Currently rendering to quarter resolution pass." -msgstr "" +msgstr "現在のパスが1/4解像度パスでレンダリングしていることを示します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:167 -#, fuzzy msgid "in bool **AT_CUBEMAP_PASS**" -msgstr "\\ in bool **AT_LIGHT_PASS**" +msgstr "\\ in bool **AT_CUBEMAP_PASS**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:167 msgid "Currently rendering to radiance cubemap." -msgstr "" +msgstr "現在のパスが放射キューブマップパスでレンダリングしていることを示します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:169 -#, fuzzy msgid "in bool **LIGHTX_ENABLED**" -msgstr "\\ in bool **AT_LIGHT_PASS**" +msgstr "\\ in bool **LIGHTX_ENABLED**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:169 msgid "" "``LightX`` is visible and in the scene. If ``false``, other light properties " "may be garbage." msgstr "" +"``LIGHTX`` がシーン内にあります。 もし ``false`` の場合、他の LIGHTX_ " +"プロパティは使用できない可能性があります。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:171 -#, fuzzy msgid "in float **LIGHTX_ENERGY**" -msgstr "\\ inout float **LIGHT_HEIGHT**" +msgstr "\\ in float **LIGHTX_ENERGY**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:171 msgid "Energy multiplier for ``LIGHTX``." -msgstr "" +msgstr "``LIGHTX`` のエネルギー倍率。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:173 -#, fuzzy msgid "in vec3 **LIGHTX_DIRECTION**" -msgstr "\\ in vec3 **LIGHT_COLOR**" +msgstr "\\ in vec3 **LIGHTX_DIRECTION**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:173 msgid "Direction that ``LIGHTX`` is facing." -msgstr "" +msgstr "``LIGHTX`` が向いている方向。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:175 -#, fuzzy msgid "in vec3 **LIGHTX_COLOR**" -msgstr "\\ in vec3 **LIGHT_COLOR**" +msgstr "\\ in vec3 **LIGHTX_COLOR**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:175 -#, fuzzy msgid "Color of ``LIGHTX``." -msgstr "ライトの色。" +msgstr "``LIGHTX``の色。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:177 -#, fuzzy msgid "in float **LIGHTX_SIZE**" -msgstr "\\ inout float **POINT_SIZE**" +msgstr "\\ in float **LIGHTX_SIZE**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:177 msgid "" "Angular diameter of ``LIGHTX`` in the sky. Expressed in radians. For " "reference, the sun from earth is about .0087 radians (0.5 degrees)." msgstr "" +"空における ``LIGHTX`` の角直径でラジアンで表されます。" +"参考までに地球からの太陽の距離は約 0.0087 ラジアン (0.5 度) です。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:180 #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:40 msgid "" "A ``PI`` constant (``3.141592``). A ratio of a circle's circumference to its " "diameter and amount of radians in half turn." -msgstr "" +msgstr "``PI`` 円周率の定数 (``3." +"141592``)。円の円周とその直径の比率、および半回転のラジアン量。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:191 -#, fuzzy msgid "Sky built-ins" -msgstr "ビルトイン" +msgstr "Skyビルトイン" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:196 -#, fuzzy msgid "in vec3 **EYEDIR**" -msgstr "\\ in vec3 **VERTEX**" +msgstr "\\ in vec3 **EYEDIR**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:196 msgid "" "Normalized direction of current pixel. Use this as your basic direction for " "procedural effects." -msgstr "" +msgstr "現在のピクセルの正規化された方向。これをプロシージャルエフェクトのベースの方" +"向として使用します。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:198 -#, fuzzy msgid "" "Screen UV coordinate for current pixel. Used to map a texture to the full " "screen." -msgstr "現在のピクセルのスクリーンUV座標。" +msgstr "現在のピクセルのスクリーンUV座標。テクスチャを全画面にマッピングするために使" +"用されます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 -#, fuzzy msgid "in vec2 **SKY_COORDS**" -msgstr "\\ in vec2 **POINT_COORD**" +msgstr "\\ in vec2 **SKY_COORDS**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:200 msgid "Sphere UV. Used to map a panorama texture to the sky." -msgstr "" +msgstr "スフィアUV座標。パノラマテクスチャを空にマッピングするために使用されます。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:202 -#, fuzzy msgid "in vec4 **HALF_RES_COLOR**" -msgstr "\\ in vec4 **COLOR**" +msgstr "\\ in vec4 **HALF_RES_COLOR**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:202 msgid "" "Color value of corresponding pixel from half resolution pass. Uses linear " "filter." -msgstr "" +msgstr "1/2解像度パスからの対応するピクセルの色。リニアフィルターを使用。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:204 -#, fuzzy msgid "in vec4 **QUARTER_RES_COLOR**" -msgstr "\\ in vec4 **COLOR**" +msgstr "\\ in vec4 **QUARTER_RES_COLOR**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:204 msgid "" "Color value of corresponding pixel from quarter resolution pass. Uses linear " "filter." -msgstr "" +msgstr "1/4解像度パスからの対応するピクセルの色。リニアフィルターを使用。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:206 -#, fuzzy msgid "out vec3 **COLOR**" -msgstr "\\ inout vec4 **COLOR**" +msgstr "\\ out vec3 **COLOR**" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:206 -#, fuzzy msgid "Output color." -msgstr "出力ログ" +msgstr "出力の色。" #: ../../docs/tutorials/shaders/shader_reference/sky_shader.rst:208 msgid "Output alpha value, can only be used in subpasses." -msgstr "" +msgstr "出力のアルファ値。サブパスでのみ使用できます。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:4 -#, fuzzy msgid "Fog shaders" -msgstr "シェーダー" +msgstr "Fogシェーダー" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:6 msgid "" @@ -129377,6 +129329,10 @@ msgid "" "` and volumetric fog. Fog shaders only have one processing " "function, the ``fog()`` function." msgstr "" +"Fogシェーダーは特定の領域のシーンからフォグを追加 (または削除) " +"する方法を定義するために使用されます。Fogシェーダーは常に :ref:`FogVolumes " +"` およびボリューメトリックフォグと一緒に使用されます。Fogシ" +"ェーダーにはプロセッサー関数が1つだけあり、それは ``fog()`` 関数です。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:11 msgid "" @@ -129385,6 +129341,9 @@ msgid "" "shader can add depends on how close the :ref:`FogVolume ` " "is to the camera." msgstr "" +"Fogシェーダーの解像度はボリューメトリックフォグの視錐台ボクセルのグリッド解像" +"度に依存します。したがってFogシェーダーが追加できるLODは、:ref:`FogVolume " +"` がカメラにどれだけ近いかによって決まります。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:16 msgid "" @@ -129394,11 +129353,15 @@ msgid "" "just barely touch a given :ref:`FogVolume ` will still be " "used." msgstr "" +"Fogシェーダーは特別なコンピュートシェーダーで、関連する :ref:`FogVolume " +"` の軸に整列したバウンディング " +"ボックスに触れる視錐台ボクセルごとに 1 回呼び出されます。これは指定された " +":ref:`FogVolume ` " +"にかろうじて触れる視錐台ボクセルが引き続き使用されることを意味します。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:51 -#, fuzzy msgid "Fog built-ins" -msgstr "ライト用ビルトイン" +msgstr "Fogビルトイン" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:53 msgid "" @@ -129406,86 +129369,94 @@ msgid "" "ref:`FogVolumes ` to be rendered efficiently as they can " "all be drawn at once." msgstr "" +"Fogボリュームの出力値はすべて互いに重なり合います。これにより :ref:`" +"FogVolumes ` " +"をすべて一度に描画できるため、効率的にレンダリングできるようになります。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:60 -#, fuzzy msgid "in vec3 **WORLD_POSITION**" -msgstr "\\ in vec3 **VIEW**" +msgstr "\\ in vec3 **WORLD_POSITION**" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:60 msgid "Position of current froxel cell in world space." -msgstr "" +msgstr "ワールド空間における現在の視錐台ボクセルのセルの位置。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:62 -#, fuzzy msgid "in vec3 **OBJECT_POSITION**" -msgstr "\\ in vec3 **VIEW**" +msgstr "\\ in vec3 **OBJECT_POSITION**" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:62 msgid "" "Position of the center of the current :ref:`FogVolume ` in " "world space." -msgstr "" +msgstr "ワールド空間における現在の :ref:`FogVolume ` の中心の位置。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:64 -#, fuzzy msgid "in vec3 **UVW**" -msgstr "\\ in vec3 **VIEW**" +msgstr "\\ in vec3 **UVW**" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:64 msgid "" "3-dimensional uv, used to map a 3D texture to the current :ref:`FogVolume " "`." msgstr "" +"3次元UV。3D テクスチャを現在の :ref:`FogVolume ` " +"にマッピングするために使用されます。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:66 -#, fuzzy msgid "in vec3 **SIZE**" -msgstr "\\ in vec3 **VIEW**" +msgstr "\\ in vec3 **SIZE**" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:66 msgid "" "Size of the current :ref:`FogVolume ` when its :ref:" "`shape` has a size." msgstr "" +":ref:`shape` にサイズがあるときの、現在の " +":ref:`FogVolume ` のサイズ。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:69 -#, fuzzy msgid "in vec3 **SDF**" -msgstr "\\ in vec3 **ALBEDO**" +msgstr "\\ in vec3 **SDF**" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:69 msgid "" "Signed distance field to the surface of the :ref:`FogVolume " "`. Negative if inside volume, positive otherwise." msgstr "" +":ref:`FogVolume ` の表面までのSigned Distance Field " +"(SDF)。ボリューム内にある場合はマイナス値、外にある場合はプラス値です。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:72 msgid "" "Output base color value, interacts with light to produce final color. Only " "written to fog volume if used." -msgstr "" +msgstr "基本の色を出力します。これは光と相互作用して最終的なカラーを生成します。使用" +"する場合はフォグボリュームにのみ書き込まれます。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:75 -#, fuzzy msgid "out float **DENSITY**" -msgstr "\\ out float **DEPTH**" +msgstr "\\ out float **DENSITY**" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:75 msgid "" "Output density value. Can be negative to allow subtracting one volume from " "another. Density must be used for fog shader to write anything at all." msgstr "" +"密度の値を出力します。あるボリュームを別のボリュームから減算できるようにする" +"にはマイナスの値を指定します。Fogシェーダーで何かに書き込む際は、この密度の指" +"定は必須です。" #: ../../docs/tutorials/shaders/shader_reference/fog_shader.rst:78 msgid "" "Output emission color value, added to color during light pass to produce " "final color. Only written to fog volume if used." -msgstr "" +msgstr "発光色を出力します。光の通過中にこの発光色が追加されて最終的な色が生成されま" +"す。使用した際はフォグボリュームにのみ書き込まれます。" #: ../../docs/tutorials/shaders/your_first_shader/index.rst:2 msgid "Your first shader" -msgstr "最初のシェーダー" +msgstr "初めてのシェーダー" #: ../../docs/tutorials/shaders/your_first_shader/index.rst:4 msgid "" @@ -129496,20 +129467,19 @@ msgid "" "overview of shaders in Godot see the :ref:`Shading Reference Page `." msgstr "" -"このチュートリアルシリーズでは、最初のシェーダーを作成する手順を説明します。" -"これは、シェーダーの使用経験がほとんどなく、基本を始めたい人を対象としていま" -"す。このチュートリアルは高度なトピックをカバーするものではなく、包括的なもの" -"ではありません。 Godotのシェーダーの包括的かつ詳細な概要については、\\ :ref:`" -"シェーディングリファレンスのページ ` を参照してくださ" -"い。" +"このチュートリアルシリーズでは、初めてのシェーダーを作成する手順を説明します" +"。これは、シェーダーの使用経験がほとんどなく、基本を始めたい人を対象としてい" +"ます。このチュートリアルは高度なトピックをカバーするものではなく、包括的なも" +"のではありません。 Godotのシェーダーの包括的かつ詳細な概要については、\\ " +":ref:`シェーディングリファレンスのページ ` " +"を参照してください。" #: ../../docs/tutorials/shaders/your_first_shader/index.rst:10 msgid "" "The \"your first shader\" tutorials walk you through the process of writing " "a shader step-by-step." -msgstr "" -"「最初のシェーダー」チュートリアルでは、シェーダーを段階的に記述するプロセス" -"を順を追って説明します。" +msgstr "「初めてのシェーダー」チュートリアルでは、シェーダーを段階的に記述するプロセ" +"スを順を追って説明します。" #: ../../docs/tutorials/shaders/your_first_shader/index.rst:13 msgid "" @@ -129520,22 +129490,20 @@ msgstr "" "Book of Shaders `_ を使用してください。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:4 -#, fuzzy msgid "Your first 2D shader" -msgstr "最初のシェーダー" +msgstr "初めての2Dシェーダー" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:9 -#, fuzzy msgid "" "Shaders are special programs that execute on the GPU and are used for " "rendering graphics. All modern rendering is done with shaders. For a more " "detailed description of what shaders are please see :ref:`What are shaders " "`." msgstr "" -"シェーダーは、GPUで実行される特別なプログラムで、グラフィックのレンダリングに" -"使用されます。 最新のレンダリングはすべてシェーダーで行われます。 シェーダー" -"の詳細については、\\ :ref:`シェーダーとは ` を参照して" -"ください。" +"シェーダーはGPUで実行される特殊なプログラムで、グラフィックスのレンダリングに" +"使用されます。 最近のレンダリングはすべてシェーダーを使用して行われます。 " +"シェーダーの詳細については、\\ :ref:`シェーダーとは ` " +"を参照してください。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:14 msgid "" @@ -129559,31 +129527,29 @@ msgstr "" "てください。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:25 -#, fuzzy msgid "" ":ref:`CanvasItem shaders ` are used to draw all 2D " "objects in Godot, while :ref:`Spatial ` shaders are used " "to draw all 3D objects." msgstr "" -":ref:`CanvasItem ` シェーダーはGodotのすべての2Dオブ" -"ジェクトを描画するために使用され、\\ :ref:`Spatial ` " -"シェーダーはすべての3Dオブジェクトを描画するために使用されます。" +":ref:`CanvasItemシェーダー ` は Godot " +"ですべての2Dオブジェクトを描画するために使用され、 :ref:`Spatialシェーダー " +"`はすべての3Dオブジェクトを描画するために使用されます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:29 -#, fuzzy msgid "" "In order to use a shader it must be attached inside a :ref:`Material " "` which must be attached to an object. Materials are a type " "of :ref:`Resource `. To draw multiple objects with the same " "material, the material must be attached to each object." msgstr "" -"シェーダーを使用するには、オブジェクトにアタッチする必要がある :ref:" -"`Material ` 内にアタッチする必要があります。 マテリアルは :" -"ref:`Resource ` の一種です。 同じマテリアルで複数のオブジェク" -"トを描画するには、マテリアルを各オブジェクトにアタッチする必要があります。" +"シェーダーを使用するには、オブジェクトにアタッチする必要がある :ref:`" +"マテリアル ` 内にシェーダーをアタッチする必要があります。" +"マテリアルは :ref:`リソース ` の一種です。同じマテリアルで複数" +"のオブジェクトを描画するには、各オブジェクトにマテリアルをアタッチする必要が" +"あります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:34 -#, fuzzy msgid "" "All objects derived from a :ref:`CanvasItem ` have a " "material property. This includes all :ref:`GUI elements `, :" @@ -129592,12 +129558,13 @@ msgid "" "inherit their parent's material. This can be useful if you have a large " "number of nodes that you want to use the same material." msgstr "" -":ref:`CanvasItem ` から派生したすべてのオブジェクトには、マ" -"テリアルプロパティがあります。 これには、すべての :ref:`GUI要素 " -"`\\ 、\\ :ref:`スプライト `\\ 、\\ :ref:`タイル" -"マップ `\\ 、\\ :ref:`MeshInstance2D ` " -"などがあります。オプションもあります。 親のマテリアルを継承します。 これは、" -"同じマテリアルを使用するノードが多数ある場合に役立ちます。" +":ref:`CanvasItem ` " +"から派生したすべてのオブジェクトにはマテリアル プロパティがあります。" +"これには :ref:`GUI要素 ` 、 :ref:`Sprite2D ` " +"、 :ref:`TileMap ` 、 :ref:`MeshInstance2D " +"` などがすべて含まれます。これらにはオプションもありま" +"す。親のマテリアルを継承します。これは同じマテリアルを使用するノードが多数あ" +"る場合に便利です。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:41 msgid "" @@ -129606,6 +129573,10 @@ msgid "" "this tutorial we will use a Sprite2D, as it is the easiest CanvasItem to " "start drawing with." msgstr "" +"まずSprite2Dノードを作成します。 :ref:`キャンバスに描画している限り、 " +"任意のCanvasItem ` を使用できます。そのため、このチ" +"ュートリアルでは、描画を開始するのに最も簡単なCanvasItemであるSprite2Dを使用" +"します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:45 #, fuzzy @@ -129647,7 +129618,7 @@ msgstr "" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:61 msgid "Your first CanvasItem shader" -msgstr "最初のキャンバスアイテム(CanvasItem)シェーダー" +msgstr "初めてのCanvasItemシェーダー" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:63 msgid "" @@ -129669,7 +129640,7 @@ msgstr "" msgid "" "This line tells the engine which built-in variables and functionality to " "supply you with." -msgstr "この行は、どの組み込み変数と関数を提供するかをエンジンに伝えます。" +msgstr "この行は、どのビルトイン変数と関数を提供するかをエンジンに伝えます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:76 msgid "" @@ -129687,25 +129658,21 @@ msgstr "" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:83 msgid "Your first fragment function" -msgstr "最初のフラグメント関数" +msgstr "初めてのフラグメント関数" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:85 -#, fuzzy msgid "" "The fragment function runs for every pixel in a Sprite2D and determines what " "color that pixel should be." -msgstr "" -"フラグメント関数は、Sprite内のすべてのピクセルに対して実行され、そのピクセル" -"の色を決定します。" +msgstr "フラグメント関数はSprite2D内のすべてのピクセルに対して実行され、そのピクセル" +"が何色であるべきかを決定します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:88 -#, fuzzy msgid "" "They are restricted to the pixels covered by the Sprite2D, that means you " "cannot use one to, for example, create an outline around a Sprite2D." -msgstr "" -"これらはSpriteでカバーされるピクセルに制限されているため、Spriteの周囲にアウ" -"トラインを作成する場合などは使用できません。" +msgstr "これらはSprite2Dでカバーされるピクセルに制限されているため、Sprite2Dの周囲に" +"アウトラインを作成する場合などは使用できません。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:91 msgid "" @@ -129716,7 +129683,6 @@ msgstr "" "外は何もしません。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:94 -#, fuzzy msgid "" "We do so by writing a ``vec4`` to the built-in variable ``COLOR``. ``vec4`` " "is shorthand for constructing a vector with 4 numbers. For more information " @@ -129724,25 +129690,23 @@ msgid "" "``COLOR`` is both an input variable to the fragment function and the final " "output from it." msgstr "" -"そのためには、組み込み変数 ``COLOR`` に ``vec4`` を書き込みます。\\ ``vec4`` " -"は、4つの数値でベクトルを構築するための省略表現です。 ベクトルの詳細について" -"は、\\ :ref:`ベクトル演算チュートリアル `を参照してくださ" -"い。\\ ``COLOR`` はフラグメント関数への入力変数であり、フラグメント関数からの" -"最終出力です。" +"そのためには、ビルトイン変数 ``COLOR`` に ``vec4`` を書き込みます。\\ " +"``vec4`` は、4つの数値を含むベクトルを構築するための省略表現です。 " +"ベクトルの詳細については、\\ :ref:`ベクトル演算チュートリアル " +"`を参照してください。\\ ``COLOR`` はフラグメント関数への入力" +"変数であり、フラグメント関数からの最終出力でもあります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:107 msgid "" "Congratulations! You're done. You have successfully written your first " "shader in Godot." -msgstr "" -"おめでとう! できました。 Godotで最初のシェーダーの作成に成功しました。" +msgstr "おめでとう! できました。 Godotで初めてのシェーダーの作成に成功しました。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:110 msgid "Now let's make things more complex." msgstr "それでは、もっと複雑にしましょう。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:112 -#, fuzzy msgid "" "There are many inputs to the fragment function that you can use for " "calculating ``COLOR``. ``UV`` is one of them. UV coordinates are specified " @@ -129751,7 +129715,7 @@ msgid "" msgstr "" "``COLOR`` の計算に使用できるフラグメント関数には多くの入力があります。\\ " "``UV`` もその1つです。 UV座標は(知らないうちに)スプライトで指定され、メッシュ" -"の各部分のテクスチャから読み取る場所をシェーダーに伝えます。" +"の各部分のテクスチャからどこを読み取るかをシェーダーに指示します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:117 msgid "" @@ -129773,16 +129737,15 @@ msgstr "``TEXTURE`` ビルトインを使用する" msgid "" "The default fragment function reads from the set Sprite2D texture and " "displays it." -msgstr "" +msgstr "デフォルトのフラグメント関数は、設定されているSprite2Dテクスチャを読み込んで" +"表示します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:137 -#, fuzzy msgid "" "When you want to adjust a color in a Sprite2D you can adjust the color from " "the texture manually like in the code below." -msgstr "" -"スプライトの色を調整する場合、以下のコードのようにテクスチャの色を手動で調整" -"することはできません。" +msgstr "Sprite2Dの色を調整したい場合は、以下のコードのようにテクスチャから手動で色を" +"調整できます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:147 msgid "" @@ -129792,6 +129755,11 @@ msgid "" "``texture`` function to access this variable. Use them to redraw the " "Sprite2D with the texture." msgstr "" +"Sprite2Dなどの特定のノードには、シェーダー内で ``TEXTURE`` " +"を使用してアクセスできる専用のテクスチャ変数があります。 " +"Sprite2Dテクスチャを他の色と組み合わせるために使用したい場合は、 ``UV`` と " +"``texture`` 関数を使用してこの変数にアクセスできます。これらを使用してSprite2" +"Dをテクスチャで再描画します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:162 msgid "Uniform input" @@ -129819,12 +129787,10 @@ msgstr "" "` を参照してください。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:176 -#, fuzzy msgid "Add a uniform to change the amount of blue in our Sprite2D." -msgstr "uniformを追加して、スプライトの青の量を変更します。" +msgstr "uniformを追加して、Sprite2Dの青の量を変更します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:187 -#, fuzzy msgid "" "Now you can change the amount of blue in the Sprite2D from the editor. Look " "back at the Inspector under where you created your shader. You should see a " @@ -129832,26 +129798,25 @@ msgid "" "uniform you just declared. If you change the value in the editor, it will " "overwrite the default value you provided in the shader." msgstr "" -"これで、エディタからスプライトの青の量を変更できます。シェーダーを作成した場" -"所のインスペクタを再確認すると、\\ ``Shader Param`` というセクションが表示さ" -"れるはずです。そのセクションを展開すると、宣言したuniformが表示されます。エ" -"ディタで値を変更すると、シェーダーで指定したデフォルト値が上書きされます。" +"これで、エディタからSprite2Dの青の量を変更できます。シェーダーを作成した場所" +"のインスペクタを再確認すると、\\ ``Shader Param`` というセクションが表示され" +"るはずです。そのセクションを展開すると、宣言したuniformが表示されます。エディ" +"タで値を変更すると、シェーダーで指定したデフォルト値が上書きされます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:194 msgid "Interacting with shaders from code" -msgstr "コードからシェーダーを操作する" +msgstr "スクリプトからシェーダーを操作する" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:196 -#, fuzzy msgid "" "You can change uniforms from code using the function " "``set_shader_parameter()`` which is called on the node's material resource. " "With a Sprite2D node, the following code can be used to set the ``blue`` " "uniform." msgstr "" -"ノードのマテリアルリソースで呼び出される ``set_shader_param()`` 関数を使用し" -"て、コードからuniformを変更できます。 Spriteノードでは、次のコードを使用して " -"``blue`` uniformを設定できます。" +"ノードのマテリアルリソースで呼び出される ``set_shader_param()`` " +"関数を使用して、コードからuniformを変更できます。 Sprite2Dノードでは、" +"次のコードを使用して ``blue`` uniformを設定できます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:205 msgid "" @@ -129863,7 +129828,7 @@ msgstr "" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:209 msgid "Your first vertex function" -msgstr "最初の頂点関数" +msgstr "初めての頂点関数" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:211 msgid "Now that we have a fragment function, let's write a vertex function." @@ -129893,13 +129858,11 @@ msgid "You can offset the vertices by directly adding to ``VERTEX``." msgstr "``VERTEX`` に直接追加することにより、頂点をオフセットできます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:230 -#, fuzzy msgid "" "Combined with the ``TIME`` built-in variable, this can be used for basic " "animation." -msgstr "" -"``TIME`` 組み込み変数と組み合わせて、これを単純なアニメーションに使用できま" -"す。" +msgstr "``TIME`` " +"ビルトイン変数と組み合わせると、基本的なアニメーションを行うことができます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:243 msgid "" @@ -129907,9 +129870,9 @@ msgid "" "and ``COLOR``. It is up to you to dream up more complex mathematical " "strategies for assigning values to those variables." msgstr "" -"コアでは、シェーダーはこれまで見てきたことを実行し、\\ ``VERTEX`` と " -"``COLOR`` を計算します。これらの変数に値を割り当てるためのより複雑な数学的戦" -"略を考え出すのはあなた次第です。" +"シェーダーとはこれまで見てきたことを実行し、\\ ``VERTEX`` と ``COLOR`` を計算" +"する仕組みです。これらの変数に値を割り当てるための、より複雑な数学的戦略を考" +"え出すのはあなた次第です。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_2d_shader.rst:247 msgid "" @@ -129924,12 +129887,10 @@ msgstr "" "くつか見てください。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:4 -#, fuzzy msgid "Your first 3D shader" -msgstr "最初のシェーダー" +msgstr "初めての3Dシェーダー" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:6 -#, fuzzy msgid "" "You have decided to start writing your own custom Spatial shader. Maybe you " "saw a cool trick online that was done with shaders, or you have found that " @@ -129937,12 +129898,11 @@ msgid "" "your needs. Either way, you have decided to write your own and now you need " "to figure out where to start." msgstr "" -"あなたは独自のカスタムSpatialシェーダーの作成を開始することにしました。たぶ" -"ん、シェーダーを使って行われたクールなトリックをオンラインで見たか、または :" -"ref:`SpatialMaterial ` が自分のニーズを十分に満たして" -"いないことに気付いたのでしょう。いずれにせよ、あなたはあなた自身のシェーダー" -"を書くことに決めました、そして、今、あなたはどこから始めるべきかを理解する必" -"要があります。" +"あなたは独自のカスタムSpatialシェーダーの作成を開始することにしました。たぶん" +"シェーダーを使って行われたクールなトリックをオンラインで見たか、あるいは、:re" +"f:`StandardMaterial3D ` が自分のニーズを十分に満た" +"していないことに気づいたかもしれません。いずれにしても、あなたは独自のコード" +"を作成することに決めたので、どこから始めればいいかを理解する必要があります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:12 msgid "" @@ -129969,7 +129929,6 @@ msgstr "" "ローに当てはまります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:21 -#, fuzzy msgid "" "This is a two-part tutorial. In this first part we will create terrain using " "vertex displacement from a heightmap in the vertex function. In the :ref:" @@ -129978,10 +129937,10 @@ msgid "" "writing an ocean water shader." msgstr "" "これは2部構成のチュートリアルです。この最初のパートでは、頂点関数のハイトマッ" -"プからの頂点変位を使用して、簡単な地形を作成する方法を説明します。\\ :ref:`第" -"2部 ` では、このチュートリアルの概念を取り入" -"れ、海水シェーダーを作成してフラグメントシェーダーでカスタムマテリアルを設定" -"する方法を説明します。" +"プからの頂点変位を使用して、簡単な地形を作成する方法を説明します。\\ :ref:`" +"第2部 ` では、このチュートリアルの概念を取り" +"入れ、水面シェーダーを作成してフラグメントシェーダーでカスタムマテリアルを設" +"定する方法を説明します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:27 msgid "" @@ -130019,7 +129978,6 @@ msgstr "" "ref:`PrimitiveMeshes ` もいくつかあります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:44 -#, fuzzy msgid "" "There are multiple node types that you can use to draw a mesh. The main one " "is :ref:`MeshInstance3D `, but you can also use :ref:" @@ -130027,25 +129985,23 @@ msgid "" "` (with a :ref:`MultiMeshInstance3D " "`), or others." msgstr "" -"メッシュの描画に使用できるノードタイプは複数あります。主なものは :ref:" -"`MeshInstance ` ですが、\\ :ref:`Particles " -"`\\ 、\\ :ref:`MultiMeshes `(:ref:" -"`MultiMeshInstance ` を使用することもできます)、また" -"はその他です。" +"メッシュの描画に使用できるノードタイプは複数あります。主なものは :ref:`" +"MeshInstance3D ` ですが、\\ :ref:`GPUParticles3D " +"`\\ 、\\ :ref:`MultiMeshes `(:ref:`" +"MultiMeshInstance3D ` " +"を使用することもできます)、またはその他です。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:49 -#, fuzzy msgid "" "Typically, a material is associated with a given surface in a mesh, but some " "nodes, like MeshInstance3D, allow you to override the material for a " "specific surface, or for all surfaces." msgstr "" -"通常、マテリアルはメッシュ内の特定のサーフェスに関連付けられていますが、" -"MeshInstanceなどの一部のノードでは、特定のサーフェスまたはすべてのサーフェス" -"のマテリアルをオーバーライドできます。" +"通常、マテリアルはメッシュ内の特定のサーフェスに関連付けられていますが、MeshI" +"nstance3Dなどの一部のノードでは、特定のサーフェスまたはすべてのサーフェスのマ" +"テリアルをオーバーライドできます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:53 -#, fuzzy msgid "" "If you set a material on the surface or mesh itself, then all " "MeshInstance3Ds that share that mesh will share that material. However, if " @@ -130054,25 +130010,23 @@ msgid "" "the MeshInstance3D." msgstr "" "サーフェスまたはメッシュ自体にマテリアルを設定すると、そのメッシュを共有する" -"すべてのMeshInstanceはそのマテリアルを共有します。ただし、複数のメッシュイン" -"スタンスで同じメッシュを再利用したいが、インスタンスごとに異なるマテリアルを" -"使用する場合は、Meshinstanceでマテリアルを設定する必要があります。" +"すべてのMeshInstance3Dはそのマテリアルを共有します。ただし、複数のメッシュイ" +"ンスタンスで同じメッシュを再利用したいが、インスタンスごとに異なるマテリアル" +"を使用する場合は、MeshInstance3Dでマテリアルを設定する必要があります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:58 -#, fuzzy msgid "" "For this tutorial we will set our material on the mesh itself rather than " "taking advantage of the MeshInstance3D's ability to override materials." msgstr "" -"このチュートリアルでは、MeshInstanceのマテリアルをオーバーライドする機能を利" -"用するのではなく、メッシュ自体にマテリアルを設定します。" +"このチュートリアルでは、MeshInstance3Dのマテリアルをオーバーライドする機能を" +"利用するのではなく、メッシュ自体にマテリアルを設定します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:64 -#, fuzzy msgid "" "Add a new :ref:`MeshInstance3D ` node to your scene." -msgstr "" -"新しい :ref:`MeshInstance ` ノードをシーンに追加します。" +msgstr "新しい :ref:`MeshInstance3D ` " +"ノードをシーンに追加します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:66 msgid "" @@ -130102,35 +130056,34 @@ msgid "This will allow you to see the triangles making up the plane." msgstr "これにより、平面を構成する三角形を見ることができます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:79 -#, fuzzy msgid "" "Now set ``Subdivide Width`` and ``Subdivide Depth`` of the :ref:`PlaneMesh " "` to ``32``." msgstr "" -"次に、\\ ``Subdivide Width`` と ``Subdivide Depth`` を ``32`` に設定します。" +"次に、:ref:`PlaneMesh ` の ``Subdivide Width`` と ``Subdivide " +"Depth`` を ``32`` に設定します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:83 -#, fuzzy msgid "" "You can see that there are now many more triangles in the :ref:" "`MeshInstance3D`. This will give us more vertices to " "work with and thus allow us to add more detail." msgstr "" -":ref:`Mesh ` には、さらに多くの三角形があることがわかりま" -"す。これにより、作業する頂点が増え、細部を追加できるようになります。" +":ref:`MeshInstance3D` には、さらに多くの三角形があるこ" +"とがわかります。これにより多くの頂点を操作できるようになり、さらに詳細を追加" +"できるようになります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:89 -#, fuzzy msgid "" ":ref:`PrimitiveMeshes `, like PlaneMesh, only have one " "surface, so instead of an array of materials there is only one. Click beside " "\"Material\" where it says \"[empty]\" and select \"New ShaderMaterial\". " "Then click the sphere that appears." msgstr "" -":ref:`PrimitiveMeshe ` は、PlaneMeshのように、1つのサー" +":ref:`PrimitiveMeshes ` は、PlaneMeshのように、1つのサー" "フェスしか持たないため、マテリアルは配列の代わりに1つしかありません。[空]と表" -"示されている[Material]の横をクリックし、[新規 ShaderMaterial]を選択します。次" -"に、表示される球をクリックします。" +"示されている[Material]の横をクリックし、[新規 " +"ShaderMaterial]を選択します。次に、表示される球をクリックします。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:94 msgid "" @@ -130152,20 +130105,19 @@ msgid "Shader magic" msgstr "シェーダーマジック" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:104 -#, fuzzy msgid "" "The new shader is already generated with a ``shader_type`` variable and the " "``fragment()`` function. The first thing Godot shaders need is a declaration " "of what type of shader they are. In this case the ``shader_type`` is set to " "``spatial`` because this is a spatial shader." msgstr "" -"すでにエラーが発生していることに注意してください。これは、シェーダーエディタ" -"がその場でシェーダーをリロードするためです。 Godotシェーダーで最初に必要なの" -"は、どのタイプのシェーダーかを宣言することです。これは空間シェーダーなので、" -"変数 ``shader_type`` を ``spatial`` に設定します。" +"新しいシェーダーは ``shader_type`` の宣言と ``fragment()`` " +"関数を使用してすでに生成されています。 Godotシェーダーに最初に必要なのは、ど" +"のタイプのシェーダーであるかを宣言することです。" +"今回これは空間シェーダであるため ``shader_type`` は ``spatial`` " +"に設定します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:115 -#, fuzzy msgid "" "For now ignore the ``fragment()`` function and define the ``vertex()`` " "function. The ``vertex()`` function determines where the vertices of your :" @@ -130173,9 +130125,10 @@ msgid "" "will be using it to offset the height of each vertex and make our flat plane " "appear like a little terrain." msgstr "" -"次に ``vertex()`` 関数を定義します。\\ ``vertex()`` 関数は :ref:`Mesh " -"` の頂点が最終シーンのどこに現れるかを決定します。これを" -"使用して各頂点の高さをオフセットし、平らな平面を小さな地形のように見せます。" +"今のところ ``fragment()`` 関数を無視し、 ``vertex()`` 関数を定義します。 " +"``vertex()`` 関数は、 :ref:`MeshInstance3D ` の頂点が最" +"終シーンのどこに表示されるかを決定します。これを使用して各頂点の高さをオフセ" +"ットし、平らな平面を小さな地形のように見せます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:121 msgid "We define the vertex shader like so:" @@ -130238,13 +130191,12 @@ msgstr "" "ださい。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:169 -#, fuzzy msgid "" "Godot provides the :ref:`NoiseTexture2D ` resource for " "generating a noise texture that can be accessed from a shader." msgstr "" -"Godotは、シェーダーからアクセスできるノイズテクスチャを生成するための :ref:" -"`NoiseTexture ` リソースを提供します。" +"Godotはシェーダーからアクセスできるノイズテクスチャを生成するための :ref:`" +"NoiseTexture2D ` リソースを提供します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:172 msgid "" @@ -130255,42 +130207,39 @@ msgstr "" "``vertex()`` 関数の外側に次のコードを追加します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:179 -#, fuzzy msgid "" "This will allow you to send a noise texture to the shader. Now look in the " "inspector under your material. You should see a section called \"Shader " "Params\". If you open it up, you'll see a section called \"noise\"." msgstr "" -"これにより、ノイズテクスチャをシェーダーに送信できます。次に、マテリアルの下" -"のインスペクタを調べます。 [Shader Params]というセクションが表示されるはずで" -"す。開くと、[Noise]というセクションが表示されます。" +"これによりノイズテクスチャをシェーダーに送信できるようになります。次にマテリ" +"アルの下のインスペクタを見てください。 [Shader Params]というセクションが表示" +"されるはずです。それを開くと、[Noise]というセクションが表示されます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:183 -#, fuzzy msgid "" "Click beside it where it says \"[empty]\" and select \"New NoiseTexture2D\". " "Then in your :ref:`NoiseTexture2D ` click beside where " "it says \"Noise\" and select \"New FastNoiseLite\"." msgstr "" -"その横にある[空]をクリックして、[新規 NoiseTexture]を選択します。次に、" -"NoiseTextureで[Noise]と表示されている場所の横をクリックし、[新規 " -"OpenSimplexNoise]を選択します。" +"その横にある[空]をクリックして、[新規 NoiseTexture2D]を選択します。次に " +":ref:`NoiseTexture2D ` " +"で[Noise]と表示されている場所の横をクリックし、[新規 " +"FastNoiseLite]を選択します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:187 -#, fuzzy msgid "" ":ref:`FastNoiseLite ` is used by the NoiseTexture2D to " "generate a heightmap." msgstr "" -":ref:`OpenSimplexNoise ` は、高さマップを生成するため" -"にNoiseTextureによって使用されます。" +":ref:`FastNoiseLite ` " +"は、高さマップを生成するためにNoiseTexture2Dによって使用されます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:190 msgid "Once you set it up and should look like this." msgstr "設定すると、次のようになります。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:194 -#, fuzzy msgid "" "Now, access the noise texture using the ``texture()`` function. " "``texture()`` takes a texture as the first argument and a ``vec2`` for the " @@ -130304,14 +130253,18 @@ msgid "" "any one of the channels as the height. In this case we'll use the ``r``, or " "``x`` channel." msgstr "" -"次に、 ``texture()`` 関数を使用してノイズテクスチャにアクセスします。\\ " -"``texture()`` は最初の引数としてテクスチャーを取り、2番目の引数としてテクス" -"チャー上の位置の ``vec2`` を取ります。 VERTEXの ``x`` および ``z`` チャンネル" -"を使用して、テクスチャ上のどこを検索するかを決定します。\\ ``texture()`` は、" +"次に、 ``texture()`` 関数を使用してノイズテクスチャにアクセスします。 " +"``texture()`` は最初の引数としてテクスチャを取り、" +"2番目の引数としてテクスチャ上の位置の ``vec2`` を取ります。 VERTEXの ``x`` " +"および ``z`` " +"チャンネルを使用して、テクスチャ上のどこを検索するかを決定します。PlaneMesh " +"の座標は [-1,1] の範囲内 (サイズ 2 の場合) であるのに対し、テクスチャ座標は " +"[0,1] の範囲内にあることに注意してください。そのため正規化するには、" +"PlaneMesh のサイズを 2.0 で割って0.5を加算します 。 ``texture()`` は、" "その位置にある `` r, g, b, a`` チャンネルの ``vec4`` を返します。ノイズテクス" "チャはグレースケールであるため、すべての値が同じなので、チャネルのいずれか1つ" -"を高さとして使用できます。この場合、\\ ``r`` または ``x`` チャンネルを使用し" -"ます。" +"を高さとして使用できます。この場合 ``r`` または ``x`` " +"チャンネルを使用します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:212 msgid "" @@ -130332,15 +130285,14 @@ msgstr "" "ます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:221 -#, fuzzy msgid "" "Right now it is too spiky, we want to soften the hills a bit. To do that, we " "will use a uniform. You already used a uniform above to pass in the noise " "texture, now let's learn how they work." msgstr "" -"今はとがっていますが、丘を少し柔らかくしたいです。そのためにユニフォームを使" -"用します。既に上記のユニフォームを使用してノイズテクスチャを渡しました。次" -"に、それらがどのように機能するかを学びましょう。" +"現時点では尖りすぎているので、丘を少し柔らかくしたいと考えています。そのため" +"にUniformを使います。ノイズテクスチャを渡すために上記のUniformをすでに使用し" +"ました。次にそれらがどのように機能するかを学びましょう。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:228 msgid "" @@ -130359,7 +130311,6 @@ msgid "Let's make a uniform that changes the height of the terrain." msgstr "地形の高さを変えるユニフォームを作りましょう。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:240 -#, fuzzy msgid "" "Godot lets you initialize a uniform with a value; here, ``height_scale`` is " "set to ``0.5``. You can set uniforms from GDScript by calling the function " @@ -130367,14 +130318,13 @@ msgid "" "value passed from GDScript takes precedence over the value used to " "initialize it in the shader." msgstr "" -"Godotでは、Uniformを値で初期化できます。ここでは、\\ ``height_scale`` は " -"``0.5`` に設定されています。シェーダーに対応するマテリアルで関数 " -"``set_shader_param()`` を呼び出すことで、GDScriptからUniformを設定できます。 " -"GDScriptから渡される値は、シェーダーで初期化するために使用される値よりも優先" -"されます。" +"GodotではUniformを値で初期化できます。ここでは ``height_scale`` は ``0.5`` " +"に設定されています。シェーダーに対応するマテリアルで関数 " +"``set_shader_parameter()`` " +"を呼び出すことで、GDScriptからUniformを設定できます。 GDScriptから渡される値" +"は、シェーダーで初期化するために使用される値よりも優先されます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:251 -#, fuzzy msgid "" "Changing uniforms in Spatial-based nodes is different from CanvasItem-based " "nodes. Here, we set the material inside the PlaneMesh resource. In other " @@ -130382,14 +130332,14 @@ msgid "" "``surface_get_material()``. While in the MeshInstance3D you would access the " "material using ``get_surface_material()`` or ``material_override``." msgstr "" -"SpatialノードからUniformを変更することは、CanvasItemノードとは異なります。こ" -"こでは、PlaneMeshリソース内にマテリアルを設定します。他のメッシュリソースで" -"は、最初に ``surface_get_material()`` を呼び出してマテリアルにアクセスする必" -"要があります。 MeshInstanceで ``get_surface_material()`` または " -"``material_override`` を使用してマテリアルにアクセスします。" +"SpatialベースのノードでUniformを変更することは、CanvasItemベースのノードとは" +"異なります。ここではPlaneMeshリソース内にマテリアルを設定します。他のメッシュ" +"リソースでは、最初に ``surface_get_material()`` " +"を呼び出してマテリアルにアクセスする必要があります。 MeshInstance3Dで " +"``get_surface_material()`` または ``material_override`` " +"を使用してマテリアルにアクセスします。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:258 -#, fuzzy msgid "" "Remember that the string passed into ``set_shader_parameter()`` must match " "the name of the uniform variable in the :ref:`Shader`. You can " @@ -130397,26 +130347,25 @@ msgid "" "Here, we will use it to set the height value instead of arbitrarily " "multiplying by ``0.5``." msgstr "" -"``set_shader_param()`` に渡される文字列は :ref:`Shader ` の" -"Uniform変数の名前と一致しなければならないことに注意してください。\\ :ref:" -"`Shader ` 内のどこでもUniform変数を使用できます。ここでは、" -"``0.5`` を任意に乗算する代わりに、これを使用して高さの値を設定します。" +"``set_shader_parameter()`` に渡される文字列は :ref:`Shader ` " +"のUniform変数の名前と一致しなければならないことに注意してください。\\ :ref:`" +"Shader ` 内のどこでもUniform変数を使用できます。ここでは、``0." +"5`` を任意に乗算する代わりに、これを使用して高さの値を設定します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:267 #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:313 msgid "Now it looks much better." -msgstr "今ではずっと良く見えます。" +msgstr "今度はずっと良くなりました。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:271 -#, fuzzy msgid "" "Using uniforms, we can even change the value every frame to animate the " "height of the terrain. Combined with :ref:`Tweens `, this can " "be especially useful for animations." msgstr "" "Uniformを使用すると、フレームごとに値を変更して、地形の高さをアニメーション化" -"することもできます。\\ :ref:`Tween ` と組み合わせると、単純なア" -"ニメーションに特に役立ちます。" +"することもできます。\\ :ref:`Tween ` " +"と組み合わせると、アニメーションに特に役立ちます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:276 msgid "Interacting with light" @@ -130439,12 +130388,11 @@ msgstr "" "す。ライトを追加しましょう!" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:286 -#, fuzzy msgid "" "First, we will add an :ref:`OmniLight3D` to the scene." msgstr "" -"最初に、シーンに :ref:`OmniLight ` を追加します。(訳注: 追加" -"後に少し上に持ち上げると説明画像と同じようになります)。" +"まずシーンに :ref:`OmniLight3D` を追加します。(訳注: " +"追加後に少し上に持ち上げると説明画像と同じようになります)。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:290 msgid "" @@ -130490,15 +130438,14 @@ msgstr "" "番目のノイズテクスチャで値を渡します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:312 -#, fuzzy msgid "" "Set this second uniform texture to another :ref:`NoiseTexture2D " "` with another :ref:`FastNoiseLite " "`. But this time, check **As Normalmap**." msgstr "" -"別のOpenSimplexNoiseを使用して、この2番目のuniformテクスチャを別の" -"NoiseTextureに設定します。ただし、今回は[As Normalmap]をチェックしてくださ" -"い。" +"この2番目のUniformテクスチャを、別の :ref:`NoiseTexture2D " +"` と別の :ref:`FastNoiseLite ` " +"に設定します。ただし今回は[As Normalmap]をチェックしてください。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:317 msgid "" @@ -130511,16 +130458,16 @@ msgstr "" "トで詳しく説明します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:326 -#, fuzzy msgid "" "When we have normals that correspond to a specific vertex we set ``NORMAL``, " "but if you have a normalmap that comes from a texture, set the normal using " "``NORMAL_MAP``. This way Godot will handle the wrapping of texture around " "the mesh automatically." msgstr "" -"特定の頂点に対応する法線がある場合、\\ ``NORMAL`` を設定しますが、テクスチャ" -"からの法線マップがある場合は、\\ ``NORMALMAP`` を使用して法線を設定します。こ" -"の方法で、Godotはメッシュの周りのテクスチャのラッピングを自動的に処理します。" +"特定の頂点に対応する法線がある場合、\\ ``NORMAL`` " +"を設定しますが、テクスチャからの法線マップがある場合は、\\ ``NORMAL_MAP`` を" +"使用して法線を設定します。この方法で、Godotはメッシュの周りのテクスチャのラッ" +"ピングを自動的に処理します。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:331 msgid "" @@ -130534,22 +130481,19 @@ msgstr "" "します。varyingを使ってそれを行います。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:336 -#, fuzzy msgid "" "Above the ``vertex()`` define a ``vec2`` called ``tex_position``. And inside " "the ``vertex()`` function assign ``VERTEX.xz`` to ``tex_position``." msgstr "" -"``vertex()`` の上に ``vertex_position`` と呼ばれる ``vec2`` を定義します。そ" -"して、\\ ``vertex()`` 関数内で ``VERTEX.xz`` を ``vertex_position`` に割り当" -"てます。" +"``vertex()`` の上に ``tex_position`` と呼ばれる ``vec2`` " +"を定義します。そして、\\ ``vertex()`` 関数内で ``VERTEX.xz`` を " +"``tex_position`` に割り当てます。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:350 -#, fuzzy msgid "" "And now we can access ``tex_position`` from the ``fragment()`` function." -msgstr "" -"そして、\\ ``fragment()`` 関数から ``vertex_position`` にアクセスできるように" -"なりました。" +msgstr "そして、\\ ``fragment()`` 関数から ``tex_position`` " +"にアクセスできるようになりました。" #: ../../docs/tutorials/shaders/your_first_shader/your_first_3d_shader.rst:358 msgid "" @@ -130583,9 +130527,8 @@ msgstr "" "す。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:4 -#, fuzzy msgid "Your second 3D shader" -msgstr "最初のシェーダー" +msgstr "2番目の3Dシェーダー" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:6 msgid "" @@ -130618,7 +130561,6 @@ msgstr "" "` リファレンスドキュメントを参照してください。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:18 -#, fuzzy msgid "" "A difference between the vertex function and a fragment function is that the " "vertex function runs per vertex and sets properties such as ``VERTEX`` " @@ -130627,13 +130569,13 @@ msgid "" "`MeshInstance3D`." msgstr "" "頂点関数とフラグメント関数の違いは、頂点関数は頂点ごとに実行され、\\ " -"``VERTEX`` (位置)や ``NORMAL`` などのプロパティを設定しますが、フラグメント" -"シェーダーはピクセルごとに実行され、最も重要なことは、\\ :ref:`Mesh " -"` の ``ALBEDO`` 色を設定します。" +"``VERTEX`` (位置)や ``NORMAL`` などのプロパティを設定しますが、フラグメントシ" +"ェーダーはピクセルごとに実行され、最も重要なことは、\\ " +":ref:`MeshInstance3D` の ``ALBEDO`` 色を設定します。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:24 msgid "Your first spatial fragment function" -msgstr "最初のspatialフラグメント関数" +msgstr "最初のSpatialフラグメント関数" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:26 msgid "" @@ -130814,7 +130756,6 @@ msgstr "" "されますが、ここでは素敵な水のような効果を達成するために使用します。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:144 -#, fuzzy msgid "" "In order to add fresnel reflectance, we will compute a fresnel term in our " "fragment shader. Here, we aren't going to use a real fresnel term for " @@ -130826,24 +130767,24 @@ msgid "" "angle." msgstr "" "フレネル反射率を追加するために、フラグメントシェーダーでフレネル項を計算しま" -"す。実際のフレネル項を使用するつもりはありませんが、代わりに ``NORMAL`` と " -"``VIEW`` ベクトルのドット積を使用して近似します。\\ ``NORMAL`` ベクトルはサー" -"フェスから離れて行く方向を指し、\\ ``VIEW`` ベクトルは視点とサーフェス上のそ" -"の点の間の方向です。それらの間のドット積は、サーフェスを正面から見ているとき" -"に、傾きの角度を見分けるのに便利な方法です。" +"す。ここではパフォーマンス上の理由から、実際のフレネル項は使用しません。" +"代わりに ``NORMAL`` と ``VIEW`` ベクトルのドット積を使用して近似します。\\ " +"``NORMAL`` ベクトルはサーフェスから離れて行く方向を指し、\\ ``VIEW`` ベクトル" +"は視点とサーフェス上のその点の間の方向です。それらの間のドット積は、サーフェ" +"スを正面から見ているときに、傾きの角度を見分けるのに便利な方法です。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:156 -#, fuzzy msgid "" "And mix it into both ``ROUGHNESS`` and ``ALBEDO``. This is the benefit of " "ShaderMaterials over StandardMaterial3Ds. With StandardMaterial3D, we could " "set these properties with a texture, or to a flat number. But with shaders " "we can set them based on any mathematical function that we can dream up." msgstr "" -"そしてそれを ``ROUGHNESS`` と ``ALBEDO`` の両方に混ぜます。これは、" -"SpatialMaterialよりもShaderMaterialの利点です。 SpatialMaterialを使用すると、" -"これらのプロパティをテクスチャまたはフラットな数値に設定できます。しかし、" -"シェーダーを使用すれば、思いつく任意の数学関数に基づいて設定できます。" +"そしてそれを ``ROUGHNESS`` と ``ALBEDO`` " +"の両方に混ぜます。これは、StandardMaterial3DよりもShaderMaterialの利点です。 " +"StandardMaterial3Dを使用すると、これらのプロパティをテクスチャまたはフラット" +"な数値に設定できます。しかし、シェーダーを使用すれば、思いつく任意の数学関数" +"に基づいて設定できます。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:174 msgid "" @@ -130862,13 +130803,11 @@ msgid "Animating with ``TIME``" msgstr "``TIME`` でアニメートする" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:184 -#, fuzzy msgid "" "Going back to the vertex function, we can animate the waves using the built-" "in variable ``TIME``." -msgstr "" -"頂点関数に戻ると、組み込み変数 ``TIME`` を使用して波をアニメーション化できま" -"す。" +msgstr "頂点関数に戻ると、ビルトイン変数 ``TIME`` " +"を使用して波をアニメーション化できます。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:187 msgid "" @@ -130888,11 +130827,9 @@ msgstr "" "という関数に入れます。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:201 -#, fuzzy msgid "" "In order to use ``TIME`` in the ``height()`` function, we need to pass it in." -msgstr "" -"``height()`` 関数で ``TIME`` を使用するには、それを渡す必要があります。" +msgstr "``height()`` 関数で ``TIME`` を使用するには、引数として渡す必要があります。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:208 msgid "And make sure to correctly pass it in inside the vertex function." @@ -130970,13 +130907,11 @@ msgid "At first this looks complicated. So let's go through it line-by-line." msgstr "最初はこれは複雑に見えます。それでは、行ごとに見ていきましょう。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:270 -#, fuzzy msgid "" "Offset the position by the ``noise`` texture. This will make the waves " "curve, so they won't be straight lines completely aligned with the grid." -msgstr "" -"``ノイズ`` テクスチャによって位置をオフセットします。これにより、波は曲線にな" -"り、グリッドと完全に整列した直線ではなくなります。" +msgstr "``ノイズ`` テクスチャによって位置をオフセットします。これにより波は曲線になり" +"、グリッドに完全に整列した直線ではなくなります。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:277 msgid "" @@ -131006,9 +130941,8 @@ msgid "" msgstr "``height()`` 関数の内容を ``wave()`` に置き換えることができます。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:299 -#, fuzzy msgid "Using this, you get:" -msgstr "これを使用すると以下が得られます:" +msgstr "こうすると以下の結果が得られます:" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:303 msgid "" @@ -131050,12 +130984,10 @@ msgstr "" "1の範囲に維持されます。" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:341 -#, fuzzy msgid "" "With this code you should end up with more complex looking waves and all you " "had to do was add a bit of math!" -msgstr "" -"このコードを使用すると、より複雑な外観の波になります。必要なのは、少しの数学" +msgstr "このコードを使用すると、より複雑な見た目の波になります。必要なのは少しの数学" "を追加することだけです!" #: ../../docs/tutorials/shaders/your_first_shader/your_second_3d_shader.rst:346 @@ -131077,7 +131009,6 @@ msgid "Shader materials" msgstr "シェーダーマテリアル" #: ../../docs/tutorials/shaders/shader_materials.rst:9 -#, fuzzy msgid "" "For the most common cases, Godot provides ready to use materials for most " "types of shaders, such as :ref:`StandardMaterial3D " @@ -131086,8 +131017,8 @@ msgid "" "`. They are flexible implementations that " "cover most use cases." msgstr "" -"最も一般的なケースでは、Godotは、\\ :ref:`SpatialMaterial " -"`\\、\\ :ref:`CanvasItemMaterial " +"最も一般的なケースでは、Godotは、\\ :ref:`StandardMaterial3D " +"`\\、\\ :ref:`CanvasItemMaterial " "`\\、および :ref:`ParticlesMaterial " "` など、ほとんどのタイプのシェーダーにすぐに使用でき" "るマテリアルを提供します。それらはほとんどのユースケースをカバーする柔軟な実" @@ -131216,33 +131147,30 @@ msgid "Converting to ShaderMaterial" msgstr "ShaderMaterialへの変換" #: ../../docs/tutorials/shaders/shader_materials.rst:72 -#, fuzzy msgid "" "It is possible to convert from StandardMaterial3D, CanvasItemMaterial and " "ParticleProcessMaterial to ShaderMaterial. To do so, go to the material " "properties and select the convert option." msgstr "" -"SpatialMaterial、CanvasItemMaterial、およびParticlesMaterialから" -"ShaderMaterialに変換できます。これを行うには、マテリアルのプロパティに移動" -"し、変換オプションを選択します。" +"StandardMaterial3D、CanvasItemMaterial、およびParticlesMaterialからShaderMate" +"rialに変換できます。これを行うには、マテリアルのプロパティに移動し、変換オプ" +"ションを選択します。" #: ../../docs/tutorials/shaders/shader_materials.rst:80 -#, fuzzy msgid "" "Using the convert option will turn the StandardMaterial3D into a " "ShaderMaterial with a text shader, not a visual shader." msgstr "" -"変換オプションを使用すると、SpatialMaterialが、視覚的なシェーダーではなく、テ" -"キストシェーダーを持つShaderMaterialに変わります。" +"変換オプションを使用すると、StandardMaterial3Dが、視覚的なシェーダーではなく" +"、テキストシェーダーを持つShaderMaterialに変わります。" #: ../../docs/tutorials/shaders/visual_shaders.rst:4 -#, fuzzy msgid "Using VisualShaders" msgstr "ビジュアルシェーダー" #: ../../docs/tutorials/shaders/visual_shaders.rst:6 msgid "VisualShaders are the visual alternative for creating shaders." -msgstr "" +msgstr "ビジュアルシェーダーは、シェーダーを作成するための視覚的な代替手段です。" #: ../../docs/tutorials/shaders/visual_shaders.rst:8 msgid "" @@ -131289,24 +131217,20 @@ msgstr "" "ます。" #: ../../docs/tutorials/shaders/visual_shaders.rst:31 -#, fuzzy msgid "" "Click on the new ``Shader`` resource and the Create Shader dialog will open " "automatically. Change the Type option to VisualShader in the dropdown." msgstr "" -"新しい ``VisualShader`` リソースをクリックすると、ビジュアルシェーダーエディ" -"タが自動的に開きます。ビジュアルシェーダーエディタのレイアウトは、上部のツー" -"ルバーとグラフ自体の2つの部分で構成されています。" +"新しい ``Shader`` リソースをクリックすると、\"シェーダの作成" +"\"ダイアログが自動的に開きます。ドロップダウンで型オプションを VisualShader " +"に変更します。" #: ../../docs/tutorials/shaders/visual_shaders.rst:36 -#, fuzzy msgid "" "The layout of the Visual Shader Editor comprises two parts: the upper " "toolbar and the graph itself." -msgstr "" -"新しい ``VisualShader`` リソースをクリックすると、ビジュアルシェーダーエディ" -"タが自動的に開きます。ビジュアルシェーダーエディタのレイアウトは、上部のツー" -"ルバーとグラフ自体の2つの部分で構成されています。" +msgstr "ビジュアルシェーダーエディタのレイアウトは、上部のツールバーとグラフ自体の2つ" +"の部分で構成されます。" #: ../../docs/tutorials/shaders/visual_shaders.rst:41 msgid "From left to right in the toolbar:" @@ -131447,142 +131371,129 @@ msgstr "" "平均になります。" #: ../../docs/tutorials/shaders/visual_shaders.rst:96 -#, fuzzy msgid "Visual Shader node interface" -msgstr "ビジュアルシェーダーノード" +msgstr "ビジュアルシェーダーノードのインターフェース" #: ../../docs/tutorials/shaders/visual_shaders.rst:98 msgid "" "Visual shader nodes have input and output ports. The input ports are located " "on the left side of the node, and output ports are located on the right side " "of the node." -msgstr "" +msgstr "ビジュアル シェーダーノードには入力ポートと出力ポートがあります。入力ポートは" +"ノードの左側にあり、出力ポートはノードの右側にあります。" #: ../../docs/tutorials/shaders/visual_shaders.rst:102 msgid "These ports are colored to differentiate type of port:" -msgstr "" +msgstr "これらのポートは、ポートの型を区別するために色分けされています。" #: ../../docs/tutorials/shaders/visual_shaders.rst:104 msgid "scalar" -msgstr "" +msgstr "スカラー" #: ../../docs/tutorials/shaders/visual_shaders.rst:105 -#, fuzzy msgid "vector" -msgstr "\\ vector2" +msgstr "ベクトル" #: ../../docs/tutorials/shaders/visual_shaders.rst:107 -#, fuzzy msgid "transform" -msgstr "\\ transform2d" +msgstr "トランスフォーム" #: ../../docs/tutorials/shaders/visual_shaders.rst:108 -#, fuzzy msgid "sampler" -msgstr "シンプルな" +msgstr "サンプラー" #: ../../docs/tutorials/shaders/visual_shaders.rst:111 -#, fuzzy msgid "Port types" -msgstr "コアタイプ" +msgstr "ポートの型" #: ../../docs/tutorials/shaders/visual_shaders.rst:119 -#, fuzzy msgid "Scalar" -msgstr "スケール" +msgstr "スカラー" #: ../../docs/tutorials/shaders/visual_shaders.rst:120 msgid "Cyan" -msgstr "" +msgstr "シアン" #: ../../docs/tutorials/shaders/visual_shaders.rst:121 msgid "Scalar is a single value." -msgstr "" +msgstr "スカラーは単一の値です。" #: ../../docs/tutorials/shaders/visual_shaders.rst:122 msgid "|scalar|" -msgstr "" +msgstr "|スカラー|" #: ../../docs/tutorials/shaders/visual_shaders.rst:123 #: ../../docs/contributing/development/core_and_modules/core_types.rst:142 msgid "Vector" -msgstr "Vector" +msgstr "ベクトル" #: ../../docs/tutorials/shaders/visual_shaders.rst:124 msgid "Purple" -msgstr "" +msgstr "紫" #: ../../docs/tutorials/shaders/visual_shaders.rst:125 msgid "Vector is a set of values." -msgstr "" +msgstr "ベクトルは値の集合です。" #: ../../docs/tutorials/shaders/visual_shaders.rst:126 -#, fuzzy msgid "|vector|" -msgstr "\\ vector2" +msgstr "|ベクトル|" #: ../../docs/tutorials/shaders/visual_shaders.rst:127 -#, fuzzy msgid "Boolean" -msgstr "\\ bool" +msgstr "ブーリアン" #: ../../docs/tutorials/shaders/visual_shaders.rst:128 msgid "Blue" -msgstr "" +msgstr "青" #: ../../docs/tutorials/shaders/visual_shaders.rst:129 msgid "On or off, true or false." -msgstr "" +msgstr "オンかオフか、真か偽か。" #: ../../docs/tutorials/shaders/visual_shaders.rst:130 -#, fuzzy msgid "|boolean|" -msgstr "\\ bool" +msgstr "|ブーリアン|" #: ../../docs/tutorials/shaders/visual_shaders.rst:132 -#, fuzzy msgid "Orange" -msgstr "変更点" +msgstr "オレンジ" #: ../../docs/tutorials/shaders/visual_shaders.rst:133 -#, fuzzy msgid "A matrix, usually used to transform vertices." -msgstr "2次元の幾何学変換に使用される3x2行列です。" +msgstr "行列。通常は頂点を変換するために使用されます。" #: ../../docs/tutorials/shaders/visual_shaders.rst:134 -#, fuzzy msgid "|transform|" -msgstr "\\ transform2d" +msgstr "|トランスフォーム|" #: ../../docs/tutorials/shaders/visual_shaders.rst:135 -#, fuzzy msgid "Sampler" -msgstr "\\ Sampler2D" +msgstr "サンプラー" #: ../../docs/tutorials/shaders/visual_shaders.rst:136 msgid "Yellow" -msgstr "" +msgstr "黄" #: ../../docs/tutorials/shaders/visual_shaders.rst:137 msgid "A texture sampler. It can be used to sample textures." -msgstr "" +msgstr "テクスチャサンプラー。テクスチャのサンプリングで使用します。" #: ../../docs/tutorials/shaders/visual_shaders.rst:138 -#, fuzzy msgid "|sampler|" -msgstr "\\ Sampler2D" +msgstr "|サンプラー|" #: ../../docs/tutorials/shaders/visual_shaders.rst:140 msgid "" "All of the types are used in the calculations of vertices, fragments, and " "lights in the shader. For example: matrix multiplication, vector addition, " "or scalar division." -msgstr "" +msgstr "すべての型(タイプ)は、シェーダー内の頂点、フラグメント、ライトの計算に使用さ" +"れます。例: 行列の乗算、ベクトルの加算、またはスカラーの除算。" #: ../../docs/tutorials/shaders/visual_shaders.rst:143 -#, fuzzy msgid "There are other types but these are the main ones." -msgstr "ディテールの使用をコントロールする設定がいくつかあります。" +msgstr "他にも型はありますが、主に使用するものはこのような感じです。" #: ../../docs/tutorials/shaders/visual_shaders.rst:146 msgid "Visual Shader nodes" @@ -131693,9 +131604,8 @@ msgstr "" "ル値に変換する場合、ベクトルのすべての要素はゼロより上でなければなりません。" #: ../../docs/tutorials/shaders/compute_shaders.rst:4 -#, fuzzy msgid "Using compute shaders" -msgstr "複数のスレッドの使用" +msgstr "コンピュートシェーダー" #: ../../docs/tutorials/shaders/compute_shaders.rst:6 msgid "" @@ -131703,6 +131613,9 @@ msgid "" "compute shader. But first, a bit of background on compute shaders and how " "they work with Godot." msgstr "" +"このチュートリアルでは、最小限のコンピュートシェーダーを作成するプロセスにつ" +"いて説明します。その前にコンピュートシェーダーと、それがGodotとどのように連携" +"するかについて少し説明します。" #: ../../docs/tutorials/shaders/compute_shaders.rst:12 msgid "" @@ -131710,6 +131623,10 @@ msgid "" "new to shaders please read :ref:`doc_introduction_to_shaders` and :ref:`your " "first shader ` before proceeding with this tutorial." msgstr "" +"このチュートリアルは読者がシェーダー全般について精通していることを前提として" +"います。シェーダーを初めて使用する場合は、このチュートリアルに進む前に、:ref:" +"`doc_introduction_to_shaders` と :ref:`初めてのシェーダー ` をお読みください。" #: ../../docs/tutorials/shaders/compute_shaders.rst:16 msgid "" @@ -131722,10 +131639,17 @@ msgid "" "This can make them a very useful tool to offload heavy calculations to the " "GPU." msgstr "" +"コンピュートシェーダーは、汎用プログラミングを対象とした特別なタイプのシェー" +"ダープログラムです。言い換えればこれらは固定された目的 " +"(頂点の変換や画像への色の書き込みなど) を持たないため、頂点シェーダーやフラグ" +"メントシェーダーよりも柔軟です。フラグメントシェーダーや頂点シェーダーとは異" +"なり、コンピュートシェーダーは舞台裏でほとんど何も行われません。作成したコー" +"ドはGPUが実行するものであり、それ以外ではほとんど実行されません。これは重い計" +"算をGPUにオフロードするための非常に便利なツールになります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:24 msgid "Now let's get started by creating a short compute shader." -msgstr "" +msgstr "それでは、短いコンピュートシェーダーを作成することから始めましょう。" #: ../../docs/tutorials/shaders/compute_shaders.rst:26 msgid "" @@ -131735,6 +131659,11 @@ msgid "" "language is based on GLSL. If you are familiar with normal shaders in Godot, " "the syntax below will look somewhat familiar." msgstr "" +"まず、任意の **外部** テキスト エディターで、プロジェクトフォルダに " +"``compute_example.glsl`` という新しいファイルを作成します。 " +"Godotでコンピュートシェーダを記述する場合はGLSLで直接記述します。 " +"Godotシェーダ言語はGLSLに基づいています。 " +"Godotの通常のシェーダに慣れている場合は、以下の構文に見覚えがあるでしょう。" #: ../../docs/tutorials/shaders/compute_shaders.rst:34 msgid "" @@ -131743,43 +131672,52 @@ msgid "" "that you are using the Forward+ or Mobile renderer. The setting for which is " "located in the top right-hand corner of the editor." msgstr "" +"コンピュートシェーダーは、RenderingDeviceベースのレンダラー (Forward+ または " +"Mobileレンダラー) " +"からのみ使用できます。このチュートリアルを進めるには、Forward+ または Mobile " +"レンダラーを使用していることを確認してください。この設定はエディターの右上隅" +"にあります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:39 msgid "" "Note that compute shader support is generally poor on mobile devices (due to " "driver bugs), even if they are technically supported." msgstr "" +"モバイルデバイスのコンピュートシェーダーのサポートは、技術的にサポートされて" +"いる場合でも(ドライバーのバグなどのため)不十分であることに注意してください。" #: ../../docs/tutorials/shaders/compute_shaders.rst:42 -#, fuzzy msgid "Let's take a look at this compute shader code:" -msgstr "青の素敵な色合いに設定してみましょう。" +msgstr "このコンピュートシェーダーのコードを見てみましょう。" #: ../../docs/tutorials/shaders/compute_shaders.rst:64 msgid "" "This code takes an array of floats, multiplies each element by 2 and store " "the results back in the buffer array. Now let's look at it line-by-line." -msgstr "" +msgstr "このコードはfloatの配列を取得して、各要素を2で乗算し、結果をバッファ配列に格" +"納します。では一行ずつ見てみましょう。" #: ../../docs/tutorials/shaders/compute_shaders.rst:72 msgid "These two lines communicate two things:" -msgstr "" +msgstr "この2行は、次の2つのことを意味します。" #: ../../docs/tutorials/shaders/compute_shaders.rst:74 msgid "" "The following code is a compute shader. This is a Godot-specific hint that " "is needed for the editor to properly import the shader file." -msgstr "" +msgstr "このコードはコンピュートシェーダーです。これはエディタがシェーダーファイルを" +"適切にインポートするために必要なGodot固有のヒントです。" #: ../../docs/tutorials/shaders/compute_shaders.rst:75 msgid "The code is using GLSL version 450." -msgstr "" +msgstr "このコードはGLSLバージョン450を使用しています。" #: ../../docs/tutorials/shaders/compute_shaders.rst:77 msgid "" "You should never have to change these two lines for your custom compute " "shaders." -msgstr "" +msgstr "コンピュートシェーダーをカスタムする場合も、この2 " +"行を変更する必要はありません。" #: ../../docs/tutorials/shaders/compute_shaders.rst:84 msgid "" @@ -131791,16 +131729,24 @@ msgid "" "invocations in the same workgroup can have some limited access to other " "invocations." msgstr "" +"次に各ワークグループで使用される実行インスタンスの数を伝えます。実行インスタ" +"ンスは同じワークグループ内で実行されるシェーダーのインスタンスです。CPUからコ" +"ンピュートシェーダーを起動するとき、実行するワークグループの数を指示します。" +"複数のワークグループは相互に並列実行されます。1つのワークグループの実行中は、" +"別のワークグループの情報にアクセスできません。しかし同じワークグループ内では" +"、他の実行インスタンスへのアクセスが制限される場合があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:91 msgid "Think about workgroups and invocations as a giant nested ``for`` loop." -msgstr "" +msgstr "ワークグループと実行インスタンスを、このように入れ子になった巨大な ``for`` " +"ループとして考えてください。" #: ../../docs/tutorials/shaders/compute_shaders.rst:111 msgid "" "Workgroups and invocations are an advanced topic. For now, remember that we " "will be running two invocations per workgroup." -msgstr "" +msgstr "ワークグループと実行インスタンスは高度なトピックです。現時点ではワークグルー" +"プごとに2つの実行インスタンスを実行することに注意してください。" #: ../../docs/tutorials/shaders/compute_shaders.rst:122 msgid "" @@ -131809,6 +131755,10 @@ msgid "" "to look for the buffer, we will need to match these ``set`` and ``binding`` " "positions from the CPU side later." msgstr "" +"ここではコンピュート " +"シェーダーがアクセスできるメモリに関する情報を提供します。 ``layout`` " +"プロパティを使用すると、シェーダーにバッファの参照する場所を指示できます。" +"後でCPU側から ``set`` と ``binding`` の位置を一致させる必要があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:127 msgid "" @@ -131818,12 +131768,20 @@ msgid "" "allows the shader compiler to optimize the shader code. Always use " "``restrict`` when you can." msgstr "" +"``restrict`` キーワードは、このバッファがこのシェーダ内の1つの場所からのみア" +"クセスされることをシェーダに伝えます。言い換えれば、このバッファを別の " +"``set`` または ``binding`` インデックスにバインドしません。これはシェーダーコ" +"ンパイラがシェーダーコードを最適化できるようにするために重要です。" +"可能な場合は常に ``restrict`` を使用してください。" #: ../../docs/tutorials/shaders/compute_shaders.rst:133 msgid "" "This is an *unsized* buffer, which means it can be any size. So we need to " "be careful not to read from an index larger than the size of the buffer." msgstr "" +"また、これは *サイズなし* バッファです。つまり任意のサイズにすることができま" +"す。したがってバッファのサイズより大きなインデックスから読み取らないように注" +"意する必要があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:144 msgid "" @@ -131832,52 +131790,65 @@ msgid "" "``gl_GlobalInvocationID`` built in variables. ``gl_GlobalInvocationID`` " "gives you the global unique ID for the current invocation." msgstr "" +"最後にすべてのロジックが実行される ``main`` 関数を作成します。組み込み変数 " +"``gl_GlobalInvocationID`` " +"を使用して、ストレージバッファ内の位置にアクセスします。 " +"``gl_GlobalInvocationID`` " +"は現在の実行インスタンスに対するグローバルでユニークなIDを提供します。" #: ../../docs/tutorials/shaders/compute_shaders.rst:149 msgid "" "To continue, write the code above into your newly created ``compute_example." "glsl`` file." -msgstr "" +msgstr "続けるには、新しく作成した ``compute_example.glsl`` " +"ファイルに上記のコードを書き込みます。" #: ../../docs/tutorials/shaders/compute_shaders.rst:153 -#, fuzzy msgid "Create a local RenderingDevice" -msgstr "レンダリング" +msgstr "ローカルの RenderingDevice を作成する" #: ../../docs/tutorials/shaders/compute_shaders.rst:155 msgid "" "To interact with and execute a compute shader, we need a script. Create a " "new script in the language of your choice and attach it to any Node in your " "scene." -msgstr "" +msgstr "コンピュートシェーダーと対話して実行するにはスクリプトが必要です。好きな言語" +"で新しいスクリプトを作成しシーン内の任意のノードにアタッチします。" #: ../../docs/tutorials/shaders/compute_shaders.rst:159 msgid "" "Now to execute our shader we need a local :ref:`class_RenderingDevice` which " "can be created using the :ref:`class_RenderingServer`:" msgstr "" +"ここでコンピュートシェーダーを実行するには、:ref:`class_RenderingServer` " +"を使用して作成できるローカルの :ref:`class_RenderingDevice` が必要です。" #: ../../docs/tutorials/shaders/compute_shaders.rst:173 msgid "" "After that, we can load the newly created shader file ``compute_example." "glsl`` and create a precompiled version of it using this:" msgstr "" +"その後、新しく作成したシェーダーファイル ``compute_example.glsl`` をロードし" +"、これを使用してプリコンパイル済みのシェーダー(SPIR-V)を作成できます。" #: ../../docs/tutorials/shaders/compute_shaders.rst:193 msgid "" "Local RenderingDevices cannot be debugged using tools such as `RenderDoc " "`__." msgstr "" +"ローカルのRenderingDeviceは、`RenderDoc `__ " +"などのツールを使用してデバッグすることができません。" #: ../../docs/tutorials/shaders/compute_shaders.rst:197 msgid "Provide input data" -msgstr "" +msgstr "入力データを指定する" #: ../../docs/tutorials/shaders/compute_shaders.rst:199 msgid "" "As you might remember, we want to pass an input array to our shader, " "multiply each element by 2 and get the results." -msgstr "" +msgstr "念のためやることを確認すると、入力する配列をシェーダーに渡し各要素を2で乗算し" +"て結果を取得したいと考えています。" #: ../../docs/tutorials/shaders/compute_shaders.rst:202 msgid "" @@ -131886,10 +131857,14 @@ msgid "" "example. A storage buffer takes an array of bytes and allows the CPU to " "transfer data to and from the GPU." msgstr "" +"コンピュートシェーダーに値を渡すためのバッファーを作成する必要があります。 こ" +"の例ではfloatの配列を扱っているためストレージバッファを使用します。ストレージ" +"バッファはバイト配列を受け取り、CPUとGPUの間でデータを転送できるようにします" +"。" #: ../../docs/tutorials/shaders/compute_shaders.rst:207 msgid "So let's initialize an array of floats and create a storage buffer:" -msgstr "" +msgstr "それではfloatの配列を初期化し、ストレージ バッファを作成しましょう:" #: ../../docs/tutorials/shaders/compute_shaders.rst:231 msgid "" @@ -131897,46 +131872,48 @@ msgid "" "buffer. To do that we will need to create a uniform (like in normal shaders) " "and assign it to a uniform set which we can pass to our shader later." msgstr "" +"バッファを配置したら、このバッファを使用するようにRenderingDeviceに指示する必" +"要があります。これを行うには(通常のシェーダーと同様に) Uniformを作成し、それ" +"をUniformSetに割り当てる必要があります。これを後でシェーダーに渡します。" #: ../../docs/tutorials/shaders/compute_shaders.rst:258 msgid "Defining a compute pipeline" -msgstr "" +msgstr "コンピュートパイプラインの定義" #: ../../docs/tutorials/shaders/compute_shaders.rst:260 msgid "" "The next step is to create a set of instructions our GPU can execute. We " "need a pipeline and a compute list for that." -msgstr "" +msgstr "次のステップは、GPUが実行できる一連の命令を作成することです。そのためにはパイ" +"プラインとコンピュートリストが必要です。" #: ../../docs/tutorials/shaders/compute_shaders.rst:263 msgid "The steps we need to do to compute our result are:" -msgstr "" +msgstr "コンピュートシェーダーで結果を得るために必要な手順は次のとおりです:" #: ../../docs/tutorials/shaders/compute_shaders.rst:265 -#, fuzzy msgid "Create a new pipeline." -msgstr "プロジェクトの新規作成。" +msgstr "新しいパイプラインの作成。" #: ../../docs/tutorials/shaders/compute_shaders.rst:266 msgid "Begin a list of instructions for our GPU to execute." -msgstr "" +msgstr "GPUが実行する命令のリストを開始。" #: ../../docs/tutorials/shaders/compute_shaders.rst:267 msgid "Bind our compute list to our pipeline" -msgstr "" +msgstr "コンピュートリストをパイプラインにバインド" #: ../../docs/tutorials/shaders/compute_shaders.rst:268 msgid "Bind our buffer uniform to our pipeline" -msgstr "" +msgstr "バッファのUniformをパイプラインにバインド" #: ../../docs/tutorials/shaders/compute_shaders.rst:269 msgid "Specify how many workgroups to use" -msgstr "" +msgstr "使用するワークグループの数を指定" #: ../../docs/tutorials/shaders/compute_shaders.rst:270 -#, fuzzy msgid "End the list of instructions" -msgstr "ベクトル補間" +msgstr "命令のリストを終了" #: ../../docs/tutorials/shaders/compute_shaders.rst:293 msgid "" @@ -131947,10 +131924,16 @@ msgid "" "you may access memory outside of your shaders control or parts of other " "variables which may cause issues on some hardware." msgstr "" +"X軸に5つのワーク グループ、その他に1つのワーク グループを含むコンピュートシェ" +"ーダーをディスパッチしていることに注意してください。 X 軸 (シェーダーで指定) " +"に2つのローカル呼び出しがあるため、合計10個のコンピュートシェーダーの実行コン" +"テキストが起動されます。バッファの範囲外のインデックスの読み取りまたは書き込" +"みを行うと、シェーダー制御下の外側のメモリや他の変数の一部にアクセスする可能" +"性があり、一部のハードウェアで問題が発生する可能性があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:301 msgid "Execute a compute shader" -msgstr "" +msgstr "コンピュートシェーダーを実行する" #: ../../docs/tutorials/shaders/compute_shaders.rst:303 msgid "" @@ -131958,12 +131941,16 @@ msgid "" "pipeline. So far we have only recorded what we would like the GPU to do; we " "have not actually run the shader program." msgstr "" +"これでほぼ完了ですが、これからパイプラインを実行する必要があります。これまでG" +"PUに実行させたいことだけを記録しました。まだ実際にシェーダープログラムを実行" +"していません。" #: ../../docs/tutorials/shaders/compute_shaders.rst:307 msgid "" "To execute our compute shader we need to submit the pipeline to the GPU and " "wait for the execution to finish:" -msgstr "" +msgstr "コンピュートシェーダーを実行するには、パイプラインをGPUに送信して実行が完了す" +"るのを待つ必要があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:323 msgid "" @@ -131974,6 +131961,11 @@ msgid "" "frames before synchronizing so that the GPU is able to run in parallel with " "the CPU." msgstr "" +"すぐに ``sync()`` を呼び出してRenderingDeviceを同期させないほうが理想的にはい" +"いです。これはCPUがGPUの処理を完了するまで待機することになるからです。この例" +"ではデータをすぐに読み取るため直後に同期しています。一般的にはGPUがCPUと並行" +"して実行できるように、同期する前に *少なくとも* " +"2~3フレーム待機する必要があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:331 msgid "" @@ -131983,6 +131975,11 @@ msgid "" "of time has passed without any activity from the graphics driver (usually 5 " "to 10 seconds)." msgstr "" +"コンピュート処理に時間がかかると、WindowsによってトリガーされるTDR " +"(タイムアウト検出と回復) が原因でWindowsグラフィックスドライバーが " +"\"クラッシュ\" する可能性があります。これはグラフィックスドライバーからのアク" +"ティビティがない状態で一定の時間が経過した後 " +"(通常は5~10秒)、グラフィックスドライバーを再初期化するメカニズムです。" #: ../../docs/tutorials/shaders/compute_shaders.rst:337 msgid "" @@ -131992,11 +131989,15 @@ msgid "" "slower GPUs may be more prone to TDRs when running a given compute shader " "compared to a faster GPU." msgstr "" +"コンピューシェーダーの実行にかかる時間に応じて、各ディスパッチにかかる時間を" +"短縮し、TDR がトリガーされる可能性を減らすため、コンピュートシェーダーを複数" +"のディスパッチに分割する必要がある場合があります。 TDRが時間に依存することを" +"考えると、低速なGPUは高速なGPUに比べて、特定のコンピュートシェーダーを実行す" +"るときにTDRが発生しやすい可能性があります。" #: ../../docs/tutorials/shaders/compute_shaders.rst:344 -#, fuzzy msgid "Retrieving results" -msgstr "結果のテスト" +msgstr "結果の取得" #: ../../docs/tutorials/shaders/compute_shaders.rst:346 msgid "" @@ -132005,12 +132006,17 @@ msgid "" "stored the data in the same array again so our results are already there. " "Let's retrieve the data and print the results to our console." msgstr "" +"この例のシェーダーでは、ストレージバッファの内容を変更していることに気づいた" +"かもしれません。言い換えればシェーダーは配列からデータを読み取り、同じ配列に" +"データを保存しているので結果はそこにあります。データを取得して結果をコンソー" +"ルに出力しましょう。" #: ../../docs/tutorials/shaders/compute_shaders.rst:369 msgid "" "With that, you have everything you need to get started working with compute " "shaders." -msgstr "" +msgstr "これでコンピュートシェーダーの使用を開始するために必要なものがすべて揃いまし" +"た。" #: ../../docs/tutorials/shaders/compute_shaders.rst:374 msgid "" @@ -132021,13 +132027,18 @@ msgid "" "similar algorithm can be implemented in two different ways (with the GPU " "implementation being faster in most cases)." msgstr "" +"デモプロジェクトのリポジトリには `Compute Shader Heightmap demo " +"`__ が含まれています。このプロジェクトはCPUとGPUで個" +"別にハイトマップイメージの生成を実行します。" +"これにより同様のアルゴリズムを2つの異なる方法で実装する方法を比較できます " +"(ほとんどの場合、GPU実装の方が高速です)。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:4 msgid "Screen-reading shaders" msgstr "スクリーン読み取りシェーダー" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:9 -#, fuzzy msgid "" "It is often desired to make a shader that reads from the same screen to " "which it's writing. 3D APIs, such as OpenGL or DirectX, make this very " @@ -132036,11 +132047,12 @@ msgid "" "problems. As a result, not even the most modern hardware supports this " "properly." msgstr "" -"非常に多くの場合、書き込み先と同じ画面から読み取るシェーダーを作成することが" -"望まれます。 OpenGLやDirectXなどの3D APIは、内部ハードウェアの制限により、こ" -"れを非常に困難にします。 GPUは非常に並列であるため、読み取りと書き込みはあら" -"ゆる種類のキャッシュと一貫性の問題を引き起こします。その結果、最新のハード" -"ウェアでさえこれを適切にサポートしていません。" +"多くの場合、書き込み先と同じ画面から読み取るシェーダーを作成することが望まれ" +"ます。 OpenGLやDirectXなどの3D " +"APIは、内部ハードウェアの制限により、これを非常に困難にします。 GPUは非常に並" +"列であるため、読み取りと書き込みはあらゆる種類のキャッシュと一貫性の問題を引" +"き起こします。その結果、最新のハードウェアでさえこれを適切にサポートしていま" +"せん。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:16 msgid "" @@ -132053,12 +132065,10 @@ msgstr "" "ています。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:21 -#, fuzzy msgid "Screen texture" -msgstr "動的テクスチャのレンダリング" +msgstr "スクリーンテクスチャ" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:23 -#, fuzzy msgid "" "Godot :ref:`doc_shading_language` has a special texture to access the " "already rendered contents of the screen. It is used by specifying a hint " @@ -132068,11 +132078,13 @@ msgid "" "shader results in an invisible object, because it only shows what lies " "behind:" msgstr "" -"Godot :ref`doc_shading_language` には、\"SCREEN_TEXTURE\" (および3Dの場合は深" -"さの \"DEPTH_TEXTURE\")という特別なテクスチャがあります。引数として画面のUVを" -"取り、色付きのvec3 RGBを返します。特別なビルトインvarying: SCREEN_UVを使用し" -"て、現在のフラグメントのUVを取得できます。その結果、この単純な2Dフラグメント" -"シェーダーは次のようになります:" +"Godot :ref:`doc_shading_lang` には、すでにレンダリングされた画面のコンテンツ" +"にアクセスするための特別なテクスチャがあります。これは ``sampler2D`` " +"のUniformを宣言するときに ``hint_screen_texture`` " +"ヒントを指定することで使用されます。またビルトイン変数 ``SCREEN_UV`` を使用し" +"て、現在のフラグメントの画面を基準としたUVを取得できます。次の2Dフラグメント" +"シェーダーは、結果として背後にあるもののみを表示するため、実質見えないオブジ" +"ェクトになります:" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:40 msgid "" @@ -132083,6 +132095,11 @@ msgid "" "mipmaps enabled). If using a filter with mipmaps, Godot will automatically " "calculate the blurred texture for you." msgstr "" +"ここでは ``textureLod`` を使用して、一番下のミップマップからのみ読み取ってい" +"ます。代わりにぼやけたテクスチャから読み取りたい場合は、 ``textureLod`` " +"の3番目の引数を増やし、ヒント ``filter_nearest`` を ``filter_nearest_mipmap``" +" (またはミップマップが有効になっている他のフィルタ) に変更します。ミップマッ" +"プフィルターを使用する場合、Godotはぼやけたテクスチャを自動的に計算します。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:49 msgid "" @@ -132090,29 +132107,29 @@ msgid "" "in its name, ``textureLod`` with a LOD parameter greater than ``0.0`` will " "have the same appearance as with the ``0.0`` LOD parameter." msgstr "" +"フィルタモードが名前に ``mipmap`` " +"を含むフィルタモードに変更されていない場合、LOD パラメータが ``0.0`` " +"より大きい ``textureLod`` は ``0.0`` と同じ外観になります。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:54 -#, fuzzy msgid "Screen texture example" -msgstr "別の例:" +msgstr "スクリーンテクスチャの使用例" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:56 -#, fuzzy msgid "" "The screen texture can be used for many things. There is a special demo for " "*Screen Space Shaders*, that you can download to see and learn. One example " "is a simple shader to adjust brightness, contrast and saturation:" msgstr "" -"SCREEN_TEXTUREは、多くのことに使用できます。\\ *Screen Space Shaders* の特別" -"なデモがあり、ダウンロードして確認および学習できます。 1つの例は、明るさ、コ" -"ントラスト、彩度を調整するシンプルなシェーダーです:" +"スクリーンテクスチャはさまざまな用途に使用できます。 *Screen Space Shaders* " +"には特別なデモがあり、ダウンロードして見て学ぶことができます。1つの例は、明る" +"さ、コントラスト、彩度を調整するシンプルなシェーダーです:" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:82 msgid "Behind the scenes" msgstr "舞台裏" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:84 -#, fuzzy msgid "" "While this seems magical, it's not. In 2D, when ``hint_screen_texture`` is " "first found in a node that is about to be drawn, Godot does a full-screen " @@ -132122,30 +132139,32 @@ msgid "" "transparent geometry pass, so transparent objects will not be captured in " "the screen texture." msgstr "" -"これは魔法のように見えますが、そうではありません。 SCREEN_TEXTUREビルトイン" -"は、描画しようとしているノードで最初に見つかったときに、バックバッファへのフ" -"ルスクリーンコピーを実行します。シェーダーでそれを使用する後続のノードでは、" -"画面がコピーされません。これは、非効率的であるためです。" +"これは魔法のように思えますが、そうではありません。" +"2Dでは描画しようとしているノード内で ``hint_screen_texture`` " +"が最初に見つかると、Godot はバックバッファにフルスクリーンコピーを実行します" +"。シェーダーでこれを使用する後続のノードでは、画面がコピーされません。これは" +"非効率的になるためです。3Dでは画面は不透明なジオメトリパスの後、透明なジオメ" +"トリパスの前にコピーされるため、透明なオブジェクトはスクリーンテクスチャにキ" +"ャプチャされません。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:91 -#, fuzzy msgid "" "As a result, in 2D, if shaders that use ``hint_screen_texture`` overlap, the " "second one will not use the result of the first one, resulting in unexpected " "visuals:" msgstr "" -"その結果、SCREEN_TEXTUREを使用するシェーダーがオーバーラップする場合、2番目の" -"シェーダーは最初のシェーダーの結果を使用せず、予期しないビジュアルになります:" +"その結果、2Dで ``hint_screen_texture`` を使用するシェーダーが重なった場合、2" +"番目のシェーダーは最初のシェーダーの結果を使用せず、予期しないビジュアルにな" +"ります:" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:97 -#, fuzzy msgid "" "In the above image, the second sphere (top right) is using the same source " "for the screen texture as the first one below, so the first one " "\"disappears\", or is not visible." msgstr "" -"上の画像では、2番目の球体(右上)がSCREEN_TEXTUREに同じソースを使用しているた" -"め、最初の球体は「消える」か、表示されません。" +"上の画像では、2番目の球体 (右上) は下の最初の球体と同じソースをスクリーンテク" +"スチャに使用しているため、最初の球体は「消える」か、表示されません。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:101 msgid "" @@ -132169,6 +132188,10 @@ msgid "" "materials. If you plan to instance a scene that uses a material with " "``hint_screen_texture``, you will need to use a BackBufferCopy node." msgstr "" +"3Dでは ``hint_screen_texture`` を使用するマテリアルはそれ自体が透明であるとみ" +"なされ、他のマテリアルの結果として得られるスクリーンテクスチャには表示されま" +"せん。 ``hint_screen_texture`` を持つマテリアルを使用するシーンをインスタンス" +"化する場合は、BackBufferCopyノードを使用する必要があります。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:118 msgid "" @@ -132177,6 +132200,11 @@ msgid "" "texture in 3D as it won't capture transparent objects and may capture some " "opaque objects that are in front of the object using the screen texture." msgstr "" +"3Dではスクリーンテクスチャが1回しかキャプチャされないため、この特定の問題を解" +"決する柔軟性が低くなります。ただしスクリーンテクスチャを3Dで使用する場合は、" +"透明なオブジェクトはキャプチャされない、またスクリーンテクスチャを使用するオ" +"ブジェクトの前面にある不透明なオブジェクトもキャプチャされる可能性があります" +"。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:123 msgid "" @@ -132185,33 +132213,33 @@ msgid "" "then use the :ref:`Viewport's ` texture instead of the " "screen texture." msgstr "" +"オブジェクトと同じ位置にカメラを備えた :ref:`Viewport ` " +"を作成し、 :ref:`Viewport の ` テクスチャの代わりに :ref:`" +"Viewport ` テクスチャを使用することで、スクリーンテクスチャの" +"代わりにバックバッファロジックを3Dで再現できます。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:128 msgid "Back-buffer logic" msgstr "バックバッファロジック" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:130 -#, fuzzy msgid "" "So, to make it clearer, here's how the backbuffer copying logic works in 2D " "in Godot:" -msgstr "" -"したがって、わかりやすくするために、Godotでのバックバッファーコピーロジックの" -"動作を次に示します:" +msgstr "分かりやすくするために、Godotの2Dでバックバッファのコピーロジックがどのように" +"動作するかを次に示します。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:133 -#, fuzzy msgid "" "If a node uses ``hint_screen_texture``, the entire screen is copied to the " "back buffer before drawing that node. This only happens the first time; " "subsequent nodes do not trigger this." msgstr "" -"ノードがSCREEN_TEXTUREを使用する場合、そのノードを描画する前に画面全体がバッ" -"クバッファーにコピーされます。これは最初にのみ発生します。後続のノードはこれ" -"をトリガーしません。" +"ノードが ``hint_screen_texture`` を使用する場合、そのノードを描画する前に画面" +"全体がバックバッファにコピーされます。これは初回のみ発生します。後続のノード" +"はこれをトリガーしません。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:136 -#, fuzzy msgid "" "If a BackBufferCopy node was processed before the situation in the point " "above (even if ``hint_screen_texture`` was not used), the behavior described " @@ -132220,14 +132248,13 @@ msgid "" "the first time and no BackBufferCopy node (not disabled) was found before in " "tree-order." msgstr "" -"上記の状況の前にBackBufferCopyノードが処理された場合(SCREEN_TEXTUREが使用され" -"なかった場合でも)、上記の状況で説明した動作は発生しません。言い換えると、" -"SCREEN_TEXTUREがノードで初めて使用され、BackBufferCopyノード(無効ではない)が" -"ツリー順で以前に見つからなかった場合にのみ、画面全体の自動コピーが発生しま" -"す。" +"上記の状況が発生する前に BackBufferCopy ノードが処理された場合 " +"(``hint_screen_texture`` が使用されなかった場合でも)、上記の点で説明した動作" +"は発生しません。言い換えれば、画面全体の自動コピーは、ノードで " +"``hint_screen_texture`` が初めて使用され、ツリー順序で以前に BackBufferCopy " +"ノードが見つからなかった (無効になっていない) 場合にのみ発生します。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:142 -#, fuzzy msgid "" "BackBufferCopy can copy either the entire screen or a region. If set to only " "a region (not the whole screen) and your shader uses pixels not in the " @@ -132236,11 +132263,12 @@ msgid "" "to copy back a region of the screen and then read the screen texture from a " "different region. Avoid this behavior!" msgstr "" -"BackBufferCopyは、画面全体または領域のいずれかをコピーできます。(画面全体では" -"なく)領域のみに設定され、シェーダーがコピーされた領域にないピクセルを使用する" -"場合、その読み取りの結果は未定義です(ほとんどの場合、前のフレームからのゴ" -"ミ)。つまり、BackBufferCopyを使用して画面の領域をコピーバックし、別の領域で" -"SCREEN_TEXTUREを使用することができてしまいます。この動作は避けてください!" +"BackBufferCopyは、画面全体または一部領域をコピーできます。 (画面全体ではなく)" +"領域のみに設定され、シェーダーがコピーされた領域にないピクセルを使用する場合" +"、その読み取りの結果は未定義になります (前のフレームからのガベージである可能" +"性が高くなります)。つまりBackBufferCopyを使用して画面の領域をコピーバックし、" +"別の領域からスクリーンテクスチャを読み取ることができます。このような操作は避" +"けてください!" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:151 #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:70 @@ -132248,15 +132276,14 @@ msgid "Depth texture" msgstr "深度テクスチャ" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:153 -#, fuzzy msgid "" "For 3D shaders, it's also possible to access the screen depth buffer. For " "this, the ``hint_depth_texture`` hint is used. This texture is not linear; " "it must be converted using the inverse projection matrix." msgstr "" -"3Dシェーダーの場合、画面深度バッファーにアクセスすることもできます。このため" -"に、DEPTH_TEXTUREビルトインが使用されます。このテクスチャは線形ではありませ" -"ん。逆射影行列を介して変換する必要があります。" +"3Dシェーダーの場合、スクリーンの深度バッファにアクセスすることもできます。" +"このために ``hint_depth_texture`` ヒントが使用されます。このテクスチャは線形" +"ではありません。逆射影行列を使用して変換する必要があります。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:157 msgid "" @@ -132265,14 +132292,14 @@ msgstr "次のコードは、描画中のピクセルの下の3D位置を取得 #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:170 msgid "Normal-roughness texture" -msgstr "" +msgstr "法線とラフネスのテクスチャ" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:174 -#, fuzzy msgid "" "Normal-roughness texture is only supported in the Forward+ rendering method, " "not Mobile or Compatibility." -msgstr "*この機能は、GLES3バックエンドを使用している場合にのみ使用できます。*" +msgstr "法線とラフネスのテクスチャは、Forward+レンダリングでのみサポートされており、" +"モバイルまたはGL互換ではサポートされていません。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:177 msgid "" @@ -132281,11 +132308,14 @@ msgid "" "the ``.xyz`` channels (mapped to the 0-1 range) while the roughness is " "stored in the ``.w`` channel." msgstr "" +"法線ラフネステクスチャを使用して、深度プリパスでレンダリングされたオブジェク" +"トの法線とラフネス値を読み取ることができます。法線は ``.xyz`` チャネル " +"(0~1の範囲にマッピング) に保存され、ラフネス値は ``.w`` " +"チャネルに保存されます。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:192 -#, fuzzy msgid "Redefining screen textures" -msgstr "動的テクスチャのレンダリング" +msgstr "スクリーンテクスチャの再定義" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:194 msgid "" @@ -132294,6 +132324,10 @@ msgid "" "For example, you may want to read from the texture multiple times with a " "different repeat flag or filter flag." msgstr "" +"スクリーンテクスチャヒント (``hint_screen_texture`` 、 ``hint_depth_texture``" +" 、 ``hint_normal_roughness_texture``) は複数のUniformで使用できます。たとえ" +"ば異なる繰り返しフラグやフィルターフラグを使用してテクスチャから複数回読み取" +"りたい場合があります。" #: ../../docs/tutorials/shaders/screen-reading_shaders.rst:199 msgid "" @@ -132301,11 +132335,13 @@ msgid "" "linear filtering, but reads the screen space roughness using nearest " "neighbor filtering." msgstr "" +"次の例は、線形フィルタリングを使用してスクリーン空間の法線を読み取りますが、" +"最近傍フィルタリングを使用してスクリーン空間のラフネス値を読み取るシェーダー" +"を示しています。" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:4 -#, fuzzy msgid "Converting GLSL to Godot shaders" -msgstr "スプライトを2Dメッシュに変換" +msgstr "GLSLからGodotシェーダーへの変換" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:6 msgid "" @@ -132371,7 +132407,6 @@ msgid "Vertex attributes" msgstr "頂点の属性" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:35 -#, fuzzy msgid "" "In GLSL, you can pass in per-vertex information using attributes and have " "the flexibility to pass in as much or as little as you want. In Godot, you " @@ -132381,10 +132416,10 @@ msgid "" "vertex attributes." msgstr "" "GLSLでは、属性を使用して頂点ごとの情報を渡すことができ、必要に応じて柔軟に渡" -"すことができます。 Godotには、\\ ``VERTEX``(位置)、\\ ``COLOR``\\ 、\\ " +"すことができます。 Godotには、\\ ``VERTEX`` (位置)、\\ ``COLOR``\\ 、\\ " "``UV``\\ 、\\ ``UV2``\\ 、\\ ``NORMAL`` など、設定された数の入力属性がありま" -"す。完全なリストについては :ref:`Shading language reference " -"` を参照してください。" +"す。ドキュメントのシェーダーリファレンスのセクションにある各シェーダーのペー" +"ジには、頂点属性の完全なリストが付属しています。" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:42 #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:97 @@ -132462,7 +132497,8 @@ msgstr "マクロ" msgid "" "The :ref:`Godot shader preprocessor` supports the " "following macros:" -msgstr "" +msgstr ":ref:`Godotシェーダープリプロセッサ` " +"は次のマクロをサポートしています。" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:79 msgid "``#define`` / ``#undef``" @@ -132659,14 +132695,13 @@ msgid "Types" msgstr "種類" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:138 -#, fuzzy msgid "" "Shadertoy uses the webgl spec, so it runs a slightly different version of " "GLSL. However, it still has the regular types, including constants and " "macros." msgstr "" -"Shadertoyはwebgl仕様を使用しているため、GLSLのわずかに異なるバージョンを実行" -"します。ただし、\\ `Constants`_ やマクロを含む通常の型はまだ残っています。" +"ShadertoyはWebGL仕様を使用しているため、GLSLのわずかに異なるバージョンを実行" +"します。ただし通常の型や定数やマクロなどは残っています。" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:142 msgid "mainImage" @@ -132869,14 +132904,13 @@ msgstr "" "の `ページ `_ を提供しています。" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:211 -#, fuzzy msgid "" "The Book of Shaders uses the webgl spec, so it runs a slightly different " "version of GLSL. However, it still has the regular types, including " "constants and macros." msgstr "" -"Book of Shadersはwebgl仕様を使用しているため、GLSLのわずかに異なるバージョン" -"を実行します。ただし、\\ `Constants`_ やマクロを含む通常の型はまだあります。" +"Book of ShadersはWebGL仕様を使用しているため、GLSLのわずかに異なるバージョン" +"を実行します。ただし通常の型や定数やマクロなどはまだ残っています。" #: ../../docs/tutorials/shaders/converting_glsl_to_godot_shaders.rst:218 msgid "" @@ -132916,22 +132950,20 @@ msgstr "" "Book of Shadersは :ref:`GLSL ` と同じ座標系を使用します。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:4 -#, fuzzy msgid "Shaders style guide" -msgstr "C#スタイルガイド" +msgstr "シェーダースタイルガイド" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:6 -#, fuzzy msgid "" "This style guide lists conventions to write elegant shaders. The goal is to " "encourage writing clean, readable code and promote consistency across " "projects, discussions, and tutorials. Hopefully, this will also support the " "development of auto-formatting tools." msgstr "" -"このスタイルガイドには、エレガントなGDScriptを作成するための規則が記載されて" -"います。目標は、クリーンで読みやすいコードの作成を奨励し、プロジェクト、ディ" -"スカッション、およびチュートリアル間の一貫性を促進することです。うまくいけ" -"ば、これも自動フォーマットツールの開発を促進するでしょう。" +"このスタイルガイドには、エレガントなシェーダーを作成するための規則が記載され" +"ています。目標はクリーンで読みやすいコードの作成を奨励し、プロジェクト、ディ" +"スカッション、チュートリアル全体の一貫性を促進することです。うまくいけば、こ" +"れも自動フォーマットツールの開発に役立つでしょう。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:11 msgid "" @@ -132940,30 +132972,29 @@ msgid "" "GLSL files in Godot's source code `here `__." msgstr "" +"Godotシェーダー言語はCスタイル言語およびGLSLに近いため、このガイドはGodot独自" +"のGLSLフォーマットからインスピレーションを得ています。Godotのソース " +"コードのGLSLファイルの例は `こちら `__ でご覧いただけます。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:23 -#, fuzzy msgid "" "Godot's built-in shader editor uses a lot of these conventions by default. " "Let it help you." -msgstr "" -"Godotのビルトインスクリプトエディタは、デフォルトでこれらの規則を多く使用しま" -"す。それをあなたの役に立つようにしてください。" +msgstr "Godotに組み込まれているシェーダーエディタは、デフォルトでこれらの規則の多くを" +"使用します。それはあなたの助けになるでしょう。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:26 -#, fuzzy msgid "Here is a complete shader example based on these guidelines:" -msgstr "これらのガイドラインに基づいた完全なクラスの例を次に示します:" +msgstr "これらのガイドラインに基づいた完璧なシェーダーの例を次に示します:" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:64 -#, fuzzy msgid "" "Each indent level should be one tab greater than the block containing it." -msgstr "" -"各インデントレベルは、それを含むブロックより1つ大きくなければなりません。" +msgstr "各インデント " +"レベルは、それを含むブロックより1タブ分大きくなければなりません。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:105 -#, fuzzy msgid "" "For a general indentation rule, follow `the \"1TBS Style\" `_ which " @@ -132972,37 +133003,37 @@ msgid "" "This makes them easier to refactor and avoids mistakes when adding more " "lines to an ``if`` statement or similar." msgstr "" -"一般的なインデントルールについては、\\ `\"Allman Style\"` に従って、制御ステートメ" -"ントに関連付けられたブレースを次の行に配置し、同じレベルにインデントすること" -"をお勧めします。" +"一般的なインデントルールについては、\"1TBSスタイル\" `_ " +"に従ってください。これは制御ステートメントに関連付けられた中括弧{ }を同じ行に" +"配置することを推奨しています。ステートメントが1行しかない場合でも、ステートメ" +"ントには必ず中括弧{ " +"}を使用してください。これによりリファクタリングが容易になり、 ``if`` " +"ステートメントなどにさらに行を追加するときの間違いを避けることができます。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:135 -#, fuzzy msgid "Surround function definitions with one (and only one) blank line:" -msgstr "関数とクラスの定義は2つの空白行で囲んで下さい:" +msgstr "関数定義を1つ (だけ) の空白行で囲みます:" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:147 -#, fuzzy msgid "" "Use one (and only one) blank line inside functions to separate logical " "sections." msgstr "論理セクションを区切るには、関数内で1行の空白行を使用します。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:154 -#, fuzzy msgid "" "If you can, try to keep lines under 80 characters. This helps to read the " "code on small displays and with two shaders opened side-by-side in an " "external text editor. For example, when looking at a differential revision." msgstr "" -"可能であれば、行を80文字未満に保つようにしてください。これにより、小さなディ" -"スプレイでコードを読む場合や、2つのスクリプトを外部テキスト エディタで並べて" -"開くときに役立ちます。たとえば、差分リビジョンを見る場合などです。" +"可能であれば、1行を80文字未満に保つようにしてください。これは小さなディスプレ" +"イでコードを読む場合や、2つのシェーダーを外部テキスト エディタで並べて開くと" +"きに役立ちます。たとえばリビジョンの差分を見る場合などです。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:161 msgid "Never combine multiple statements on a single line." -msgstr "" +msgstr "複数のステートメントを1行に結合しないようにします。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:192 msgid "" @@ -133016,32 +133047,28 @@ msgstr "" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:209 msgid "" "Don't use multiline comment syntax if your comment can fit on a single line:" -msgstr "" +msgstr "コメントが1行に収まる場合は、複数行コメント構文を使用しないようにします。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:217 -#, fuzzy msgid "" "In the shader editor, to make the selected code a comment (or uncomment it), " "press :kbd:`Ctrl + K`. This feature adds or removes ``//`` at the start of " "the selected lines." msgstr "" -"スクリプトエディタで、選択したコードのコメントを切り替えるには、\\ :kbd:" -"`Ctrl + K` を押します。この機能は、選択した行の先頭に単一の#記号を追加します" -"(#記号があれば逆に削除します)。" +"シェーダーエディタで、選択したコードをコメントにする " +"(またはコメントを解除する) には、 :kbd:`Ctrl + K` を押します。この機能は、" +"選択した行の先頭に ``//`` を追加または削除します。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:224 -#, fuzzy msgid "" "Always use one space around operators and after commas. Also, avoid " "extraneous spaces in function calls." -msgstr "" -"演算子の前後およびコンマの後には常に1つのスペースを使用します。また、辞書参照" -"や関数呼び出しに余分なスペースを入れないでください。" +msgstr "演算子の前後およびコンマの後には常に1つのスペースを使用します。また関数呼び出" +"しでは無関係なスペースを避けるようにします。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:251 -#, fuzzy msgid "Floating-point numbers" -msgstr "浮動小数点数(実数)" +msgstr "浮動小数点数 (実数)" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:253 msgid "" @@ -133049,11 +133076,13 @@ msgid "" "This makes it easier to distinguish floating-point numbers from integers, as " "well as distinguishing numbers greater than 1 from those lower than 1." msgstr "" +"整数部と小数部の両方に必ず少なくとも1桁を指定してください。これにより浮動小数" +"点数と整数の区別が容易になるだけでなく、1より大きい数値と1未満の数値の区別も" +"容易になります。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:274 -#, fuzzy msgid "Accessing vector members" -msgstr "ベクトルの加算" +msgstr "ベクトル要素へのアクセス" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:276 msgid "" @@ -133062,9 +133091,12 @@ msgid "" "``x``, ``y``, ``z``, and ``w``. This allows those reading your code to " "better understand what the underlying data represents." msgstr "" +"色が含まれているベクトル要素にアクセスするときには ``r`` , ``g`` , ``b`` , " +"``a`` を使用します。色以外のものが含まれるベクトルの場合は ``x`` , ``y`` , " +"``z`` , ``w`` を使用します。これによりコードを読む人は、根底にあるデータが何" +"を表しているのかをよりよく理解できるようになります。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:322 -#, fuzzy msgid "Preprocessor directives" msgstr "プリプロセッサ定義" @@ -133074,6 +133106,9 @@ msgid "" "CONSTANT__CASE. Directives should be written without any indentation before " "them, even if nested within a function." msgstr "" +":ref:`doc_shader_preprocessor` 定義は CONSTANT_CASE で記述する必要があります" +"。これは関数内にネストされている場合でも、その前にインデントを付けずに記述す" +"る必要があります。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:328 msgid "" @@ -133081,31 +133116,34 @@ msgid "" "to the console, extra indentation should **not** be added within ``#if``, " "``#ifdef`` or ``#ifndef`` blocks:" msgstr "" +"シェーダーエラーがコンソールに出力されるときにインデントの自然な流れを維持す" +"るには ``#if`` 、 ``#ifdef`` 、 ``#ifndef`` ブロック内に余分なインデントを " +"**追加しないでください** 。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:363 -#, fuzzy msgid "We suggest to organize shader code this way:" -msgstr "次のようにGDScriptコードを整理することをお勧めします:" +msgstr "次のようにシェーダーコードを整理することをお勧めします:" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:384 -#, fuzzy msgid "This code order follows two rules of thumb:" -msgstr "このコードの順序は、次の4つの経験則に従います:" +msgstr "このコードの順序は、次の2つのルールに従います:" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:386 -#, fuzzy msgid "Metadata and properties first, followed by methods." -msgstr "プロパティとシグナルが最初に来て、メソッドがそれに続きます。" +msgstr "最初にメタデータとプロパティ、次にメソッドが続きます。" #: ../../docs/tutorials/shaders/shaders_style_guide.rst:387 msgid "" "\"Public\" comes before \"private\". In a shader language's context, " "\"public\" refers to what's easily adjustable by the user (uniforms)." msgstr "" +"\"パブリック\"は\"プライベート\"の前に来ます" +"。シェーダー言語のコンテキストでは、\"パブリック" +"\"とはユーザーが簡単に調整できるもの (Uniform) を指します。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:4 msgid "Using a Viewport as a texture" -msgstr "ビューポートをテクスチャとして使用する" +msgstr "ビューポートのテクスチャ化" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:9 msgid "" @@ -133114,9 +133152,9 @@ msgid "" "to do so, it will walk you through the process of making a procedural planet " "like the one below:" msgstr "" -"このチュートリアルでは、3Dオブジェクトに適用できるテクスチャとして :ref:" -"`Viewport ` を使用する方法を紹介します。 そのためには、以下の" -"ような手続き型惑星を作成するプロセスを順を追って説明します:" +"このチュートリアルでは、3Dオブジェクトに適用できるテクスチャとして :ref:`" +"Viewport ` を使用する方法を紹介します。 そのために、以下のよ" +"うなプロシージャル惑星を作成するプロセスを順を追って説明します:" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:15 msgid "" @@ -133127,7 +133165,6 @@ msgstr "" "いては説明しません。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:17 -#, fuzzy msgid "" "This tutorial assumes you are familiar with how to set up a basic scene " "including: a :ref:`Camera3D `, a :ref:`light source " @@ -133137,16 +133174,15 @@ msgid "" "be on using the :ref:`Viewport ` to dynamically create " "textures that can be applied to the mesh." msgstr "" -"このチュートリアルでは、\\ :ref:`Camera `、\\ :ref:`light " -"source `\\ 、:ref:`Mesh Instance ` など" -"の基本的なシーンの設定方法に慣れていることを前提としています。\\ :ref:" -"`Primitive Mesh ` を使用し、\\ :ref:`Spatial Material " -"` をメッシュに適用します。\\ :ref:`Viewport " +"このチュートリアルでは、\\ :ref:`Camera3D `、\\ :ref:`Light " +"source `\\ 、:ref:`MeshInstance3D ` " +"などの基本的なシーンの設定方法に慣れていることを前提としています。\\ :ref:`" +"Primitive Mesh ` を使用し、\\ :ref:`StandardMaterial3D " +"` をメッシュに適用します。\\ :ref:`Viewport " "` を使用して、メッシュに適用できるテクスチャを動的に作成する" "ことに焦点が置かれます。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:23 -#, fuzzy msgid "In this tutorial, we'll cover the following topics:" msgstr "このチュートリアルでは、次のトピックについて説明します:" @@ -133161,14 +133197,14 @@ msgstr "正距円筒図法でテクスチャを球にマッピングする" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:27 msgid "Fragment shader techniques for procedural planets" -msgstr "手続き型惑星のフラグメントシェーダーテクニック" +msgstr "プロシージャル惑星のフラグメントシェーダーテクニック" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:28 msgid "" "Setting a Roughness map from a :ref:`Viewport Texture " "`" -msgstr "" -":ref:`ビューポートテクスチャ` から粗さマップを設定する" +msgstr ":ref:`ビューポートテクスチャ` " +"からラフネスマップを設定する" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:31 msgid "Setting up the Viewport" @@ -133199,10 +133235,10 @@ msgid "" "will be fine. And we will be using a :ref:`ColorRect ` to " "render the surface, so we don't need 3D either." msgstr "" -"次に、HDRを無効にし、3Dを無効にします。惑星の表面はそれほど明るくないため、" -"HDRは必要ありません。そのため、\\ ``0`` と ``1`` の間の値で問題ありません。そ" -"して :ref:`ColorRect ` を使用してサーフェスをレンダリングす" -"るため、3Dも必要ありません。" +"次に、HDRを無効にし、3Dを無効にします。惑星の表面はそれほど明るくないため、HD" +"Rは必要ありません。そのため、\\ ``0`` と ``1`` の間の値で問題ありません。" +"そして :ref:`ColorRect ` " +"を使用してサーフェスをレンダリングするため、3Dも必要ありません。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:46 msgid "" @@ -133267,16 +133303,14 @@ msgid "Applying the texture" msgstr "テクスチャを適用する" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:78 -#, fuzzy msgid "" "MeshInstance3D > GeometryInstance > Geometry > Material Override > ``New " "StandardMaterial3D``:" msgstr "" -"MeshInstance → GeometryInstance → Geometry → Material Override → ``New " -"SpatialMaterial``:" +"MeshInstance3D → GeometryInstance → Geometry → Material Override → ``New " +"StandardMaterial3D``:" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:80 -#, fuzzy msgid "" "Now we go into the :ref:`MeshInstance3D ` and add a :" "ref:`StandardMaterial3D ` to it. No need for a " @@ -133284,32 +133318,31 @@ msgid "" "be a good idea for more advanced effects, like the atmosphere in the example " "above)." msgstr "" -"ここで :ref:`Mesh Instance ` に進み、それに :ref:" -"`Spatial Material ` を追加します。特別な :ref:`Shader " -"Material ` は必要ありません(ただし、上記の例の雰囲気の" -"ような、より高度な効果を得るには良い考えです)。" +"ここで :ref:`MeshInstance3D ` に進み、それに :ref:`" +"StandardMaterial3D ` を追加します。特別な :ref:`" +"Shader Material ` は必要ありません(ただし、上記の例の雰" +"囲気のような、より高度な効果を得るには良い考えです)。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:84 -#, fuzzy msgid "" "MeshInstance3D > GeometryInstance > Geometry > Material Override > " "``click`` / ``Edit``:" msgstr "" -"MeshInstance → GeometryInstance → Geometry → Material Override → ``クリック" -"`` / ``編集``:" +"MeshInstance3D → GeometryInstance → Geometry → Material Override → " +"``クリック`` / ``編集``:" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:86 -#, fuzzy msgid "" "Open the newly created :ref:`StandardMaterial3D ` " "and scroll down to the \"Albedo\" section and click beside the \"Texture\" " "property to add an Albedo Texture. Here we will apply the texture we made. " "Choose \"New ViewportTexture\"" msgstr "" -"新しく作成された :ref:`Spatial Material ` を開" -"き、\"Albedo\"セクションまでスクロールダウンし、\"Texture\"プロパティの横をク" -"リックして、Albedo Textureを追加します。ここで、作成したテクスチャを適用しま" -"す。選択 - \"New ViewportTexture\"" +"新しく作成された :ref:`StandardMaterial3D ` " +"を開き、\"Albedo\"セクションまでスクロールダウンし、\"Texture" +"\"プロパティの横をクリックして、Albedo " +"Textureを追加します。ここで、作成したテクスチャを適用します。選択 - \"New " +"ViewportTexture\"" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:92 msgid "" @@ -133361,7 +133394,6 @@ msgstr "" "て、何が起こるか見てみましょう。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:120 -#, fuzzy msgid "" "Not too bad. If you look around, you can see that the seam has now " "disappeared, but in its place, we have pinching at the poles. This pinching " @@ -133371,10 +133403,10 @@ msgid "" "map onto a 2D plane." msgstr "" "悪くありません。周りを見ると、縫い目が消えていることがわかりますが、その代わ" -"りに極をつまんでいます。このピンチは、Godotが :ref:`Spatial Material " -"` でテクスチャを球体にマップする方法によるものです。こ" -"れは、正距円筒図法と呼ばれる投影手法を使用します。これは、球面地図を2D平面に" -"変換します。" +"りに極をつまんでいます。このピンチは、Godotが :ref:`StandardMaterial3D " +"` でテクスチャを球体にマップする方法によるものです" +"。これは、正距円筒図法と呼ばれる投影手法を使用します。これは、球面地図を2D平" +"面に変換します。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:125 msgid "" @@ -133594,7 +133626,6 @@ msgstr "" "ます。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:282 -#, fuzzy msgid "" "You'll notice that very little changes except that the planet is no longer " "reflecting the sky. This is happening because, by default, when something is " @@ -133610,11 +133641,11 @@ msgid "" msgstr "" "惑星が空を反射しなくなったことを除いて、ほとんど変化がないことに気付くでしょ" "う。これは、デフォルトでは、何かがアルファ値でレンダリングされると、背景上の" -"透明なオブジェクトとして描画されるために発生します。そして、\\ :ref:" -"`Viewport ` のデフォルトの背景は不透明であるため、\\ :ref:" -"`Viewport Texture ` の ``alpha`` チャンネルは ``1`` で" -"あり、惑星テクスチャはわずかに薄い色で描画され、\\ ``Roughness`` の値はどこで" -"も ``1`` になります。これを修正するために、\\ :ref:`Viewport " +"透明なオブジェクトとして描画されるために発生します。そして、\\ :ref:`" +"Viewport ` のデフォルトの背景は不透明であるため、\\ :ref:`" +"Viewport Texture ` の ``alpha`` チャンネルは ``1`` " +"であり、惑星テクスチャはわずかに薄い色で描画され、\\ ``Roughness`` " +"の値はどこでも ``1`` になります。これを修正するために、\\ :ref:`Viewport " "` に入り、 \"Transparent Bg\" をonに設定します。ある透明なオ" "ブジェクトを別の透明なオブジェクトの上にレンダリングしているので、\\ " "``blend_premul_alpha`` を有効にします:" @@ -133633,7 +133664,6 @@ msgstr "" "``blend_premul_alpha`` を設定すると修正されます。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:299 -#, fuzzy msgid "" "Now the planet should look like it is reflecting light on the ocean but not " "the land. If you haven't done so already, add an :ref:`OmniLight3D " @@ -133641,23 +133671,21 @@ msgid "" "effect of the reflections on the ocean." msgstr "" "これで、惑星は、海ではなく陸で光を反射しているように見えるはずです。まだ行っ" -"ていない場合は、シーンに :ref:`OmniLight ` を追加し、それを" -"移動させて、海の反射の効果を確認できるようにします。" +"ていない場合は、シーンに :ref:`OmniLight3D ` " +"を追加し、それを移動させて、海の反射の効果を確認できるようにします。" #: ../../docs/tutorials/shaders/using_viewport_as_texture.rst:305 msgid "" "And there you have it. A procedural planet generated using a :ref:`Viewport " "`." -msgstr "" -"そして、あなたは手に入れました。\\ :ref:`Viewport `を使用して" -"生成された手続き型惑星を。" +msgstr ":ref:`Viewport ` " +"を使用して生成されたプロシージャル惑星をあなたは手に入れました。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:4 msgid "Custom post-processing" msgstr "カスタムポストプロセッシング" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:9 -#, fuzzy msgid "" "Godot provides many post-processing effects out of the box, including Bloom, " "DOF, and SSAO, which are described in :ref:" @@ -133666,8 +133694,9 @@ msgid "" "effects." msgstr "" "Godotは、ブルーム、DOF、SSAOを含む多くのポストプロセッシング効果をすぐに利用" -"できます。でも時々、独自のカスタム効果を作成したい場合もあります。そのための" -"方法は次のとおりです。" +"できます。これらについては :ref:`doc_environment_and_post_processing` で説明" +"されています。でも時々、独自のカスタム効果を作成したい場合もあります。この記" +"事では独自のカスタムエフェクトを作成する方法について説明します。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:14 msgid "" @@ -133683,7 +133712,7 @@ msgstr "" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:20 msgid "Single pass post-processing" -msgstr "シングルパスポストプロセッシング" +msgstr "シングルパス・ポストプロセッシング" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:22 msgid "" @@ -133693,12 +133722,17 @@ msgid "" "Assign a new :ref:`ShaderMaterial ` to the newly " "created ``ColorRect``, and set the ``ColorRect``'s layout to \"Full Rect\"." msgstr "" +"ポストプロセッシングエフェクトは、Godotがフレームをレンダリングした後に適用さ" +"れるシェーダーです。シェーダーをフレームに適用するには :ref:`CanvasLayer " +"` を作成し、それに :ref:`ColorRect ` " +"を与えます。新しく作成した ``ColorRect`` に新しい :ref:`Shadermaterial " +"` を割り当て、 ``ColorRect`` のレイアウトを \"Full " +"Rect\" に設定します。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:28 #: ../../docs/tutorials/shaders/custom_postprocessing.rst:105 -#, fuzzy msgid "Your scene tree will look something like this:" -msgstr "シーンの階層は次のようになります:" +msgstr "シーンツリーは次のようになります。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:34 msgid "" @@ -133707,9 +133741,11 @@ msgid "" "access it in a shader script through a ``sampler2D`` using " "``hint_screen_texture``." msgstr "" +"もう1つのより効率的な方法は、 :ref:`BackBufferCopy ` " +"を使用して画面の領域をバッファにコピーし、 ``hint_screen_texture`` " +"を使用して ``sampler2D`` を介してシェーダー内でそれにアクセスすることです。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:41 -#, fuzzy msgid "" "As of the time of writing, Godot does not support rendering to multiple " "buffers at the same time. Your post-processing shader will not have access " @@ -133717,16 +133753,16 @@ msgid "" "normal/roughness). You only have access to the rendered frame and buffers " "exposed by Godot as samplers." msgstr "" -"執筆時点では、Godotは複数のバッファーへの同時レンダリングをサポートしていませ" -"ん。ポストプロセッシングシェーダーは、法線または他のレンダーパスにアクセスで" -"きません。レンダリングされたフレームにのみアクセスできます。" +"この記事の執筆時点では、Godotは複数のバッファへの同時レンダリングをサポートし" +"ていません。ポストプロセッシングシェーダーは、" +"Godotによって公開されていない他のレンダー パスやバッファ " +"(深度や法線、ラフネスなど) にアクセスできません。 Godotによってサンプラーとし" +"て公開されるレンダリングされたフレームとバッファーにのみアクセスできます。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:47 -#, fuzzy msgid "" "For this demo, we will use this :ref:`Sprite ` of a sheep." -msgstr "" -":ref:`Sprite ` の中央にあるこの小さな十字が回転ピボットです:" +msgstr "このデモでは、羊の画像の :ref:`スプライト ` を使用します。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:51 msgid "" @@ -133735,37 +133771,39 @@ msgid "" "``sampler2D`` using ``hint_screen_texture`` and the built in ``SCREEN_UV`` " "uniforms." msgstr "" +"新しい :ref:`Shader ` を ``ColorRect`` の ``ShaderMaterial`` " +"に割り当てます。 ``hint_screen_texture`` が付いた ``sampler2D`` " +"とビルトインの ``SCREEN_UV`` " +"を使用してフレームのテクスチャにアクセスできます。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:56 -#, fuzzy msgid "" "Copy the following code to your shader. The code below is a hex pixelization " "shader by `arlez80 `_," msgstr "" -"次のコードをシェーダーにコピーします。このコードは、シングルパスエッジ検出" -"フィルター、\\ `Sobel filter `_ です。" +"次のコードをシェーダーにコピーします。以下のコードは、`arlez80 " +"`_ " +"による六角形化シェーダーです," #: ../../docs/tutorials/shaders/custom_postprocessing.rst:87 -#, fuzzy msgid "The sheep will look something like this:" -msgstr "シーンの階層は次のようになります:" +msgstr "羊の画像は次のようになります。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:92 msgid "Multi-pass post-processing" -msgstr "マルチパスポストプロセッシング" +msgstr "マルチパス・ポストプロセッシング" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:94 -#, fuzzy msgid "" "Some post-processing effects like blurs are resource intensive. You can make " "them run a lot faster if you break them down in multiple passes. In a " "multipass material, each pass takes the result from the previous pass as an " "input and processes it." msgstr "" -"ぼかしなどの後処理の効果の中には、リソースを大量に消費するものがあります。た" -"だし、複数のパスでそれらを分解する場合、それらをはるかに高速に実行できます。" -"マルチパスマテリアルでは、各パスは前のパスの結果を入力として処理します。" +"ブラーなどのポストプロセッシングエフェクトの中には、リソースを大量に消費する" +"ものがあります。ただし複数のパスに分割するとより速く実行できます。マルチパス" +"のマテリアルでは、各パスが前のパスの結果を入力として受け取り、それを処理しま" +"す。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:99 msgid "" @@ -133775,9 +133813,13 @@ msgid "" "node structure, the steps are the same as with the single-pass post-" "processing shader." msgstr "" +"マルチパスのポストプロセッシングシェーダーを生成するには、 ``CanvasLayer`` " +"ノードと ``ColorRect`` ノードをスタックします。上の例では ``CanvasLayer`` オ" +"ブジェクトを使用して、下のレイヤ上のフレームを使用してシェーダをレンダリング" +"します。ノード構造を除けば、手順はシングルパス・ポストプロセッシングシェーダ" +"ーの場合と同じです。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:109 -#, fuzzy msgid "" "As an example, you could write a full screen Gaussian blur effect by " "attaching the following pieces of code to each of the ``ColorRect`` nodes. " @@ -133785,15 +133827,16 @@ msgid "" "``CanvasLayer`` in the scene tree, higher means sooner. For this blur " "shader, the order does not matter." msgstr "" -"例として、次のコードを各 :ref:`ViewportContainers ` " -"にアタッチすることにより、フルスクリーンのガウスぼかし効果を作成できます。" -"シェーダーを適用する順序は重要ではありません:" +"例として、次のコードを各 ``ColorRect`` ノードにアタッチすることで、全画面のガ" +"ウスブラーエフェクトを作成できます。シェーダーを適用する順序は、シーン " +"ツリー内の ``CanvasLayer`` の位置によって異なります。高いほど早く適用されるこ" +"とを意味します。このブラーシェーダの場合、順序は重要ではありません。" #: ../../docs/tutorials/shaders/custom_postprocessing.rst:155 msgid "" "Using the above code, you should end up with a full screen blur effect like " "below." -msgstr "上記のコードを使用すると、次のような全画面ぼかし効果が得られます。" +msgstr "上記のコードを使用すると、次のような全画面ブラーエフェクトが得られます。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:4 msgid "Advanced post-processing" @@ -133818,15 +133861,12 @@ msgid "Full screen quad" msgstr "フルスクリーン矩形" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:17 -#, fuzzy msgid "" "One way to make custom post-processing effects is by using a viewport. " "However, there are two main drawbacks of using a Viewport:" msgstr "" -":ref:`カスタムポストプロセッシングのチュートリアル " -"` で、ビューポートを使用してカスタムポストプロセッ" -"シングエフェクトを作成する方法を説明しました。ビューポートを使用することに" -"は、主に2つの欠点があります。" +"カスタムポストプロセッシングエフェクトを作成する1つの方法は、ビューポートを使" +"用することです。ただしビューポートの使用には主な欠点が2つあります。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:20 msgid "The depth buffer cannot be accessed" @@ -133834,10 +133874,9 @@ msgstr "深度バッファにアクセスできません" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:21 msgid "The effect of the post-processing shader is not visible in the editor" -msgstr "後処理シェーダーの効果はエディタに表示されません" +msgstr "ポストプロセッシングシェーダーの効果はエディタに表示されません" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:23 -#, fuzzy msgid "" "To get around the limitation on using the depth buffer, use a :ref:" "`MeshInstance3D ` with a :ref:`QuadMesh " @@ -133846,14 +133885,13 @@ msgid "" "cover the screen at all times so that the post-processing effect will be " "applied at all times, including in the editor." msgstr "" -"深度バッファの使用に関する制限を回避するには、\\ :ref:`MeshInstance " -"` を :ref:`QuadMesh ` プリミティブととも" -"に使用します。これにより、Spatialシェーダーを使用して、シーンの深度テクスチャ" -"にアクセスできます。次に、頂点シェーダーを使用して、矩形が常に画面を覆うよう" -"にし、エディタを含む後処理効果が常に適用されるようにします。" +"深度バッファの使用に関する制限を回避するには、\\ :ref:`MeshInstance3D " +"` を :ref:`QuadMesh ` プリミティブとと" +"もに使用します。これにより、シェーダーを使用してシーンの深度テクスチャにアク" +"セスできます。次に頂点シェーダーを使用して、矩形が常に画面を覆うようにし、エ" +"ディタを含むポストプロセッシングエフェクトが常に適用されるようにします。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:29 -#, fuzzy msgid "" "First, create a new MeshInstance3D and set its mesh to a QuadMesh. This " "creates a quad centered at position ``(0, 0, 0)`` with a width and height of " @@ -133864,12 +133902,13 @@ msgid "" "vertex positions through the difference coordinate spaces and treat the " "vertices as if they were already in clip space." msgstr "" -"最初に、新しいMeshInstanceを作成し、そのメッシュをQuadMeshに設定します。これ" -"により、\\ ``(0, 0, 0)`` の位置を中心とするクワッドが作成され、幅と高さが " -"``1`` になります。幅と高さを ``2`` に設定します。現在、矩形はワールド空間の原" -"点の位置を占めています。ただし、カメラとともに移動して、常に画面全体をカバー" -"するようにします。これを行うには、差分座標空間を介して頂点位置を変換する座標" -"変換をバイパスし、既にクリップ空間にあるかのように頂点を扱います。" +"まず、新しいMeshInstance3Dを作成し、そのメッシュをQuadMeshに設定します。これ" +"により、\\ ``(0, 0, 0)`` の位置を中心とする幅と高さが ``1`` " +"の矩形が作成されます。そのQuadMeshの幅と高さを ``2`` に設定し、 **Flip " +"Faces** をONにします。現在、矩形はワールド空間の原点の位置を占めています。た" +"だし常に画面全体をカバーするようにカメラとともに移動させる必要があります。こ" +"れを行うには、差分座標空間を介して頂点位置を変換する座標変換をバイパスし、既" +"にクリップ空間にあるかのように頂点を扱います。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:38 msgid "" @@ -133882,13 +133921,13 @@ msgid "" "built-in to our desired position. ``POSITION`` bypasses the built-in " "transformations and sets the vertex position directly." msgstr "" -"頂点シェーダーは、座標がクリップ空間で出力されることを想定しています。これ" -"は、画面の左と下の ``-1`` から画面の右上の ``1`` までの座標です。これが、" -"QuadMeshの高さと幅を ``2`` にする必要がある理由です。Godot はモデルからビュー" +"頂点シェーダーは、座標がクリップ空間で出力されることを想定しています。これは" +"、画面の左と下の ``-1`` から画面の右上の ``1`` までの座標です。これが、" +"QuadMeshの幅と高さを ``2`` にする必要がある理由です。Godot はモデルからビュー" "空間への変換を処理し、背景の背後にあるクリップ空間に移動するので、Godotの変換" "の効果を無効にする必要があります。これを行うには、ビルトインの ``POSITION`` " -"を目的の位置に設定します。\\ ``POSITION`` は、ビルトインの変換をバイパスし、" -"頂点の位置を直接設定します。" +"を目的の位置に設定します。\\ ``POSITION`` " +"は、ビルトインの変換をバイパスし、頂点の位置を直接設定します。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:54 msgid "" @@ -133937,11 +133976,13 @@ msgid "" "To read from the depth texture, we first need to create a texture uniform " "set to the depth buffer by using ``hint_depth_texture``." msgstr "" +"深度テクスチャから読み取るには、まず ``hint_depth_texture`` を使用して深度バ" +"ッファにセットされたテクスチャUniformを作成する必要があります。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:79 msgid "" "Once defined, the depth texture can be read with the ``texture()`` function." -msgstr "" +msgstr "一度定義すれば、深度テクスチャは ``texture()`` 関数で読み取ることができます。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:85 msgid "" @@ -133954,7 +133995,6 @@ msgstr "" "た別のビューポートからアクセスできません。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:89 -#, fuzzy msgid "" "The values returned by ``depth_texture`` are between ``0.0`` and ``1.0`` and " "are nonlinear. When displaying depth directly from the ``depth_texture``, " @@ -133967,17 +134007,17 @@ msgid "" "linearize it, we multiply it by the inverse of the projection matrix, which " "in Godot, is accessible with the variable ``INV_PROJECTION_MATRIX``." msgstr "" -"``DEPTH_TEXTURE`` によって返される値は ``0`` と ``1`` の間にあり、非線形で" -"す。\\ ``DEPTH_TEXTURE`` から直接深度を表示すると、非常に近くない限り、すべて" -"がほぼ白く見えます。これは、深度バッファがより多くのビットを使用してカメラに" -"近いオブジェクトを格納するため、深度バッファの詳細のほとんどがカメラの近くに" -"あるためです。深度値をワールドまたはモデルの座標に合わせるために、値を線形化" -"する必要があります。射影行列を頂点位置に適用すると、z値は非線形になります。そ" -"のため、線形化するために、Godotでは変数 ``INV_PROJECTION_MATRIX`` でアクセス" -"できる射影行列の逆行列で乗算します。" +"``depth_texture`` によって返される値は ``0.0`` から ``1.0`` " +"の範囲であり非線形です。 ``depth_texture`` から取得した値を表示すると、よほど" +"近くない限りほぼ白に見えます。これは深度バッファが遠方のオブジェクトよりもカ" +"メラに近いオブジェクトのほうに多くのビットを使用して格納するため、深度バッフ" +"ァの情報のほとんどがカメラの近くで検出されるためです。深度値をワールド座標ま" +"たはモデル座標と一致させるには、Z値を線形化する必要があります。頂点位置に射影" +"行列を乗算すると、深度値が非線形になります。" +"そのため逆に線形化するには射影行列の逆行列 ``INV_PROJECTION_MATRIX`` " +"で乗算します。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:99 -#, fuzzy msgid "" "Firstly, take the screen space coordinates and transform them into " "normalized device coordinates (NDC). NDC run ``-1.0`` to ``1.0`` in ``x`` " @@ -133985,10 +134025,10 @@ msgid "" "using the Vulkan backend. Reconstruct the NDC using ``SCREEN_UV`` for the " "``x`` and ``y`` axis, and the depth value for ``z``." msgstr "" -"まず、画面空間の座標を取得し、それらを正規化されたデバイス座標(NDC)に変換しま" -"す。 NDCは、クリップ空間座標と同様に、\\ ``-1`` から ``1`` まで実行されま" -"す。\\ ``x`` および ``y`` 軸に ``SCREEN_UV``\\ 、\\ ``z`` に深度値を使用して" -"NDCを再構築します。" +"まず、画面空間座標を取得し、正規化デバイス座標 (NDC) に変換します。 " +"NDCはVulkan バックエンドでは、 ``x``, ``y`` 方向は ``-1.0`` ~ ``1.0`` まで、" +" ``z`` 方向は ``0.0`` ~ ``1.0`` まで実行されます。 x軸とy軸に ``SCREEN_UV`` " +"を使用し、z 軸に深度値を使用してNDCを再構築します。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:107 msgid "" @@ -133996,6 +134036,9 @@ msgid "" "Z-range of ``[0.0, 1.0]``. In contrast, OpenGL uses NDCs with a Z-range of " "``[-1.0, 1.0]``." msgstr "" +"このチュートリアルでは、Z範囲が ``[0.0, 1.0]`` " +"のNDCを使用するVulkanレンダラーの使用を前提としています。対照的に、" +"OpenGLではZ範囲が ``[-1.0, 1.0]`` のNDCを使用します。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:117 msgid "" @@ -134018,16 +134061,15 @@ msgstr "" "る必要があります。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:133 -#, fuzzy msgid "" "The world position can be constructed from the depth buffer using the " "following code. Note that the ``INV_VIEW_MATRIX`` is needed to transform the " "position from view space into world space, so it needs to be passed to the " "fragment shader with a varying." msgstr "" -"ワールド位置は、次のコードを使用して深度バッファーから構築できます。ビュー空" -"間からワールド空間に位置を変換するには ``CAMERA_MATRIX`` が必要なので、" -"varyingでフラグメントシェーダーに渡す必要があることに注意してください。" +"ワールド位置は、次のコードを使用して深度バッファーから構築できます。" +"ビュー空間からワールド空間に位置を変換するには ``INV_VIEW_MATRIX`` が必要なの" +"で、varyingでフラグメントシェーダーに渡す必要があることに注意してください。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:152 msgid "An optimization" @@ -134048,23 +134090,20 @@ msgstr "" "有益です。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:159 -#, fuzzy msgid "" "Set the Mesh in the MeshInstance3D to an :ref:`ArrayMesh `. " "An ArrayMesh is a tool that allows you to easily construct a Mesh from " "Arrays for vertices, normals, colors, etc." msgstr "" -"MeshInstanceのMeshを :ref:`ArrayMesh ` に設定します。 " -"ArrayMeshは、頂点、法線、色などの配列からメッシュを簡単に構築できるツールで" -"す。" +"MeshInstance3DのMeshを :ref:`ArrayMesh ` に設定します。 " +"ArrayMeshは頂点、法線、色などの配列からメッシュを簡単に構築できるツールです。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:163 -#, fuzzy msgid "Now, attach a script to the MeshInstance3D and use the following code:" -msgstr "次に、スクリプトをMeshInstanceにアタッチし、次のコードを使用します:" +msgstr "次にスクリプトをMeshInstance3Dにアタッチします。スクリプトは次のコードを使用" +"します:" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:185 -#, fuzzy msgid "" "The triangle is specified in normalized device coordinates. Recall, NDC run " "from ``-1.0`` to ``1.0`` in both the ``x`` and ``y`` directions. This makes " @@ -134072,11 +134111,11 @@ msgid "" "entire screen with a single triangle, use a triangle that is ``4`` units " "wide and ``4`` units tall, double its height and width." msgstr "" -"三角形は、正規化されたデバイス座標で指定されます。 NDCは ``-1`` から ``1`` ま" -"で ``x`` と ``y`` の両方の方向に実行されることを思い出してください。これによ" -"り、画面の幅が ``2`` 単位、高さが ``2`` 単位になります。画面全体を単一の三角" -"形で覆うには、\\ ``4`` 単位の幅と ``4`` 単位の高の、幅と高さを2倍にした三角形" -"を使用します。" +"三角形は正規化されたデバイス座標で指定されます。 NDCはX方向とY方向の両方で " +"``-1.0`` ~ ``1.0`` まで実行されることを思い出してください。" +"これにより画面の幅が ``2`` 単位、高さが ``2`` " +"単位になります。画面全体を1つの三角形で覆うには、幅が ``4`` 単位、高さが " +"``4`` 単位の、幅と高さを2倍にした三角形を使用します。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:192 msgid "" @@ -134087,7 +134126,6 @@ msgstr "" "す。" #: ../../docs/tutorials/shaders/advanced_postprocessing.rst:194 -#, fuzzy msgid "" "The one drawback to using an ArrayMesh over using a QuadMesh is that the " "ArrayMesh is not visible in the editor because the triangle is not " @@ -134098,7 +134136,7 @@ msgstr "" "QuadMeshを使用するよりもArrayMeshを使用する場合の1つの欠点は、シーンが実行さ" "れるまで三角形が構築されないため、エディタでArrayMeshが表示されないことです。" "これを回避するには、モデリングプログラムで単一の三角形メッシュを作成し、代わ" -"りにそれをMeshInstanceで使用します。" +"りにそれをMeshInstance3Dで使用します。" #: ../../docs/tutorials/shaders/making_trees.rst:4 msgid "Making trees" @@ -134113,13 +134151,13 @@ msgstr "" "す。" #: ../../docs/tutorials/shaders/making_trees.rst:8 -#, fuzzy msgid "" "The aim is to not focus on the modeling techniques (there are plenty of " "tutorials about that), but how to make them look good in Godot." msgstr "" "目的は、モデリング手法に焦点を当てることではなく(それに関するチュートリアルが" -"たくさんあります)、Godotで見栄えを良くする方法です。" +"たくさんあります)、Godotでどのように見栄えを良くするかに焦点を当てることです" +"。" #: ../../docs/tutorials/shaders/making_trees.rst:13 msgid "Start with a tree" @@ -134142,7 +134180,6 @@ msgid "Paint with vertex colors" msgstr "頂点カラーでペイントする" #: ../../docs/tutorials/shaders/making_trees.rst:26 -#, fuzzy msgid "" "The first thing you may want to do is to use the vertex colors to paint how " "much the tree will sway when there is wind. Just use the vertex color " @@ -134150,8 +134187,8 @@ msgid "" "this:" msgstr "" "最初にしたいことは、頂点の色を使用して、風があるときに木がどれだけ揺れるかを" -"ペイントすることです。お気に入りの3Dモデリングプログラムの頂点カラーペイント" -"ツールを使用して、次のようにペイントします:" +"ペイントすることです。お気に入りの3Dモデリングソフトの頂点カラーペイントツー" +"ルを使用して、次のようにペイントします:" #: ../../docs/tutorials/shaders/making_trees.rst:30 msgid "" @@ -134167,7 +134204,6 @@ msgid "Write a custom shader for the leaves" msgstr "葉のカスタムシェーダーを作成する" #: ../../docs/tutorials/shaders/making_trees.rst:37 -#, fuzzy msgid "This is an example of a shader for leaves:" msgstr "これは葉のシェーダーの簡単な例です:" @@ -134207,7 +134243,6 @@ msgstr "" "期して表示されません。" #: ../../docs/tutorials/shaders/making_trees.rst:70 -#, fuzzy msgid "Finally, all that's left is the fragment shader:" msgstr "最後に残っているのはフラグメントシェーダーのみです:" @@ -134246,15 +134281,16 @@ msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" msgstr "\\ https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" #: ../../docs/tutorials/ui/index.rst:4 -#, fuzzy msgid "User interface (UI)" -msgstr "Godotインターフェース" +msgstr "ユーザーインターフェース (UI)" #: ../../docs/tutorials/ui/index.rst:6 msgid "" "In this section of the tutorial we explain the basics of creating a " "graphical user interface (GUI) in Godot." -msgstr "" +msgstr "このセクションのチュートリアルでは、" +"Godotでグラフィカルユーザーインターフェイス (GUI) " +"を作成する基本について説明します。" #: ../../docs/tutorials/ui/index.rst:10 msgid "UI building blocks" diff --git a/weblate/ko.po b/weblate/ko.po index e0a4518779..e7ef2950d1 100644 --- a/weblate/ko.po +++ b/weblate/ko.po @@ -98,13 +98,16 @@ # whatthesamuel , 2024. # Hyungki Kim , 2024. # Y Oh , 2024. +# emacser , 2024. +# ᅥᅡᅥᅡ , 2024. +# Nohun Park , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-02 21:08+0000\n" -"Last-Translator: Y Oh \n" +"PO-Revision-Date: 2024-06-19 07:45+0000\n" +"Last-Translator: Hyungki Kim \n" "Language-Team: Korean \n" "Language: ko\n" @@ -112,7 +115,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.5.3-dev\n" +"X-Generator: Weblate 5.6-rc\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -866,6 +869,10 @@ msgid "" "1.2 features). Less features, but renders simple scenes faster. Suited for " "mobile and desktop platforms. Used by default on mobile platforms." msgstr "" +"**Forward Mobile**, Vulkan 1.0에서 동작합니다 (선택적으로 Vulkan 1.1과 1.2 " +"기능도 지원합니다). 기능은 적지만 단순한 씬을 빠르게 렌더링합니다. " +"모바일이나 데스크탑 플랫폼에 적합합니다. 모바일 플랫폼에서는 기본으로 " +"사용됩니다." #: ../../docs/about/list_of_features.rst:105 msgid "" @@ -10395,7 +10402,6 @@ msgstr "" "다." #: ../../docs/getting_started/step_by_step/signals.rst:24 -#, fuzzy msgid "" "For example, you might have a life bar on the screen that represents the " "player's health. When the player takes damage or uses a healing potion, you " @@ -10437,7 +10443,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:44 msgid "Create a new scene by going to the menu Scene -> New Scene." -msgstr "" +msgstr "새로운 씬을 만들기 위해 메뉴 씬 -> 새 씬으로 갑니다." #: ../../docs/getting_started/step_by_step/signals.rst:48 msgid "" @@ -10466,7 +10472,8 @@ msgstr "``StartButton``\\ 으로 이름지은 :ref:`Button `." msgid "" "The node is small by default. Click and drag on the bottom-right handle of " "the Button in the viewport to resize it." -msgstr "" +msgstr "노드는 기본적으로 작습니다. 버튼의 하단 오른쪽 핸들을 클릭하고 " +"드래그하십시오." #: ../../docs/getting_started/step_by_step/signals.rst:72 msgid "" @@ -10476,7 +10483,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:76 msgid "Click and drag on the button itself to move it closer to the sprite." -msgstr "" +msgstr "버튼을 클릭하고 드래그하여 스프라이트에 더 가까이 이동하십시오." #: ../../docs/getting_started/step_by_step/signals.rst:78 msgid "" @@ -10510,19 +10517,22 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:100 +#, fuzzy msgid "" "You can connect signals in the Node dock. Select the Button node and, on the " "right side of the editor, click on the tab named \"Node\" next to the " "Inspector." msgstr "" +"Node Dock에서 신호를 연결할 수 있습니다. 버튼 노드를 선택하고, 편집기의 " +"오른쪽에, Inspector 옆에 \"Node\"라는 탭을 클릭하십시오." #: ../../docs/getting_started/step_by_step/signals.rst:105 msgid "The dock displays a list of signals available on the selected node." -msgstr "" +msgstr "Dock은 선택한 노드에서 사용할 수 있는 시그널을 표시합니다." #: ../../docs/getting_started/step_by_step/signals.rst:109 msgid "Double-click the \"pressed\" signal to open the node connection window." -msgstr "" +msgstr "\"pressed\" 신호를 더블클릭하여 노드 연결 창을 엽니다." #: ../../docs/getting_started/step_by_step/signals.rst:113 msgid "" @@ -10555,11 +10565,13 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:137 +#, fuzzy msgid "" "If you click the icon, a window pops up and displays information about the " "connection. This feature is only available when connecting nodes in the " "editor." -msgstr "" +msgstr "아이콘을 클릭하면 창이 팝업하고 연결에 대한 정보를 표시합니다. 이 기능은 " +"편집기에서 노드를 연결할 때만 사용할 수 있습니다." #: ../../docs/getting_started/step_by_step/signals.rst:142 msgid "" @@ -10606,10 +10618,13 @@ msgid "Connecting a signal via code" msgstr "노드에서 시그널 연결하기" #: ../../docs/getting_started/step_by_step/signals.rst:235 +#, fuzzy msgid "" "You can connect signals via code instead of using the editor. This is " "necessary when you create nodes or instantiate scenes inside of a script." msgstr "" +"에디터를 사용하는 대신 코드를 통해 시그널을 연결할 수 있습니다. 이것은 " +"스크립트 내부의 노드를 만들거나 또는 씬을 인스턴스화할 때 필요합니다." #: ../../docs/getting_started/step_by_step/signals.rst:238 msgid "" @@ -10648,7 +10663,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:259 msgid "We need to do two operations to connect the nodes via code:" -msgstr "" +msgstr "우리는 노드를 코드로써 연결하는 두 작업을 수행해야 합니다:" #: ../../docs/getting_started/step_by_step/signals.rst:261 #, fuzzy @@ -10680,6 +10695,9 @@ msgid "" "ref:`Node.get_node() `. We can store the " "reference in a variable." msgstr "" +"현재 노드에 대한 참조를 얻기 위해, 우리는 메서드를 사용합니다 :ref :`Node." +"get_node() `. 우리는 변수의 참조를 저장할 수 " +"있습니다." #: ../../docs/getting_started/step_by_step/signals.rst:289 msgid "" @@ -10758,7 +10776,8 @@ msgstr "" msgid "" "Your signals work the same way as built-in ones: they appear in the Node tab " "and you can connect to them like any other." -msgstr "" +msgstr "시그널은 내장된 것과 동일한 방식으로 작동합니다. 노드 탭에 나타나며 다른 " +"것과 같이 연결할 수 있습니다." #: ../../docs/getting_started/step_by_step/signals.rst:447 #, fuzzy @@ -14392,9 +14411,8 @@ msgid "With that, we're ready to code the spawn mechanism." msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:156 -#, fuzzy msgid "Spawning monsters randomly" -msgstr "몹 스폰하기" +msgstr "몹을 랜덤으로 스폰하기" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:158 #, fuzzy @@ -14543,9 +14561,8 @@ msgid "" msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:224 -#, fuzzy msgid "Add the mob as a child of the *Main* node." -msgstr "노드에 스크립트를 추가하기." +msgstr "몹을 메인 노드의 자식으로 추가하세요." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:266 msgid "" @@ -17550,20 +17567,19 @@ msgid "" "them is to get a reference to an existing object from another acquired " "instance." msgstr "" -"모든 :ref:`Object \\ 에 있어, 오브젝트를 참조하는 가장 기본이 " -"되는 방식은 획득한 다른 인스턴스로부터 존재하는 오브젝트로 참조를 가져오는 것" -"이다." +"모든 :ref:`Object ` 에 있어, 오브젝트를 참조하는 가장 기본이 " +"되는 방식은 획득한 다른 인스턴스로부터 존재하는 오브젝트로 참조를 가져오는 " +"것이다." #: ../../docs/tutorials/best_practices/godot_interfaces.rst:32 -#, fuzzy msgid "" "The same principle applies for :ref:`RefCounted ` objects. " "While users often access :ref:`Node ` and :ref:`Resource " "` this way, alternative measures are available." msgstr "" -":ref:`Reference ` 오브젝트에게도 같은 원리가 적용됩니다. 사" -"용자들은 종종 :ref:`Node `\\ 와 :ref:`Resource " -"`\\ 를 이런 방식으로 연결하지만, 대체 조치가 가능합니다." +":ref:`Reference ` 오브젝트에게도 같은 원리가 적용됩니다. " +"사용자들은 종종 :ref:`Node ` 와 :ref:`Resource ` " +"를 이런 방식으로 연결하지만, 대체 조치가 가능합니다." #: ../../docs/tutorials/best_practices/godot_interfaces.rst:36 msgid "" @@ -17595,10 +17611,10 @@ msgid "" "` an existing reference or instantiate one " "from scratch with ``new()``." msgstr "" -"리소스를 로딩할 때 내부적으로 엔진이 관리하는 캐싱된 리소스 인스턴스를 가져온" -"다는 사실을 기억해두십시오. 새 오브젝트를 생성하려면 이미 존재하면 레퍼런스" -"를 :ref:`duplicate `하거나 ``new()`` 를 사용" -"해 처음부터 인스턴스화 시켜야 합니다." +"리소스를 로딩할 때 내부적으로 엔진이 관리하는 캐싱된 리소스 인스턴스를 " +"가져온다는 사실을 기억해두십시오. 새 오브젝트를 생성하려면 이미 존재하면 " +"레퍼런스를 :ref:`duplicate ` 하거나 " +"``new()`` 를 사용해 처음부터 인스턴스화 시켜야 합니다." #: ../../docs/tutorials/best_practices/godot_interfaces.rst:133 msgid "Nodes likewise have an alternative access point: the SceneTree." @@ -75758,7 +75774,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2151 msgid "Viet Nam" -msgstr "" +msgstr "베트남" #: ../../docs/tutorials/i18n/locales.rst:2153 msgid "VU" @@ -75816,7 +75832,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2165 msgid "South Africa" -msgstr "" +msgstr "남아프리카" #: ../../docs/tutorials/i18n/locales.rst:2167 msgid "ZM" @@ -75832,7 +75848,7 @@ msgstr "" #: ../../docs/tutorials/i18n/locales.rst:2169 msgid "Zimbabwe" -msgstr "" +msgstr "짐바브웨" #: ../../docs/tutorials/i18n/pseudolocalization.rst:4 #, fuzzy @@ -130157,14 +130173,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/xr/setting_up_xr.rst:4 -#, fuzzy msgid "Setting up XR" -msgstr "설정하기" +msgstr "XR 설정" #: ../../docs/tutorials/xr/setting_up_xr.rst:7 -#, fuzzy msgid "Introduction to the XR system in Godot" -msgstr "Godot 소개" +msgstr "Godot의 XR 시스템 소개" #: ../../docs/tutorials/xr/setting_up_xr.rst:9 msgid "" @@ -130174,6 +130188,10 @@ msgid "" "allows users to discover interfaces and interact with the components of the " "XR system." msgstr "" +"Godot는 사용자가 서로 다른 XR 플랫폼들의 특수한 사항을 신경쓰지 않게 하기 " +"위해서 추상화된 모듈화 XR 시스템을 제공합니다. 그 핵심은 :ref:`XRServer " +"`로 XR 시스템과의 일원화된 인터페이스이며 사용자는 여기서 XR " +"시스템의 인터페이스를 찾을 수 있고, 컴포넌트와 상호작용할 수 있습니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:12 msgid "" @@ -130183,6 +130201,10 @@ msgid "" "method on the :ref:`XRServer `. When the desired interface " "is found it can be initialized by calling ``initialize`` on the interface." msgstr "" +"지원하는 각각의 XR 플랫폼은 :ref:`XRInterface `로 " +"구현되어 있습니다. 지원하는 인터페이스는 :ref:`XRServer `에 " +"등록되고 ``find_interface`` 메서드를 사용해 쿼리할 수 있습니다. 의도한 " +"인터페이스를 찾았다면 ``initialize``를 호출하여 초기화 할 수 있습니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:15 msgid "" @@ -130194,6 +130216,13 @@ msgid "" "plugged in their headset. You as a developer must thus react properly on an " "interface failing to initialize." msgstr "" +"인터페이스가 등록되었다는 것은 단순히 그 인터페이스가 사용 가능하다는 " +"의미이며, 만일 호스트 시스템에서 그 인터페이스를 지원하지 않는다면 초기화가 " +"실패하고 ``false``를 반환합니다. 이런 일이 발생하는 원인은 다양하며, " +"안타깝게도 플랫폼별로 그 이유가 다를 수 있습니다. 사용자가 필요한 " +"소프트웨어를 설치하지 않아서 일 수도 있고, 헤드셋을 연결하지 않았기 때문일 " +"수도 있습니다. 여러분은 개발자로써, 인터페이스의 초기화가 실패할 경우 그에 " +"따라 적절히 반응하도록 개발하셔야 합니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:17 msgid "" @@ -130207,6 +130236,14 @@ msgid "" "the XR output, leaving the main Godot window available for displaying " "alternative content." msgstr "" +"XR로의 출력은 특수한 요구사항을 만족해야 하는데, 특히 양 눈에 다른 이미지를 " +"보여줘야 하는 HMD 장비와 같은 경우 Godot의 :ref:`XRServer `" +"는 렌더링 시스템의 다양한 기능을 오버라이드 하게 됩니다. 독립형(stand-alone) " +"장치의 경우 이는 :ref:`XRInterface `가 최종 출력을 " +"책임진다는 뜻이고 Godot의 사용자 출력 시스템은 비활성화됩니다. 데스크탑 XR " +"장치의 경우 두 번째 화면처럼 동작하므로 XR 출력을 위한 별도의 :ref:`Viewport " +"`가 이를 처리하도록 할 수 있습니다. 이런 경우 Godot의 메인 " +"윈도우는 다른 컨텐츠를 출력할 수도 있습니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:20 msgid "" @@ -130217,12 +130254,18 @@ msgid "" "uncommon, to have a secondary interface, for example to add tracking to an " "otherwise 3DOF only device." msgstr "" +"하나의 인터페이스로만 XR 장치의 출력을 관리할 수 있다는 점에 유의하십시오. " +"이를 주(primary) 인터페이스라 하고 기본적으로 가장 먼저 초기화된 " +"인터페이스가 됩니다. Godot는 현재 하나의 헤드셋만 지원하도록 구현되어 " +"있습니다. 아주 드물게 두 번째 인터페이스가 있는 경우가 있는데 예를 들어 " +"3DOF만을 지원하는 장치에 추가적인 트래킹을 더하는 경우가 그 예시입니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:23 msgid "" "There are three XR specific node types that you will find in nearly all XR " "applications:" -msgstr "" +msgstr "거의 대부분의 XR 응용 프로그램에서 사용하는, XR을 위한 노드 타입이 세 가지 " +"있습니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:25 msgid "" @@ -130231,6 +130274,10 @@ msgid "" "statement but we'll go into more detail later. All objects tracked in " "physical space by the XR platform are positioned in relation to this point." msgstr "" +":ref:`XROrigin3D ` 는 여러분의 플레이 공간의 중심점입니다. " +"이 설명은 지나치게 단순하긴 한데 자세한 사항은 뒤쪽에서 살펴볼 것입니다. " +"물리적인 공간에서 XR 플랫폼에 의해서 트래킹되는 모든 물체는 이 중심점에 " +"상대적으로 위치하게 됩니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:26 msgid "" @@ -130239,6 +130286,9 @@ msgid "" "is controlled by the XR system and updated automatically using the tracking " "information provided by the XR platform." msgstr "" +":ref:`XRCamera3D ` 는 XR 장치의 출력을 렌더링하는 " +"(스테레오) 카메라를 의미합니다. 이 노드의 위치는 XR 시스템에 의해 제어되는데 " +"XR 플랫폼이 제공하는 트래킹 정보에 의해 자동으로 업데이트됩니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:27 msgid "" @@ -130249,16 +130299,22 @@ msgid "" "by the XR system and updated automatically using the tracking information " "provided by the XR platform." msgstr "" +":ref:`XRController3D ` 는 플레이어가 사용하는 " +"컨트롤러를 의미하며 일반적으로 양 손에 하나씩 두 개가 있습니다. 이 노드는 그 " +"컨트롤러들의 다양한 상태 정보에 접근 가능하게 하며 플레이어가 버튼을 누르면 " +"시그널을 발생시킵니다. 이 노드의 위치는 XR 시스템에 의해 제어되며 XR " +"플랫폼이 제공하는 트래킹 정보에 의해 자동적으로 업데이트됩니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:29 msgid "" "There are other XR related nodes and there is much more to say about these " "three nodes, but we'll get into that later on." -msgstr "" +msgstr "다른 XR 관련 노드들도 존재하며, 위 세 노드에 대해서도 설명할 것들이 많지만 " +"이는 나중에 다루도록 하겠습니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:32 msgid "Prerequisites for XR in Godot 4" -msgstr "" +msgstr "Godot 4에서 XR을 사용하기 위한 준비사항" #: ../../docs/tutorials/xr/setting_up_xr.rst:34 msgid "" @@ -130268,6 +130324,11 @@ msgid "" "that aren't enabled by default. They are very easy to turn on, simply open " "up your project settings and tick the XR shaders tickbox in the XR section:" msgstr "" +"Godot 3에서는 대부분의 것들이 함께 제공되었지만, Godot 4에서는 설정 과정이 " +"좀 더 필요합니다. 이는 Vulkan 렌더러의 특성 때문입니다. XR 시스템이 사용하는 " +"많은 Vulkan의 렌더링 기능들이 있는데 이것들은 기본적으로 활성화 되어있지 " +"않습니다. 활성화 시키는 것은 어렵지 않은데 프로젝트 설정을 열고 XR 섹션에서 " +"XR 셰이더 항목을 체크해 주면 됩니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:39 msgid "" @@ -130275,6 +130336,8 @@ msgid "" "been updated to support stereoscopic rendering. Using these will have " "adverse effects." msgstr "" +"Godot 4는 아직 개발 중이므로, 많은 포스트 프로세싱 효과들은 아직 스테레오 " +"렌더링을 지원하지 않습니다. 사용하는 경우 부작용이 나타날 수 있습니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:42 msgid "" @@ -130283,11 +130346,14 @@ msgid "" "headsets should use Mobile. However Compatibility is the recommended " "renderer for now due to it having the best XR performance." msgstr "" +"Godot 4에는 Compatibility, Mobile, Forward+의 세 가지 렌더링 옵션이 " +"있습니다. 나중에는 XR 데스크탑 프로젝트의 경우 Forward+를, 독립형 헤드셋의 " +"경우 Mobile을 사용해야 할 겁니다. 하지만 지금은 Compatibility를 사용하는 " +"것이 추천되는데, 이 옵션이 가장 높은 XR 성능을 보입니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:46 -#, fuzzy msgid "OpenXR" -msgstr "플러그인에 대해서" +msgstr "OpenXR" #: ../../docs/tutorials/xr/setting_up_xr.rst:48 msgid "" @@ -130296,6 +130362,9 @@ msgid "" "standard is an open standard maintained by the Khronos Group and thus aligns " "very well with Godot's interests." msgstr "" +"OpenXR은 XR 응용 프로그램에서 표준화된 API를 사용함으로써 서로 다른 XR " +"플랫폼에서 동작 가능하게 하는 새로운 산업 표준입니다. 이 표준은 Khronos " +"그룹에서 관리하는 공개 표준이므로 Godot와 아주 잘 어울립니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:50 msgid "" @@ -130305,13 +130374,18 @@ msgid "" "before the XR system is setup. This was one of the main deciding factors to " "include OpenXR as a core interface." msgstr "" +"OpenXR의 Vulkan 구현은 Vulkan 시스템의 일부를 대신하여 Vulkan과 긴밀하게 " +"통합됩니다. 이를 위해서는 Vulkan 렌더러의 특정 핵심(core) 그래픽스 기능과의 " +"통합이 필요하며, XR 시스템을 설정하기 전에 이러한 작업이 수행되어야 합니다. " +"이를 통해 OpenXR이 핵심 인터페이스에 포함할지 여부가 결정됩니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:52 msgid "" "This also means OpenXR needs to be enabled when Godot starts in order to set " "things up correctly. The required setting can be found in your project " "settings:" -msgstr "" +msgstr "따라서 OpenXR은 Godot 실행 시에 활성화되어야 합니다. 프로젝트 설정에서 " +"관련된 설정을 찾으실 수 있습니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:56 msgid "" @@ -130320,11 +130394,13 @@ msgid "" "application is running. The default settings will get us started and we will " "go into detail in another section of the documentation." msgstr "" +"OpenXR로 설정되었으므로 여기서는 OepnXR과 관련한 다른 설정들이 함께 나타나게 " +"됩니다. 이 값들은 어플리케이션이 실행되고 있는 도중에는 바꿀 수 없습니다. " +"기본값을 사용하면 되며, 문서의 다른 부분에서 상세하게 설명할 예정입니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:60 -#, fuzzy msgid "Setting up the XR scene" -msgstr "씬 설정하기" +msgstr "XR 씬 설정" #: ../../docs/tutorials/xr/setting_up_xr.rst:62 msgid "" @@ -130336,17 +130412,23 @@ msgid "" "controller nodes to ``LeftHand`` and ``RightHand``, your scene should look " "something like this:" msgstr "" +"모든 XR 어플리케이션은 최소한 :ref:`XROrigin3D `와 :ref:`" +"XRCamera3D ` 노드가 필요합니다. 또한 대부분의 경우 왼손과 " +"오른손 두 개의 :ref:`XRController3D `가 필요할 " +"것입니다. 카메라와 컨트롤러 노드는 origin 노드의 자식이어야 한다는 것에 " +"유의하십시오. 이것들을 새로운 씬에 추가하고 컨트롤러 노드의 이름을 " +"``LeftHand``와 ``RightHand``로 변경하면 아래와 같이 될 것입니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:66 msgid "" "Next you need to configure the controllers, select the left hand and set it " "up as follows:" -msgstr "" +msgstr "다음으로 컨트롤러를 설정해야 하며, 왼손 노드를 선택하고 아래와 같이 " +"설정합니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:70 -#, fuzzy msgid "And the right hand:" -msgstr "노드에 스크립트를 추가하기." +msgstr "오른 손은 아래와 같습니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:74 msgid "" @@ -130356,19 +130438,24 @@ msgid "" "nodes to ``-0.5, 1.0, -0.5`` and ``0.5, 1.0, -0.5`` for respectively the " "left and right hand." msgstr "" +"지금 이 노드들은 바닥에 위치해 있지만, 런타임에는 제대로 위치하게 될겁니다. " +"개발의 편의성을 위해 카메라를 위로 옮겨서 ``y`` 값을 ``1.7`` 로 설정하고 " +"컨트롤러 노드들을 왼손과 오른손 각각 ``-0.5, 1.0, -0.5``, ``0.5, 1.0, -0.5`` " +"로 옮깁시다." #: ../../docs/tutorials/xr/setting_up_xr.rst:76 -#, fuzzy msgid "" "Next we need to add a script to our root node. Add the following code into " "this script:" -msgstr "kinematic body에 스크립트를 추가하고 다음과 같은 코드를 추가합니다:" +msgstr "다음으로 루트 노드에 스트립트를 추가하고, 아래 코드를 스크립트에 추가합니다:" #: ../../docs/tutorials/xr/setting_up_xr.rst:126 msgid "" "This code fragment assumes we are using OpenXR, if you wish to use any of " "the other interfaces you can change the ``find_interface`` call." msgstr "" +"위 코드는 OpenXR을 사용한다고 가정하고 작성되었으며 다른 인터페이스를 " +"사용하는 경우 ``find_interface`` 호출 부분을 수정해야 합니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:130 msgid "" @@ -130377,10 +130464,14 @@ msgid "" "requires us to run at 90Hz or higher. If your monitor is a 60hz monitor and " "v-sync is turned on, you will limit the output to 60 frames per second." msgstr "" +"위 코드 조각에서 볼 수 있는 것처럼 v-sync는 비활성화 하였습니다. OpenXR을 " +"사용하는 경우 렌더링 결과가 HMD로 90Hz 이상으로 전달되어야만 합니다. " +"여러분의 모니터가 60Hz인데 v-sync가 켜져 있으면 출력이 초당 60프레임으로 " +"제한됩니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:134 msgid "XR interfaces like OpenXR perform their own sync." -msgstr "" +msgstr "OpenXR과 같은 XR 인터페이스는 자체적인 동기화를 수행합니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:136 msgid "" @@ -130388,6 +130479,9 @@ msgid "" "can result in choppy physics. You should set ``Engine." "physics_ticks_per_second`` to a higher value." msgstr "" +"또 유의해야 할 것은 물리 엔진은 기본적으로 60Hz로 동작하기 때문에 불안정한 " +"결과가 나타날 수 있습니다. ``Engine.physics_ticks_per_second`` 도 더 높은 " +"값으로 설정해야 합니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:139 msgid "" @@ -130398,12 +130492,19 @@ msgid "" "mesh instance as a child to each controller node just to temporarily " "visualise them. Make sure you configure a sky in your world environment." msgstr "" +"이제 프로젝트를 실행하면 모든 것들이 잘 동작하지만 검은 화면이 보일 " +"것입니다. 따라서 마지막으로 :ref:`DirectionalLight3D " +"` 와 :ref:`WorldEnvironment " +"` 노드를 씬에 추가하는 것으로 마치도록 하겠습니다. " +"메시 인스턴스를 컨트롤러 노드의 자식으로 추가하여 임시로 손의 위치를 보여줄 " +"수도 있습니다. 하늘(sky)을 월드 환경에 추가하는 것을 잊지 마세요." #: ../../docs/tutorials/xr/setting_up_xr.rst:143 msgid "" "Now run your project, you should be floating somewhere in space and be able " "to look around." -msgstr "" +msgstr "이제 프로젝트를 실행하면 여러분은 어딘가에 떠 있는 상태로 주변을 둘러 볼 수 " +"있게 됩니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:147 msgid "" @@ -130414,12 +130515,17 @@ msgid "" "not run ``initialize`` multiple times. The effect can be unpredictable " "depending on the XR interface used." msgstr "" +"XR 어플리케이션에서도 기존처럼 레벨 전환을 수행할 수 있습니다. 이는 각 " +"레벨마다 씬을 설정하는 방식인데 한 번 설정하면 레벨을 서브씬으로 로딩하기 " +"간단합니다. 만일 씬을 전환하면서 XR 설정을 복사하게 되는 경우 ``initialize`` " +"를 여러 번 수행하지 않도록 주의하십시오. XR 인터페이스에 따라 예측이 " +"불가능한 결과가 나타날 수 있습니다." #: ../../docs/tutorials/xr/setting_up_xr.rst:149 msgid "" "For the rest of this basic tutorial series we will create a game that uses a " "single scene." -msgstr "" +msgstr "이 튜토리얼 시리즈에서는 하나의 씬만 사용하는 게임으로 진행하도록 하겠습니다." #: ../../docs/tutorials/xr/deploying_to_android.rst:4 #, fuzzy @@ -151704,8 +151810,9 @@ msgid "" msgstr "" #: ../../docs/community/tutorials.rst:11 +#, fuzzy msgid "Where to start" -msgstr "" +msgstr "시작하기 좋은 곳" #: ../../docs/community/tutorials.rst:13 #, fuzzy @@ -151715,7 +151822,8 @@ msgid "" "often recommended as a gentle introduction to beginners." msgstr "" "`GDQuest `_ (2D and 3D, GDScript, VisualScript and C#)." +"playlists>`이 만든 고도 동영상 튜토리얼 _ 커뮤니티에서 유명하고 초보자에게 " +"친절하게 소개하는 것으로 추천 받는 자료." #: ../../docs/community/tutorials.rst:15 msgid "" diff --git a/weblate/nl.po b/weblate/nl.po index c6b5d66519..21d78eff80 100644 --- a/weblate/nl.po +++ b/weblate/nl.po @@ -52,21 +52,22 @@ # Luka van der Plas , 2024. # Chris Meijer , 2024. # Matthijs , 2024. +# Philip Goto , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-03-30 16:09+0000\n" -"Last-Translator: Matthijs \n" -"Language-Team: Dutch \n" +"PO-Revision-Date: 2024-05-18 06:55+0000\n" +"Last-Translator: Philip Goto \n" +"Language-Team: Dutch \n" "Language: nl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.5-dev\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -120,7 +121,7 @@ msgstr "Gemeenschap" #: ../../docs/index.rst:151 msgid "Class reference" -msgstr "Class referentielijst" +msgstr "Klasse­referentie" #: ../../docs/index.rst:2 msgid "Godot Docs – *4.2* branch" @@ -231,11 +232,11 @@ msgstr "weblate_widget" #: ../../docs/:0 msgid "Translation status" -msgstr "Vertaling status" +msgstr "Status van vertaling" #: ../../docs/index.rst:52 msgid "Offline documentation" -msgstr "Offline handleiding" +msgstr "Offline documentatie" #: ../../docs/index.rst:54 #, fuzzy diff --git a/weblate/pl.po b/weblate/pl.po index 004c384eef..8ca54b3613 100644 --- a/weblate/pl.po +++ b/weblate/pl.po @@ -120,13 +120,15 @@ # Michał Zychowicz , 2024. # Jan , 2024. # Aleks , 2024. +# Krzysztof Rams , 2024. +# Maciej , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-02 21:08+0000\n" -"Last-Translator: Matshiro \n" +"PO-Revision-Date: 2024-05-22 05:01+0000\n" +"Last-Translator: Maciej \n" "Language-Team: Polish \n" "Language: pl\n" @@ -135,7 +137,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.5.3-dev\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -201,7 +203,7 @@ msgid "" "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" "Dokumentacja programu Godot jest dostępna w wielu językach oraz wersjach. " -"Rozwiń panel \"Czytaj Dokumenty\" na dole menu, aby dotrzeć do listy." +"Rozwiń panel \"Read the Docs\" na dole menu, aby wyświetlić listę." #: ../../docs/index.rst:12 msgid "" @@ -209,9 +211,10 @@ msgid "" "docs.godotengine.org/en/stable>`_ by community members on `Weblate `_." msgstr "" -"Ta dokumentacja została przetłumaczona z `angielskiego oryginału `_ przez członków społeczności na portalu " -"`Weblate `_." +"Ta dokumentacja została przetłumaczona z `angielskiego oryginału " +"`_ przez członków społeczności na " +"portalu `Weblate `_." #: ../../docs/index.rst:16 msgid "" @@ -232,9 +235,9 @@ msgid "" "sidebar." msgstr "" "Obecnie tłumaczenia dla języków innych niż angielski dostępne są wyłącznie " -"dla \"stabilnej\" gałęzi. Dokumentacje dla innych wersji silnika możesz " -"wyświetlić po angielsku korzystając z panelu \"Przeczytaj dokumentację\" na " -"dole bocznego paska." +"dla gałęzi \"stable\". Dokumentacje dla innych wersji silnika możesz " +"wyświetlić po angielsku korzystając z panelu \"Read the Docs\" na dole " +"bocznego paska." #: ../../docs/index.rst:26 msgid "" @@ -244,10 +247,10 @@ msgid "" "`introduction page ` to get an overview of what this " "documentation has to offer." msgstr "" -"Witamy w oficjalnej dokumentacji `silnika Godot `__, darmowego i otwartego, napędzanego przez społeczność silnika gier " -"2D i 3D! Początkującym zalecamy zapoznanie się ze :ref:`stroną wprowadzającą " -"`, aby mieć ogólne pojęcie co ta dokumentacja oferuje." +"Witamy w oficjalnej dokumentacji `silnika Godot `" +"__, darmowego i otwartego, napędzanego przez społeczność silnika gier 2D i " +"3D! Początkującym zalecamy zapoznanie się ze :ref:`stroną wprowadzającą " +"`, aby mieć ogólne pojęcie co ta dokumentacja oferuje." #: ../../docs/index.rst:32 msgid "" @@ -4306,7 +4309,11 @@ msgid "" "Drag the extracted Godot application to ``/Applications/Godot.app``, then " "drag it to the Dock if desired. Spotlight will be able to find Godot as long " "as it's in ``/Applications`` or ``~/Applications``." -msgstr "\n" +msgstr "" +"Przeciągnij wypakowaną aplikację Godot do ``/Applications/Godot.app``, a " +"następnie przeciągnij ją do Dock, jeśli chcesz. Spotlight będzie w stanie " +"znaleźć Godot, o ile znajduje się on w ``/Applications`` lub " +"``~/Applications``." #: ../../docs/about/faq.rst:244 #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:347 @@ -12413,13 +12420,13 @@ msgstr "" "można znaleźć w temacie :ref:`doc_design_interfaces_with_the_control_nodes`." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:52 -#, fuzzy msgid "" "Arrange the nodes as shown below. You can drag the nodes to place them " "manually, or for more precise placement, use \"Anchor Presets\"." msgstr "" -"Węzły można przeciągnąć ręcznie lub, aby uzyskać bardziej precyzyjne " -"rozmieszczenie, należy użyć następujących ustawień:" +"Rozmieść węzły, jak pokazano poniżej. Możesz przeciągać węzły, aby " +"rozmieścić je ręcznie, lub użyć opcji „Anchor Presets”, aby uzyskać bardziej " +"precyzyjne rozmieszczenie." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:59 msgid "ScoreLabel" @@ -16792,9 +16799,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:85 -#, fuzzy msgid "There are two systems for registering types:" -msgstr "Istnieje 6 rodzajów wzorów..." +msgstr "Istnieją dwa systemy rejestracji typów:" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:87 #, fuzzy @@ -19396,9 +19402,8 @@ msgid "Creating and importing projects" msgstr "Tworzenie nowego projektu" #: ../../docs/tutorials/editor/project_manager.rst:21 -#, fuzzy msgid "To create a new project:" -msgstr "Utwórz nowy projekt." +msgstr "Aby utworzyć nowy projekt:" #: ../../docs/tutorials/editor/project_manager.rst:23 #, fuzzy @@ -24686,9 +24691,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:118 -#, fuzzy msgid "To use the project upgrade tool:" -msgstr "Ustawienie ścieżki projektu" +msgstr "Aby użyć narzędzia aktualizacji projektu:" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:120 #, fuzzy @@ -26224,9 +26228,8 @@ msgid "See :ref:`doc_gui_using_fonts`." msgstr ":ref:`doc_gui_containers`" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:636 -#, fuzzy msgid "DynamicFont" -msgstr "Dynamiczny:" +msgstr "DynamicFont" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:638 #, fuzzy @@ -30538,9 +30541,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:245 -#, fuzzy msgid "Example 1: drawing a custom shape" -msgstr "Oto przykład jak stworzyć własny typ danych:" +msgstr "Przykład 1: rysowanie niestandardowego kształtu" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:247 msgid "" @@ -30931,11 +30933,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:938 -#, fuzzy msgid "" "The width, color, and position of the starting point can be configured with " "with the corresponding properties." -msgstr "Scena Mob będzie korzystać z następujących węzłów:" +msgstr "" +"Szerokość, kolor i położenie punktu początkowego można skonfigurować za " +"pomocą odpowiednich właściwości." #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:941 #, fuzzy @@ -42787,9 +42790,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:255 -#, fuzzy msgid "Dynamic" -msgstr "Dynamiczny:" +msgstr "Dynamiczny" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:257 msgid "" @@ -42806,9 +42808,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:266 -#, fuzzy msgid "Static" -msgstr "Statyczny:" +msgstr "Statyczny" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:268 msgid "" @@ -44778,9 +44779,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:665 -#, fuzzy msgid "Example of using glow in a 2D scene" -msgstr "Przykład użycia 4 rdzeni:" +msgstr "Przykład użycia poświaty w scenie 2D" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:665 msgid "" @@ -52747,13 +52747,12 @@ msgid "Files generated" msgstr "Wygenerowane pliki" #: ../../docs/tutorials/assets_pipeline/import_process.rst:79 -#, fuzzy msgid "" "Importing will add an extra ``.import`` file next to the source file, " "containing the import configuration." msgstr "" -"Importowanie doda dodatkowy plik .import zawierający konfigurację " -"importu. Upewnij się, że zawarłeś te pliki w swoim systemie kontroli wersji!" +"Import doda dodatkowy plik ``.import`` obok pliku źródłowego, " +"zawierający konfigurację importu." #: ../../docs/tutorials/assets_pipeline/import_process.rst:82 msgid "" @@ -52829,13 +52828,12 @@ msgid "" msgstr "" #: ../../docs/tutorials/assets_pipeline/import_process.rst:139 -#, fuzzy msgid "" "There are many types of assets available for import. Continue reading to " "understand how to work with all of them:" msgstr "" -"Istnieje wiele rodzajów zasobów dostępnych do importu, więc proszę czytać " -"dalej, aby zrozumieć, jak pracować z nimi wszystkimi!" +"Istnieje wiele rodzajów zasobów dostępnych do importu. Czytaj dalej, aby " +"dowiedzieć się, jak pracować z nimi wszystkimi:" #: ../../docs/tutorials/assets_pipeline/import_process.rst:142 #, fuzzy @@ -54333,9 +54331,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:176 -#, fuzzy msgid "Import options (Ogg Vorbis and MP3)" -msgstr "Możliwości importu są ogromne:" +msgstr "Opcje importu (Ogg Vorbis i MP3)" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:179 #, fuzzy @@ -56431,9 +56428,8 @@ msgstr "" "powyżej)" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:524 -#, fuzzy msgid "Other than that, everything is allowed." -msgstr "Poza tym wszystko jest dozwolone!" +msgstr "Poza tym wszystko jest dozwolone." #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:4 #, fuzzy @@ -64680,14 +64676,12 @@ msgid "X+8" msgstr "X+0" #: ../../docs/tutorials/io/binary_serialization_api.rst:436 -#, fuzzy msgid "The number of properties that are serialized" -msgstr "Istnieje 6 rodzajów wzorów:" +msgstr "Liczba właściwości, które są serializowane" #: ../../docs/tutorials/io/binary_serialization_api.rst:439 -#, fuzzy msgid "For each property:" -msgstr "Właściwości węzła" +msgstr "Dla każdej właściwości:" #: ../../docs/tutorials/io/binary_serialization_api.rst:444 msgid "Y" @@ -79587,11 +79581,12 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:66 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:112 -#, fuzzy msgid "" "The result of the source geometry parsing can be influenced with the " "following properties." -msgstr "Scena Mob będzie korzystać z następujących węzłów:" +msgstr "" +"Na wynik parsowania geometrii źródłowej można wpływać za pomocą " +"następujących właściwości." #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:68 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:114 @@ -79625,11 +79620,12 @@ msgstr "" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:74 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:120 -#, fuzzy msgid "" "With the source geometry added, the result of the baking can be controlled " "with the following properties." -msgstr "Scena Mob będzie korzystać z następujących węzłów:" +msgstr "" +"Po dodaniu geometrii źródłowej wynik wypalania można kontrolować za pomocą " +"następujących właściwości." #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:76 msgid "" @@ -99900,9 +99896,8 @@ msgstr "Tutaj jest *pochylony* tekst." #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 -#, fuzzy msgid "``[kbd]`` ``[/kbd]``" -msgstr "[kbd] [/kbd]" +msgstr "``[kbd]`` ``[/kbd]``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -99923,9 +99918,8 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 -#, fuzzy msgid "``[code]`` ``[/code]``" -msgstr "[code] [/code]" +msgstr "``[code]`` ``[/code]``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -99945,9 +99939,8 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 -#, fuzzy msgid "``[codeblock]`` ``[/codeblock]``" -msgstr "[codeblock] [/codeblock]" +msgstr "``[codeblock]`` ``[/codeblock]``" #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:0 #: ../../docs/contributing/documentation/class_reference_primer.rst:0 @@ -100734,9 +100727,8 @@ msgid "Static typing in GDScript" msgstr "Ładowanie go do GDScript" #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:8 -#, fuzzy msgid "how to use static typing in GDScript;" -msgstr "Ładowanie go do GDScript" +msgstr "jak używać statycznego typowania w GDScript;" #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:9 msgid "that static types can help you avoid bugs;" @@ -100863,9 +100855,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:102 -#, fuzzy msgid "What can be a type hint" -msgstr "Co potrafi silnik?" +msgstr "Co może być wskazówką dotyczącą typu" #: ../../docs/tutorials/scripting/gdscript/static_typing.rst:104 #, fuzzy @@ -125477,9 +125468,9 @@ msgid "" msgstr "" #: ../../docs/tutorials/ui/gui_using_fonts.rst:421 -#, fuzzy msgid "It's possible to use a system font as a fallback font too." -msgstr "Czy jest możliwe używać Godota jako biblioteki?" +msgstr "" +"Możliwe jest również użycie czcionki systemowej jako czcionki awaryjnej." #: ../../docs/tutorials/ui/gui_using_fonts.rst:424 #, fuzzy @@ -126655,9 +126646,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 -#, fuzzy msgid "``[p]{text}[/p]``" -msgstr "``[b]{tekst}[/b]``" +msgstr "``[p]{text}[/p]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -126695,9 +126685,8 @@ msgid "Same as ``[p align=left]``." msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:276 -#, fuzzy msgid "``[left]{text}[/left]``" -msgstr "``[indent]{tekst}[/indent]``" +msgstr "``[left]{text}[/left]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 msgid "**right**" @@ -127110,9 +127099,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 -#, fuzzy msgid "``[ul]{items}[/ul]``" -msgstr "``[u]{tekst}[/u]``" +msgstr "``[ul]{items}[/ul]``" #: ../../docs/tutorials/ui/bbcode_in_richtextlabel.rst:0 #, fuzzy @@ -148536,18 +148524,16 @@ msgid "Formatting code" msgstr "Format" #: ../../docs/contributing/documentation/class_reference_primer.rst:0 -#, fuzzy msgid "``[codeblocks]`` ``[/codeblocks]``" -msgstr "[codeblocks] [/codeblocks]" +msgstr "``[codeblocks]`` ``[/codeblocks]``" #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "Codeblock for multiple languages" msgstr "" #: ../../docs/contributing/documentation/class_reference_primer.rst:0 -#, fuzzy msgid "``[gdscript]`` ``[/gdscript]``" -msgstr "[gdscript] [/gdscript]" +msgstr "``[gdscript]`` ``[/gdscript]``" #: ../../docs/contributing/documentation/class_reference_primer.rst:0 msgid "GDScript codeblock tab in codeblocks" diff --git a/weblate/pt.po b/weblate/pt.po index 0c6ea07ab8..404e04545d 100644 --- a/weblate/pt.po +++ b/weblate/pt.po @@ -48,13 +48,19 @@ # Leonardo dos Anjos Boslooper , 2024. # Vinicius Cestari , 2024. # Raul Terra Ferrão , 2024. +# Gabriel Paulucci , 2024. +# Rafael Silva , 2024. +# Marlon Klagenberg , 2024. +# João Weslley da Silva Souza , 2024. +# Matteus Maximo Felisberto , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-05 09:11+0000\n" -"Last-Translator: Raul Terra Ferrão \n" +"PO-Revision-Date: 2024-06-15 12:09+0000\n" +"Last-Translator: João Weslley da Silva Souza " +"\n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -62,7 +68,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.5.3\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -79,7 +85,7 @@ msgstr "Em Leia os documentos" #: ../../docs/_templates/versions.html:41 msgid "Project Home" -msgstr "Projeto Principal" +msgstr "Home do Projeto" #: ../../docs/_templates/versions.html:44 msgid "Builds" @@ -87,7 +93,7 @@ msgstr "Construções" #: ../../docs/_templates/versions.html:47 msgid "Downloads" -msgstr "Baixar" +msgstr "Downloads" #: ../../docs/index.rst:65 ../../docs/about/docs_changelog.rst:179 #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7 @@ -233,7 +239,6 @@ msgid "Offline documentation" msgstr "Documentação offline" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ para ler offline (atualizada todas as segundas-feiras). Extraia o " -"arquivo ZIP e abra ``index.html`` na raiz num navegador da web." +"godotengine/godot-docs/workflows/build_offline_docs/master/godot-docs-html-" +"master.zip>`__ para ler offline (atualizada todas as segundas-feiras). " +"Extraia o arquivo ZIP e abra ``index.html`` na raiz num navegador da web." #: ../../docs/index.rst:58 msgid "" @@ -851,6 +856,9 @@ msgid "" "least advanced graphics backend, suited for low-end desktop and mobile " "platforms. Used by default on the web platform." msgstr "" +"**Compatibilidade**, executando com OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. " +"Gráficos menos avançados, adequado para plataformas de desktop e móveis de " +"baixo desempenho. Usado por padrão na plataforma web." #: ../../docs/about/list_of_features.rst:110 msgid "2D graphics" @@ -861,13 +869,12 @@ msgid "Sprite, polygon and line rendering." msgstr "Sprite, polignos e renderizador de linhas." #: ../../docs/about/list_of_features.rst:114 -#, fuzzy msgid "" "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " "and :ref:`class_Line2D`, with support for texturing." msgstr "" -"Ferramentas de alto-nível para desenhar linhas e polígnos tal como Line2D e " -"Polygon2D." +"Ferramentas de alto-nível para desenhar linhas e polígnos tal como " +":ref:`class_Line2D` e :ref:`class_Polygon2D`, com suporte para texturização." #: ../../docs/about/list_of_features.rst:117 msgid "AnimatedSprite2D as a helper for creating animated sprites." @@ -890,14 +897,12 @@ msgstr "" "especulares." #: ../../docs/about/list_of_features.rst:124 -#, fuzzy msgid "Point (omni/spot) and directional 2D lights." -msgstr "Luzes unidirecionais." +msgstr "Luzes Pontuais (Omnidirecionais e focais) e Luzes 2D direcionais." #: ../../docs/about/list_of_features.rst:125 -#, fuzzy msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "A energia especular pode ser ajustada numa base per-luz." +msgstr "Sombras pesadas ou leves (ajustáveis por uma base per-luz)." #: ../../docs/about/list_of_features.rst:126 msgid "" @@ -906,37 +911,43 @@ msgid "" "which can be used for improved 2D lighting effects including 2D global " "illumination." msgstr "" +"Shaders personalizados podem acessar uma representação :abbr:`SDF (Signed " +"Distance Field)` em tempo real da cena 2D baseada em nós " +":ref:`class_LightOccluder2D`, que pode ser usado para efeitos de iluminação " +"2D aprimorados, incluindo iluminação global 2D." #: ../../docs/about/list_of_features.rst:130 +#, fuzzy msgid "" ":ref:`Font rendering ` using bitmaps, rasterization " "using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" +":ref:`Renderização de Fontes ` usando bitmaps, " +"rasterização usando fonte FreeType ou MSDF (multi-channel signed distance " +"fields, ou campos multi-canais de distância assinalada)." #: ../../docs/about/list_of_features.rst:133 -#, fuzzy msgid "" "Bitmap fonts can be exported using tools like BMFont, or imported from " "images (for fixed-width fonts only)." msgstr "" -"Fontes em bitmap podem ser exportadas a utilizar ferramentas como BMFont." +"Fontes em bitmap podem ser exportadas a utilizar ferramentas como BMFont, ou " +"importadas de imagens (para fontes \"fixed-with\" apenas)." #: ../../docs/about/list_of_features.rst:135 -#, fuzzy msgid "" "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " "emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" -"DynamicFont suporta fontes monocromáticas bem como coloridas(e.g para " -"emoji). Os formatos suportados são TTF, OTF e WOFF1." +"Fontes dinâmicas suportam fontes monocromáticas assim como coloridas (ex. " +"emojis). Os formatos suportados são TTF, OTF, WOFF1 e WOFF2." #: ../../docs/about/list_of_features.rst:137 -#, fuzzy msgid "" "Dynamic fonts support optional font outlines with adjustable width and color." msgstr "" -"DynamicFont suporta contornos opcionais para fontes, com ajustes de lagura e " -"cor." +"Fontes Dinâmicas suportam contornos opcionais para fontes com largura e cor " +"ajustáveis." #: ../../docs/about/list_of_features.rst:138 msgid "" @@ -984,6 +995,10 @@ msgid "" "requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " "to lower sizes better compared to monochrome SDF fonts." msgstr "" +"Fontes de campo de distância assinada podem ser escaladas em qualquer " +"resolução sem exigir re-rasterização. O uso de múltiplos canais faz com que " +"as fontes SDF escalem para tamanhos menores melhor em comparação com fontes " +"SDF monocromáticas." #: ../../docs/about/list_of_features.rst:148 #, fuzzy @@ -1005,6 +1020,9 @@ msgid "" "` for better glow " "capabilities." msgstr "" +"Opcional :ref:`2D HDR rendering " +"` para melhores " +"recursos de brilho." #: ../../docs/about/list_of_features.rst:155 msgid "2D tools" @@ -1013,6 +1031,8 @@ msgstr "Ferramentas 2D" #: ../../docs/about/list_of_features.rst:157 msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" +":ref:`TileMaps ` para design de níveis 2D baseado em " +"tiles." #: ../../docs/about/list_of_features.rst:158 msgid "2D camera with built-in smoothing and drag margins." @@ -1056,6 +1076,8 @@ msgid "" "Animatable bodies (for objects moving only by script or animation, such as " "doors and platforms)." msgstr "" +"Corpos animáveis (para objetos que se movem apenas por script ou animação, " +"como portas e plataformas)." #: ../../docs/about/list_of_features.rst:173 #: ../../docs/about/list_of_features.rst:415 @@ -1087,7 +1109,9 @@ msgstr "**Detecção de colisões:**" #, fuzzy msgid "" "Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "formas integradas: linha, caixa, circulo e capsula." +msgstr "" +"Formas integradas: linha, caixa, circulo e capsula e world boundary (plano " +"infinito)." #: ../../docs/about/list_of_features.rst:181 msgid "" @@ -1114,6 +1138,8 @@ msgid "" "When using the Forward+ backend, a depth prepass is used to improve " "performance in complex scenes by reducing the cost of overdraw." msgstr "" +"Ao usar o back-end Forward+, uma pré-passagem de profundidade é usada para " +"melhorar o desempenho em cenas complexas, reduzindo o custo de overdraw." #: ../../docs/about/list_of_features.rst:190 msgid "" @@ -1238,12 +1264,16 @@ msgid "" "Adjustable light \"size\" for fake area lights (will also make shadows " "blurrier)." msgstr "" +"Tamanho de luz ajustável para luzes de área falsas (também tornará as " +"sombras mais desfocadas)." #: ../../docs/about/list_of_features.rst:216 msgid "" "Optional distance fade system to fade distant lights and their shadows, " "improving performance." msgstr "" +"Sistema opcional de desvanecimento (fade) de distância para esmaecer luzes " +"distantes e suas sombras, melhorando o desempenho." #: ../../docs/about/list_of_features.rst:217 msgid "" @@ -1263,6 +1293,9 @@ msgid "" "can be displayed per mesh resource. Baked lighting can be used to overcome " "this limit if needed." msgstr "" +"Ao usar o backend Forward Mobile, até 8 luzes omni e 8 luzes spot podem ser " +"exibidas por recurso de malha. Iluminação pré-feita pode ser usada para " +"superar esse limite, se necessário." #: ../../docs/about/list_of_features.rst:224 msgid "**Shadow mapping:**" @@ -1294,12 +1327,17 @@ msgid "" "Shadow normal offset bias and shadow pancaking to decrease the amount of " "visible shadow acne and peter-panning." msgstr "" +"Deslocamento normal de sombra e 'shadow pancaking' para diminuir a " +"quantidade de 'shadow acne' visível e 'peter-panning'." #: ../../docs/about/list_of_features.rst:233 msgid "" ":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " "light size and distance from the surface the shadow is cast on." msgstr "" +":abbr: ` PCSS (Percentage Closer Soft Shadows, ou Sombras Suaves de " +"Proximidade baseada em Porcentagem) ` - como ofuscação de sombras baseada no " +"tamanho da luz, e distância desta da superfície onde a sombra é projetada." #: ../../docs/about/list_of_features.rst:235 #, fuzzy @@ -1342,6 +1380,8 @@ msgid "" "Optionally supports directional lighting and rough reflections based on " "spherical harmonics." msgstr "" +"Opcionalmente suporta iluminação direcional e reflexos brutos baseados em " +"harmônicos esféricos." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -1349,27 +1389,42 @@ msgid "" "to CPU lightmapping). Baking can only be performed from the editor, not in " "exported projects." msgstr "" +"Lightmaps são pré-renderizados na GPU usando shaders de computação (muito " +"mais rápido em comparação com mapeamento de luz na CPU). A pré-renderização " +"só pode ser realizada a partir do editor, não em projetos exportados." #: ../../docs/about/list_of_features.rst:250 +#, fuzzy msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" +"Suporta :ref:`redução de ruído ` baseada em " +"GPU usando JNLM, ou redução de ruído baseada em CPU/GPU usando OIDN." #: ../../docs/about/list_of_features.rst:253 +#, fuzzy msgid "" ":ref:`Voxel-based GI probes `. Supports dynamic lights " "*and* dynamic occluders, while also supporting reflections. Requires a fast " "baking step which can be performed in the editor or at run-time (including " "from an exported project)." msgstr "" +":ref:`GI probes baseados em Voxel `. Suporta luzes " +"dinâmicas *e* oclusores dinâmicos, enquanto também suporta reflexos. Requer " +"um rápido passo de baking que pode ser realizado no editor ou em tempo de " +"execução (inclusive a partir de um projeto exportado)." #: ../../docs/about/list_of_features.rst:257 +#, fuzzy msgid "" ":ref:`Signed-distance field GI ` designed for large open " "worlds. Supports dynamic lights, but not dynamic occluders. Supports " "reflections. No baking required." msgstr "" +":ref:`Signed-distance field GI ` designado para mundos " +"abertos grandes. Suporta luzes dinâmicas, mas não oclusores dinâmicos. " +"Suporta reflexos. Baking não necessário." #: ../../docs/about/list_of_features.rst:260 msgid "" @@ -1378,6 +1433,10 @@ msgid "" "Fully real-time and supports any kind of emissive light source (including " "decals)." msgstr "" +":ref: ` SSIL (Screen-space indirect lighting, iluminação indireta sobre o " +"espaço de tela) ` em resolucao " +"máxima ou metade desta. Completamente em tempo real e suporta qualquer tipo " +"de fonte de luz emissiva (incluindo adesivos)." #: ../../docs/about/list_of_features.rst:263 msgid "" @@ -1385,18 +1444,26 @@ msgid "" "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" +"VoxelGI e SDFGI usam uma passagem adiada para permitir a renderização da " +"Iluminação Global a meia resolução, para melhorar a performance (enquanto " +"mantendo o suporte a MSAA funcional)." #: ../../docs/about/list_of_features.rst:266 msgid "**Reflections:**" -msgstr "**Opções de execução:**" +msgstr "**Reflexos:**" #: ../../docs/about/list_of_features.rst:268 +#, fuzzy msgid "" "Voxel-based reflections (when using GI probes) and SDF-based reflections " "(when using signed distance field GI). Voxel-based reflections are visible " "on transparent surfaces, while rough SDF-based reflections are visible on " "transparent surfaces." msgstr "" +"Reflexos baseados em Voxel (quando usando GI probes) e reflexos baseados em " +"SDF (quando usando signed distance field GI). Reflexos baseados em Voxel são " +"visíveis em superfícies transparentes, enquanto que reflexos baseados em SDF " +"são visíveis em superfícies transparentes de forma grosseira." #: ../../docs/about/list_of_features.rst:272 msgid "" @@ -1408,15 +1475,16 @@ msgstr "" "opcionalmente." #: ../../docs/about/list_of_features.rst:274 +#, fuzzy msgid "Screen-space reflections with support for material roughness." -msgstr "" +msgstr "Reflexos screen-space com suporte para aspereza material." #: ../../docs/about/list_of_features.rst:275 msgid "" "Reflection techniques can be mixed together for greater accuracy or " "scalability." msgstr "" -"Técnicas de reflexão podem ser combinadas para maior precisão, ou " +"Técnicas de reflexão podem ser combinadas para maior precisão ou " "escalabilidade." #: ../../docs/about/list_of_features.rst:276 @@ -1426,12 +1494,19 @@ msgid "" "cost. Clustered rendering also lifts any limits on the number of reflection " "probes that can be used on a mesh." msgstr "" +"Quando usando o backend Forward+ (padrão no desktop), provetas de reflexão " +"são renderizadas com otimizações agrupadas de renderização forward, para " +"diminuir seus custos individuais. Renderização agrupada também aumenta " +"quaisquer limites no número de provetas de reflexão que podem ser usadas em " +"uma malha." #: ../../docs/about/list_of_features.rst:279 msgid "" "When using the Forward Mobile backend, up to 8 reflection probes can be " "displayed per mesh resource." msgstr "" +"Quando usando o Forward Mobile como backend, até 8 provetas de reflexão " +"podem ser mostradas por recurso de malha." #: ../../docs/about/list_of_features.rst:282 #, fuzzy @@ -1443,17 +1518,24 @@ msgid "" ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " "Roughness Metallic)`, and normal mapping." msgstr "" +":ref: ` Suporta albedo `, emissivo, :abbr: ` ORM (" +"Occlusion Roughness Metallic, Metálico de Oclusão de Granularidade)`, e " +"normal mapping." #: ../../docs/about/list_of_features.rst:286 msgid "" "Texture channels are smoothly overlaid on top of the underlying material, " "with support for normal/ORM-only decals." msgstr "" +"Canais de textura são suavemente superpostos sobre o material de base, com " +"suporte apenas a adesivos normais/ORM." #: ../../docs/about/list_of_features.rst:288 msgid "" "Support for normal fade to fade the decal depending on its incidence angle." msgstr "" +"Suporte a devanecimento normal para desvanecer o adesivo a depender do seu " +"ângulo de incidência." #: ../../docs/about/list_of_features.rst:289 msgid "" @@ -1461,6 +1543,9 @@ msgid "" "complex skinned meshes with no performance penalty, even if the decal moves " "every frame." msgstr "" +"Não se baseia sobre a geração de malhas em tempo real. Isso significa que " +"adesivos podem ser usados em malhas complexas esfoladas sem nenhuma " +"penalidade de performance, mesmo de o adesivo mover a cada frame." #: ../../docs/about/list_of_features.rst:291 #, fuzzy @@ -1473,6 +1558,8 @@ msgstr "Filtragem mais próxima, bilinear, trilinear ou anisotrópica." msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" +"Sistema opcional de desvanecimento de adesivos distantes, aumentando a " +"performance." #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -1481,12 +1568,18 @@ msgid "" "Clustered rendering also lifts any limits on the number of decals that can " "be used on a mesh." msgstr "" +"Quando renderizado com o backend Forward+ (padrão no desktop), adesivos são " +"de renderizados com otimizações de renderização agrupada, para diminuir seus " +"custos individuais. Renderização agrupada também aumenta qualquer limite no " +"número de adesivos que bom ser usados em uma malha." #: ../../docs/about/list_of_features.rst:296 msgid "" "When using the Forward Mobile backend, up to 8 decals can be displayed per " "mesh resource." msgstr "" +"Quando usando o backen Forward Mobile, até 8 adesivos podem ser visualizados " +"por recurso de malha." #: ../../docs/about/list_of_features.rst:299 msgid "**Sky:**" @@ -1501,18 +1594,24 @@ msgid "" "Procedural sky and Physically-based sky that respond to the " "DirectionalLights in the scene." msgstr "" +"Céu procedural e based em física que respondem as luzes direcionais na cena." #: ../../docs/about/list_of_features.rst:303 msgid "" "Support for :ref:`custom sky shaders `, which can be " "animated." msgstr "" +"Suporte a :ref: ` shaders de céu customizados `, os quais " +"podem ser animados." #: ../../docs/about/list_of_features.rst:304 msgid "" "The radiance map used for ambient and specular light can be updated in real-" "time depending on the quality settings chosen." msgstr "" +"O mapa de radianxia utilizados para luzes ambientes e specular podem ser " +"atualizados em tempo real, a depender das configurações de qualidade " +"escolhidas." #: ../../docs/about/list_of_features.rst:307 msgid "**Fog:**" @@ -1520,11 +1619,11 @@ msgstr "**Neblina:**" #: ../../docs/about/list_of_features.rst:309 msgid "Exponential depth fog." -msgstr "" +msgstr "Profundidade exponencial de neblina." #: ../../docs/about/list_of_features.rst:310 msgid "Exponential height fog." -msgstr "" +msgstr "Altura exponencial de neblina." #: ../../docs/about/list_of_features.rst:311 #, fuzzy @@ -1545,6 +1644,8 @@ msgid "" "Support for controlling how much fog rendering should affect the sky, with " "separate controls for traditional and volumetric fog." msgstr "" +"Suporte para controlar quanta renderização de neblina deve afetar o céu, com " +"controles separados para neblina tradicional e volumétrica." #: ../../docs/about/list_of_features.rst:315 #, fuzzy @@ -1553,13 +1654,15 @@ msgstr "Suporte para plugins visuais de shader." #: ../../docs/about/list_of_features.rst:317 msgid "**Volumetric fog:**" -msgstr "" +msgstr "**Neblina volumétrica:**" #: ../../docs/about/list_of_features.rst:319 msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." msgstr "" +":ref:`Neblina volumétrica ` global que reage a luzes e " +"sombras." #: ../../docs/about/list_of_features.rst:320 msgid "" @@ -1568,34 +1671,45 @@ msgid "" msgstr "" #: ../../docs/about/list_of_features.rst:321 +#, fuzzy msgid "" "Fog volume nodes that can be placed to add fog to specific areas (or remove " "fog from specific areas). Supported shapes include box, ellipse, cone, " "cylinder, and 3D texture-based density maps." msgstr "" +"Nós de volume de neblina que podem ser colocados para adicionar neblina para " +"áreas específicas (ou remover neblina de áreas específicas). Formas " +"suportadas incluem: caixa, elipse, cone, cilindro e texturas 3D baseadas em " +"mapas de densidade." #: ../../docs/about/list_of_features.rst:323 msgid "Each fog volume can have its own custom shader." -msgstr "" +msgstr "Cada volume de neblina pode ter seu próprio shader personalizado." #: ../../docs/about/list_of_features.rst:324 msgid "Can be used together with traditional fog." -msgstr "" +msgstr "Pode ser usado junto de neblina tradicional." #: ../../docs/about/list_of_features.rst:326 msgid "**Particles:**" msgstr "**Partículas:**" #: ../../docs/about/list_of_features.rst:328 +#, fuzzy msgid "" "GPU-based particles with support for subemitters (2D + 3D), trails (2D + " "3D), attractors (3D only) and collision (2D + 3D)." msgstr "" +"Partículas baseadas em GPU com suporte a sub-emissores (2D + 3D), trilas (2D " +"+ 3D), atratores (apenas 3D) e colisão (2D + 3D)." #: ../../docs/about/list_of_features.rst:331 +#, fuzzy msgid "" "3D particle attractor shapes supported: box, sphere and 3D vector fields." msgstr "" +"Formas de atratores de partículas 3D suportadas: caixa, esfera e campos de " +"vetor 3D." #: ../../docs/about/list_of_features.rst:332 msgid "" @@ -1608,6 +1722,8 @@ msgid "" "2D particle collision is handled using a signed distance field generated in " "real-time based on :ref:`class_LightOccluder2D` nodes in the scene." msgstr "" +"Colisão de partículas 2D é menipulada usando um signed distance field gerado " +"em tempo real baseado em nós :ref:`class_LightOccluder2D` na cena." #: ../../docs/about/list_of_features.rst:336 msgid "" @@ -1617,7 +1733,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:338 msgid "Support for custom particle shaders with manual emission." -msgstr "" +msgstr "Suporte a shaders de partículas personalizados com emissão manual." #: ../../docs/about/list_of_features.rst:342 msgid "**Post-processing:**" @@ -1637,10 +1753,13 @@ msgstr "" "visualização." #: ../../docs/about/list_of_features.rst:346 +#, fuzzy msgid "" "Near and far depth of field with adjustable bokeh simulation (box, hexagon, " "circle)." msgstr "" +"Campos de profundidade próximo e distante com simulação bokeh ajustável (" +"caixa, hexágono e circulo)." #: ../../docs/about/list_of_features.rst:347 #, fuzzy @@ -1659,8 +1778,11 @@ msgstr "" "disponíveis: Ecrã, Luz Suave, Subexposição Linear, Substituir." #: ../../docs/about/list_of_features.rst:350 +#, fuzzy msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" +"Brilho pode ter uma textura de mapa de sujeira colorida, atuando como um " +"efeito de sujeira nas lentes." #: ../../docs/about/list_of_features.rst:351 msgid "" @@ -1701,7 +1823,7 @@ msgstr "**Compressão de Textura:**" #: ../../docs/about/list_of_features.rst:363 msgid "Basis Universal (slow, but results in smaller files)." -msgstr "" +msgstr "Base universal (lenta, mas resulta em arquivos menores)." #: ../../docs/about/list_of_features.rst:364 #, fuzzy @@ -1733,12 +1855,17 @@ msgid "" "` (FSR2), which can be used at native resolution as a " "form of high-quality temporal antialiasing." msgstr "" +"AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing `" +" (FSR2), que pode ser usado como à resolução nativa como uma forma de " +"antialiasing temporal de alta qualidade." #: ../../docs/about/list_of_features.rst:373 msgid "" "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" "ref:`doc_3d_antialiasing`." msgstr "" +"Multi-sample antialiasing (MSAA), para ambos :ref:`doc_2d_antialiasing` e " +":ref:`doc_3d_antialiasing`." #: ../../docs/about/list_of_features.rst:374 msgid "Fast approximate antialiasing (FXAA)." @@ -1749,6 +1876,8 @@ msgid "" "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " "resolution scale above 1.0." msgstr "" +"Super-sample antialiasing (SSAA) usando escalonamento 3D bilinear e escala " +"de resolução 3D acima de 1.0." #: ../../docs/about/list_of_features.rst:376 msgid "" @@ -1762,18 +1891,25 @@ msgid "**Resolution scaling:**" msgstr "**Opções de execução:**" #: ../../docs/about/list_of_features.rst:380 +#, fuzzy msgid "" "Support for :ref:`rendering 3D at a lower resolution " "` while keeping 2D rendering at the original scale. " "This can be used to improve performance on low-end systems or improve " "visuals on high-end systems." msgstr "" +"Suporte para :ref:`renderização 3D em baixa resolução " +"` enquanto mantém a renderização 2D na escala " +"original. Isso pode ser usado para melhorar o desempenho em sistemas low-end " +"ou melhorar os visuais em sistemas high-end." #: ../../docs/about/list_of_features.rst:383 msgid "" "Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " "1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." msgstr "" +"Escalonamento de resolução usa filtragem bilinear, AMD FidelityFX Super " +"Resolution 1.0 (FSR1) ou AMD FidelityFX Super Resolution 2.2 (FSR2)." #: ../../docs/about/list_of_features.rst:385 msgid "" @@ -2207,12 +2343,16 @@ msgstr "glTF 2.0 *(recomendado)*." msgid "" "``.blend`` (by calling Blender's glTF export functionality transparently)." msgstr "" +"```.blend`` (chamando a funcionalidade de exportação glTF do Blender de " +"forma transparente)." #: ../../docs/about/list_of_features.rst:539 msgid "" "FBX (by calling `FBX2glTF `__ " "transparently)." msgstr "" +"FBX (chamando `FBX2glTF `__ de " +"forma transparente)." #: ../../docs/about/list_of_features.rst:540 msgid "Collada (.dae)." @@ -2323,7 +2463,7 @@ msgstr "Navegação" #: ../../docs/about/list_of_features.rst:572 msgid "" "A* algorithm in :ref:`2D ` and :ref:`3D `." -msgstr "" +msgstr "Algoritmo A* em :ref:`2D ` e :ref:`3D `." #: ../../docs/about/list_of_features.rst:573 msgid "" @@ -2445,10 +2585,13 @@ msgstr "" "ou a usar a função ``tr()``." #: ../../docs/about/list_of_features.rst:608 +#, fuzzy msgid "" "Support for pluralization and translation contexts when using gettext " "translations." msgstr "" +"Suporte para contextos de pluralização e tradução quando usando traduções " +"gettext." #: ../../docs/about/list_of_features.rst:609 msgid "" @@ -2472,7 +2615,7 @@ msgstr "Janelas e integração de sistema" #: ../../docs/about/list_of_features.rst:617 msgid "Spawn multiple independent windows within a single process." -msgstr "" +msgstr "Gera múltiplas janelas independentes em um único processo." #: ../../docs/about/list_of_features.rst:618 #, fuzzy @@ -2534,12 +2677,18 @@ msgid "Parse custom command line arguments." msgstr "Analisa argumentos de linha de comando personalizados." #: ../../docs/about/list_of_features.rst:633 +#, fuzzy msgid "" "Any Godot binary (editor or exported project) can be :ref:`used as a " "headless server ` by starting it with " "the ``--headless`` command line argument. This allows running the engine " "without a GPU or display server." msgstr "" +"Qualquer binário do Godot (editor ou projeto exportado) pode ser :ref:`usado " +"como um servidor sem gráficos (headless) " +"` iniciado pelo argumento de linha de " +"comando ``--headless``. Isso permite executar o motor sem uma GPU ou um " +"servidor de exibição." #: ../../docs/about/list_of_features.rst:639 msgid "Mobile" @@ -3197,17 +3346,20 @@ msgstr "" #: ../../docs/about/system_requirements.rst:75 #: ../../docs/about/system_requirements.rst:258 msgid "Mobile device (smartphone/tablet) - Minimum" -msgstr "" +msgstr "Dispositivo móvel (smartphone/tablet) - Mínimo" #: ../../docs/about/system_requirements.rst:78 #: ../../docs/about/system_requirements.rst:261 +#, fuzzy msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" msgstr "" +"**Android:** SoC com qualquer processador ARM de 32-bits ou 64-bits ou " +"processador x86" #: ../../docs/about/system_requirements.rst:80 #: ../../docs/about/system_requirements.rst:263 msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" -msgstr "" +msgstr "*Exemplo: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" #: ../../docs/about/system_requirements.rst:82 #: ../../docs/about/system_requirements.rst:158 @@ -3220,11 +3372,13 @@ msgstr "**Para o editor:**" msgid "" "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" +"**Método de renderização forward+:** SoC apresentando GPU com suporte " +"completo à Vulkan 1.0" #: ../../docs/about/system_requirements.rst:86 #: ../../docs/about/system_requirements.rst:90 msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" -msgstr "" +msgstr "*Exemplo: Qualcomm Adreno 505, Mali-G71 MP2*" #: ../../docs/about/system_requirements.rst:88 #: ../../docs/about/system_requirements.rst:273 @@ -3549,11 +3703,11 @@ msgstr "" #: ../../docs/about/system_requirements.rst:341 msgid "**iOS:** SoC with 64-bit ARM CPU" -msgstr "" +msgstr "**iOS:** SoC com processador ARM de 64 bits" #: ../../docs/about/system_requirements.rst:343 msgid "*Example: Apple A11 (iPhone XS/XR)*" -msgstr "" +msgstr "*Exemplo: Apple A11 (iPhone XS/XR)*" #: ../../docs/about/system_requirements.rst:347 #: ../../docs/about/system_requirements.rst:351 @@ -3561,16 +3715,19 @@ msgstr "" msgid "" "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" msgstr "" +"*Exemplo: Qualcomm Adreno 630, Mali-G72 MP18 e Apple G11P (iPhone XR/XS)*" #: ../../docs/about/system_requirements.rst:362 msgid "**For native exports:** Android 9.0 or iOS 11.0" -msgstr "" +msgstr "**Para exportações nativas:** Android 9.0 ou iOS 11.0" #: ../../docs/about/system_requirements.rst:363 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" +"**Para exportações web:** Versão mais recente do Firefox, Chrome, Edge, " +"Safari, Opera e Samsung Internet" #: ../../docs/about/system_requirements.rst:369 msgid "" @@ -3578,6 +3735,9 @@ msgid "" "OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " "have fewer driver issues." msgstr "" +"Godot não usa extenções OpenGL/OpenGL ES introduzidas depois do OpenGL 3.3/" +"OpenGL ES 3.0, mas GPUs que suportam versões mais recentes do OpenGL/OpenGL " +"ES geralmente têm menos problemas de driver." #: ../../docs/about/faq.rst:-1 msgid "FAQ" @@ -5311,7 +5471,7 @@ msgstr "" #: ../../docs/about/complying_with_licenses.rst:74 msgid ":ref:`Engine.get_license_text`" -msgstr "" +msgstr ":ref:`Engine.get_license_text`" #: ../../docs/about/complying_with_licenses.rst:76 msgid "For third-party components used by the engine:" @@ -6073,6 +6233,7 @@ msgid "" msgstr "" #: ../../docs/about/release_policy.rst:183 +#, fuzzy msgid "" "*Major* releases bring a lot of new functionality, but they also remove " "previously existing functionality and may raise hardware requirements. They " @@ -6083,6 +6244,15 @@ msgid "" "3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " "really needs the new features that come with 4.0+." msgstr "" +"Lançamentos *maiores* trazem várias novas funcionalidades, mas eles também " +"removem funcionalidades existentes e podem aumentar os requisitos de " +"hardware. Eles também geral bem mais trabalho para atualizar do que " +"lançamentos menores. Como resultado, nós recomendamos manter-se com o " +"lançamento grande em que seu projeto foi iniciado, caso você esteja feliz em " +"como seu projeto funciona atualmente. Por exemplo, se seu projeto iniciou na " +"versão 3.5, nós recomendamos atualizar para a 3.5.2 e possivelmente para 3.6 " +"no futuro, mas não para 4.0 ou superiores, a menos que seu projeto realmente " +"necessite das novas funcionalidades que vêm com a 4.0." #: ../../docs/about/release_policy.rst:195 msgid "When is the next release out?" @@ -11137,11 +11307,15 @@ msgstr "" "visibilidade do nosso sprite." #: ../../docs/getting_started/step_by_step/signals.rst:317 +#, fuzzy msgid "" "By convention, we name these callback methods in GDScript as " "\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " "it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." msgstr "" +"Por convenção, nós nomeamos os métodos de callback no GDScript como " +"\"_on_node_name_signal_name\" e em C# como \"OnNodeNameSignalName\". Aqui " +"será \"_on_timer_timeout\" para o GDScript e OnTimerTimeout() para C#." #: ../../docs/getting_started/step_by_step/signals.rst:334 msgid "" @@ -11371,6 +11545,10 @@ msgid "" "starting with 2D games. This will allow you to become comfortable with both " "before tackling 3D games, which tend to be more complicated." msgstr "" +"Se você for novo em desenvolvimento de jogos ou não familiarizado com o " +"Godot, nós recomendamos começar com jogos 2D. Isso vai permitir que você se " +"torne mais confortável com ambos antes de seguir para jogos 3D, que tendem a " +"ser mais complicados." #: ../../docs/getting_started/first_2d_game/index.rst:41 msgid "You can find a completed version of this project at this location:" @@ -11447,10 +11625,14 @@ msgid "Launch Godot and create a new project." msgstr "Inicie Godot e crie um novo projeto." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:12 +#, fuzzy msgid "" "When creating the new project, you only need to choose a valid *Project " "Path*. You can leave the other default settings alone." msgstr "" +"Quando criando um novo projeto, você precisa apenas escolher um *Caminho " +"para o projeto* válido. Você pode deixar as outras configurações padrão como " +"estão." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:17 #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:24 @@ -11833,6 +12015,9 @@ msgid "" "``_process()`` function. If you didn't select the default template shown " "above, create these functions while following the lesson." msgstr "" +"Seu script ``player.gd`` deve já conter as funções ``_ready()`` e " +"``_process()``. Se você não selecionou o modelo padrão mostrado acima, crie " +"essas funções enquanto segue a lição." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:71 msgid "" @@ -11900,10 +12085,14 @@ msgid "" msgstr "" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:113 +#, fuzzy msgid "" "The \"Listening for Input...\" field should automatically be selected. Press " "the \"right\" key on your keyboard, and the menu should look like this now." msgstr "" +"O campo \"Listening for Input...\" deve ser selecionado automaticamente. " +"Pressione a tecla \"direita\" no seu teclado e o menu deve parecer assim " +"agora." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:118 msgid "" @@ -26903,12 +27092,17 @@ msgid "" "godot-vscode-plugin#gdscript_lsp_server_port>`_ to change the default LSP " "port. The connection status can be checked on the status bar:" msgstr "" +"Para **LSP**, siga `estas instruções `_ para alterar a porta LSP padrão. O " +"status da conexão pode ser checado na barra de status:" #: ../../docs/tutorials/editor/external_editor.rst:95 msgid "" "For **DAP**, specify the ``debugServer`` property in your ``launch.json`` " "file:" msgstr "" +"Para **DAP**, especifique a propriedade ``debugServer`` no seu arquivo " +"``launch.json``:" #: ../../docs/tutorials/editor/external_editor.rst:116 msgid "" @@ -26917,6 +27111,10 @@ msgid "" "protocol-lsp>`_, and `DAP `_." msgstr "" +"Cheque as instruções oficiais para configurar `LSP `_ e `DAP `_." #: ../../docs/tutorials/editor/managing_editor_features.rst:11 msgid "" @@ -27018,6 +27216,7 @@ msgid "Migrating to a new version" msgstr "Criando um novo script" #: ../../docs/tutorials/migrating/index.rst:4 +#, fuzzy msgid "" "Godot :ref:`loosely follows ` a semantic versioning " "system, where compatibility is assumed between minor and patch releases, " @@ -27025,6 +27224,12 @@ msgid "" "to move projects between major versions during their development, especially " "if you've been working on them for a significant amount of time." msgstr "" +"Godot :ref:`segue vagamente ` um sistema de " +"versionamento semântico, onde compatibilidade é garantida entre lançamentos " +"menores ou de patches, enquanto que lançamentos maiores podem quebrá-lo. " +"Portanto, geralmente não é recomendado mover projetos entre versões " +"principais durante seu desenvolvimento, especialmente se você estiver " +"trabalhando neles por um período de tempo significativo." #: ../../docs/tutorials/migrating/index.rst:10 msgid "" @@ -27034,20 +27239,28 @@ msgid "" "would try its best to document every important difference and provide you " "with a migration path." msgstr "" +"Ainda assim, novos recursos, melhorias de usabilidade ou mudanças de " +"paradigma nos componentes internos do motor podem incentivar você a " +"atualizar. Abaixo está uma lista de artigos que devem auxiliar você quando " +"estiver atualizando seu projeto entre versões. Cada artigo irá tentar seu " +"melhor para documentar cada diferença importante e providenciar um caminho " +"de migração." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:4 msgid "Upgrading from Godot 3 to Godot 4" -msgstr "" +msgstr "Atualizando do Godot 3 para o Godot 4" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:7 msgid "Should I upgrade to Godot 4?" -msgstr "" +msgstr "Eu devo atualizar para Godot 4?" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:9 msgid "" "Before beginning the upgrade process, it's worth thinking about the " "advantages and disadvantages that upgrading would bring to your project." msgstr "" +"Antes de iniciar o processo de atualização, é válido pensar sobre as " +"vantagens e desvantagens que atualizar vai trazer para seu projeto." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:13 #, fuzzy @@ -27066,6 +27279,9 @@ msgid "" "Many bugs are fixed in 4.0, but cannot be resolved in 3.x for various " "reasons (such as graphics API differences or backwards compatibility)." msgstr "" +"Muitos bugs foram corrigidos na 4.0, porém não podem ser resolvidos na 3.x " +"por vários motivos (como diferenças de API gráficas ou compatibilidade com " +"versões anteriores)." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:21 msgid "" @@ -27073,12 +27289,17 @@ msgid "" "x will continue to be supported for some time after 4.0 is released, but it " "will eventually stop receiving support." msgstr "" +"4.x irá usufruir de um :ref:`support period ` maior. " +"Godot 3.x continuará a ser suportado por algum tempo depois a 4.0 ser " +"lançada, porém ele irá parar de receber suporte eventualmente." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:25 msgid "" "See :ref:`doc_docs_changelog` for a list of pages documenting new features " "in Godot 4.0." msgstr "" +"Veja :ref:`doc_docs_changelog` para uma lista de páginas documentando novos " +"recursos no Godot 4.0." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:28 #, fuzzy @@ -27090,19 +27311,28 @@ msgid "" "If you don't *need* any features present in Godot 4.0, you may want to stay " "on Godot 3.x for the following reasons:" msgstr "" +"Se você não *precisa* de nenhum recurso presente no Godot 4.0, você " +"provavelmente desejaria ficar no Godot 3.x pelos seguintes motivos:" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:33 msgid "" "`Godot 3.x is tried and true, while Godot 4 remains in its early stages. " "`__" msgstr "" +"`O Godot 3.x é testado e aprovado, enquanto que o Godot 4 ainda está em seus " +"estágios iniciais. `__" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:35 +#, fuzzy msgid "" "Godot 4.0 is expected to contain workflow and performance issues that Godot " "3.x doesn't have. These issues will be ironed out over time in future Godot " "4.x releases." msgstr "" +"É esperado que o Godot 4.0 contenha problemas de workflow e desempenho que o " +"Godot 3.x não tem. Esses problemas serão resolvidos com o tempo em " +"atualizações futuras do Godot 4.x." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:39 msgid "" @@ -27110,6 +27340,9 @@ msgid "" "you're new to game engines, you may have a better experience using Godot 3.x " "as a result." msgstr "" +"O Godot 4 possui menos tutoriais de terceiros disponíveis comparado com o " +"Godot 3.x. Como resultado, se você é novo com motores de jogos, você " +"provavelmente terá uma experiência melhor usando o Godot 3.x." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:42 msgid "" @@ -27128,6 +27361,15 @@ msgid "" "`, as binary size directly influences how fast the " "engine can initialize (regardless of download speed)." msgstr "" +"Já que o Godot 4 inclui mais recursos do que o Godot 3, o tamanho do binário " +"dos projetos exportados do Godot 4 é maior. Embora isso possa ser mitigado " +":ref:`otimizando a compilação para tamanho`, uma " +"compilação 4.0 com um determinado conjunto de módulos habilitados continuará " +"maior quando comparado com uma compilação 3.x com os mesmos módulos. Isso " +"pode ser um problema quando :ref:`exportando para a " +"Web`, já que o tamanho do binário influencia " +"diretamente o quão rápido o motor pode inicializar (independente da " +"velocidade de download)." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:52 msgid "" @@ -27135,6 +27377,10 @@ msgid "" "still support for GLES3 rendering using the new OpenGL backend, which means " "that devices without Vulkan support can still run Godot 4.)" msgstr "" +"O Godot 4 não possui e não possuirá suporte para renderização GLES2. (Ainda " +"existe suporte para renderização GLES3 usando o novo backend OpenGL, o que " +"significa que dispositivos sem suporte a Vulkan ainda podem executar Godot " +"4.)" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:56 msgid "" @@ -27144,10 +27390,15 @@ msgid "" "github.com/pal1000/mesa-dist-win>`__ can be used to bypass this limitation, " "but they're too slow for gaming." msgstr "" +"Se você estiver mirando em hardware **muito** antigo como os gráficos " +"integrados Intel Sandy Bridge (2ª generation), isso impedirá que o projeto " +"seja executado nesse hardware após a atualização. `Implementações de " +"softwares OpenGL `__ podem ser " +"usadas para contornar essa limitação, mas elas são muito lentas para jogos." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:63 msgid "Caveats of upgrading" -msgstr "" +msgstr "Considerações sobre a atualização" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:65 msgid "" @@ -27155,6 +27406,9 @@ msgid "" "unfortunately been lost in the process.** Some of these features may be " "restored in future Godot releases:" msgstr "" +"**Já que o Godot 4 é uma reescrita completa em muitos aspectos, alguns " +"recursos infelizmente foram pedidos no processo.** Alguns desses recursos " +"podem ser restaurados em futuras versões do Godot:" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:69 msgid "" @@ -28163,10 +28417,15 @@ msgid "" "The converter *should* handle this automatically, but this relies on custom " "code that may not work in 100% of situations." msgstr "" +"Talvez você precise trocar algumas chamadas ``instance()`` por " +"``instantiate()``. O conversor *deveria* lidar com isso automaticamente, mas " +"isso depende de um código personalizado que pode não funcionar em 100% das " +"situações." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:408 msgid "AcceptDialog's ``set_autowrap()`` is now ``set_autowrap_mode()``." msgstr "" +"A função ``set_autowrap()`` do AcceptDialog é agora ``set_autowrap_mode()``." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:409 msgid "" @@ -29567,7 +29826,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:94 msgid "`GH-75746`_" -msgstr "" +msgstr "`GH-75746`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:95 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:123 @@ -29578,141 +29837,162 @@ msgstr "ScoreLabel" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:96 msgid "Method ``push_list`` adds a new ``bullet`` optional parameter" msgstr "" +"Adicionado um novo parâmetro opcional ``bullet`` para o método ``push_list``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:96 msgid "`GH-75017`_" -msgstr "" +msgstr "`GH-75017`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:97 msgid "" "Method ``push_paragraph`` adds a new ``justification_flags`` optional " "parameter" msgstr "" +"Adicionado um novo parâmetro opcional ``justification_flags`` para o método " +"``push_paragraph``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:97 msgid "`GH-75250`_" -msgstr "" +msgstr "`GH-75250`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:98 msgid "Method ``push_paragraph`` adds a new ``tab_stops`` optional parameter" msgstr "" +"Adicionado um novo parâmetro opcional ``tab_stops`` para o método " +"``push_paragraph``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:98 msgid "`GH-76401`_" -msgstr "" +msgstr "`GH-76401`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:99 #, fuzzy msgid "**Tree**" -msgstr "Árvore" +msgstr "**Tree**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:100 msgid "Method ``edit_selected`` adds a new ``force_edit`` optional parameter" msgstr "" +"Adicionado um novo parâmetro opcional ``force_edit`` para o método " +"``edit_selected``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:100 msgid "`GH-76794`_" -msgstr "" +msgstr "`GH-76794`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:109 #, fuzzy msgid "**Area2D**" -msgstr "Area2D" +msgstr "**Area2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:110 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:112 msgid "Property ``priority`` changes type from ``float`` to ``int``" -msgstr "" +msgstr "Alterado o tipo da propriedade ``priority`` de ``float`` para ``int``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:110 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:112 msgid "`GH-72749`_" -msgstr "" +msgstr "`GH-72749`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:111 -#, fuzzy msgid "**Area3D**" -msgstr "Area2D" +msgstr "**Area3D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:113 +#, fuzzy msgid "**PhysicsDirectSpaceState2D**" -msgstr "" +msgstr "**PhysicsDirectSpaceState2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 msgid "" "Method ``collide_shape`` changes return type from " "``Array[PackedVector2Array]`` to ``Array[Vector2]``" msgstr "" +"Alterado o tipo de retorno do método ``collide_shape`` de " +"``Array[PackedVector2Array]`` para ``Array[Vector2]``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:114 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 msgid "`GH-75260`_" -msgstr "" +msgstr "`GH-75260`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:115 +#, fuzzy msgid "**PhysicsDirectSpaceState3D**" -msgstr "" +msgstr "**PhysicsDirectSpaceState3D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:116 msgid "" "Method ``collide_shape`` changes return type from " "``Array[PackedVector3Array]`` to ``Array[Vector3]``" msgstr "" +"Alterado o tipo do retorno do método ``collide_shape`` de " +"``Array[PackedVector3Array]`` para ``Array[Vector3]``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:125 +#, fuzzy msgid "**RDShaderFile**" -msgstr "" +msgstr "**RDShaderFile**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:126 msgid "" "Method ``get_version_list`` changes return type from ``PackedStringArray`` " "to ``Array[StringName]``" msgstr "" +"Alterado o tipo do retorno do método ``get_version_list`` de " +"``PackedStringArray`` para ``Array[StringName]``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:127 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:139 #, fuzzy msgid "**RenderingDevice**" -msgstr "**sublinhado**" +msgstr "**RenderingDevice**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:128 msgid "" "Method ``draw_list_begin`` changes ``storage_textures`` parameter type from " "untyped ``Array`` to ``Array[RID]``" msgstr "" +"Alterado o tipo do parâmetro ``storage_textures`` do método " +"``draw_list_begin`` de ``Array`` sem tipo para ``Array[RID]``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:129 #, fuzzy msgid "**RenderingServer**" -msgstr "**Server**" +msgstr "**RenderingServer**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:130 msgid "" "Method ``global_shader_parameter_get_list`` changes return type from " "``PackedStringArray`` to ``Array[StringName]``" msgstr "" +"Alterado o tipo do retorno do método ``global_shader_parameter_get_list`` de " +"``PackedStringArray`` para ``Array[StringName]``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:131 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.2.rst:145 #, fuzzy msgid "**SurfaceTool**" -msgstr "Ferramenta de Superfície" +msgstr "**Ferramenta de Superfície**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:132 msgid "" "Method ``add_triangle_fan`` changes ``tangents`` parameter type from untyped " "``Array`` to ``Array[Plane]``" msgstr "" +"Alterado o tipo do parâmetro ``tangents`` do método ``add_triangle_fan`` de " +"``Array`` sem tipo para ``Array[Plane]``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:141 #, fuzzy msgid "**NavigationAgent2D**" -msgstr "Navegação" +msgstr "**NavigationAgent2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:142 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:147 msgid "Method ``set_velocity`` replaced with ``velocity`` property" -msgstr "" +msgstr "Método ``set_velocity`` substituído pela propriedade ``velocity``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:142 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:143 @@ -29731,7 +30011,7 @@ msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 msgid "`GH-69988`_" -msgstr "" +msgstr "`GH-69988`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:143 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:148 @@ -29739,55 +30019,59 @@ msgid "" "Property ``time_horizon`` split into ``time_horizon_agents`` and " "``time_horizon_obstacles``" msgstr "" +"Propriedade ``time_horizon`` dividido em ``time_horizon_agents`` e " +"``time_horizon_obstacles``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:144 #, fuzzy msgid "**NavigationAgent3D**" -msgstr "Navegação" +msgstr "**NavigationAgent3D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:145 msgid "Property ``agent_height_offset`` renamed to ``path_height_offset``" msgstr "" +"Propriedade ``agent_height_offset`` renomeada para ``path_height_offset``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:146 msgid "Property ``ignore_y`` removed" -msgstr "" +msgstr "Propriedade ``ignore_y`` removida" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:149 #, fuzzy msgid "**NavigationObstacle2D**" -msgstr "Navegação" +msgstr "**NavigationObstacle2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:150 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:153 msgid "Property ``estimate_radius`` removed" -msgstr "" +msgstr "Propriedade ``estimate_radius`` removida" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:151 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:154 msgid "Method ``get_rid`` renamed to ``get_agent_rid``" -msgstr "" +msgstr "Método ``get_rid`` renomeado para ``get_agent_rid``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:152 #, fuzzy msgid "**NavigationObstacle3D**" -msgstr "Navegação" +msgstr "**NavigationObstacle3D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:155 #, fuzzy msgid "**NavigationServer2D**" -msgstr "Malhas de Navegação." +msgstr "**NavigationServer2D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:156 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:160 msgid "" "Method ``agent_set_callback`` renamed to ``agent_set_avoidance_callback``" msgstr "" +"Método ``agent_set_callback`` renomeado para ``agent_set_avoidance_callback``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:157 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:161 msgid "Method ``agent_set_target_velocity`` removed" -msgstr "" +msgstr "Método ``agent_set_target_velocity`` removido" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:158 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:162 @@ -29795,25 +30079,30 @@ msgid "" "Method ``agent_set_time_horizon`` split into " "``agent_set_time_horizon_agents`` and ``agent_set_time_horizon_obstacles``" msgstr "" +"Método ``agent_set_time_horizon`` dividido em " +"``agent_set_time_horizon_agents`` e ``agent_set_time_horizon_obstacles``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:159 #, fuzzy msgid "**NavigationServer3D**" -msgstr "Malhas de Navegação." +msgstr "**NavigationServer3D**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:171 +#, fuzzy msgid "**WebRTCPeerConnectionExtension**" -msgstr "" +msgstr "**WebRTCPeerConnectionExtension**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 msgid "" "Method ``_create_data_channel`` changes return type from ``Object`` to " "``WebRTCDataChannel``" msgstr "" +"Tipo de retorno do método ``_create_data_channel`` alterado de ``Object`` " +"para ``WebRTCDataChannel``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:172 msgid "`GH-78237`_" -msgstr "" +msgstr "`GH-78237`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:176 #: ../../docs/tutorials/plugins/editor/index.rst:2 @@ -29823,80 +30112,93 @@ msgstr "Plugins do editor" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:181 #, fuzzy msgid "**AnimationTrackEditPlugin**" -msgstr "Editor de Trilha de Animação" +msgstr "**AnimationTrackEditPlugin**" + +#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 +msgid "Type ``AnimationTrackEditPlugin`` removed" +msgstr "Tipo ``AnimationTrackEditPlugin`` removido" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 #, fuzzy -msgid "Type ``AnimationTrackEditPlugin`` removed" -msgstr "Editor de Trilha de Animação" - -#: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:182 msgid "`GH-76413`_" -msgstr "" +msgstr "`GH-76413`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:183 #, fuzzy msgid "**EditorInterface**" -msgstr "Interface do editor (C++)" +msgstr "**EditorInterface**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:184 msgid "" "Type ``EditorInterface`` changes inheritance from ``Node`` to ``Object``" msgstr "" +"Herança alterada do tipo ``EditorInterface`` de ``Node`` para ``Object``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:184 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:186 +#, fuzzy msgid "`GH-76176`_" -msgstr "" +msgstr "`GH-76176`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:185 msgid "" "Method ``set_movie_maker_enabled`` replaced with ``movie_maker_enabled`` " "property" msgstr "" +"Método ``set_movie_maker_enabled`` substituído pela propriedade " +"``movie_maker_enabled``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:186 msgid "" "Method ``is_movie_maker_enabled`` replaced with ``movie_maker_enabled`` " "property" msgstr "" +"Método ``is_movie_maker_enabled`` substituído pela propriedade " +"``movie_maker_enabled``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:187 +#, fuzzy msgid "**EditorResourcePreviewGenerator**" -msgstr "" +msgstr "**EditorResourcePreviewGenerator**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 msgid "Method ``_generate`` adds a new ``metadata`` parameter" -msgstr "" +msgstr "Adicionado um novo parâmetro ``metadata`` para o método ``_generate``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:188 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 +#, fuzzy msgid "`GH-64628`_" -msgstr "" +msgstr "`GH-64628`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:189 msgid "Method ``_generate_from_path`` adds a new ``metadata`` parameter" msgstr "" +"Adicionado um novo parâmetro ``metadata`` para o método " +"``_generate_from_path``" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:190 +#, fuzzy msgid "**EditorUndoRedoManager**" -msgstr "" +msgstr "**EditorUndoRedoManager**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:196 msgid "Behavior changes" -msgstr "" +msgstr "Mudanças de comportamento" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:198 msgid "" "In 4.1 some behavior changes have been introduced, which might require you " "to adjust your project." msgstr "" +"Na 4.1, foram introduzidas algumas mudanças de comportamento que podem " +"exigir ajustes em seu projeto." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:203 #, fuzzy msgid "**SubViewportContainer**" -msgstr "ViewportContainer" +msgstr "**SubViewportContainer**" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:204 msgid "" @@ -29904,11 +30206,16 @@ msgid "" "``SubViewportContainer.mouse_filter`` now needs to be ``MOUSE_FILTER_STOP`` " "or ``MOUSE_FILTER_PASS``. See `GH-79271`_ for details." msgstr "" +"Quando eventos de entrada forem acessar SubViewports e seus filhos, " +"``SubViewportContainer.mouse_filter`` precisará agora ser " +"``MOUSE_FILTER_STOP`` ou ``MOUSE_FILTER_PASS``. Veja `GH-79271`_ para " +"detalhes." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:204 #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:205 +#, fuzzy msgid "`GH-57894`_" -msgstr "" +msgstr "`GH-57894`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:205 msgid "" @@ -29916,6 +30223,9 @@ msgid "" "mouse input events, now need to be replaced by ``Area2D`` nodes. See " "`GH-79128`_ for details." msgstr "" +"Nós ``SubViewportContainer`` de múltiplas camadas que recebem todos os " +"eventos de entrada do mouse, agora precisam ser substituídos por nós " +"``Area2D``. Veja `GH-79128`_ para detalhes." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:206 #, fuzzy @@ -29923,24 +30233,32 @@ msgid "**Viewport**" msgstr "Janelas de exibição(Viewports)" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:207 +#, fuzzy msgid "" "``Viewport`` nodes, that have Physics Picking enabled, now automatically set " "InputEvents as handled. See `GH-79897`_ for workarounds." msgstr "" +"Nós ``Viewport`` que possuem o Physics Picking habilitado, agora definem " +"InputEvents como tratados automaticamente. Veja `GH-79897`_ para soluções " +"alternativas." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:207 +#, fuzzy msgid "`GH-77595`_" -msgstr "" +msgstr "`GH-77595`_" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:243 msgid "Updating your GDExtension for 4.1" -msgstr "" +msgstr "Atualizando seu GDExtension para 4.1" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:245 msgid "" "GDExtension is still in beta. Until it's marked as stable, compatibility may " "break when upgrading to a new minor version of Godot." msgstr "" +"GDExtension ainda continua em beta. Até que esteja marcado como estável, a " +"compatibilidade pode quebrar quando atualizando para uma nova versão menor " +"do Godot." #: ../../docs/tutorials/migrating/upgrading_to_godot_4.1.rst:248 msgid "" @@ -42145,7 +42463,7 @@ msgstr "Nós de partículas" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:68 msgid "Turning GPU into CPU particles" -msgstr "" +msgstr "Transformando partículas de GPU em partículas de CPU" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:70 msgid "" @@ -42154,18 +42472,28 @@ msgid "" "GPU particles is available for CPU particles, so the resulting particle " "system will look and behave differently from the original." msgstr "" +"Você pode converter partículas de GPU para partículas de CPU a qualquer " +"momento usando a entrada no menu do viewport. Quando você o fizer, tenha em " +"mente que nem todas funcionalidades das partículas de GPU estão disponíveis " +"para partículas de CPU, então o sistema de partículas resultante vai ter " +"aparência e comportamento diferente do original." #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:75 msgid "" "You can also convert CPU particles to GPU particles if you no longer need to " "use CPU particles. This is also done from the viewport menu." msgstr "" +"Você também pode converter partículas de CPU para partículas de GPU, caso " +"você não precise mais usar as partículas de CPU. Isso também é feito pelo " +"menu do viewport." #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:78 msgid "" "Some of the most notable features that are lost during the conversion " "include:" msgstr "" +"Algumas das funcionalidades mais notáveis que são perdidas durante a " +"conversão incluem:" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:80 #, fuzzy @@ -42174,7 +42502,7 @@ msgstr "Multipadrões" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:81 msgid "turbulence" -msgstr "" +msgstr "turbulência" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:82 #, fuzzy @@ -42182,8 +42510,9 @@ msgid "sub-emitters" msgstr "Nervosidade (Jitter)" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:83 +#, fuzzy msgid "trails" -msgstr "" +msgstr "trilhas" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:84 #, fuzzy @@ -42247,17 +42576,20 @@ msgstr "Velocidade Inicial" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:98 msgid "``Velocity Limit``" -msgstr "" +msgstr "``Velocidade Limite``" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:99 msgid "``Scale Over Velocity``" -msgstr "" +msgstr "``Escala Sobre Velocidade``" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:101 msgid "" "Converting GPU particles to CPU particles can become necessary when you want " "to release a game on older devices that don't support modern graphics APIs." msgstr "" +"Converter partículas de GPU em partículas de CPU pode ser necessário quando " +"você quer liberar um jogo em dispositivos que não suportam APIs gráficas " +"modernas." #: ../../docs/tutorials/3d/particles/properties.rst:4 #, fuzzy @@ -42270,12 +42602,17 @@ msgid "Emitter properties" msgstr "Propriedades editáveis." #: ../../docs/tutorials/3d/particles/properties.rst:12 +#, fuzzy msgid "" "The checkbox next to the ``Emitting`` property activates and deactivates the " "particle system. Particles will only be processed and rendered if the box is " "checked. You can set this property at runtime if you want to activate or " "deactivate particle systems dynamically." msgstr "" +"O checkbox próximo à propriedade ``Emitindo`` ativa e desativa o sistema de " +"partículas. Partículas apenas serão processadas e renderizadas se a caixa " +"estiver marcada. Você pode definir essa propriedade durante Durante execução " +"se você quiser ativar ou desativar o sistema de partículas dinamicamente." #: ../../docs/tutorials/3d/particles/properties.rst:16 msgid "" @@ -50283,15 +50620,23 @@ msgid "" "source mesh will be placed over the target mesh. If you are satisfied with " "the result, you can delete the mesh instance used as the source mesh." msgstr "" +"Selecione a superfície alvo. No caso da árvore deve estar no nó de paisagem. " +"A malha de origem deve ser o nó árvore. Ajuste os outros parâmetros de " +"acordo com sua preferência. Pressione ``Popular`` e múltiplas cópias da " +"malha de origem serão colocadas sobre a malha alvo. Se estiver satisfeito " +"com o resultado, você pode deletar a instância de malha usada como malha de " +"origem." #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:104 msgid "The end result should look like this:" -msgstr "" +msgstr "O resultado final deve ser parecido com isso:" #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:108 msgid "" "To change the result, repeat the previous steps with different parameters." msgstr "" +"Para alterar o resultado, repita os passos anteriores com parâmetros " +"diferentes." #: ../../docs/tutorials/3d/mesh_lod.rst:4 #, fuzzy @@ -52578,6 +52923,8 @@ msgid "" "Like other features of Godot, CSG is supported in the form of nodes. These " "are the CSG nodes:" msgstr "" +"Assim como outros recursos do Godot, CSG é suportado na forma de nós. Esses " +"são os nós do CSG:" #: ../../docs/tutorials/3d/csg_tools.rst:39 #, fuzzy @@ -52620,7 +52967,7 @@ msgstr "Características das ferramentas CSG" #: ../../docs/tutorials/3d/csg_tools.rst:54 msgid "Every CSG node supports 3 kinds of boolean operations:" -msgstr "" +msgstr "Cada nó CSG suporta 3 tipos de operações booleanas:" #: ../../docs/tutorials/3d/csg_tools.rst:56 msgid "" @@ -157762,7 +158109,7 @@ msgstr "" #: ../../docs/community/asset_library/submitting_to_assetlib.rst:56 msgid "Recommendations" -msgstr "" +msgstr "Recomendações" #: ../../docs/community/asset_library/submitting_to_assetlib.rst:58 msgid "" diff --git a/weblate/pt_BR.po b/weblate/pt_BR.po index e0d0562b79..baedce8fc9 100644 --- a/weblate/pt_BR.po +++ b/weblate/pt_BR.po @@ -282,13 +282,15 @@ # Bryan Alves Sindra Costa , 2024. # "A. Cassimiro" , 2024. # Kyoshi Sato , 2024. +# Marcia Perez , 2024. +# Matteus Maximo Felisberto , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-04-24 08:18+0000\n" -"Last-Translator: Kyoshi Sato \n" +"PO-Revision-Date: 2024-06-15 12:09+0000\n" +"Last-Translator: Maurício Mazur \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -296,7 +298,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 5.5.1-dev\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -870,6 +872,10 @@ msgid "" "github.com/godotengine/buildroot>`__, allowing for binaries that work across " "common Linux distributions (including LTS variants)." msgstr "" +"Binários oficiais são compilados utilizando-se da `Godot Engine buildroot " +"`__, permitindo a criação de " +"executáveis que funcionam nas distribuições comuns do Linux (incluindo " +"variantes LTS)." #: ../../docs/about/list_of_features.rst:34 #, fuzzy @@ -954,7 +960,9 @@ msgstr "GDScript :ref:`depurador `." #: ../../docs/about/list_of_features.rst:64 msgid "Support for debugging in threads is available since 4.2." -msgstr "Suporte para depuração em threads está disponível desde a versão 4.2." +msgstr "" +"Suporte para depuração em partes_paralelizáveis está disponível desde a " +"versão 4.2." #: ../../docs/about/list_of_features.rst:65 msgid "" @@ -1153,12 +1161,19 @@ msgid "" "which can be used for improved 2D lighting effects including 2D global " "illumination." msgstr "" +"Shaders customizados podem acessar um representação da cena 2D :abbr: `SDF (" +"Signed Distance Field, Campo de Distância Assinalada` em tempo-real, baseda " +"em nós :ref: `class_LightOccluder2D`, os quais podem ser utilizados para " +"melhorar efeitos de iluminação 2D, incluindo iluminação global." #: ../../docs/about/list_of_features.rst:130 msgid "" ":ref:`Font rendering ` using bitmaps, rasterization " "using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" +":ref: `Renderização de Fontes ` usando bitmaps, " +"rasterização usando FreeType e MSDF (Multi-Channel Signed Distance Fields, " +"campos de distância assinalada de múltiplos canais)." #: ../../docs/about/list_of_features.rst:133 #, fuzzy @@ -1190,12 +1205,16 @@ msgid "" "Dynamic fonts support variable fonts and OpenType features including " "ligatures." msgstr "" +"Fontes Dinâmicas suportam fontes variáves e funcionalidades OpenType, " +"incluindo ligaduras." #: ../../docs/about/list_of_features.rst:139 msgid "" "Dynamic fonts support simulated bold and italic when the font file lacks " "those styles." msgstr "" +"Fontes Dinâmicas suportam itálico e negrito simulados quando o arquivo de " +"fonte não tiver estes estilos." #: ../../docs/about/list_of_features.rst:141 #, fuzzy @@ -1210,12 +1229,16 @@ msgid "" "Dynamic fonts support subpixel positioning to make fonts crisper at low " "sizes." msgstr "" +"Fontes Dinâmicas suportam posicionamento sub-pixel, fazendo as fontes mais " +"nítidas em tamanhos menores." #: ../../docs/about/list_of_features.rst:143 msgid "" "Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " "at low sizes." msgstr "" +"Fontes Dinãmicas suportam otimização sub-pixel para LCD, fazendo-as ainda " +"mais nítidas em tamanhos pequenos." #: ../../docs/about/list_of_features.rst:144 msgid "" @@ -1223,6 +1246,10 @@ msgid "" "requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " "to lower sizes better compared to monochrome SDF fonts." msgstr "" +"Campos de distância assinalada podem ser redimensionados em quaisquer " +"resoluções, sem a necessidade de re-rasterização. Utilização de Múltiplos " +"Canais fazem fontes SDF se comportarem melhor em tamanhos menores, " +"comparadas a fontes SD monocromáticas." #: ../../docs/about/list_of_features.rst:148 #, fuzzy @@ -1244,6 +1271,9 @@ msgid "" "` for better glow " "capabilities." msgstr "" +":ref: `Renderização HDR 2D " +"` opcional para " +"capacidades de brilho (glow) melhores." #: ../../docs/about/list_of_features.rst:155 msgid "2D tools" @@ -1252,6 +1282,8 @@ msgstr "Ferramentas 2D" #: ../../docs/about/list_of_features.rst:157 msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" +":ref: `TileMaps ` para design de níves 2D baseado em " +"blocos." #: ../../docs/about/list_of_features.rst:158 msgid "2D camera with built-in smoothing and drag margins." @@ -1295,6 +1327,8 @@ msgid "" "Animatable bodies (for objects moving only by script or animation, such as " "doors and platforms)." msgstr "" +"Corpos animados (para objetos movendo apenas por script ou animação, como " +"portas e plataformas)." #: ../../docs/about/list_of_features.rst:173 #: ../../docs/about/list_of_features.rst:415 @@ -1354,6 +1388,9 @@ msgid "" "When using the Forward+ backend, a depth prepass is used to improve " "performance in complex scenes by reducing the cost of overdraw." msgstr "" +"Quando o backend Forward+ é utilizado, a pre-passagem de profundidade é " +"utilizada para melhorar a performance em cenas complexas, reduzindo o custo " +"de sobre-desenho." #: ../../docs/about/list_of_features.rst:190 msgid "" @@ -1475,12 +1512,16 @@ msgid "" "Adjustable light \"size\" for fake area lights (will also make shadows " "blurrier)." msgstr "" +"Tamanho de luz ajustável para iluminação em área falsificadas (também fará " +"as sombras mais desfocadas)." #: ../../docs/about/list_of_features.rst:216 msgid "" "Optional distance fade system to fade distant lights and their shadows, " "improving performance." msgstr "" +"Sistema de esvanecimento por distãncia opcional, para desvanecer luzes " +"distantes e suas sombras, melhorando a performance." #: ../../docs/about/list_of_features.rst:217 msgid "" @@ -1534,12 +1575,17 @@ msgid "" "Shadow normal offset bias and shadow pancaking to decrease the amount of " "visible shadow acne and peter-panning." msgstr "" +"Deslocamento normal das sombras e pancaking de sombras para diminir a " +"quantidade de acne de sombras visível e peter-panning." #: ../../docs/about/list_of_features.rst:233 msgid "" ":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the " "light size and distance from the surface the shadow is cast on." msgstr "" +"Desfoque de sombras parecido com :abbr: `PCSS (Percentage Closer Soft " +"Shadows, Sombras Suaves de Porcentagem mais Próxima)` baseado no tamanho da " +"luz e distância dessa em relação a superfície em que a sombra e projetada." #: ../../docs/about/list_of_features.rst:235 #, fuzzy @@ -1582,6 +1628,8 @@ msgid "" "Optionally supports directional lighting and rough reflections based on " "spherical harmonics." msgstr "" +"Opcionalmente suporta iluminação direcional a reflexões não-polidas basedas " +"em esferas harmônicas." #: ../../docs/about/list_of_features.rst:247 msgid "" @@ -1589,12 +1637,18 @@ msgid "" "to CPU lightmapping). Baking can only be performed from the editor, not in " "exported projects." msgstr "" +"Mapas de Iluminação são construídos na GPU usando shaders de computação (" +"compute shaders), oque é muito mais rápido comparado ao mapeamento de " +"iluminação feito na CPU. A construição do mapa de iluminação pode ser feito " +"apenas a partir do editor, e não em projetos exportados." #: ../../docs/about/list_of_features.rst:250 msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" +"Suporta :ref: `Remoção de Ruídos ` " +"utilizando a GPU, com JNLM ou Remoção de Ruído baseado em CPU/GPU com OIDN." #: ../../docs/about/list_of_features.rst:253 msgid "" @@ -1603,6 +1657,10 @@ msgid "" "baking step which can be performed in the editor or at run-time (including " "from an exported project)." msgstr "" +":ref: `Provetas de GI baseadas em Vocel `. Suporta " +"iluminação dinâmica *e* oclusores dinâmicos, enquanto ainda dá suporte a " +"reflexão. Requer um passo de construção rápido, oque pode ser feito no " +"editor ou em tempo de execução (inclusive a partir de um projeto exportado)." #: ../../docs/about/list_of_features.rst:257 msgid "" @@ -1610,6 +1668,10 @@ msgid "" "worlds. Supports dynamic lights, but not dynamic occluders. Supports " "reflections. No baking required." msgstr "" +":ref: `Campo de GI com Distância Assinalada `, emissive, :abbr:`ORM (Occlusion " "Roughness Metallic)`, and normal mapping." msgstr "" +":ref: `Suporta Albedo `, emissivo, :abbr: `ORM (Occlusion " +"Roughness Metallic, Metálico de Polidez de Oclusão)` e mapeamento normal." #: ../../docs/about/list_of_features.rst:286 msgid "" "Texture channels are smoothly overlaid on top of the underlying material, " "with support for normal/ORM-only decals." msgstr "" +"Canais de texture são suavemente superpostos sobre o material subjacente, " +"com suporte a adesivos normais ou apenas ORM." #: ../../docs/about/list_of_features.rst:288 msgid "" "Support for normal fade to fade the decal depending on its incidence angle." msgstr "" +"Suporta esvanecimento normal para esvanecer o adesivo a depender do seu " +"ângulo de incidência." #: ../../docs/about/list_of_features.rst:289 msgid "" @@ -1701,6 +1788,9 @@ msgid "" "complex skinned meshes with no performance penalty, even if the decal moves " "every frame." msgstr "" +"Não conta com geração de malhas em tempo real. Isto significa que adesivos " +"podem ser utilizados em malhas esfoladas complexas sem penalidade na " +"performance, até mesmo se o adesivo se mover a cada quadro." #: ../../docs/about/list_of_features.rst:291 #, fuzzy @@ -1713,6 +1803,8 @@ msgstr "Filtragem mais próxima, bilinear, trilinear ou anisotrópica." msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" +"Sistema de esvanciemento de distância opcional para esvanecer adesivos, " +"melhorando a performance." #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -1721,12 +1813,18 @@ msgid "" "Clustered rendering also lifts any limits on the number of decals that can " "be used on a mesh." msgstr "" +"Quando o backend Forward+ é utilizado (padrão no desktop), adesivos são " +"renderizados com otimizações de forward agrupadas, diminuindo o custo " +"individual da renderização. Renderização agrupada também aumenta o limite de " +"adesivos que podem em uma malha." #: ../../docs/about/list_of_features.rst:296 msgid "" "When using the Forward Mobile backend, up to 8 decals can be displayed per " "mesh resource." msgstr "" +"Quando o backend Forwar Mobile é utilizados, até 8 adesivos podem ser " +"mostrados por recurso de malha." #: ../../docs/about/list_of_features.rst:299 msgid "**Sky:**" @@ -1741,18 +1839,24 @@ msgid "" "Procedural sky and Physically-based sky that respond to the " "DirectionalLights in the scene." msgstr "" +"Céu processual e Baseado em Física que responde às Luzes Direcionais na cena." #: ../../docs/about/list_of_features.rst:303 msgid "" "Support for :ref:`custom sky shaders `, which can be " "animated." msgstr "" +"Suporte a :ref: `shaders de céu customizados `, os quais " +"podem ser animados." #: ../../docs/about/list_of_features.rst:304 msgid "" "The radiance map used for ambient and specular light can be updated in real-" "time depending on the quality settings chosen." msgstr "" +"O mapa de radiãncia usado para luzes ambientes e especulares podem ser " +"atualizados em tempo real, dependendo das preferências de qualidade " +"escolhidas." #: ../../docs/about/list_of_features.rst:307 msgid "**Fog:**" @@ -1760,11 +1864,11 @@ msgstr "**Neblina:**" #: ../../docs/about/list_of_features.rst:309 msgid "Exponential depth fog." -msgstr "" +msgstr "Névoa de profuindade exponencial." #: ../../docs/about/list_of_features.rst:310 msgid "Exponential height fog." -msgstr "" +msgstr "Névoa de altura exponencial." #: ../../docs/about/list_of_features.rst:311 #, fuzzy @@ -1785,6 +1889,8 @@ msgid "" "Support for controlling how much fog rendering should affect the sky, with " "separate controls for traditional and volumetric fog." msgstr "" +"Suporte para definir o quanto a renderização de névoas deve afetar o céu, " +"com controles separados para névoa tradicional ou volumétrica." #: ../../docs/about/list_of_features.rst:315 #, fuzzy @@ -1793,19 +1899,23 @@ msgstr "Suporte para plugins visuais de shader." #: ../../docs/about/list_of_features.rst:317 msgid "**Volumetric fog:**" -msgstr "" +msgstr "**Névoa Volumétrica:**" #: ../../docs/about/list_of_features.rst:319 msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." msgstr "" +":ref: `Névoa Volumétrica ` global que reage às luzes e " +"sombras." #: ../../docs/about/list_of_features.rst:320 msgid "" "Volumetric fog can take indirect light into account when using VoxelGI or " "SDFGI." msgstr "" +"Névoas volumétricas podem levar em conta a iluminação indireta quando SDFGI " +"ou VoxelGI são utilizados." #: ../../docs/about/list_of_features.rst:321 msgid "" @@ -1813,14 +1923,18 @@ msgid "" "fog from specific areas). Supported shapes include box, ellipse, cone, " "cylinder, and 3D texture-based density maps." msgstr "" +"Nós de Volume de Névoa que podem ser posicionados para adicionar névoa em " +"áreas específicas (ou remover névoa de áreas específicas). Formas suportadas " +"incluem: Caixa; Elipse; Cone; Cilindro; e Mapas de densidade baseados em " +"textura 3D." #: ../../docs/about/list_of_features.rst:323 msgid "Each fog volume can have its own custom shader." -msgstr "" +msgstr "Cada volume de névoa pode ter seu shader customizado." #: ../../docs/about/list_of_features.rst:324 msgid "Can be used together with traditional fog." -msgstr "" +msgstr "Pode ser utilizado em conjunto com névoas tradicionais." #: ../../docs/about/list_of_features.rst:326 msgid "**Particles:**" @@ -1831,33 +1945,45 @@ msgid "" "GPU-based particles with support for subemitters (2D + 3D), trails (2D + " "3D), attractors (3D only) and collision (2D + 3D)." msgstr "" +"Partículas baseadas em GPU com suporte a sub-emissores (2D + 3D), trilhas (" +"2D + 3D), atratores (apenas em 3D) e colisão (2D + 3D)." #: ../../docs/about/list_of_features.rst:331 msgid "" "3D particle attractor shapes supported: box, sphere and 3D vector fields." msgstr "" +"Formas suportadas para atratores de partículas 3D: Caixa; Esfera; campos de " +"vetores 3D." #: ../../docs/about/list_of_features.rst:332 msgid "" "3D particle collision shapes supported: box, sphere, baked signed distance " "field and real-time heightmap (suited for open world weather effects)." msgstr "" +"Formas de colisão de partículas 3D suportadas: Caixa; Esfera; Campo de " +"Distância Assinalada Construído; e Mapas de Altura em tempo real (apropriado " +"para efeitos de clima de mundo aberto)." #: ../../docs/about/list_of_features.rst:334 msgid "" "2D particle collision is handled using a signed distance field generated in " "real-time based on :ref:`class_LightOccluder2D` nodes in the scene." msgstr "" +"A colisão de partículas 2D é manejado utilizado campo de distância " +"assinalado, gerado em tempo-real basedo em nós :ref: `class_LightOccluder2D`" +"na cena." #: ../../docs/about/list_of_features.rst:336 msgid "" "Trails can use the built-in ribbon trail and tube trail meshes, or custom " "meshes with skeletons." msgstr "" +"Trilhas podem utilizar tilhas de ribbon integradad e malhas de trilha em " +"tubo, assim como malhas customizadas com esqueletos." #: ../../docs/about/list_of_features.rst:338 msgid "Support for custom particle shaders with manual emission." -msgstr "" +msgstr "Suporte a shaders de partícula customizados com emissão manual." #: ../../docs/about/list_of_features.rst:342 msgid "**Post-processing:**" @@ -1881,6 +2007,8 @@ msgid "" "Near and far depth of field with adjustable bokeh simulation (box, hexagon, " "circle)." msgstr "" +"Profundidade de Campo próximo ou distante com simulação bokeh ajustável (" +"Caixa, Hexágono, Círculo)." #: ../../docs/about/list_of_features.rst:347 #, fuzzy @@ -1901,12 +2029,16 @@ msgstr "" #: ../../docs/about/list_of_features.rst:350 msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" +"Brilho pode ter uma textura de mapa de sujeira colorido, agindo como efeito " +"de sujeira na lente." #: ../../docs/about/list_of_features.rst:351 msgid "" "Glow can be :ref:`used as a screen-space blur effect " "`." msgstr "" +"Brilho pode ser :ref: `usado como efeito de desfoque no espaço de tela " +"`." #: ../../docs/about/list_of_features.rst:352 #, fuzzy @@ -1915,7 +2047,7 @@ msgstr "Correção de cor usando uma rampa unidimensional." #: ../../docs/about/list_of_features.rst:353 msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "" +msgstr "Limitador de polidez para reduzir o impacto de aliasing especular." #: ../../docs/about/list_of_features.rst:354 msgid "Brightness, contrast and saturation adjustments." @@ -1941,7 +2073,7 @@ msgstr "**Compressão de Textura:**" #: ../../docs/about/list_of_features.rst:363 msgid "Basis Universal (slow, but results in smaller files)." -msgstr "" +msgstr "Base Universal (devagar, porém resulta em arquivos menores)." #: ../../docs/about/list_of_features.rst:364 #, fuzzy @@ -1952,12 +2084,11 @@ msgstr "" #: ../../docs/about/list_of_features.rst:365 #, fuzzy msgid "ETC2 (not supported on macOS)." -msgstr "*GLES3:* ETC2 (não é compatível com macOS)." +msgstr "ETC2 (não é compatível com macOS)." #: ../../docs/about/list_of_features.rst:366 -#, fuzzy msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "S3TC (Suportado apenas nas plataformas Desktop)." +msgstr "S3TC (Sem suporte para plataformas mobile/Web)." #: ../../docs/about/list_of_features.rst:368 msgid "**Anti-aliasing:**" @@ -1965,7 +2096,7 @@ msgstr "**Antisserrilhamento:**" #: ../../docs/about/list_of_features.rst:370 msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr "" +msgstr ":ref: `Anti-Serrilhamento` Temporal (TAA)." #: ../../docs/about/list_of_features.rst:371 msgid "" @@ -1973,12 +2104,17 @@ msgid "" "` (FSR2), which can be used at native resolution as a " "form of high-quality temporal antialiasing." msgstr "" +":ref: `Anti-Serrilhamento ` AMD FidelityFX Super " +"Resolution 2.2 (FSR2), que pode ser utilizado em resolução nativa como uma " +"forma de anti-serrilhamento temporal de alta qualidade." #: ../../docs/about/list_of_features.rst:373 msgid "" "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" "ref:`doc_3d_antialiasing`." msgstr "" +"Anti-Serrilhamento de Múltipla Amostragem (MSAA, Multi-Sampling Antialiasing)" +", para ambos :ref: `doc_2d_antialiasing` e :ref: `doc_3d_antialiasing`." #: ../../docs/about/list_of_features.rst:374 msgid "Fast approximate antialiasing (FXAA)." @@ -1989,17 +2125,19 @@ msgid "" "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " "resolution scale above 1.0." msgstr "" +"Anti-Serrilhamento de Super-Amostragem (SSAA, Super-Sampling Antialiasing) " +"utilizando escalonamento bilinear 3D e uma resolução 3D acima de 1.0." #: ../../docs/about/list_of_features.rst:376 msgid "" "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" "material basis." msgstr "" +"Anti-Aliasing Alfa, alfa MSSA para cobertura e hashing alfa por material." #: ../../docs/about/list_of_features.rst:378 -#, fuzzy msgid "**Resolution scaling:**" -msgstr "**Reflexões:**" +msgstr "**Escala de Resolução:**" #: ../../docs/about/list_of_features.rst:380 msgid "" @@ -2008,29 +2146,37 @@ msgid "" "This can be used to improve performance on low-end systems or improve " "visuals on high-end systems." msgstr "" +"Suporte para :ref: `renderização 3D em uma resolução menor " +"`, enquanto mantém a renderização 2D na escala " +"original. Pode ser utilizado para melhorar a performance em sistemas low-end " +"ou melhorar o visual em sistemas high-end." #: ../../docs/about/list_of_features.rst:383 msgid "" "Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution " "1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." msgstr "" +"Escalonamento de resolução utiliza filtro bilinear, AMD FidelityFx Super " +"Resolution 1.0 (FSR1) ou AMD FidelityFX Super Resolution 2.2 (FSR2)." #: ../../docs/about/list_of_features.rst:385 msgid "" "Texture mipmap LOD bias is adjusted automatically to improve quality at " "lower resolution scales. It can also be modified with a manual offset." msgstr "" +"Viés de LOD Mimap para texture e ajustado automaticamente para melhorar a " +"qualidade em escalas de menor resolução. Também pode ser modificado com um " +"deslocamento manual." #: ../../docs/about/list_of_features.rst:388 -#, fuzzy msgid "" "Most effects listed above can be adjusted for better performance or to " "further improve quality. This can be helpful when :ref:`using Godot for " "offline rendering `." msgstr "" "A maioria dos efeitos listados acima podem ser ajustados para melhor " -"desempenho ou para melhorar ainda mais a qualidade. Isso pode ser útil ao " -"usar o Godot para renderização offline." +"performasse ou para melhorar ainda mais a qualidade. Isso pode ser útil ao " +":ref:`usar a Godot para renderização offline `." #: ../../docs/about/list_of_features.rst:393 msgid "3D tools" @@ -2047,6 +2193,8 @@ msgstr "" #: ../../docs/about/list_of_features.rst:396 msgid ":ref:`GridMaps ` for 3D tile-based level design." msgstr "" +":ref: `GridMaps ` para design de níveis 3D baseado em " +"blocos." #: ../../docs/about/list_of_features.rst:397 msgid "" @@ -2200,6 +2348,8 @@ msgstr "" msgid "" "Syntax inspired by Python. However, GDScript is **not** based on Python." msgstr "" +"Sintaxe inspirada no Python. No entanto, GDScript **não é** baseado em " +"Python." #: ../../docs/about/list_of_features.rst:454 msgid "Syntax highlighting is provided on GitHub." @@ -2210,8 +2360,9 @@ msgid "" ":ref:`Use threads ` to perform asynchronous " "actions or make use of multiple processor cores." msgstr "" -":ref:`Usa threads ` para executar ações " -"assíncronas ou fazer uso de múltiplos núcleos do processador." +":ref:`Use partes_paralelizáveis ` para performar " +"ações assíncronas (em segundo plano /concorrêntes) ou fazer uso de múltiplos " +"núcleos do processador(multithread/multiplas linhas de execução em paralelo)." #: ../../docs/about/list_of_features.rst:458 msgid ":ref:`C#: `" @@ -2225,7 +2376,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:461 msgid "Supports .NET 6 and higher." -msgstr "" +msgstr "Suporta .NET 6 e superior." #: ../../docs/about/list_of_features.rst:463 #, fuzzy @@ -2238,22 +2389,30 @@ msgid "" "Android and iOS is also available (requires a .NET 7.0 project for Android " "and 8.0 for iOS)." msgstr "" +"Suporta Windows, Linux e MacOS. Em relação à versão 4.2, suporte " +"experimental a Android e iOS também está disponível (requer um projeto .NET " +"7.0 para Android e 8.0 para iOS)." #: ../../docs/about/list_of_features.rst:468 msgid "" "On the Android platform only some architectures are supported: ``arm64`` and " "``x64``." msgstr "" +"Na plataforma Android apenas alguma arquiteturas são suportadas: ``arm64`` e " +"``x64``." #: ../../docs/about/list_of_features.rst:469 msgid "On the iOS platform only some architectures are supported: ``arm64``." msgstr "" +"Na plataforma iOS apenas algumas arquiteturas são suportadas: ``arm64``." #: ../../docs/about/list_of_features.rst:470 msgid "" "The web platform is currently unsupported. To use C# on that platform, " "consider Godot 3 instead." msgstr "" +"A plataforma web não é suportada ainda. Para utilizar C# nesta plataforma, " +"considere utilizar a Godot 3." #: ../../docs/about/list_of_features.rst:473 msgid "" @@ -2288,6 +2447,8 @@ msgid "" "Official GDExtension bindings for `C `__ and `C++ `__." msgstr "" +"Bindings oficiais da GDExtension para `C `__ e `C++ `__." #: ../../docs/about/list_of_features.rst:485 msgid "Use any build system and language features you wish." @@ -2303,6 +2464,11 @@ msgid "" "com/godot-rust/gdextension>`__ bindings provided by the community. (Some of " "these bindings may be experimental and not production-ready)." msgstr "" +"Bindings da GDExtension desenvolvidas ativamente para `D `__, `Haxe `__, `Swift " +"`__, e `Rust `__ bindings providas pela comunidade. (Algumas " +"destas podem ser experimentais e não estarem prontas para produção)." #: ../../docs/about/list_of_features.rst:492 #: ../../docs/about/docs_changelog.rst:274 @@ -2336,6 +2502,7 @@ msgid "" "Support for polyphony (playing several sounds from a single " "AudioStreamPlayer node)." msgstr "" +"Suporte a polifonia (tocar diversos sons de um único nó AudioStreamPlayer)." #: ../../docs/about/list_of_features.rst:504 #, fuzzy @@ -2352,6 +2519,8 @@ msgid "" "Support for sequential/random sample selection, including repetition " "prevention when using random sample selection." msgstr "" +"Suporte a seleção de amostra sequencial/aleatória, incluindo prevenção de " +"repetição quando utilizar seleção aleatória." #: ../../docs/about/list_of_features.rst:508 msgid "" @@ -2370,7 +2539,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:510 msgid "Audio input to record microphones." -msgstr "" +msgstr "Entrada de áudio para gravar microfones." #: ../../docs/about/list_of_features.rst:511 msgid "MIDI input." @@ -2444,12 +2613,16 @@ msgstr "glTF 2.0 *(recomendado)*." msgid "" "``.blend`` (by calling Blender's glTF export functionality transparently)." msgstr "" +"`.blend` (chamando a funcionalidade de exportação gITF do Belnder de forma " +"transparente)." #: ../../docs/about/list_of_features.rst:539 msgid "" "FBX (by calling `FBX2glTF `__ " "transparently)." msgstr "" +"FBX (chamando `FBX2gITF `__ de " +"forma transparente)." #: ../../docs/about/list_of_features.rst:540 msgid "Collada (.dae)." @@ -2560,13 +2733,15 @@ msgstr "Navegação" #: ../../docs/about/list_of_features.rst:572 msgid "" "A* algorithm in :ref:`2D ` and :ref:`3D `." -msgstr "" +msgstr "Algoritmo A* em :ref: `2D `." #: ../../docs/about/list_of_features.rst:573 msgid "" "Navigation meshes with dynamic obstacle avoidance in :ref:`2D " "` and :ref:`3D `." msgstr "" +"Malhas de navegação que dinamicamente evitam obstáculos em :ref: `2D " +"` e :ref: `3D `." #: ../../docs/about/list_of_features.rst:575 msgid "" @@ -2686,6 +2861,8 @@ msgid "" "Support for pluralization and translation contexts when using gettext " "translations." msgstr "" +"Suporte a pluralização e contextos de tradução quando traduções gettext são " +"utilizadas." #: ../../docs/about/list_of_features.rst:609 msgid "" @@ -2693,15 +2870,19 @@ msgid "" "`, text shaping and OpenType localized " "forms." msgstr "" +"Suporte para :ref: `configuração de tipos bidirecional " +"`, formatação de texto e formulários " +"localizados OpenType." #: ../../docs/about/list_of_features.rst:611 msgid "Automatic UI mirroring for right-to-left locales." -msgstr "" +msgstr "Espelhamento de IU automático para localizações direita-esquerda." #: ../../docs/about/list_of_features.rst:612 msgid "" "Support for pseudolocalization to test your project for i18n-friendliness." msgstr "" +"Suporte a pseudolocalização para testar seu projeto para familiaridade i18n." #: ../../docs/about/list_of_features.rst:615 msgid "Windowing and OS integration" @@ -2709,7 +2890,7 @@ msgstr "Janelas e integração de sistema" #: ../../docs/about/list_of_features.rst:617 msgid "Spawn multiple independent windows within a single process." -msgstr "" +msgstr "Invocar múltiplas janelas independentes dentro de um único processo." #: ../../docs/about/list_of_features.rst:618 #, fuzzy @@ -2736,6 +2917,9 @@ msgid "" "Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " "can optionally use exclusive fullscreen to reduce input lag." msgstr "" +"Utilize tela-cheia sem bordas por padrão no Windows para alternação rápida " +"por alt-tab, mas pode opcionalmente utilizar tela-cheia exclusica para " +"reduzir o lag de entrada." #: ../../docs/about/list_of_features.rst:626 #, fuzzy @@ -2777,6 +2961,10 @@ msgid "" "the ``--headless`` command line argument. This allows running the engine " "without a GPU or display server." msgstr "" +"Qualquer binário do Godot (Editor ou projeto exportado) pode ser :ref: `" +"utilizado como servidor headless `, " +"iniciando-o com o argumento de linha de comando ``--headless``. Isto permite " +"executar a engine sem uma GPU ou servidor de display." #: ../../docs/about/list_of_features.rst:639 msgid "Mobile" @@ -2787,6 +2975,8 @@ msgid "" "In-app purchases on :ref:`Android ` and :ref:" "`iOS `." msgstr "" +"Compras dentro do app no :ref: `Android ` e " +":ref: `iOS `." #: ../../docs/about/list_of_features.rst:643 msgid "Support for advertisements using third-party modules." @@ -2798,7 +2988,7 @@ msgstr "Suporte à XR (AR e VR)" #: ../../docs/about/list_of_features.rst:648 msgid "Out of the box :ref:`support for OpenXR `." -msgstr "" +msgstr ":ref: `Suporte ao OpenXR ` de fábrica." #: ../../docs/about/list_of_features.rst:650 #, fuzzy @@ -2814,6 +3004,8 @@ msgid "" "Support for :ref:`Android based headsets ` using " "OpenXR through a plugin." msgstr "" +"Suporte para :ref: `headsets baseados em Android ` " +"utilizando OpenXR atraves de um plugin." #: ../../docs/about/list_of_features.rst:654 #, fuzzy @@ -2826,13 +3018,15 @@ msgstr "" #: ../../docs/about/list_of_features.rst:656 msgid "Other devices supported through an XR plugin structure." -msgstr "" +msgstr "Outros dispositivos suportados através de uma estrutura de plugins XR." #: ../../docs/about/list_of_features.rst:657 msgid "" "Various advanced toolkits are available that implement common features " "required by XR applications." msgstr "" +"Várias Caixad de Ferramentas avançadas disponíveis que implementam " +"funcionalidades comuns necessárias para aplicações XR." #: ../../docs/about/list_of_features.rst:660 msgid "GUI system" @@ -2865,6 +3059,9 @@ msgid "" "`class_TextEdit` (multiple lines). TextEdit also supports code editing " "features such as displaying line numbers and syntax highlighting." msgstr "" +"Entrada de texto utilizando :ref: `class_LineEdit` (linha única) e :ref: " +"`class_TextEdit` (múltiplas linhas). TextEdit também suporta funcionalidade " +"de edição de código, como mostrar linhas enumeradas e marcação de sintaxe." #: ../../docs/about/list_of_features.rst:672 #, fuzzy @@ -3097,6 +3294,9 @@ msgid "" "` in an exported project without having to " "go through Godot's import system." msgstr "" +":ref: `Carregar e salvar imagens, áudio/vídeo, fontes e arquivos ZIP " +"` em um projeto exportado sem ter que passar " +"pelo sistema de importação do Godot." #: ../../docs/about/list_of_features.rst:741 msgid "" @@ -3126,6 +3326,8 @@ msgid "" ":ref:`Video playback ` with built-in support for Ogg " "Theora." msgstr "" +":ref: `Playback de vídeo ` com suporte a Ogg Theora de " +"fábrica." #: ../../docs/about/list_of_features.rst:750 msgid "" @@ -3238,6 +3440,10 @@ msgid "" "be referred to if you're looking to build or upgrade a system to use Godot " "on." msgstr "" +"Esta página contém requisitos de sistema para o editor e projetos " +"exportados. Estas especificações são dadas apenas para propósitos " +"informativos, mas podem ser usadas como referência se você estiver buscando " +"montar ou melhoras um sistema para utilizar a Godot." #: ../../docs/about/system_requirements.rst:13 #, fuzzy @@ -3249,11 +3455,13 @@ msgid "" "These are the **minimum** specifications required to run the Godot editor " "and work on a simple 2D or 3D project:" msgstr "" +"Estas são as especificações **mínimas** necessárias para executar o editor " +"do Godot e trabalhar em um projet 2D ou 3D simples:" #: ../../docs/about/system_requirements.rst:19 #: ../../docs/about/system_requirements.rst:204 msgid "Desktop or laptop PC - Minimum" -msgstr "" +msgstr "PC Desktop ou Notebook - Mínimo" #: ../../docs/about/system_requirements.rst:26 #: ../../docs/about/system_requirements.rst:78 @@ -3264,29 +3472,29 @@ msgstr "" #: ../../docs/about/system_requirements.rst:299 #: ../../docs/about/system_requirements.rst:337 msgid "**CPU**" -msgstr "" +msgstr "**CPU**" #: ../../docs/about/system_requirements.rst:26 #: ../../docs/about/system_requirements.rst:211 msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" -msgstr "" +msgstr "**Windows:** CPU x86_32 com instruções SSE2 ou qualquer CPU x86_64" #: ../../docs/about/system_requirements.rst:28 #: ../../docs/about/system_requirements.rst:213 msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" -msgstr "" +msgstr "*Exemplo: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" #: ../../docs/about/system_requirements.rst:30 #: ../../docs/about/system_requirements.rst:120 #: ../../docs/about/system_requirements.rst:215 #: ../../docs/about/system_requirements.rst:303 msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" -msgstr "" +msgstr "**macOS**: x86_64 ou ARM (Apple Silicon)" #: ../../docs/about/system_requirements.rst:32 #: ../../docs/about/system_requirements.rst:217 msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" -msgstr "" +msgstr "*Exemplo: Intel Core 2 Duo SU9400, Apple M1*" #: ../../docs/about/system_requirements.rst:34 #: ../../docs/about/system_requirements.rst:124 @@ -3294,13 +3502,13 @@ msgstr "" #: ../../docs/about/system_requirements.rst:307 msgid "" "**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU" -msgstr "" +msgstr "**Linux** CPU x864_32 com instruções SSE2, CPU x86_64, ARMv7 ou ARMv8" #: ../../docs/about/system_requirements.rst:36 #: ../../docs/about/system_requirements.rst:221 msgid "" "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" -msgstr "" +msgstr "*Exemplo: Inte Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*" #: ../../docs/about/system_requirements.rst:38 #: ../../docs/about/system_requirements.rst:84 @@ -3311,7 +3519,7 @@ msgstr "" #: ../../docs/about/system_requirements.rst:311 #: ../../docs/about/system_requirements.rst:345 msgid "**GPU**" -msgstr "" +msgstr "**GPU**" #: ../../docs/about/system_requirements.rst:38 #: ../../docs/about/system_requirements.rst:223 @@ -3319,6 +3527,8 @@ msgid "" "**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " "support" msgstr "" +"**Métodos de Renderização Forward+:** Gráficos integrados com suporte total " +"ao Vulkan 1.0" #: ../../docs/about/system_requirements.rst:40 #: ../../docs/about/system_requirements.rst:44 @@ -3328,12 +3538,16 @@ msgid "" "*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " "(Kaveri)*" msgstr "" +"*Exemplos: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " +"(Kaveri)*" #: ../../docs/about/system_requirements.rst:42 #: ../../docs/about/system_requirements.rst:227 msgid "" "**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" msgstr "" +"**Método de Renderização Mobile:** Gráficos integrado com suporte total ao " +"Vulkan 1.0" #: ../../docs/about/system_requirements.rst:46 #: ../../docs/about/system_requirements.rst:231 @@ -3341,6 +3555,8 @@ msgid "" "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " "support" msgstr "" +"**Método de Renderização de Compatibilidade:** Gráficos Integrados com " +"suporte total ao OpenGL 3.3" #: ../../docs/about/system_requirements.rst:48 #: ../../docs/about/system_requirements.rst:233 @@ -3348,6 +3564,8 @@ msgid "" "*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " "(Kaveri)*" msgstr "" +"*Exemplo: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " +"(Kaveri)&" #: ../../docs/about/system_requirements.rst:50 #: ../../docs/about/system_requirements.rst:96 @@ -3358,7 +3576,7 @@ msgstr "" #: ../../docs/about/system_requirements.rst:323 #: ../../docs/about/system_requirements.rst:357 msgid "**RAM**" -msgstr "" +msgstr "**RAM**" #: ../../docs/about/system_requirements.rst:50 #, fuzzy @@ -3390,6 +3608,9 @@ msgid "" "projects requires downloading export templates separately (1.3 GB after " "installation)." msgstr "" +"200 MB (Utilizados para o executável, arquivos de projeto e cache). Exportar " +"projetos requer o download de modelos de exportação separadamente (1.3GB " +"após a instalação)." #: ../../docs/about/system_requirements.rst:57 #: ../../docs/about/system_requirements.rst:103 @@ -3408,10 +3629,12 @@ msgid "" "**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " "(Forward+/Mobile), Linux distribution released after 2016" msgstr "" +"**Editor Nativo:** Windows 7, macOS 10.13 (Compatibilidade) ou macOS 10.15 " +"(Forward+/Mobile), Distribuições Linux lançadas após 2016" #: ../../docs/about/system_requirements.rst:59 msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgstr "" +msgstr "**Editor Web:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" #: ../../docs/about/system_requirements.rst:64 #: ../../docs/about/system_requirements.rst:247 @@ -3422,6 +3645,11 @@ msgid "" "for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " "`." msgstr "" +"Windows 7/8/8.1 são suportadas em um protocolo de melhor esforço. Estas " +"versões não são testsadas regularmente e algumas funcionalidades podem estar " +"ausentes (como saída de console colorida com :ref: `print_rich " +"`." #: ../../docs/about/system_requirements.rst:70 #: ../../docs/about/system_requirements.rst:253 @@ -3430,21 +3658,25 @@ msgid "" "memory leaks. As a result, it's recommended to stick to the Compatibility " "rendering method when running Godot on an Windows version older than 10." msgstr "" +"Drivers do Vulkan para estar versões do Windows são conhecidos por terem " +"problemas de vazamento de memória. Como resultado, é recomendado a " +"utilização do método de renderização de compatibilidade quando executar o " +"Godot em versões do Windows anteriores a 10." #: ../../docs/about/system_requirements.rst:75 #: ../../docs/about/system_requirements.rst:258 msgid "Mobile device (smartphone/tablet) - Minimum" -msgstr "" +msgstr "Distpositivo Mobile (smartphone/tablet) - Mínimo" #: ../../docs/about/system_requirements.rst:78 #: ../../docs/about/system_requirements.rst:261 msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" -msgstr "" +msgstr "**Android>** SoC com ARM de 32 ou 64 bits ou CPU x86" #: ../../docs/about/system_requirements.rst:80 #: ../../docs/about/system_requirements.rst:263 msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" -msgstr "" +msgstr "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430&" #: ../../docs/about/system_requirements.rst:82 #: ../../docs/about/system_requirements.rst:158 @@ -3457,17 +3689,21 @@ msgstr "**Para o editor:**" msgid "" "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" +"**Método de Renderização Forward+:* SoC contando com uma GPU que suporta " +"completamente o Vulkan 1.0" #: ../../docs/about/system_requirements.rst:86 #: ../../docs/about/system_requirements.rst:90 msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" -msgstr "" +msgstr "*Exemplo: Qualcomm Adreno 505, Mali-G71 MP2*" #: ../../docs/about/system_requirements.rst:88 #: ../../docs/about/system_requirements.rst:273 msgid "" "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" msgstr "" +"**Método de Renderização Mobile:** SoC contando com uma GPU que suporta " +"completamente o Vulkan 1.0" #: ../../docs/about/system_requirements.rst:92 #: ../../docs/about/system_requirements.rst:277 @@ -3475,10 +3711,12 @@ msgid "" "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " "3.0 support" msgstr "" +"**Método de Renderização de Compatibilidade:** SoC contando com uma GPU que " +"suporta completamente o OpenGL ES3.0" #: ../../docs/about/system_requirements.rst:94 msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" -msgstr "" +msgstr "*Exemplo: Qualcomm Adreno 306, Mali-T628 MP6*" #: ../../docs/about/system_requirements.rst:96 #, fuzzy @@ -3495,40 +3733,46 @@ msgid "" "**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" "Mobile), iOS 11.0" msgstr "" +"**Editor nativo:** Android 6.0 (Compatibilidade) ou Android 9.0 " +"(Forward+/Mobile), iOS 11.0" #: ../../docs/about/system_requirements.rst:105 msgid "" "**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" msgstr "" +"**Editor Web:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" #: ../../docs/about/system_requirements.rst:109 msgid "" "These are the **recommended** specifications to get a smooth experience with " "the Godot editor on a simple 2D or 3D project:" msgstr "" +"Estas são especificações **recomendadas** para ter uma experiência suave com " +"o editor do Godot para projetos 2D e 3D simples:" #: ../../docs/about/system_requirements.rst:113 #: ../../docs/about/system_requirements.rst:296 msgid "Desktop or laptop PC - Recommended" -msgstr "" +msgstr "PC Dekstop ou Notebook - Recomendado" #: ../../docs/about/system_requirements.rst:116 #: ../../docs/about/system_requirements.rst:299 msgid "" "**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or " "more" -msgstr "" +msgstr "**Windows:** CPU x86_64 com instrução SSE4.2, com 4 ou mais núcleos" #: ../../docs/about/system_requirements.rst:118 #: ../../docs/about/system_requirements.rst:301 msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" -msgstr "" +msgstr "*Exemplo: Intel Core i5-6600K, AMD Ryzen 5 1600*" #: ../../docs/about/system_requirements.rst:122 #: ../../docs/about/system_requirements.rst:305 msgid "*Example: Intel Core i5-8500, Apple M1*" -msgstr "" +msgstr "*Exemplo: Intel COre i5-8500, Apple M1*" #: ../../docs/about/system_requirements.rst:126 #: ../../docs/about/system_requirements.rst:309 @@ -3536,6 +3780,7 @@ msgid "" "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with " "overclocking*" msgstr "" +"*Exemplo: Inte Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 com overclock*" #: ../../docs/about/system_requirements.rst:128 #: ../../docs/about/system_requirements.rst:311 @@ -3543,6 +3788,8 @@ msgid "" "**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 " "support" msgstr "" +"**Método de Renderização Forward+:** Gráficos dedicados com suporte completo " +"ao Vulkan 1.2" #: ../../docs/about/system_requirements.rst:130 #: ../../docs/about/system_requirements.rst:134 @@ -3551,12 +3798,15 @@ msgstr "" msgid "" "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" msgstr "" +"*Exemplo: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*" #: ../../docs/about/system_requirements.rst:132 #: ../../docs/about/system_requirements.rst:315 msgid "" "**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support" msgstr "" +"**Método de Renderização Mobile:** Gráficos dedicados com suporte completo " +"ao Vulkan 1.2" #: ../../docs/about/system_requirements.rst:136 #: ../../docs/about/system_requirements.rst:319 @@ -3564,12 +3814,15 @@ msgid "" "**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " "support" msgstr "" +"**Método de Renderização de Compatibilidade:** Gráficos Dedicados com " +"suporte completo ao OpenGL 4.6" #: ../../docs/about/system_requirements.rst:138 #: ../../docs/about/system_requirements.rst:321 msgid "" "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" msgstr "" +"*Exemplo: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" #: ../../docs/about/system_requirements.rst:140 #, fuzzy @@ -3587,21 +3840,25 @@ msgid "" "1.5 GB (used for the executable, project files, all export templates and " "cache)" msgstr "" +"1.5GB (Utilizados para o executável, arquivos de projeto e todos os modelos " +"de exportação e cache)" #: ../../docs/about/system_requirements.rst:145 msgid "" "**Native editor:** Windows 10, macOS 10.15, Linux distribution released " "after 2020" msgstr "" +"**Editor Nativo:** Windows 10, macOS 10.15, Distribuições Linux lançadas " +"após 2020" #: ../../docs/about/system_requirements.rst:147 msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" -msgstr "" +msgstr "**Editor Web:** Última versão do Firefox, Chrome, Edge, Safari, Opera" #: ../../docs/about/system_requirements.rst:151 #: ../../docs/about/system_requirements.rst:334 msgid "Mobile device (smartphone/tablet) - Recommended" -msgstr "" +msgstr "Dispositivo Mobile (smartphone/tablet) - Recomendado" #: ../../docs/about/system_requirements.rst:154 #: ../../docs/about/system_requirements.rst:337 @@ -3609,29 +3866,35 @@ msgid "" "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or " "more" msgstr "" +"**Android:** SoC com ARM 64 bits ou CPU x86, com 3 núcleos de \"performance\"" +" (big)" #: ../../docs/about/system_requirements.rst:156 #: ../../docs/about/system_requirements.rst:339 msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgstr "" +msgstr "*Exemplo: Qualcomm Snapdragon 845, Samsung Exynos 9810*" #: ../../docs/about/system_requirements.rst:160 #: ../../docs/about/system_requirements.rst:345 msgid "" "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" +"**Método de Renderização Forward+:** SoC contando com uma GPU com suporte " +"completo ao Vulkan 1.2" #: ../../docs/about/system_requirements.rst:162 #: ../../docs/about/system_requirements.rst:166 #: ../../docs/about/system_requirements.rst:170 msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" -msgstr "" +msgstr "*Exemplo: Qualcomm Adreno 630, Mali-G72 MP18*" #: ../../docs/about/system_requirements.rst:164 #: ../../docs/about/system_requirements.rst:349 msgid "" "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" msgstr "" +"**Método de Renderização Mobile:** SoC contando com uma GPU com suporte " +"completo ao Vulkan 1.2" #: ../../docs/about/system_requirements.rst:168 #: ../../docs/about/system_requirements.rst:353 @@ -3639,6 +3902,8 @@ msgid "" "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " "3.2 support" msgstr "" +"**Método de renderização de compatibilidade:** SoC contando com uma GPU com " +"suporte completo ao OpenGL ES 3.2" #: ../../docs/about/system_requirements.rst:172 #, fuzzy @@ -3647,13 +3912,15 @@ msgstr "**Para o editor:**" #: ../../docs/about/system_requirements.rst:177 msgid "**Native editor:** Android 9.0 or iOS 11.0" -msgstr "" +msgstr "**Editor Nativo:** Android 9.0 ou iOS 11.0" #: ../../docs/about/system_requirements.rst:178 msgid "" "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" +"**Editor Web:** Última versão do Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" #: ../../docs/about/system_requirements.rst:183 #, fuzzy @@ -3669,6 +3936,12 @@ msgid "" "programs running on the system while the project is running will also " "compete for resources, including RAM and video RAM." msgstr "" +"Os requisitos abaixo são a linha de base para um projeto 2D ou 3D **simples**" +", com scripting básico e algumas regalias. Requisitos de CPU, GPU, RAM e " +"armazenamento irão variar bruscamente a depender do escopo do seu projeto, " +"seu método de renderização, resolução da viewport e preferências gráficas " +"escolhidas. Outros programas executando no sistema enquanto o projeto está " +"em execução podem competir por recursos, including RAM e VRAM." #: ../../docs/about/system_requirements.rst:194 msgid "" @@ -3678,12 +3951,19 @@ msgid "" "`__ to your project." msgstr "" +"É fortemente recomendado que você faça seus próprios testes em hardware low-" +"en para ter certeza de que seu projeto tem a performance desejada. Para " +"melhorar a escalabilidade para hardware low-end, você também deverá incluir " +"um `menu de opções gráficas `__ ao seu projeto." #: ../../docs/about/system_requirements.rst:200 msgid "" "These are the **minimum** specifications required to run a simple 2D or 3D " "project exported with Godot:" msgstr "" +"Estas são as especificações **mínimas** necessárias para executar um simples " +"projeto 2D ou 3D exportado pela Godot:" #: ../../docs/about/system_requirements.rst:235 #: ../../docs/about/system_requirements.rst:357 @@ -3702,26 +3982,30 @@ msgstr "**Para o editor:**" #: ../../docs/about/system_requirements.rst:326 #: ../../docs/about/system_requirements.rst:360 msgid "150 MB (used for the executable, project files and cache)" -msgstr "" +msgstr "150MB (Utilizado para o executável, arquivos do projeto e cache)" #: ../../docs/about/system_requirements.rst:240 msgid "" "**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " "10.15 (Forward+/Mobile), Linux distribution released after 2016" msgstr "" +"**Para exportações nativas:** Windows 7, macOS 10.13 (Compatibilidade) ou " +"macOS 10.15 (Forward+/Mobile), distribuições Linux lançadas após 2016" #: ../../docs/about/system_requirements.rst:242 msgid "" "**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" msgstr "" +"**Para exportações Web:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera " +"64" #: ../../docs/about/system_requirements.rst:265 msgid "**iOS:** SoC with any 64-bit ARM CPU" -msgstr "" +msgstr "**iOS:** SoC com CPU ARM 64-bit" #: ../../docs/about/system_requirements.rst:267 msgid "*Example: Apple A7 (iPhone 5S)*" -msgstr "" +msgstr "*Exemplo: Applet A7 (iPhone 5S)*" #: ../../docs/about/system_requirements.rst:271 #: ../../docs/about/system_requirements.rst:275 @@ -3729,11 +4013,14 @@ msgid "" "*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " "SE 1)*" msgstr "" +"*Exemplo: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " +"SE 1)*" #: ../../docs/about/system_requirements.rst:279 msgid "" "*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" msgstr "" +"*Exemplo: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" #: ../../docs/about/system_requirements.rst:281 #, fuzzy @@ -3750,18 +4037,24 @@ msgid "" "**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" "Mobile), iOS 11.0" msgstr "" +"**Para exportações nativas:** Android 6.0 (Compatibilidade) ou Android 9.0 " +"(Forward+/Mobile), iOS 11.0" #: ../../docs/about/system_requirements.rst:288 msgid "" "**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" msgstr "" +"**Para exportações Web:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera " +"64, Samsung Internet 15" #: ../../docs/about/system_requirements.rst:292 msgid "" "These are the **recommended** specifications to get a smooth experience with " "a simple 2D or 3D project exported with Godot:" msgstr "" +"Estas são as especificações **recomendadas** para ter uma experiência suave " +"com um simples projeto 2D ou 3D exportado pela Godot:" #: ../../docs/about/system_requirements.rst:323 #, fuzzy @@ -3778,19 +4071,23 @@ msgid "" "**For native exports:** Windows 10, macOS 10.15, Linux distribution released " "after 2020" msgstr "" +"**Para exportações nativas:** Windows 10, macOS 10.15, Distribuição Linux " +"lançada após 2020" #: ../../docs/about/system_requirements.rst:330 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" +"**Para exportações web:** Última versão do Firefox, Chrome, Edge, Safari, " +"Opera" #: ../../docs/about/system_requirements.rst:341 msgid "**iOS:** SoC with 64-bit ARM CPU" -msgstr "" +msgstr "**iOS:** SoC com CPU ARM 64-bit" #: ../../docs/about/system_requirements.rst:343 msgid "*Example: Apple A11 (iPhone XS/XR)*" -msgstr "" +msgstr "*Exemplo: Apple A11 (iPhone XS/XR)*" #: ../../docs/about/system_requirements.rst:347 #: ../../docs/about/system_requirements.rst:351 @@ -3798,16 +4095,19 @@ msgstr "" msgid "" "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" msgstr "" +"*Exemplo: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" #: ../../docs/about/system_requirements.rst:362 msgid "**For native exports:** Android 9.0 or iOS 11.0" -msgstr "" +msgstr "**Para exportações nativas:** Android 9.0 ou iOS 11.0" #: ../../docs/about/system_requirements.rst:363 msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" msgstr "" +"**Para exportações web:** Última versão do Firefox, Chrome, Edge, Safari, " +"Opera, Samsung Internet" #: ../../docs/about/system_requirements.rst:369 msgid "" @@ -3815,6 +4115,9 @@ msgid "" "OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " "have fewer driver issues." msgstr "" +"Godot não utiliza extensões OpenGL/OpenGL ES introduzidas após OpenGL 3.3/" +"OpenGL ES3.0, porém GPUs suportando novas versões das bibliotecas geralmente " +"têm menos problemas de driver." #: ../../docs/about/faq.rst:-1 msgid "FAQ" @@ -4224,8 +4527,9 @@ msgid "" "Poor threading support in most script VMs, and Godot uses threads (Lua, " "Python, Squirrel, JavaScript, ActionScript, etc.)." msgstr "" -"Não há um bom suporte a threads na maioria das VMs de scripting, e o Godot " -"utiliza threads (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)." +"Não há um bom suporte ao paralelismo na maioria das VMs de script, e o Godot " +"utiliza partes_paralelizáveis (Lua, Python, Squirrel, JavaScript, " +"ActionScript, etc.)." #: ../../docs/about/faq.rst:153 msgid "" @@ -5404,6 +5708,10 @@ msgid "" "guidelines :ref:`here " "`." msgstr "" +"Esta seção cobre a complacência de licenças a partir da perspectiva do " +"usuário. Se vocês estiver interessado em complacência de licensas como um " +"contribuidor, você pode achar guias :ref `aqui " +"`." #: ../../docs/about/complying_with_licenses.rst:27 msgid "" @@ -5537,18 +5845,22 @@ msgid "" "the engine binary, which prevents the information from becoming outdated if " "you update engine versions." msgstr "" +"Godot oferece diversos métodos para conseguir informações de licença no " +"singleton da Engine. Isto possibilita que você busque a informação de " +"licença diretamente do binário da engine, oque previne a informação de se " +"tornar desatualizada ao atualizar a versão da engine." #: ../../docs/about/complying_with_licenses.rst:72 msgid "For the engine itself:" -msgstr "" +msgstr "Para a engine em si:" #: ../../docs/about/complying_with_licenses.rst:74 msgid ":ref:`Engine.get_license_text`" -msgstr "" +msgstr ":ref: `Engine.get_license_text`" #: ../../docs/about/complying_with_licenses.rst:76 msgid "For third-party components used by the engine:" -msgstr "" +msgstr "Para componentes terceirizados utilizados pela engine:" #: ../../docs/about/complying_with_licenses.rst:78 #, fuzzy @@ -5570,6 +5882,8 @@ msgid "" "For miscellaneous engine contributor information. You don't have to include " "these ones in your project, but they're listed here for reference:" msgstr "" +"Para informação mista de contribuidores da engine. Você não deve incluir " +"estas no seu projeto, mas elas estão aqui listadas para referência:" #: ../../docs/about/complying_with_licenses.rst:84 #, fuzzy @@ -5609,6 +5923,9 @@ msgid "" "This menu is typically accessed with a button called **Third-party " "Licenses** or **Open Source Licenses**." msgstr "" +"Alguns jogos têm um menu especial (geralmente nas preferências) para mostrar " +"linceças. Este menu tipicamente é acessado por um botão chamado **Licenças " +"de Terceiros** ou **Linceças de Código-Livre**." #: ../../docs/about/complying_with_licenses.rst:102 msgid "Output log" @@ -6295,6 +6612,11 @@ msgid "" "important for mobile platforms). You also get continued support, as only the " "last patch release receives support on official community platforms." msgstr "" +"A recomendação geral é que você atualize seu projeto para seguir lançamentos " +"de *patch* novos, como atualizar da versão 4.0.2 para a 4.0.3. Esta prática " +"assegura que atualizações de correção de bug, de segurança e suporte a " +"plataforma estejam em dia. Você também tem suporte contínuo, já que apenas o " +"último patch recebe suporte nas platformas oficiais de comunidade." #: ../../docs/about/release_policy.rst:175 msgid "" @@ -6306,6 +6628,14 @@ msgid "" "as required to fix some bugs. This is especially the case in classes marked " "as *experimental* in the documentation." msgstr "" +"Para lançamentos *menores*, você deve determinar quando é uma boa ideia " +"atualizar, baseado no seu próprio caso. Nós colocamos bastante empenho em " +"fazer o processo de atualização o mais invisível possível, porém alguma " +"mudanças bruscas talvez estejam presentes em lançamentos menores, ao lado de " +"maiores riscos de regressão. Algumas correções incluídas em lançamentos " +"menores podem também mudar o comportamento esperado de uma classe, afim de " +"corrigir algum bug. Isso é ainda mais forte em classes marcadas como " +"*experimental* na documentação." #: ../../docs/about/release_policy.rst:183 msgid "" @@ -6318,6 +6648,15 @@ msgid "" "3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " "really needs the new features that come with 4.0+." msgstr "" +"Lançamentos *maiores* trazem diversas novas funcionalidade, mas também " +"removem funcionalidade antes existentes, e podem aumentar os requisitos de " +"hardware. Eles também requerem maior esforço para a atualização em " +"comparação com lançamentos enores. Como resultado, recomendamos que você " +"fique com a versão maior em que começou o seu projeto, se estiver feliz com " +"como este funciona atualmente. Por exemplo, se seu projeto foi iniciado na " +"versão 3.5, recomendamos que atualize para a versão 3.5.2 e possivelmente " +"3.6 no futuro, mas não para a 4.0+, a não ser que seu projeto realmente " +"precise das funcionalidades adicionadas na versão 4.0+." #: ../../docs/about/release_policy.rst:195 msgid "When is the next release out?" @@ -6340,6 +6679,9 @@ msgid "" "to a faster paced development workflow, 4.1 released 4 months after 4.0, and " "4.2 released 4 months after 4.1" msgstr "" +"Em particular, após um ciclo de lançamento muito longo para a versão 4.0, " +"nós estamos mirando um workflow de desenvolvimento mais rápido, 4.1 foi " +"lançada 4 meses após a 4.0, e 4.2 lançada 4 meses após a 4.1" #: ../../docs/about/release_policy.rst:204 msgid "" @@ -6348,6 +6690,11 @@ msgid "" "features and their usability. Likewise, the general user experience will be " "improved more steadily with a faster path to the end users." msgstr "" +"Lançamentos menores frequentes irão possiblitar-nos de entregar " +"funcionalidades novas mais rápido (possivelmente como experimental), obter " +"feedback de usuário rapidamente, e melhorar estas funcionalidades e suas " +"usabilidades. Igualmente, a experiência de usuário geral será melhorada mais " +"passadamente, com um caminho mais rápido para usuários finais." #: ../../docs/about/release_policy.rst:209 msgid "" @@ -6368,10 +6715,16 @@ msgid "" "4.x, or having published games which they need to keep updating for platform " "requirements)." msgstr "" +"A versão 3.6 está ainda planejada, e deve ser o último branch estável da " +"Godot 3.0. Será a Versão de Suporte a Longo Termo (LTS), que planejamos " +"suportar pelo tempo que seus usuários necessitarem (devido a funcionalidades " +"ausentes na versão 4.x, ou terem publicado jogos os quais precisam ser " +"atualizados por requisitos de plataforma)." #: ../../docs/about/release_policy.rst:220 msgid "What are the criteria for compatibility across engine versions?" msgstr "" +"Quais são os critérios de compatibilidade através das versões da engine?" #: ../../docs/about/release_policy.rst:224 msgid "" @@ -6379,10 +6732,14 @@ msgid "" "changes are safe for a given release. The list is not exhaustive; it only " "outlines the most common situations encountered during Godot's development." msgstr "" +"Esta sessão visa ser utiilizada por contribuidores para determinar quais " +"mudanças são seguras para um determinado lançamento. A lista não é exaustiva;" +" apenas delineia as situações mais comuns ecnontradas durante o " +"desenvolvimento da Godot." #: ../../docs/about/release_policy.rst:228 msgid "The following changes are acceptable in patch releases:" -msgstr "" +msgstr "As seguintes mudanças são aceitáveis em lançamentos de correção:" #: ../../docs/about/release_policy.rst:230 msgid "" @@ -6393,14 +6750,21 @@ msgid "" "of projects, it should be made optional (e.g. using a project setting or " "separate method)." msgstr "" +"Corrigir um bug de uma forma que não tenha um impacto negativo grande na " +"maioria dos projetos, tais como bugs visuais ou de física. A engine de " +"física da Godot é não determinística, portanto correções de bugs de física " +"não são consideradas uma quebra de compatibilidade. Se corrigir um bug tem " +"um impacto negativo que poderia afetar diversos projetos, deve ser feito de " +"forma opcional (p.e.: utilizando um parâmetro de configuração de projeto ou " +"método separado)." #: ../../docs/about/release_policy.rst:235 msgid "Adding a new optional parameter to a method." -msgstr "" +msgstr "Adicionar um novo parâmetro adicional a um método." #: ../../docs/about/release_policy.rst:236 msgid "Small-scale editor usability tweaks." -msgstr "" +msgstr "Ajustes de baixo-porte na usabilidade do editor." #: ../../docs/about/release_policy.rst:238 msgid "" @@ -6408,12 +6772,17 @@ msgid "" "subsequent patch release. For instance, 4.0.1 may receive more impactful " "fixes than 4.0.4 would." msgstr "" +"Note que tendemos a ser mais conservadores com as correções que permitimos " +"em cada lançamento de correção subsequente. Por exemplo, 4.0.1 talvez receba " +"correções mais impactantes que a versão 4.0.4 receberia." #: ../../docs/about/release_policy.rst:242 msgid "" "The following changes are acceptable in minor releases, but not patch " "releases:" msgstr "" +"As mudanças a seguir são aceitáveis em lançamentos menores, mas não em " +"lançamentos de correção:" #: ../../docs/about/release_policy.rst:244 #, fuzzy @@ -6425,6 +6794,9 @@ msgid "" "Renaming a method parameter. In C#, method parameters can be passed by name " "(but not in GDScript). As a result, this can break some projects that use C#." msgstr "" +"Renomear um parâmetro de um método. Em C#, parâmetros de métodos podem ser " +"passados pelo nome (mas não em GDScript), resultando na quebra de alguns " +"projetos que utilizem C#." #: ../../docs/about/release_policy.rst:247 msgid "" @@ -6433,10 +6805,14 @@ msgid "" "When a method is marked as deprecated, it's slated to be removed in the next " "*major* release." msgstr "" +"Descontinuar um método, variável membro ou classe. Isto é feito adicionando-" +"se uma marcação de descontinuação em sua referência de classe, oque irá " +"aparecer no editor. Quando um método é marcado como descontinuado, ele é " +"agendado para remoção no próximo lançamento *maior*." #: ../../docs/about/release_policy.rst:251 msgid "Changes that affect the default project theme's visuals." -msgstr "" +msgstr "Mudanças que afetam os visuais do tema padrão do projeto." #: ../../docs/about/release_policy.rst:252 msgid "" @@ -6445,26 +6821,35 @@ msgid "" "may favor keeping a buggy behavior so we don't break existing projects which " "likely already rely on the bug or use a workaround." msgstr "" +"Correções de bugs que mudam significativamente o comportamento ou a saída, " +"com a intenção de atender melhor as expectativas dos usuários. Em " +"comparação, nos lançamentos de correção, podemos preferir a manutenção de um " +"comportamento com bugs para não quebrar projetos existentes, que podem " +"contar com este bug ou implementar correções." #: ../../docs/about/release_policy.rst:256 msgid "Performance optimizations that result in visual changes." -msgstr "" +msgstr "Otimizações de performance que resultem em mudanças visuais." #: ../../docs/about/release_policy.rst:258 msgid "" "The following changes are considered **compatibility-breaking** and can only " "be performed in a new major release:" msgstr "" +"As mudanças a seguir **quebram a compatibilidade** e podem ser implementadas " +"apenas em lançamentos maiores:" #: ../../docs/about/release_policy.rst:261 msgid "Renaming or removing a method, member variable, or class." -msgstr "" +msgstr "Renomear ou remover um método, variável membro ou classe." #: ../../docs/about/release_policy.rst:262 msgid "" "Modifying a node's inheritance tree by making it inherit from a different " "class." msgstr "" +"Modificar a árvore de heranças de um nó, fazendo com que herde de outra " +"classe." #: ../../docs/about/release_policy.rst:263 msgid "" @@ -6472,12 +6857,17 @@ msgid "" "existing projects. To only affect new projects, the project manager should " "write a modified ``project.godot`` instead." msgstr "" +"Mudar o valor padrão de uma preferência de projeto de forma que afete " +"projetos existentes. Para afetar apenas projetos novos, o gerenciador de " +"projetos deve escrever um ``project.godot`` modificado." #: ../../docs/about/release_policy.rst:267 msgid "" "Since Godot 5.0 hasn't been branched off yet, we currently discourage making " "compatibility-breaking changes of this kind." msgstr "" +"Já que a versão 5.0 do Godot ainda não foi planejada, nós atualmente " +"desencorajamos mudanças que quebrem a compatibilidade como estas." #: ../../docs/about/release_policy.rst:272 msgid "" @@ -6488,6 +6878,12 @@ msgid "" "request #76446 `_ for more " "information." msgstr "" +"Ao modificar a assinatura de um método de qualquer forma (incluindo " +"adicionar um parâmetro opcional), um método de compatibilidade da " +"GDExtension deve ser criado. Isso assegura que GDExtensions existentes " +"continuem a funcionar através de lançamentos menores e de correção, para que " +"os usuários não tenham de recompilá-los. Veja ```pull request #76446 " +"`_ para mais informações." #: ../../docs/about/docs_changelog.rst:4 msgid "Documentation changelog" @@ -6582,7 +6978,7 @@ msgstr ":ref:`doc_converting_glsl_to_godot_shaders`" #: ../../docs/about/docs_changelog.rst:33 msgid "I/O" -msgstr "" +msgstr "E/S" #: ../../docs/about/docs_changelog.rst:35 #, fuzzy @@ -7675,6 +8071,9 @@ msgid "" "with concepts such as classes and objects will help you code efficiently in " "it." msgstr "" +"Godot se baseia em um paradigma de programção baseado em objetos. " +"Familiaridade com tais conceitos como classes e objetos ajudaram você a " +"programar de forma eficiente." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:100 msgid "" @@ -7683,6 +8082,11 @@ msgid "" "will teach you everything you need to know to be off to a good start. It " "will save you countless hours and hurdles learning any game engine afterward." msgstr "" +"Se você for completamente novo no mundo da programação, recomendamos que " +"você siga o curso`CS50 open courseware`_ da Universidade de Harvard. É um " +"ótimo curso gratuito, que ensinará você tudo oque precisa para um bom " +"início. Este conteúdo o livrará de diversas horas e dores de cabeça " +"aprendendo a utilizar qualquer Game Engine." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:105 msgid "" @@ -7690,12 +8094,18 @@ msgid "" "that: programming languages have many similarities. The skills you learn " "with one language transfer well to others." msgstr "" +"No curso CS50, você aprenderá diversas linguagens de programação. Porém não " +"se preocupe com isso, já que linguagens de programação utilizam conceitos " +"parecidos. As habilidade que você adquire com uma linguagem são " +"transferíveis para outras." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:109 msgid "" "We will provide you with more Godot-specific learning resources in :ref:" "`doc_learning_new_features`." msgstr "" +"Nós vamos te providenciar recursos de aprendizagem específicos sobre o Godot " +"em :ref: ``doc_learning_new_features`." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:112 msgid "" @@ -7977,6 +8387,8 @@ msgstr "" msgid "" "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" +"Para aprender os mecanismos do Gerenciador de Projetos, leai :ref: " +"``doc_project_manager`." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:36 msgid "" @@ -8313,7 +8725,7 @@ msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:63 msgid "Learning to think like a programmer" -msgstr "" +msgstr "Aprender a pensar como um programador" #: ../../docs/getting_started/introduction/learning_new_features.rst:65 msgid "" @@ -8321,6 +8733,9 @@ msgid "" "beyond the scope of Godot's documentation. If you're new to programming, we " "recommend two excellent free resources to get you started:" msgstr "" +"Ensinar os fundamentos sobre programação e a forma que os desenvolvedores de " +"jogos pensam está fora do escopo da documentação do Godot. Se você for novo " +"na programação, recomendamos dois recursos excelentes para começar:" #: ../../docs/getting_started/introduction/learning_new_features.rst:69 msgid "" @@ -8331,12 +8746,22 @@ msgid "" "You can see this course as an investment that will save you time and trouble " "when you learn to create games." msgstr "" +"A Universidade Harvard oferece um curso gratuito para aprender a programar, `" +"CS50 `_. Este conteúdo irá te ensinar os " +"fundamentos da programação, como o código funciona e como os programadores " +"pensam. Estas habilidades são essenciais para se tornar um desenvolvedor de " +"jogos e para aprender de forma eficiente a utilizar qualquer game engine. " +"Você pode encarar este curso como um investimento que te poupará tempo e " +"dores de cabeça no processo de criação de jogos." #: ../../docs/getting_started/introduction/learning_new_features.rst:76 msgid "" "If you prefer books, check out the free ebook `Automate The Boring Stuff " "With Python `_ by Al Sweigart." msgstr "" +"Se você preferir leitura, dê uma olhada neste ebook gratuito `Automate The " +"Boring Stuff With Python `_ escrito por " +"Al Sweigart." #: ../../docs/getting_started/introduction/learning_new_features.rst:80 msgid "Learning with the community" @@ -9295,6 +9720,9 @@ msgid "" "For a complete reference of the Inspector dock, see :ref:" "`doc_editor_inspector_dock`." msgstr "" +"Você pode editar qualquer propriedade listada no inspetor, assim como " +"fizemos com o Text. Para um referência completa sobre a aba do Inspetor, " +"veja :ref: `doc_editor_inspector_dock`." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:127 msgid "" @@ -9521,6 +9949,10 @@ msgid "" "have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " "Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" msgstr "" +"Extraia o arquivo no seu computador. Para importá-lo, você precisará do " +"Gerenciador de Projeto, este pode ser acessado abrindo o Godot, ou se ele já " +"estiver aberto clique em *Projetos > Sair para a Lista de Projetos* (:kbd: `" +"Ctrl + Shift + Q`, :kbd: `Ctrl + Option + Cmd + Q` no macOS)" #: ../../docs/getting_started/step_by_step/instancing.rst:48 #, fuzzy @@ -10036,8 +10468,8 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:73 msgid "Supports multiple threads as efficiently as statically typed languages." msgstr "" -"Suporta múltiplas threads tão eficientemente quanto linguagens de tipo " -"estático." +"Suporta múltiplas partes_paralelizáveis tão eficientemente quanto linguagens " +"de tipagem estática." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:74 msgid "" @@ -10168,7 +10600,7 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:137 msgid "C++ via GDExtension" -msgstr "" +msgstr "C++ através da GDExtension" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:139 #, fuzzy @@ -10368,6 +10800,8 @@ msgid "" "C# script names need to match their class name. In this case, you should " "name the file ``MySprite2D.cs``." msgstr "" +"Os nomes do scripts em C# devem ser iguais aos nomes de sua classe. Neste " +"caso você deve nomear o arquivo ```MySprite2D.cs``." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:93 #, fuzzy @@ -10635,6 +11069,9 @@ msgid "" "``double``. We therefore need to convert it to ``float`` when we apply it to " "the rotation." msgstr "" +"Em C#, note como o argumento ``delta`` passado ao método ```_Process()`` é " +"do tipo ```double``. Nós, portanto, devemos converte-lo para o tipo ``float``" +" ao aplicarmos à rotação." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:261 msgid "Moving forward" @@ -11406,6 +11843,9 @@ msgid "" "\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " "it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." msgstr "" +"Por convenção, nomeamos estes métodos de callback em GDScript como " +"\"_on_nome_do_no_nome_do_sinal\" e em C# como \"OnNomeDoNoNomeDoSinal\". " +"Aqui, ele será \"_on_timer_timeout para GDScript e OnTimerTimeout() para C#." #: ../../docs/getting_started/step_by_step/signals.rst:334 msgid "" @@ -11635,6 +12075,10 @@ msgid "" "starting with 2D games. This will allow you to become comfortable with both " "before tackling 3D games, which tend to be more complicated." msgstr "" +"Se você for novo no desenvolvimento de jogos, ou não estiver familiarizado " +"com o Godot, recomendamos que comece com jogos 2D. Isto permitirá que você " +"se familiarize com ambos antes de começar a desenvolver jogos 3D, os quais " +"tendem a ser mais complicados." #: ../../docs/getting_started/first_2d_game/index.rst:41 msgid "You can find a completed version of this project at this location:" @@ -11716,6 +12160,8 @@ msgid "" "When creating the new project, you only need to choose a valid *Project " "Path*. You can leave the other default settings alone." msgstr "" +"Ao criar um novo projeto, você apenas precisa escolhar um *Caminho do " +"Projeto* válido, podendo deixar as outras configurações padrão como estão." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:17 #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:24 @@ -11748,6 +12194,8 @@ msgid "" "The C++ part of this tutorial wasn't rewritten for the new GDExtension " "system yet." msgstr "" +"A parte deste tutorial em C++ não foi reescrita para o novo sistema " +"GDExtension ainda." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:37 msgid "Your project folder should look like this." @@ -12099,6 +12547,9 @@ msgid "" "``_process()`` function. If you didn't select the default template shown " "above, create these functions while following the lesson." msgstr "" +"Seu script ``player.gd`` já deve conter uma função ``_ready()`` e " +"``_process()``. Se você não selecionou o modelo padrão mostrado acima, crie " +"estas funções enquante segue ao tutorial." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:71 msgid "" @@ -12163,18 +12614,25 @@ msgid "" "We need to assign a key to this action. Click the \"+\" icon on the right, " "to open the event manager window." msgstr "" +"Nós devemos assinalar uma tecla à esta ação. Clique no ícone \"+\" a " +"direita, para abrir a janela do gerenciador de eventos." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:113 msgid "" "The \"Listening for Input...\" field should automatically be selected. Press " "the \"right\" key on your keyboard, and the menu should look like this now." msgstr "" +"O campos \"Escutando por Entradas...\" deve estar selecionado " +"automaticamente. Pressione a tecla \"direita\" no seu teclado, e o menu " +"deverá se parecer com isso." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:118 msgid "" "Select the \"ok\" button. The \"right\" key is now associated with the " "``move_right`` action." msgstr "" +"Selecione o botão \"ok\". A tecla \"direita\" está agora associada à ação " +"``move_right``." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:120 msgid "Repeat these steps to add three more mappings:" @@ -12471,6 +12929,8 @@ msgid "" "Godot will create a function with that exact name directly in script for " "you. You don't need to change the default settings right now." msgstr "" +"Godot irá criar uma função com este nome exato diretamente no script para " +"você. Você não precisa alterar as preferências padrões agora." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:384 msgid "" @@ -12478,12 +12938,15 @@ msgid "" "bug currently prevents Godot from doing so. You'll be sent to your external " "editor, but the new function won't be there." msgstr "" +"Se estiver usando um editor de textos externo (por exemplo, Visual Studio " +"Code), um bug atualmente previne o Godot de faze-lo. Você será transferido " +"para o seu editor externo, mas a nova função não estará lá." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:388 msgid "" "In this case, you'll need to write the function yourself into the Player's " "script file." -msgstr "" +msgstr "Neste caso, você deverá escrever a função dentro do script do Player." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:393 msgid "" @@ -12492,6 +12955,10 @@ msgid "" "connect to a function with that name, so double-check that the spelling of " "the function matches exactly!" msgstr "" +"Observe o ícone verde indicando que um sinal está conectado a esta função; " +"oque não significa que esta função exista, apenas que o sinal irá tentar se " +"conectar a uma função com este nome, então verifique se o nome da função " +"está correto!" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:397 #, fuzzy @@ -12598,6 +13065,9 @@ msgid "" "`RigidBody2D ` section of the inspector to ``0``. This " "will prevent the mob from falling downwards." msgstr "" +"Selecione o nó ``Mob`` e configure a propriedade ``Escala de Gravidade`` na " +"seção :ref: ```RigidBody2D `` do inspetor para ``0``. " +"Isto irá previnir que o mob caia para baixo." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:32 #, fuzzy @@ -12630,12 +13100,16 @@ msgid "" "The ``Animation Speed`` property has to be set for each individual " "animation. Adjust it to ``3`` for all 3 animations." msgstr "" +"A propriedade ``Velocidade de Animação`` deve estar configurada para cada " +"uma. Ajuste-a para ``3`` em todas as três animações." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:48 msgid "" "You can use the \"Play Animation\" buttons on the right of the ``Animation " "Speed`` input field to preview your animations." msgstr "" +"Você pode utilizar os botões \"Tocar Animação\" à direita do campo de " +"entrada ``Velocidade de Animação`` para pré-visualizar suas animações." #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:50 msgid "" @@ -13214,13 +13688,13 @@ msgstr "" "`doc_design_interfaces_with_the_control_nodes` para mais detalhes." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:52 -#, fuzzy msgid "" "Arrange the nodes as shown below. You can drag the nodes to place them " "manually, or for more precise placement, use \"Anchor Presets\"." msgstr "" -"Você pode arrastar os nós para colocá-los manualmente ou, para um " -"posicionamento mais preciso, usar as seguintes configurações:" +"Organize os nós conforme mostrado abaixo. Você pode arrastar os nós para " +"posicioná-los manualmente ou, para um posicionamento mais preciso, usar " +"\"Predefinições de âncora\"." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:59 msgid "ScoreLabel" @@ -16580,7 +17054,7 @@ msgstr "O próximo é ``Mob.gd``." #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:325 msgid "Finally, the longest script, ``Player.gd``:" -msgstr "Finalmente, o script mais longo, ``Player.gd``." +msgstr "Finalmente, o script mais longo, ``Player.gd``:" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:524 msgid "See you in the next lesson to add the score and the retry option." @@ -16785,7 +17259,7 @@ msgid "" "line:" msgstr "" "Na parte inferior da função ``_on_mob_timer_timeout()``, adicione a seguinte " -"linha." +"linha:" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:133 msgid "" @@ -18679,9 +19153,8 @@ msgstr "" "para pesquisar o tipo por nome." #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:85 -#, fuzzy msgid "There are two systems for registering types:" -msgstr "Existem dois sistemas para registrar tipos..." +msgstr "Existem dois sistemas para registrar tipos:" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:87 msgid ":ref:`Custom Types `" @@ -21261,7 +21734,6 @@ msgid "Working with Git on Windows" msgstr "Trabalhando com Git no Windows" #: ../../docs/tutorials/best_practices/version_control_systems.rst:72 -#, fuzzy msgid "" "Most Git for Windows clients are configured with the ``core.autocrlf`` set " "to ``true``. This can lead to files unnecessarily being marked as modified " @@ -21270,8 +21742,8 @@ msgid "" msgstr "" "A maioria dos clientes Git para Windows são configurados com o ``core." "autocrlf`` definido como ``true``. Isso pode fazer com que os arquivos sejam " -"desnecessariamente marcados como modificados pelo Git devido ao término de " -"sua linha ser convertido automaticamente. É melhor definir esta opção como::" +"marcados desnecessariamente como modificados pelo Git devido aos seus finais " +"de linha serem convertidos de LF para CRLF automaticamente." #: ../../docs/tutorials/best_practices/version_control_systems.rst:76 msgid "It is better to set this option as:" @@ -21403,12 +21875,22 @@ msgid "" "make the editor feel less reactive but will help decrease CPU and GPU usage " "significantly." msgstr "" +"Ative a opção **Interface > Editor > Atualização Contínua** nas preferências " +"do editor. Observe que isto irá aumentar o uso de energia e emissão de calor/" +"ruído, pois o editor estará renderizando constantemente, mesmo que nada " +"tenha mudado na tela. Para aliviar este efeito, você pode aumentar a opção **" +"Apagar com Pouco Uso do Processador (µsec)** para ``33000`` (30 FPS) nas " +"preferências do editor. Este valor determina a quantidade de *microsegundos* " +"entre quados para renderizar. Valores maiores irão fazer o editar parecer " +"menos responsivo, porém irão reduzir o uso de CPU e GPU significativamente." #: ../../docs/tutorials/troubleshooting.rst:53 msgid "" "Alternatively, disable variable refresh rate on your monitor or in the " "graphics driver." msgstr "" +"Alternativamente, desabilite a taxa de atualização variável no seu monitor " +"ou no driver de gráficos." #: ../../docs/tutorials/troubleshooting.rst:54 msgid "" @@ -21416,6 +21898,9 @@ msgid "" "**Fine Tune Dark Areas** options in your monitor's OSD. These options may " "increase input lag or result in crushed blacks." msgstr "" +"Flicker VRR pode ser reduzido em alguns displays usando as opções **Controle " +"de VRR** ou **Ajustar Áreas Pretas** no OSD do seu monitor. Essas opções " +"podem aumentar o lag de entrada ou resultar em pretos esmagados." #: ../../docs/tutorials/troubleshooting.rst:57 msgid "" @@ -21473,6 +21958,13 @@ msgid "" "default is ``6007``; try another value that is greater than ``1024``, such " "as ``7007``." msgstr "" +"Softwares de Firewall, como o Portmaster, podem também bloquear a porta de " +"debug, oque pode levar a tempos de inicialização longos para o projeto, " +"enquanto ainda não podendo utilizar funcionalidades de depuração no editor (" +"como visualizar a saída da função ``print()``). Você pode contornar este " +"problema mudando a porta de depuração nas preferências do editor (**Rede > " +"Debug > Porta Remota**). A porta padrão é a ``6007``; tente outro valor " +"maior do que ``1024``, como por exemplo``7007``." #: ../../docs/tutorials/troubleshooting.rst:85 msgid "The Godot editor appears frozen after clicking the system console" @@ -21539,6 +22031,8 @@ msgid "" "To avoid this issue, keep the Godot editor's dock icon at its default " "location as created by macOS." msgstr "" +"Para evitar este problema, mantenha o ícone de dock do editor do Godot na " +"localização padrão criada pelo macOS." #: ../../docs/tutorials/troubleshooting.rst:113 #, fuzzy @@ -21584,6 +22078,8 @@ msgid "" "Correct appearance (left), oversharpened appearance due to graphics driver " "sharpening (right)" msgstr "" +"Aparência correta (esquerda), Aparência sobre-afiada devido ao afiamento dos " +"drivers de gráficos (direita)" #: ../../docs/tutorials/troubleshooting.rst:132 msgid "" @@ -21592,6 +22088,10 @@ msgid "" "graphics driver. You can disable this behavior in the graphics driver's " "control panel:" msgstr "" +"Se o editor ou projeto parecer demasiadamente afiado, provavelmente se deve " +"ao afiamento da imagem ser forçado em todas as aplicações Vulkan ou OpenGL " +"pelo driver da sua placa gráfica. Você pode desabilitar esta função no " +"painel de controle do driver:" #: ../../docs/tutorials/troubleshooting.rst:136 msgid "" @@ -21599,6 +22099,10 @@ msgid "" "Panel**. Open the **Manage 3D settings** tab on the left. In the list in the " "middle, scroll to **Image Sharpening** and set it to **Sharpening Off**." msgstr "" +"**NVIDIA (Windows):** Abra o Menu Iniciar e selecione **Painel de Controle " +"NVIDIA**. Abra a aba **Administrar configuração 3D** a esquerda. Na lista do " +"meio, role até **Afiamento de Imagem** e marque-o para **Afiamento " +"Delisgado**." #: ../../docs/tutorials/troubleshooting.rst:139 msgid "" @@ -21606,6 +22110,9 @@ msgid "" "the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " "tab then disable **Radeon Image Sharpening**." msgstr "" +"**AMD (Windows):** Abra o Menu Iniciar e selecione **AMD Software**. Clique " +"no ícone de engrenagem no canto superior direito. Vá ate a aba **Gráficos** " +"e desabilite **Afiamento de Imagem Radeon**." #: ../../docs/tutorials/troubleshooting.rst:143 msgid "" @@ -21613,6 +22120,9 @@ msgid "" "`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or OpenGL " "applications by your graphics driver." msgstr "" +"Se o editor ou projeto parecer demasiadamente desfocado, provavelmente se " +"deve ao :abbr: `FXAA (Anti-Serrilhamento Aproximado Rápido)` sendo forçado " +"em todas as aplicações Vulkan ou OpenGL pelo driver de vídeo." #: ../../docs/tutorials/troubleshooting.rst:147 msgid "" @@ -21621,6 +22131,9 @@ msgid "" "middle, scroll to **Fast Approximate Antialiasing** and set it to " "**Application Controlled**." msgstr "" +"**NVIDIA (Windows): ** Abra o menu iniciar e selecione **Painel de Controle " +"NVIDIA**. Abra a aba **Administrar preferências 3D** a esquerda. Na lista do " +"meio, role ate" #: ../../docs/tutorials/troubleshooting.rst:151 msgid "" @@ -25877,15 +26390,15 @@ msgid "``--render-thread ``" msgstr "``--render-thread ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:84 -#, fuzzy msgid "" "|release| Render thread mode ('unsafe', 'safe', 'separate'). See :ref:" "`Thread Model ` for more details." msgstr "" -"Modo de thread de renderização ('unsafe', 'safe', 'separate'). Veja :ref:" -"`Modelo de Thread ` para mais detalhes." +"|release| Modo de parte_paralelizável de renderização ('unsafe', 'safe', " +"'separate'). Veja :ref:`Thread Model <" +"class_ProjectSettings_property_rendering/driver/threads/thread_model>` para " +"mais detalhes." #: ../../docs/tutorials/editor/command_line_tutorial.rst:87 msgid "``--remote-fs
``" @@ -27393,9 +27906,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:118 -#, fuzzy msgid "To use the project upgrade tool:" -msgstr "Definindo o caminho do projeto" +msgstr "Para usar a ferramenta de atualização do projeto:" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:120 #, fuzzy @@ -28938,9 +29450,8 @@ msgid "See :ref:`doc_gui_using_fonts`." msgstr ":ref:`Contêiners GUI `" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:636 -#, fuzzy msgid "DynamicFont" -msgstr "Dinâmico:" +msgstr "Fonte Dinâmica" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:638 #, fuzzy @@ -29087,6 +29598,9 @@ msgid "" "example, the following code snippet in Godot 3.x must be modified to work in " "4.0:" msgstr "" +":ref:`Threading ` As APIs mudaram na versão 4.0. " +"Por exemplo, o seguinte trecho de código no Godot 3.x deve ser modificado " +"para funcionar no 4.0:" #: ../../docs/tutorials/migrating/upgrading_to_godot_4.rst:688 msgid "" @@ -32517,7 +33031,7 @@ msgstr "" #: ../../docs/tutorials/2d/particle_systems_2d.rst:98 #, fuzzy msgid "Particle flipbook texture example" -msgstr "Outro exemplo:" +msgstr "Exemplo de textura de flipbook de partículas" #: ../../docs/tutorials/2d/particle_systems_2d.rst:98 msgid "" @@ -35005,9 +35519,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:546 -#, fuzzy msgid "Using multiple tile selection" -msgstr "Usando múltiplas threads" +msgstr "Usando a seleção de vários blocos" #: ../../docs/tutorials/2d/using_tilesets.rst:548 msgid "" @@ -49122,9 +49635,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:665 -#, fuzzy msgid "Example of using glow in a 2D scene" -msgstr "Exemplo usando 4 threads:" +msgstr "Exemplo de uso de brilho em uma cena 2D" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:665 msgid "" @@ -63683,11 +64195,12 @@ msgid "" "for songs of any length, or synchronizing anything (sound effects, as an " "example) to music." msgstr "" -"O resultado pode ser um pouco instável devido ao funcionamento de vários " -"threads. Apenas verifique se o valor não é menor do que no quadro anterior " -"(descarte-o se for o caso). Essa também é uma abordagem menos precisa do que " -"a anterior, mas funcionará para músicas de qualquer duração ou para " -"sincronizar qualquer coisa (efeitos sonoros, por exemplo) com a música." +"O resultado pode ser um pouco instável devido ao funcionamento de várias " +"partes_paralelizáveis. Apenas verifique se o valor não é menor do que no " +"quadro anterior (descarte-o se for o caso). Essa também é uma abordagem " +"menos precisa do que a anterior, mas funcionará para músicas de qualquer " +"duração ou para sincronizar qualquer coisa (efeitos sonoros, por exemplo) " +"com a música." #: ../../docs/tutorials/audio/sync_with_audio.rst:118 msgid "Here is the same code as before using this approach:" @@ -68886,6 +69399,9 @@ msgid "" "One way around this is using ``ResourceLoader`` to load resources " "asynchronously in background threads." msgstr "" +"Uma maneira de contornar isso é usar ``ResourceLoader`` para carregar " +"recursos de forma concorrente(assíncrona) em partes_paralelizáveis no " +"segundo plano." #: ../../docs/tutorials/io/background_loading.rst:21 #, fuzzy @@ -68899,6 +69415,10 @@ msgid "" "`, which will then be " "loaded in threads in the background." msgstr "" +"Geralmente, você enfileira solicitações para carregar recursos para um " +"caminho usando :ref:`ResourceLoader.load_threaded_request " +"`, que será então " +"carregado em partes_paralelizáveis em segundo plano." #: ../../docs/tutorials/io/background_loading.rst:27 msgid "" @@ -86376,6 +86896,9 @@ msgid "" "``bake_from_source_geometry_data_async()`` is the same but bakes the " "navigation mesh deferred with threads, not blocking the main thread." msgstr "" +"``bake_from_source_geometry_data_async()`` é o mesmo, mas prepara a malha de " +"navegação adiada com partes_paralelizáveis, não bloqueando a parte principal(" +"main thread)." #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:163 msgid "" @@ -86495,6 +87018,11 @@ msgid "" "source of any performance issues (assuming a reasonably sized and complex " "geometry for runtime rebakes)." msgstr "" +"O Pré-Calculo da Malha de navegação é feito por padrão em uma " +"parte_paralelizável em segundo plano, portanto, desde que a plataforma " +"suporte partes_paralelizáveis, o Pré-Calculo real raramente é a fonte de " +"quaisquer problemas de desempenho (assumindo uma geometria complexa e de " +"tamanho razoável para recálculo em tempo de execução)." #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:212 msgid "" @@ -89204,7 +89732,7 @@ msgstr "GPU" #: ../../docs/tutorials/performance/using_multiple_threads.rst:7 #: ../../docs/tutorials/performance/thread_safe_apis.rst:9 msgid "Threads" -msgstr "Threads" +msgstr "Partes_Paralelizáveis" #: ../../docs/tutorials/performance/general_optimization.rst:4 msgid "General optimization tips" @@ -89767,7 +90295,7 @@ msgstr "" #: ../../docs/tutorials/performance/using_servers.rst:16 msgid "It is not possible to use multiple threads to control them." -msgstr "" +msgstr "Não é possível usar vários partes_paralelizáveis para controlá-los." #: ../../docs/tutorials/performance/using_servers.rst:17 msgid "More memory is needed." @@ -90295,6 +90823,11 @@ msgid "" "doing a limited amount of work. By spreading work over multiple threads, you " "can move further towards peak CPU efficiency." msgstr "" +"Considere o uso de partes_paralelizáveis(threads) ao fazer muitos cálculos " +"que podem ser executados paralelamente entre si. As CPUs modernas têm vários " +"núcleos, cada um capaz de realizar uma quantidade limitada de trabalho. Ao " +"distribuir o trabalho por várias partes_paralelizáveis, você pode avançar " +"ainda mais em direção ao pico de eficiência da CPU." #: ../../docs/tutorials/performance/cpu_optimization.rst:200 msgid "" @@ -90306,11 +90839,19 @@ msgid "" "these race conditions. Threads can make debugging considerably more " "difficult." msgstr "" +"A desvantagem do uso de partes_paralelizáveis (threads) é que você precisa " +"ser extremamente cuidadoso. Como cada núcleo da CPU opera de forma " +"independente, eles podem acabar tentando acessar a mesma memória ao mesmo " +"tempo. Uma parte_paralelizável pode ler uma variável enquanto outro escreve: " +"isso é chamado de *condição de corrida*. Antes de usar threads, certifique-" +"se de compreender os perigos e como tentar evitar essas condições de " +"corrida. Partes_Paralelizáveis(threads) podem tornar a depuração " +"consideravelmente mais difícil." #: ../../docs/tutorials/performance/cpu_optimization.rst:207 msgid "For more information on threads, see :ref:`doc_using_multiple_threads`." msgstr "" -"Para obter mais informações sobre threads, consulte: ref: " +"Para obter mais informações sobre partes_paralelizáveis, consulte: ref: " "`doc_c_sharp_differences`." #: ../../docs/tutorials/performance/cpu_optimization.rst:210 @@ -90919,6 +91460,12 @@ msgid "" "the array can be created with multiple threads, then set in one call, " "providing high cache efficiency." msgstr "" +"Outra alternativa é usar um GDExtension e C++, que deve ser extremamente " +"eficiente (é possível definir o estado inteiro para todos os objetos usando " +"memória linear através da função :ref:`RenderingServer.multimesh_set_buffer()" +" `). Dessa forma, o array " +"pode ser criado com várias partes_paralelizáveis e depois configurado em uma " +"chamada, proporcionando alta eficiência de cache." #: ../../docs/tutorials/performance/using_multimesh.rst:44 msgid "" @@ -91754,17 +92301,21 @@ msgstr "" #: ../../docs/tutorials/performance/using_multiple_threads.rst:4 msgid "Using multiple threads" -msgstr "Usando múltiplas threads" +msgstr "Usando múltiplas partes_paralelizáveis(threads)" #: ../../docs/tutorials/performance/using_multiple_threads.rst:9 msgid "" "Threads allow simultaneous execution of code. It allows off-loading work " "from the main thread." msgstr "" +"Partes_Paralelizáveis permitem a execução simultânea de código. Permite o " +"trabalho de desafogar a execução na parte principal." #: ../../docs/tutorials/performance/using_multiple_threads.rst:12 msgid "Godot supports threads and provides many handy functions to use them." msgstr "" +"O Godot oferece suporte a partes_paralelizáveis e oferece muitas funções " +"úteis para usar tais partes." #: ../../docs/tutorials/performance/using_multiple_threads.rst:14 msgid "" @@ -91801,6 +92352,9 @@ msgid "" "prevent stuttering. Semaphores, explained later on this page, should be used " "instead." msgstr "" +"A criação de partes_paralelizáveis em tempo de execução é lenta no Windows e " +"deve ser evitada para evitar travamentos. Em vez disso, devem ser usados " +"semáforos, explicados posteriormente nesta página." #: ../../docs/tutorials/performance/using_multiple_threads.rst:62 #, fuzzy @@ -91814,6 +92368,10 @@ msgid "" "`doc_thread_safe_apis` documentation to understand which engine APIs support " "multiple thread access." msgstr "" +"O acesso a objetos ou dados de várias partes_paralelizáveis nem sempre é " +"suportado (se você fizer isso, causará comportamentos inesperados ou " +"travamentos). Leia a documentação :ref:`doc_thread_safe_apis` para entender " +"quais APIs de mecanismo suportam acesso a múltiplas partes_paralelizáveis." #: ../../docs/tutorials/performance/using_multiple_threads.rst:69 msgid "" @@ -91823,6 +92381,12 @@ msgid "" "CPU cores when modified. Always use a :ref:`Mutex` when " "accessing a piece of data from different threads." msgstr "" +"Ao processar seus próprios dados ou chamar suas próprias funções, como " +"regra, tente evitar acessar os mesmos dados diretamente de " +"partes_paralelizáveis diferentes. Você pode ter problemas de sincronização, " +"pois os dados nem sempre são atualizados entre os núcleos da CPU quando " +"modificados. Sempre use um :ref:`Mutex` ao acessar um dado de " +"partes_paralelizáveis diferentes." #: ../../docs/tutorials/performance/using_multiple_threads.rst:75 msgid "" @@ -91832,6 +92396,12 @@ msgid "" "unlock()`, the other threads will be allowed to " "proceed with the lock (but only one at a time)." msgstr "" +"Ao chamar :ref:`Mutex.lock()`, uma " +"parte_paralelizável garante que todas as outras partes_paralelizáveis serão " +"bloqueadas (colocadas em estado suspenso) se tentarem *bloquear* o mesmo " +"mutex. Quando o mutex é desbloqueado chamando :ref:`Mutex." +"unlock()`, as outras partes_paralelizáveis " +"poderão prosseguir com o bloqueio (mas apenas uma de cada vez)." #: ../../docs/tutorials/performance/using_multiple_threads.rst:81 msgid "Here is an example of using a Mutex:" @@ -91866,6 +92436,9 @@ msgid "" "Threads are used to balance processing power across CPUs and cores. Godot " "supports multithreading, but not in the whole engine." msgstr "" +"Partes_Paralelizáveis são usadas para equilibrar o poder de processamento " +"entre CPUs e núcleos. Godot suporta multithreading(paralelismo), mas não em " +"todo o Motor." #: ../../docs/tutorials/performance/thread_safe_apis.rst:14 msgid "" @@ -91885,6 +92458,11 @@ msgid "" "servers, ensure threaded or thread-safe operation is enabled in the project " "settings!)." msgstr "" +":ref:`Global Scope` singletons(padrão: único) são todos " +"parte_paralelizável segura(thread-safe). O acesso a servidores a partir de " +"partes_paralelizáveis é suportado (para servidores RenderingServer e " +"Physics, certifique-se de que a operação threaded ou thread-safe esteja " +"habilitada nas configurações do projeto!)." #: ../../docs/tutorials/performance/thread_safe_apis.rst:21 msgid "" @@ -91892,6 +92470,10 @@ msgid "" "in servers and controls them from threads. Of course, it requires a bit more " "code, as this is used directly and not within the scene tree." msgstr "" +"Isso os torna ideais para códigos que criam dezenas de milhares de " +"instâncias em servidores e as controlam a partir de partes_paralelizáveis. " +"Claro, isso requer um pouco mais de código, pois é usado diretamente e não " +"na árvore de cena." #: ../../docs/tutorials/performance/thread_safe_apis.rst:24 #: ../../docs/tutorials/scripting/scene_tree.rst:90 @@ -91904,6 +92486,10 @@ msgid "" "use mutexes when sending data between threads. If you want to call functions " "from a thread, the *call_deferred* function may be used:" msgstr "" +"Interagir com a árvore de cena ativa **NÃO** é seguro para " +"partes_paralelizáveis. Certifique-se de usar mutexes ao enviar dados entre " +"threads(partes_paralelizáveis). Se você quiser chamar funções de um thread, " +"a função *call_deferred* pode ser usada:" #: ../../docs/tutorials/performance/thread_safe_apis.rst:35 msgid "" @@ -91919,6 +92505,12 @@ msgid "" "but you risk resources (which are only loaded once in Godot) tweaked by the " "multiple threads, resulting in unexpected behaviors or crashes." msgstr "" +"Ainda assim, isso só é realmente útil se você tiver **um** " +"parte_paralelizável carregando dados. Tentar carregar ou criar pedaços de " +"cena a partir de vários partes_paralelizáveis pode funcionar, mas você corre " +"o risco de recursos (que só são carregados uma vez no Godot) ajustados pelas " +"várias partes_paralelizáveis, resultando em comportamentos inesperados ou " +"travamentos." #: ../../docs/tutorials/performance/thread_safe_apis.rst:49 msgid "" @@ -91950,6 +92542,12 @@ msgid "" "`RenderingServer`, as data needs to be transmitted to " "or updated on the GPU." msgstr "" +"Você deve evitar chamar funções que envolvam interação direta com a GPU em " +"outras partes_paralelizáveis, como criar novas texturas ou modificar e " +"recuperar dados de imagem, essas operações podem levar a travamentos de " +"desempenho porque requerem sincronização com o " +":ref:`RenderingServer`, pois os dados precisam ser " +"transmitidos ou atualizados na GPU." #: ../../docs/tutorials/performance/thread_safe_apis.rst:68 msgid "GDScript arrays, dictionaries" @@ -91961,6 +92559,10 @@ msgid "" "anything that changes the container size (resizing, adding or removing " "elements) requires locking a mutex." msgstr "" +"No GDScript, ler e escrever elementos de várias partes_paralelizáveis é " +"aceitável, mas qualquer coisa que altere o tamanho do contêiner (" +"redimensionamento, adição ou remoção de elementos) requer o bloqueio de um " +"mutex." #: ../../docs/tutorials/performance/thread_safe_apis.rst:73 #: ../../docs/tutorials/scripting/gdscript/gdscript_exports.rst:227 @@ -91983,6 +92585,16 @@ msgid "" "easiest to use **one** thread for loading and modifying resources, and then " "the main thread for adding them." msgstr "" +"Não há suporte para modificar um recurso exclusivo de várias " +"partes_paralelizáveis. No entanto, o tratamento de referências em vários " +"partes_paralelizáveis é suportado, portanto, o carregamento de recursos em " +"uma Parte Paralelizável também - cenas, texturas, malhas, etc. - pode ser " +"carregado e manipulado em um parte_paralelizável e depois adicionado à cena " +"ativa no principal parte(thread principal). A limitação aqui é descrita " +"acima, deve-se ter cuidado para não carregar o mesmo recurso de vários " +"partes_paralelizáveis de uma só vez, portanto é mais fácil usar **um** " +"thread(Parte Paralelizável) para carregar e modificar recursos e, em " +"seguida, a thread principal para adicioná-los ." #: ../../docs/tutorials/physics/physics_introduction.rst:4 msgid "Physics introduction" @@ -129497,9 +130109,8 @@ msgid "" msgstr "" #: ../../docs/tutorials/shaders/compute_shaders.rst:4 -#, fuzzy msgid "Using compute shaders" -msgstr "Usando múltiplas threads" +msgstr "Usando sombreadores(shaders) de computação" #: ../../docs/tutorials/shaders/compute_shaders.rst:6 msgid "" @@ -144327,12 +144938,10 @@ msgid "" msgstr "" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:42 -#, fuzzy msgid "Using multi-threading" -msgstr "Usando múltiplas threads" +msgstr "Usando paralelismo" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:44 -#, fuzzy msgid "" "The build process may take a while, depending on how powerful your system " "is. By default, Godot's SCons setup is configured to use all CPU threads but " @@ -144340,17 +144949,16 @@ msgid "" "adjust how many CPU threads SCons will use, use the ``-j `` " "parameter to specify how many threads will be used for the build." msgstr "" -"Isso iniciará o processo de compilação, o que demorará um pouco. Por padrão, " -"a configuração SCons do Godot é projetada para usar todos os threads da CPU, " -"com exceção de um (para manter o sistema responsivo durante a compilação). " -"Se você quiser ajustar quantas threads da CPU o SCons deve usar, use o " -"parâmetro ``-j `` para especificar quantos threads serão usados " -"para a compilação." +"O processo de construção pode demorar um pouco, dependendo da potência do " +"seu sistema. Por padrão, a configuração do SCons do Godot é configurada para " +"usar todos os threads(partes_paralelizáveis) da CPU, exceto um (para manter " +"o sistema responsivo durante a compilação). Se você quiser ajustar quantos " +"threads de CPU os SCons usarão, use o parâmetro ``-j `` para " +"especificar quantos threads serão usados para a compilação." #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:49 -#, fuzzy msgid "Example for using 4 threads::" -msgstr "Exemplo usando 4 threads:" +msgstr "Exemplo usando 4 partes_paralelizáveis:" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:54 msgid "Platform selection" @@ -144855,6 +145463,8 @@ msgid "" "For instance, you may want to force a number of CPU threads with the " "aforementioned ``-j`` option for all future builds:" msgstr "" +"Por exemplo, você pode querer forçar uma série de threads de CPU com a opção " +"``-j`` mencionada acima para todas as compilações futuras:" #: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:389 msgid "SCU (single compilation unit) build" @@ -145145,6 +145755,8 @@ msgid "" "When compiling with multiple CPU threads, SCons may warn about pywin32 being " "missing. You can safely ignore this warning." msgstr "" +"Ao compilar com vários threads de CPU, os SCons podem avisar sobre a falta " +"do pywin32. Você pode ignorar este alerta com segurança." #: ../../docs/contributing/development/compiling/compiling_for_windows.rst:144 msgid "" @@ -147884,6 +148496,10 @@ msgid "" "thread. This lets you see threads that can be a bottleneck at a given point " "in time." msgstr "" +"Na parte inferior de todas as abas, exceto **Resumo**, você também verá uma " +"lista de partes_paralelizáveis(threads) de CPU iniciados pelo mecanismo " +"junto com a utilização da CPU para cada thread(parte_paralelizável). Isso " +"permite ver threads que podem ser um gargalo em um determinado momento." #: ../../docs/contributing/development/debugging/using_cpp_profilers.rst:123 msgid "" @@ -147946,6 +148562,8 @@ msgid "" "At the bottom of the window you will see a call tree for all CPU threads " "started, and the **Heaviest Stack Trace** overview." msgstr "" +"Na parte inferior da janela, você verá uma árvore de chamadas para todos os " +"threads de CPU iniciados e a visão geral do **Heaviest Stack Trace**." #: ../../docs/contributing/development/debugging/using_cpp_profilers.rst:157 msgid "" @@ -148162,6 +148780,8 @@ msgid "" "`Clang TSAN documentation `__" msgstr "" +"`Documentação do Clang TSAN `__" #: ../../docs/contributing/development/debugging/using_sanitizers.rst:124 msgid "" @@ -148173,6 +148793,14 @@ msgid "" "a race condition, you need to add a lock to ensure only one thread can " "access the shared data at a given time." msgstr "" +"O thread sanitizer é usado para rastrear condições de corrida relacionadas " +"ao multithreading. Uma condição de corrida ocorre quando vários threads " +"tentam modificar os mesmos dados ao mesmo tempo. Como o agendamento de " +"threads pode ser ordenado de qualquer maneira pelo sistema operacional, isso " +"leva a um comportamento incorreto que ocorre apenas ocasionalmente (e pode " +"ser difícil de rastrear como resultado). Para evitar uma condição de " +"corrida, você precisa adicionar um bloqueio para garantir que apenas um " +"thread possa acessar os dados compartilhados em um determinado momento." #: ../../docs/contributing/development/debugging/using_sanitizers.rst:132 msgid "" @@ -149126,9 +149754,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/variant_class.rst:25 msgid "Be used to defer calls or move data between threads." -msgstr "" -"Ser usado para adiar chamadas [de métodos/funções] ou mover dados entre " -"threads." +msgstr "Ser usado para adiar chamadas ou mover dados entre threads." #: ../../docs/contributing/development/core_and_modules/variant_class.rst:26 msgid "Be serialized as binary and stored to disk, or transferred via network." @@ -152588,7 +153214,7 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/custom_godot_servers.rst:31 msgid "Adding writing threads." -msgstr "Adicionando tópicos de escrita." +msgstr "Adicionando escrita de partes_paralelizáveis." #: ../../docs/contributing/development/core_and_modules/custom_godot_servers.rst:32 msgid "Adding a custom VoIP protocol." @@ -152690,6 +153316,12 @@ msgid "" "flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is " "executed." msgstr "" +"Para enviar comandos para o SceneTree, MessageQueue é um buffer thread-safe " +"para definir filas e chamar métodos para outros threads. Para enfileirar um " +"comando, obtenha o RID do objeto alvo e use ``push_call``, ``push_set`` ou " +"``push_notification`` para executar o comportamento desejado. A fila será " +"liberada sempre que ``SceneTree::idle`` ou ``SceneTree::iteration`` for " +"executado." #: ../../docs/contributing/development/core_and_modules/custom_godot_servers.rst:473 #, fuzzy @@ -156768,6 +157400,10 @@ msgid "" "32 CPU threads, ``-j auto`` (which corresponds to ``-j 32`` here) can " "require 20+ GB of RAM for Sphinx alone." msgstr "" +"Você pode usar ``-j auto`` para usar todos os threads de CPU disponíveis, " +"mas isso pode usar muita RAM se você tiver muitos threads de CPU. Por " +"exemplo, em um sistema com 32 threads de CPU, ``-j auto`` (que corresponde a " +"``-j 32`` aqui) pode exigir mais de 20 GB de RAM apenas para o Sphinx." #: ../../docs/contributing/documentation/building_the_manual.rst:163 #, fuzzy diff --git a/weblate/ru.po b/weblate/ru.po index b7501134fe..3ae7886e33 100644 --- a/weblate/ru.po +++ b/weblate/ru.po @@ -362,13 +362,18 @@ # Матвей Торопин , 2024. # Richard Dolphin , 2024. # Account Rush Royale#1 , 2024. +# Yuriy Zymlex , 2024. +# Maksim , 2024. +# SirGoxic , 2024. +# Pushiron , 2024. +# Anatoly Bogomolov , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-08 22:28+0000\n" -"Last-Translator: Account Rush Royale#1 \n" +"PO-Revision-Date: 2024-06-20 14:29+0000\n" +"Last-Translator: Ricin \n" "Language-Team: Russian \n" "Language: ru\n" @@ -377,7 +382,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-rc\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -550,7 +555,6 @@ msgid "Offline documentation" msgstr "Офлайн документация" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `_ для чтения в офлайн-режиме (обновляется каждый " -"понедельник). Распакуйте ZIP архив, затем откройте самый верхний файл " -"``index.html`` в браузере." +"понедельник). Распакуйте ZIP архив, затем откройте самый верхний файл ``index" +".html`` в браузере." #: ../../docs/index.rst:58 msgid "" @@ -704,8 +708,8 @@ msgid "" msgstr "" "Если у вас возникли проблемы с одним из руководств или с Вашим проектом, вы " "можете найти помощь на различных :ref:`Каналах сообщества " -"`, особенно в сообществе Godot `Discord`_ и " -"`Q&A`_." +"`, особенно в сообществе Godot `Discord`_ и `Q&A " +"`_." #: ../../docs/about/introduction.rst:34 msgid "About Godot Engine" @@ -915,7 +919,7 @@ msgid "" "See :ref:`doc_system_requirements` for hardware and software version " "requirements." msgstr "" -"См. :ref:`doc_system_requirements' чтобы узнать системные требования и " +"См. :ref:`doc_system_requirements` чтобы узнать системные требования и " "необходимые для работы программы." #: ../../docs/about/list_of_features.rst:21 @@ -1851,12 +1855,11 @@ msgstr "" "текстур (настраивается глобально)." #: ../../docs/about/list_of_features.rst:292 -#, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" -"Система опционального затухания на дистанции обеспечивает затухание далёкого " -"света, а также теней, созданных им, улучшает производительность." +"Опциональная система скрытия декалей на расстоянии, улучшает " +"производительность." #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -2046,7 +2049,6 @@ msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." msgstr "Закраска (Linear, Reinhard, Filmic, ACES)." #: ../../docs/about/list_of_features.rst:345 -#, fuzzy msgid "" "Automatic exposure adjustments based on viewport brightness (and manual " "exposure override)." @@ -2069,14 +2071,13 @@ msgstr "" "разрешении." #: ../../docs/about/list_of_features.rst:348 -#, fuzzy msgid "" "Glow/bloom with optional bicubic upscaling and several blend modes " "available: Screen, Soft Light, Add, Replace, Mix." msgstr "" "Свечение/блум c возможностью бикубического апскейлинга и несколькими " -"доступными режимами смешения: Screen (Экран), Soft Light (Мягкий свет), Add " -"(Добавить), Replace (Заменить), Mix (Смешивание)." +"доступными режимами смешивания: Screen (Экранный), Soft Light (Мягкий свет), " +"Add (Добавление), Replace (Замена), Mix (Смешивание)." #: ../../docs/about/list_of_features.rst:350 #, fuzzy @@ -2570,9 +2571,8 @@ msgid "Support for random volume and pitch." msgstr "Поддержка случайной громкости и высоты тона." #: ../../docs/about/list_of_features.rst:505 -#, fuzzy msgid "Support for real-time pitch scaling." -msgstr "Поддержка масштабирования тона в реальном времени." +msgstr "Поддержка оброботки тона в реальном времени." #: ../../docs/about/list_of_features.rst:506 msgid "" @@ -6719,15 +6719,14 @@ msgstr "" "несколькими обслуживающими обновлениями между ними." #: ../../docs/about/release_policy.rst:200 -#, fuzzy msgid "" "In particular, after the very length release cycle for 4.0, we are pivoting " "to a faster paced development workflow, 4.1 released 4 months after 4.0, and " "4.2 released 4 months after 4.1" msgstr "" "В частности, после очень длинного цикла релиза для 4.0, мы переходим к более " -"быстрому темпу разработки, с релизом 4.1 ожидаемым в конце второго / начале " -"третьего квартала 2023." +"быстрому темпу разработки: 4.1 выпущен уже через 4 месяца после 4.0, и 4.2 " +"еще через 4 месяца после 4.1" #: ../../docs/about/release_policy.rst:204 msgid "" @@ -15854,17 +15853,17 @@ msgid "Adding placeholder cylinders" msgstr "Добавление заполнителей цилиндров" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:49 -#, fuzzy msgid "" "Let's add the placeholder meshes. Add a new :ref:`Node3D ` as " "a child of the ``Main`` node and name it ``Cylinders``. We'll use it to " "group the cylinders. Select ``Cylinders`` and add a child node :ref:" "`MeshInstance3D `" msgstr "" -"Давайте добавим сетки-заполнители. Добавьте новый узел *Spatial* в качестве " -"дочернего узла *Main* и назовите его *Cylinders*. Мы будем использовать его " -"для группировки цилиндров. В качестве дочернего узла добавьте узел " -"*MeshInstance*." +"Давайте добавим сетки-заполнители. Добавьте новый узел " +":ref:`Node3D` в качестве дочернего узла ``Main`` и назовите " +"его ``Cylinders``. Мы будем использовать его для группировки цилиндров. " +"Выберите ``Cylinders`` и добавьте дочерний узел :ref:`MeshInstance3D " +"`" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:54 msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property." @@ -16120,16 +16119,16 @@ msgstr "" "``Mob.tscn`` или любого другого монстра." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:182 -#, fuzzy msgid "" "We want to spawn mobs at regular time intervals. To do this, we need to go " "back to the scene and add a timer. Before that, though, we need to assign " "the ``mob.tscn`` file to the ``mob_scene`` property above (otherwise it's " "null!)" msgstr "" -"Мы хотим порождать мобов через регулярные промежутки времени. Для этого нам " -"нужно вернуться на сцену и добавить таймер. Но перед этим нам нужно " -"назначить файл ``Mob.tscn`` свойству ``mob_scene``." +"Мы хотим, чтобы мобы появлялись через регулярные промежутки времени. Для " +"этого нам нужно вернуться к сцене и добавить таймер. Но перед этим нам нужно " +"назначить файл ``Mob.tscn`` свойству ``mob_scene`` (в противном случае это " +"`null`)." #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:186 #, fuzzy @@ -21446,7 +21445,7 @@ msgid "" msgstr "" "Поскольку Godot не имеет ограничений по структуре проекта или использованию " "файловой системы, организация файлов при изучении движка может показаться " -"сложной задачей. Этот учебник предлагает рабочий процесс, который должен " +"сложной задачей. Это руководство предлагает рабочий процесс, который должен " "быть хорошей отправной точкой. Мы также рассмотрим использование контроля " "версий с Godot." @@ -25296,7 +25295,7 @@ msgstr "``tile_map_editor/select``" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 msgid "Cancel" -msgstr "" +msgstr "Отменить" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 #, fuzzy @@ -25322,7 +25321,7 @@ msgstr "``tile_map_editor/paint_tile``" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 #: ../../docs/tutorials/2d/using_tilemaps.rst:238 msgid "Line" -msgstr "" +msgstr "Строка" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 #, fuzzy @@ -26083,6 +26082,11 @@ msgid "" "recommended to create new projects only in the Android *Documents* or " "*Downloads* directories." msgstr "" +"На `Android Go devices `__ отсутствует разрешение на *Доступ ко всем файлам* для " +"редактирования/записи. Для обхода этого ограничения, при использовании " +"устройств Android Go, рекомендуется создавать новые проекты только в папках " +"*Documents* или *Downloads* на устройстве." #: ../../docs/tutorials/editor/using_the_android_editor.rst:49 #, fuzzy @@ -26173,6 +26177,9 @@ msgid "" "The web editor only supports the Compatibility rendering method, as there is " "no stable way to run Vulkan applications on the web yet." msgstr "" +"Веб-редактор поддерживает только метод рендеринга \"Совместимость\", в связи " +"с тем, что пока что нет стабильного способа запуска приложений Vulkan в " +"браузере." #: ../../docs/tutorials/editor/using_the_web_editor.rst:38 msgid "" @@ -26472,21 +26479,24 @@ msgstr "Редактор" #: ../../docs/tutorials/editor/command_line_tutorial.rst:34 msgid "**Legend**" -msgstr "" +msgstr "**Легенда**" #: ../../docs/tutorials/editor/command_line_tutorial.rst:36 msgid "" "|release| Available in editor builds, debug export templates and release " "export templates." msgstr "" +"|release| Доступно в эдитор сборках, при дебажном экспорте и в релизном " +"экспорте шаблонов." #: ../../docs/tutorials/editor/command_line_tutorial.rst:37 msgid "|debug| Available in editor builds and debug export templates only." msgstr "" +"|debug| Доступно только в эдитор сборках и при дебажном экспорте шаблонов." #: ../../docs/tutorials/editor/command_line_tutorial.rst:38 msgid "|editor| Only available in editor builds." -msgstr "" +msgstr "|editor| Доступно только в эдитор сборках." #: ../../docs/tutorials/editor/command_line_tutorial.rst:40 msgid "" @@ -26494,6 +26504,9 @@ msgid "" "engine will **not** warn you when using a command line argument that doesn't " "exist with a given build type." msgstr "" +"Учтите, что неизвестные аргументы командной строки проигнорируются. Движок " +"**не** сообщит вам о том, что вы используете несуществующие в выбранном " +"варианте сборки аргументы." #: ../../docs/tutorials/editor/command_line_tutorial.rst:44 msgid "**General options**" @@ -26648,6 +26661,9 @@ msgid "" "|release| Separator for user-provided arguments. Following arguments are not " "used by the engine, but can be read from ``OS.get_cmdline_user_args()``." msgstr "" +"|release| Разделитель для пользовательских аргументов. Приведенные аргументы " +"не используются движком, но могут быть прочитаны с помощью ``OS." +"get_cmdline_user_args()``." #: ../../docs/tutorials/editor/command_line_tutorial.rst:65 msgid "``-e``, ``--editor``" @@ -26655,7 +26671,7 @@ msgstr "``-e``, ``--editor``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:65 msgid "|editor| Start the editor instead of running the scene." -msgstr "" +msgstr "|editor| Запустить редактор вместо запуска сцены." #: ../../docs/tutorials/editor/command_line_tutorial.rst:67 msgid "``-p``, ``--project-manager``" @@ -26664,6 +26680,8 @@ msgstr "``-p``, ``--project-manager``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:67 msgid "|editor| Start the Project Manager, even if a project is auto-detected." msgstr "" +"|editor| Запустить Проектный Менеджер, даже если проект был найден " +"автоматически." #: ../../docs/tutorials/editor/command_line_tutorial.rst:69 #, fuzzy @@ -26675,6 +26693,8 @@ msgid "" "|editor| Start the editor debug server (``://[:]``, " "e.g. ``tcp://127.0.0.1:6007``)" msgstr "" +"|editor| Запустить дебаг сервер для редактора (``://[:]``, например ``tcp://127.0.0.1:6007``)" #: ../../docs/tutorials/editor/command_line_tutorial.rst:71 #, fuzzy @@ -26695,6 +26715,7 @@ msgstr "``--quiet``" msgid "" "|release| Quit after the given number of iterations. Set to 0 to disable." msgstr "" +"|release| Выйти после заданного числа итераций. Передайте 0 для отключения." #: ../../docs/tutorials/editor/command_line_tutorial.rst:75 #, fuzzy @@ -26708,6 +26729,10 @@ msgid "" "language code in lowercase and the rest is optional. See :ref:`doc_locales` " "for more details." msgstr "" +"|release| Использовать заданную локализацию. ```` задается в формате " +"``language_Script_COUNTRY_VARIANT`` где 'language' двух-трех буквенное " +"обозначение кода языка в нижнем регистре, все остальное опционально. " +":ref:`doc_locales` для более подробной информации." #: ../../docs/tutorials/editor/command_line_tutorial.rst:78 msgid "``--path ``" @@ -26769,7 +26794,7 @@ msgstr "``--remote-fs
``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:89 msgid "|release| Password for remote filesystem." -msgstr "" +msgstr "|release| Пароль для удаленного доступа к файловой системе." #: ../../docs/tutorials/editor/command_line_tutorial.rst:91 msgid "``--audio-driver ``" @@ -26799,18 +26824,16 @@ msgstr "" "доступных драйверов." #: ../../docs/tutorials/editor/command_line_tutorial.rst:95 -#, fuzzy msgid "``--rendering-method ``" -msgstr "``--render-thread ``" +msgstr "``--rendering-method ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:95 msgid "|release| Renderer name. Requires driver support." -msgstr "" +msgstr "|release| Имя рендерера. Требуется поддержка драйвера." #: ../../docs/tutorials/editor/command_line_tutorial.rst:97 -#, fuzzy msgid "``--rendering-driver ``" -msgstr "``--audio-driver ``" +msgstr "``--rendering-driver ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:97 #, fuzzy @@ -26823,13 +26846,15 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:99 msgid "``--gpu-index ``" -msgstr "" +msgstr "``--gpu-index <индекс_устройства>``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:99 msgid "" "|release| Use a specific GPU (run with ``--verbose`` to get available device " "list)." msgstr "" +"|release| Использовать определенный GPU (запустите с ``--verbose`` чтобы " +"получить список доступных устройств)." #: ../../docs/tutorials/editor/command_line_tutorial.rst:101 #, fuzzy @@ -26847,7 +26872,7 @@ msgstr "``--audio-driver ``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:103 msgid "|release| Pen tablet input driver." -msgstr "" +msgstr "|release| Драйвер ввода графического планшета." #: ../../docs/tutorials/editor/command_line_tutorial.rst:105 #, fuzzy @@ -26949,7 +26974,7 @@ msgstr "``--no-window``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:132 msgid "|release| Use a single window (no separate subwindows)." -msgstr "" +msgstr "|release| Использовать одиночное окно (без отдельных подокон)." #: ../../docs/tutorials/editor/command_line_tutorial.rst:134 #, fuzzy @@ -27049,6 +27074,8 @@ msgid "" "|release| Scene tree runs in single-threaded mode. Sub-thread groups are " "disabled and run on the main thread." msgstr "" +"|release| Запустить дерево сцены в однопоточном режиме. Дочерние потоки " +"отключены и будут запущенны в основном потоке." #: ../../docs/tutorials/editor/command_line_tutorial.rst:158 msgid "``--debug-collisions``" @@ -27132,6 +27159,9 @@ msgid "" "|release| Forces disabling of vertical synchronization, even if enabled in " "the project settings. Does not override driver-level V-Sync enforcement." msgstr "" +"|release| Отключает вертикальную синхронизацию, даже если она включена в " +"настройках проекта. Не работает, если вертикальная синхронизация " +"принудительно включена на уровне драйвера." #: ../../docs/tutorials/editor/command_line_tutorial.rst:175 msgid "``--disable-render-loop``" @@ -27170,12 +27200,14 @@ msgstr "" #: ../../docs/tutorials/editor/command_line_tutorial.rst:181 msgid "``--delta-smoothing ``" -msgstr "" +msgstr "``--delta-smoothing <включить>``" #: ../../docs/tutorials/editor/command_line_tutorial.rst:181 msgid "" "|release| Enable or disable frame delta smoothing ('enable', 'disable')." msgstr "" +"|release| Включает или выключает размытие кадра ('enable' (включить), " +"'disable' (выключить))." #: ../../docs/tutorials/editor/command_line_tutorial.rst:183 msgid "``--print-fps``" @@ -27679,20 +27711,21 @@ msgstr "" "редактора." #: ../../docs/tutorials/editor/external_editor.rst:8 -#, fuzzy msgid "" "Godot can be used with an external text editor, such as Sublime Text or " "Visual Studio Code. Browse to the relevant editor settings: **Editor > " "Editor Settings > Text Editor > External**" msgstr "" -"Хотя у Godot есть встроенный текстовый редактор, некоторые разработчики " -"предпочитают использовать знакомый им текстовый редактор, чаще всего это " -"Sublime Text или Visual Studio Code. Godot предоставляет эту опцию через " -"меню ``Редактор -> Настройки редактора -> Text Editor -> External``" +"Godot можно использовать с внешним текстовым редактором, например Sublime " +"Text или Visual Studio Code. Перейдите к соответствующим настройкам " +"редактора: ``Редактор (Editor) -> Настройки редактора (Editor Settings) -> " +"Текстовый редактор (Text Editor) -> Внешний (External)``" #: ../../docs/tutorials/editor/external_editor.rst:16 msgid "Text Editor > External section of the Editor Settings" msgstr "" +"``Текстовый редактор (Text Editor) > Внешний (External)`` раздел редактора " +"настроек" #: ../../docs/tutorials/editor/external_editor.rst:16 msgid "**Text Editor > External** section of the Editor Settings" @@ -115756,7 +115789,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:420 msgid "left" -msgstr "" +msgstr "left" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:420 msgid "" diff --git a/weblate/tr.po b/weblate/tr.po index 0ce3807cab..ac35f49247 100644 --- a/weblate/tr.po +++ b/weblate/tr.po @@ -87,13 +87,15 @@ # Şahin Göksu , 2023. # yiid , 2023. # vck , 2024. +# Volkan Gezer , 2024. +# Mirza , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-08 22:29+0000\n" -"Last-Translator: Yılmaz Durmaz \n" +"PO-Revision-Date: 2024-06-15 12:09+0000\n" +"Last-Translator: Mirza \n" "Language-Team: Turkish \n" "Language: tr\n" @@ -101,7 +103,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -275,7 +277,6 @@ msgid "Offline documentation" msgstr "Çevrimdışı belgeler" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ (her pazartesi " -"güncellenir). Sıkıştırılmış dosyayı ayıklayın ve en üst-seviye ``index." -"html`` dosyasını web tarayıcısı ile açın." +"güncellenir). Sıkıştırılmış dosyayı çıkartın ve en üst seviye ``index.html`` " +"dosyasını web tarayıcısı ile açın." #: ../../docs/index.rst:58 msgid "" @@ -948,12 +949,19 @@ msgid "" "which can be used for improved 2D lighting effects including 2D global " "illumination." msgstr "" +"Özel gölgelendiriciler, :ref:`class_LightOccluder2D` düğümlerine dayalı " +"olarak 2D sahnenin gerçek zamanlı :abbr:`SDF (İşaretli Uzaklık Alanı, İng. " +"Signed Distance Field)` gösterimine erişebilir ve bu, 2D genel aydınlatma " +"dahil olmak üzere gelişmiş 2D aydınlatma efektleri için kullanılabilir." #: ../../docs/about/list_of_features.rst:130 msgid "" ":ref:`Font rendering ` using bitmaps, rasterization " "using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" +"Bitmap kullanarak :ref:`yazı tipi derleme `, FreeType " +"veya çok kanallı işaretli uzaklık alanları (ÇİUA, ing. MSDF) kullanarak " +"rastelleştirme." #: ../../docs/about/list_of_features.rst:133 msgid "" @@ -969,28 +977,38 @@ msgid "" "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " "emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" +"Dinamik yazı tipleri siyah beyaz ve renkli yazı tiplerini destekler (örn. " +"emojiler). Desteklenen biçimler: TTF, OTF, WOFF1 ve WOFF2." #: ../../docs/about/list_of_features.rst:137 msgid "" "Dynamic fonts support optional font outlines with adjustable width and color." msgstr "" +"Dinamik yazı tipleri, ayarlanabilir genişlik ve renge sahip isteğe bağlı " +"yazı tipi dış çizgilerini destekler." #: ../../docs/about/list_of_features.rst:138 msgid "" "Dynamic fonts support variable fonts and OpenType features including " "ligatures." msgstr "" +"Dinamik yazı tipleri, değişken yazı tiplerini ve bitişik harfler dahil " +"OpenType özelliklerini destekler." #: ../../docs/about/list_of_features.rst:139 msgid "" "Dynamic fonts support simulated bold and italic when the font file lacks " "those styles." msgstr "" +"Dinamik yazı tipleri, yazı tipi dosyasında bu stiller bulunmadığında simüle " +"edilmiş kalın ve italik yazı tiplerini destekler." #: ../../docs/about/list_of_features.rst:141 msgid "" "Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." msgstr "" +"Dinamik yazı tipleri, daha yüksek çözünürlüklerde yazı tiplerinin keskin " +"kalmasını sağlamak için aşırı örneklemeyi destekler." #: ../../docs/about/list_of_features.rst:142 msgid "" diff --git a/weblate/uk.po b/weblate/uk.po index 3b58552d1a..b9aefc2577 100644 --- a/weblate/uk.po +++ b/weblate/uk.po @@ -42,13 +42,14 @@ # Maxi fox , 2023. # Oleksii Nosov , 2024. # qjyqjyqjyqjy , 2024. +# Evgen Zukov , 2024. msgid "" msgstr "" "Project-Id-Version: Ukrainian (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-04-29 06:07+0000\n" -"Last-Translator: Мирослав \n" +"PO-Revision-Date: 2024-05-15 18:46+0000\n" +"Last-Translator: Evgen Zukov \n" "Language-Team: Ukrainian \n" "Language: uk\n" @@ -57,7 +58,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.5.1\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -70,11 +71,11 @@ msgstr "Версії" #: ../../docs/_templates/versions.html:39 msgid "On Read the Docs" -msgstr "На Read the Docs" +msgstr "Читати документацію" #: ../../docs/_templates/versions.html:41 msgid "Project Home" -msgstr "Домашня сторінка проекту" +msgstr "Домашня сторінка проєкту" #: ../../docs/_templates/versions.html:44 msgid "Builds" @@ -5919,7 +5920,7 @@ msgstr "** Рівень підтримки **" #: ../../docs/about/release_policy.rst:83 msgid "Godot 4.3 (`master`)" -msgstr "" +msgstr "Godot 4.3 (`master`)" #: ../../docs/about/release_policy.rst:83 #, fuzzy @@ -13038,17 +13039,18 @@ msgstr "ScoreLabel (Мітка рахунку)" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:61 msgid "Add the text ``0``." -msgstr "" +msgstr "Додати текст ``0``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:62 #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:69 msgid "" "Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``." msgstr "" +"Встановіть \"Horizontal Alignment\" та \"Vertical Alignment\" на ``Center``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:63 msgid "Choose the \"Anchor Preset\" ``Center Top``." -msgstr "" +msgstr "Виберіть \"Anchor Preset\" ``Center Top``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:66 msgid "Message" @@ -13063,16 +13065,20 @@ msgid "" "Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one " "line." msgstr "" +"Встановіть \"Autowrap Mode\" на ``Word`, інакше мітка залишиться на одному " +"рядку." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:71 msgid "" "Under \"Control - Layout/Transform\" set \"Size X\" to ``480`` to use the " "entire width of the screen." msgstr "" +"У розділі \"Control - Layout/Transform\" встановіть\" Size X \" на \" 480 \"" +", щоб використовувати всю ширину екрана." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:72 msgid "Choose the \"Anchor Preset\" ``Center``." -msgstr "" +msgstr "Виберіть \"Anchor Preset\" ``Center``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:75 msgid "StartButton" @@ -13087,14 +13093,19 @@ msgid "" "Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size " "Y\" to ``100`` to add a little bit more padding between the border and text." msgstr "" +"У розділі \"Control - Layout/Transform\" встановіть \"Size X \" на ``200`` " +"та \"Size Y\" на ``100``, щоб додати трохи більше доповнення між рамкою та " +"текстом." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:80 msgid "Choose the \"Anchor Preset\" ``Center Bottom``." -msgstr "" +msgstr "Виберіть \"Anchor Preset\" ``Center Bottom``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:81 msgid "Under \"Control - Layout/Transform\", set \"Position Y\" to ``580``." msgstr "" +"У розділі \"Control - Layout/Transform\" встановіть \"Position Y\" на " +"``580``." #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:83 msgid "" @@ -13152,7 +13163,7 @@ msgstr "" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:172 msgid "Add the code below to ``HUD`` to update the score" -msgstr "" +msgstr "Додайте код нижче в ``HUD``, щоб оновити рахунок" #: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:187 #, fuzzy @@ -13377,6 +13388,10 @@ msgid "" "select ``Make Unique``, then click on the Stream file and check the ``Loop`` " "box." msgstr "" +"Всі аудіо автоматично імпортується з параметром ``Loop`` відключений. Якщо " +"ви хочете, щоб музика плавно зациклювалася, натисніть на стрілку потоку " +"файлу, виберіть ``Make Unique``, потім натисніть на файл потоку і встановіть " +"прапорець``Loop``." #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:40 msgid "" @@ -13434,6 +13449,11 @@ msgid "" "press the corresponding button, d-pad, or stick direction that you want to " "map to the respective input action." msgstr "" +"Тепер було б добре додати підтримку контролера, якщо у вас є один доступний. " +"Прикріпіть або об'єднайте свій контролер, а потім під кожною вхідною дією, " +"яку ви хочете додати підтримку контролера, натисніть кнопку «+» та натисніть " +"відповідну кнопку, d-pad або напрямок стіка контролеру, який ви хочете " +"відобразити на відповідну вхідну дію." #: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:95 msgid "" diff --git a/weblate/vi.po b/weblate/vi.po index 6d715d9684..bb42f0a082 100644 --- a/weblate/vi.po +++ b/weblate/vi.po @@ -27,7 +27,7 @@ # Trần Văn Luyện , 2023. # TrieuPhong , 2022. # TyTYct Hihi , 2019. -# Nguyễn Hữu Trung Chiến , 2023. +# Nguyễn Hữu Trung Chiến , 2023, 2024. # NGUYEN THANH VAN , 2024. # Trần Đức Minh Nhật , 2024. # Lê Văn Hiếu , 2024. @@ -36,7 +36,7 @@ msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-04-30 03:55+0000\n" +"PO-Revision-Date: 2024-06-06 05:09+0000\n" "Last-Translator: Telerzine \n" "Language-Team: Vietnamese \n" @@ -45,7 +45,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 5.5.2\n" +"X-Generator: Weblate 5.6-dev\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -77,13 +77,13 @@ msgstr "Tải xuống" #: ../../docs/tutorials/scripting/gdscript/gdscript_advanced.rst:7 #: ../../docs/contributing/development/core_and_modules/variant_class.rst:7 msgid "About" -msgstr "Phần giới thiệu" +msgstr "Giới thiệu" #: ../../docs/index.rst:79 #: ../../docs/tutorials/platform/android/android_in_app_purchases.rst:13 #: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:15 msgid "Getting started" -msgstr "Phần bắt đầu" +msgstr "Căn bản" #: ../../docs/index.rst:94 msgid "Manual" @@ -99,7 +99,7 @@ msgstr "Cộng đồng" #: ../../docs/index.rst:151 msgid "Class reference" -msgstr "Class reference" +msgstr "Tham khảo Class" #: ../../docs/index.rst:2 msgid "Godot Docs – *4.2* branch" @@ -111,7 +111,7 @@ msgid "" "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" "Tài liệu hướng dẫn của Godot hiện hỗ trợ nhiều ngôn ngữ và phiên bản khác " -"nhau. Bấm vào chữ \"Read the Docs\" ở dưới cùng bên trái để xem danh sách." +"nhau. Bấm vào \"Read the Docs\" ở dưới cùng bên trái để xem danh sách." #: ../../docs/index.rst:12 msgid "" @@ -131,8 +131,9 @@ msgid "" "Weblate." msgstr "" "Tùy thuộc vào mức độ hoàn thành của bản dịch, bạn có thể tìm thấy vài đoạn " -"văn hoặc toàn bộ trang vẫn bằng tiếng Anh. Bạn có thể giúp cộng đồng bằng " -"cách cung cấp các bản dịch mới hoặc review các bản dịch hiện có trên Weblate." +"văn hoặc toàn bộ trang vẫn còn bằng tiếng Anh. Bạn có thể giúp cộng đồng " +"bằng cách cung cấp các bản dịch mới hoặc xem xét lại các bản dịch hiện có " +"trên Weblate." #: ../../docs/index.rst:21 msgid "" @@ -141,9 +142,9 @@ msgid "" "engine versions using the \"Read the Docs\" panel at the bottom of the " "sidebar." msgstr "" -"Hiện tại chỉ có phiên bản \":abbr:`stable (ổn định)`\" mới có bản dịch Tiếng " -"Việt. Bạn vẫn có thể xem tài liệu Tiếng Anh cho các phiên bản khác của " -"engine bằng cách nhấn vào \"Read the Docs\" ở dưới cùng bên trái." +"Hiện tại chỉ có phiên bản \"stable\" mới có bản dịch Tiếng Việt. Bạn vẫn có " +"thể xem các phiên bản khác nhưng bằng tiếng Anh với nút \"Read the Docs\" ở " +"dưới cùng bên trái." #: ../../docs/index.rst:26 msgid "" @@ -155,9 +156,9 @@ msgid "" msgstr "" "Chào mừng đến với tài liệu chính thức của `Godot Engine `__, game engine 2D/3D tự do và mã nguồn mở được phát triển bởi cộng " -"đồng! Nếu đây là lần đầu tiên bạn đến đây, bạn nên đọc qua :ref:`Phần giới " -"thiệu ` để có được cái nhìn tổng quan về những gì tài liệu " -"này cung cấp." +"đồng! Nếu mới tới đây lần đầu, bạn nên đọc qua :ref:`trang giới thiệu " +"` để có cái nhìn tổng quan về những gì tài liệu này cung " +"cấp." #: ../../docs/index.rst:32 msgid "" @@ -165,8 +166,8 @@ msgid "" "documentation for your topic of interest. You can also use the search " "function in the top-left corner." msgstr "" -"Phần mục lục ở bên trái sẽ giúp bạn dễ dàng truy cập vào những chủ đề bạn " -"quan tâm. Bạn cũng có thể dùng chức năng tìm kiếm ở góc trên bên trái." +"Phần mục lục ở bên trái sẽ giúp bạn dễ dàng tiếp cận những chủ đề mình quan " +"tâm. Bạn cũng có thể dùng chức năng tìm kiếm ở góc trên bên trái." #: ../../docs/index.rst:36 msgid "Get involved" @@ -182,9 +183,9 @@ msgid "" msgstr "" "Godot Engine là một dự án mã nguồn mở được phát triển bởi cộng đồng các tình " "nguyện viên. Đội ngũ chuyên trách tài liệu luôn biết ơn ý kiến đóng góp của " -"bạn, để từ đó cải thiện các bài hướng dẫn và Class reference. Nếu bạn xem mà " -"không hiểu, khó hiểu hoặc không tìm thấy giải pháp bạn cần trong tài liệu " -"này, hãy cho chúng tôi biết nhé!" +"bạn, để từ đó cải thiện các bài hướng dẫn và tham khảo. Nếu bạn xem mà không " +"hiểu, khó hiểu hoặc không tìm thấy giải pháp bạn cần trong tài liệu này, hãy " +"cho bọn mình biết nha!" #: ../../docs/index.rst:44 msgid "" @@ -217,7 +218,6 @@ msgid "Offline documentation" msgstr "Tài liệu ngoại tuyến" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__ để " -"xem offline (được cập nhật vào thứ hai hàng tuần). Giải nén rồi mở ``index." +"Bạn có thể `tải một bản sao HTML `" +"__ để xem offline (cập nhật thứ hai hàng tuần). Giải nén rồi mở file ``index." "html`` bằng trình duyệt web." #: ../../docs/index.rst:58 @@ -240,8 +240,8 @@ msgid "" msgstr "" "Đối với thiết bị di động hay máy đọc sách, `tải file ePub `__ để đọc offline (được cập nhật vào thứ hai hàng tuần). " -"Giải nén rồi mở file ``GodotEngine.epub`` bằng trình đọc sách." +"epub-master.zip>`__ để đọc offline (cập nhật thứ hai hàng tuần). Giải nén " +"rồi mở file ``GodotEngine.epub`` bằng trình đọc sách." #: ../../docs/about/introduction.rst:4 #: ../../docs/getting_started/introduction/index.rst:8 @@ -329,11 +329,10 @@ msgid "" "will find a powerful yet user-friendly tool that you can use to develop any " "kind of game, for any platform and with no usage restriction whatsoever." msgstr "" -"Chào mừng đến với tài liệu chính thức của **Godot Engine**, game engine " -"2D/3D tự do và mã nguồn mở hướng tới cộng đồng! Đằng sau cái tên này là một " -"công cụ mạnh mẽ nhưng thân thiện với người dùng để bạn có thể tạo bất kỳ " -"loại game nào, cho bất kỳ nền tảng nào mà không có bất kỳ hạn chế sử dụng " -"nào." +"Chào mừng đến với tài liệu chính thức của **Godot Engine**, game engine 2D/" +"3D tự do và mã nguồn mở vì cộng đồng! Đây là một công cụ mạnh mẽ nhưng thân " +"thiện với người dùng để bạn có thể tạo mọi loại game, cho mọi nền tảng với " +"không một hạn chế sử dụng nào." #: ../../docs/about/introduction.rst:16 msgid "" @@ -374,7 +373,7 @@ msgstr "" #: ../../docs/about/introduction.rst:34 msgid "About Godot Engine" -msgstr "Về Godot Engine" +msgstr "Giới thiệu Godot Engine" #: ../../docs/about/introduction.rst:36 msgid "" @@ -417,9 +416,9 @@ msgstr "" "`. Không đặt điều kiện, không tính phí bản " "quyền, không có bất kỳ hạn chế nào. Game của ai là của người đó, cho tới " "dòng code cuối cùng. Sự phát triển Godot là hoàn toàn độc lập và được thúc " -"đẩy bởi cộng đồng, để người dùng có cơ hội thiết kế engine theo cách mình " -"muốn. Nó được hỗ trợ bởi tổ chức phi lợi nhuận `Godot Foundation `_." +"đẩy bởi cộng đồng, để người dùng được sử dụng engine theo cách mình muốn. Nó " +"được hỗ trợ bởi tổ chức phi lợi nhuận `Godot Foundation `_." #: ../../docs/about/introduction.rst:57 msgid "Organization of the documentation" @@ -457,7 +456,7 @@ msgid "" "contains feature-specific tutorials and documentation." msgstr "" "Phần **Hướng dẫn** có thể được tham khảo khi nào cần, theo bất kỳ thứ tự nào " -"cũng được. Nó chứa các hướng dẫn và tư liệu cho những tính năng cụ thể." +"cũng được. Nó chứa các hướng dẫn và tài liệu cho những tính năng cụ thể." #: ../../docs/about/introduction.rst:70 msgid "" @@ -468,11 +467,11 @@ msgid "" "compiling the engine, contributing to the editor, or developing C++ modules." msgstr "" "**Đóng góp** cung cấp thông tin liên quan đến việc đóng góp cho Godot, bất " -"kể đó là phần nhân của engine, tài liệu, demo hay các phần khác. Nó mô tả " +"kể là cho phần nhân của engine, tài liệu, demo hay các phần khác. Nó mô tả " "cách báo lỗi, cách tổ chức quy trình làm việc của cộng tác viên, v.v. Nó " "cũng chứa các phần dành cho người dùng và cộng tác viên nâng cao, với thông " -"tin về cách biên dịch engine, đóng góp vào editor, hoặc phát triển module C+" -"+." +"tin về cách biên dịch engine, đóng góp vào editor, hoặc phát triển module " +"C++." #: ../../docs/about/introduction.rst:76 msgid "" @@ -481,10 +480,10 @@ msgid "" "godotengine.org/>`_ and `Discord`_ and contains a list of recommended third-" "party tutorials and materials outside of this documentation." msgstr "" -"**Cộng đồng** là chỗ chuyên biệt cho cộng đồng Godot. Nó trỏ tới các kênh " -"cộng đồng như `Godot Contributors Chat `_ và " -"`Discord`_ cũng như danh sách các bài hướng dẫn và tài nguyên từ bên thứ ba " -"nằm ngoài phạm vi của tài liệu này." +"**Cộng đồng** chuyên về cộng đồng Godot. Nó trỏ tới các kênh cộng đồng như `" +"Godot Contributors Chat `_ và `Discord`_ cũng " +"như danh sách các bài hướng dẫn và tài nguyên bên thứ ba nằm ngoài phạm vi " +"của tài liệu này." #: ../../docs/about/introduction.rst:81 msgid "" @@ -492,9 +491,9 @@ msgid "" "available directly within the engine's script editor. You can find " "information on all classes, functions, signals and so on here." msgstr "" -"Cuối cùng, phần **Class reference** chứa đầy đủ thông tin tham khảo về Godot " -"API (bạn cũng có thể mở Class reference trực tiếp ngay trong editor). Tại " -"đây bạn sẽ có mọi thông tin về các class, các function, các signal, v.v." +"Cuối cùng, phần **Tham khảo Class** chứa đầy đủ thông tin tham khảo về Godot " +"API (bạn cũng có thể mở nó trực tiếp ngay trong editor). Tại đây bạn sẽ có " +"mọi thông tin về các class, các function, các signal, v.v." #: ../../docs/about/introduction.rst:85 msgid "" @@ -544,7 +543,7 @@ msgstr "" #: ../../docs/about/introduction.rst:104 msgid "*Have fun reading and making games with Godot Engine!*" msgstr "" -"*Chúc bạn nhiều niềm vui khi đọc tài liệu và làm game với Godot Engine nha!*" +"*Chúc bạn nhiều niềm vui khi đọc tài liệu và làm game với Godot Engine!*" #: ../../docs/about/list_of_features.rst:4 msgid "List of features" @@ -614,7 +613,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:34 msgid "Android (editor support is experimental)." -msgstr "Android (đang trong giai đoạn thử nghiệm)." +msgstr "Android (editor đang trong giai đoạn thử nghiệm)." #: ../../docs/about/list_of_features.rst:35 msgid "" @@ -654,8 +653,8 @@ msgid "" msgstr "" "Các Project viết bằng C# trên Godot 4 hiện chưa thể xuất bản cho nền Web. Để " "xài C# cho nền Web, cân nhắc sử dụng Godot 3. Hỗ trợ cho Android và iOS khả " -"dụng trên Godot 4.2, tuy nhiên vẫn còn đang thử nghiệm còn và :ref:`một số " -"hạn chế `." +"dụng trên Godot 4.2, tuy nhiên vẫn còn đang thử nghiệm cũng như còn :ref:`" +"một số hạn chế `." #: ../../docs/about/list_of_features.rst:54 #: ../../docs/about/docs_changelog.rst:153 @@ -692,15 +691,15 @@ msgstr ":ref:`Debugger ` cho GDScript." #: ../../docs/about/list_of_features.rst:64 msgid "Support for debugging in threads is available since 4.2." -msgstr "Hỗ trợ debug trong Thread kể từ phiên bản 4.2." +msgstr "Hỗ trợ debug trong các Thread kể từ phiên bản 4.2." #: ../../docs/about/list_of_features.rst:65 msgid "" "Visual profiler with CPU and GPU time indications for each step of the " "rendering pipeline." msgstr "" -"Visual profiler với thời gian CPU và GPU thực hiện trong từng bước của quy " -"trình render." +"Visual profiler với chỉ báo thời gian CPU và GPU thực hiện trong từng bước " +"của quy trình render." #: ../../docs/about/list_of_features.rst:67 msgid "" @@ -723,7 +722,8 @@ msgid "" "Changes will reflect in the editor and will be kept after closing the " "running project." msgstr "" -"Các thay đổi được hiển thị trong editor và được giữ lại sau khi đóng project." +"Các thay đổi được hiển thị trong editor và được giữ lại sau khi đóng project " +"đang chạy." #: ../../docs/about/list_of_features.rst:74 msgid "Remote inspector." @@ -735,7 +735,7 @@ msgid "" "running project." msgstr "" "Các thay đổi không hiển thị trong editor và không được giữ lại sau khi đóng " -"project." +"project đang chạy." #: ../../docs/about/list_of_features.rst:78 msgid "Live camera replication." @@ -747,7 +747,7 @@ msgstr "Di chuyển camera trong editor và xem kết quả trong project đang #: ../../docs/about/list_of_features.rst:82 msgid "Built-in offline class reference documentation." -msgstr "Tích hợp sẵn Class reference để tra cứu offline." +msgstr "Tích hợp sẵn thao khảo Class để tra cứu offline." #: ../../docs/about/list_of_features.rst:83 msgid "Use the editor in dozens of languages contributed by the community." @@ -772,7 +772,7 @@ msgid "" "new features or speed up your workflow." msgstr "" ":ref:`Tự tạo plugin ` sử dụng GDScript để thêm tính năng " -"mới hoặc tăng tốc quá trình làm việc của bạn." +"mới hoặc tăng tốc quy trình làm việc của bạn." #: ../../docs/about/list_of_features.rst:91 msgid "" @@ -814,7 +814,7 @@ msgid "" "mobile and desktop platforms. Used by default on mobile platforms." msgstr "" "**Forward Mobile**, chạy trên Vulkan 1.0 (với các tính năng Vulkan 1.1 và " -"1.2 tùy chọn). Ít tính năng hơn, nhưng render mấy scene đơn giản nhanh hơn. " +"1.2 tùy chọn). Ít tính năng hơn, nhưng render các scene đơn giản nhanh hơn. " "Phù hợp cả nền tảng di động lẫn máy tính. Được sử dụng mặc định trên nền " "tảng di động." @@ -825,8 +825,8 @@ msgid "" "platforms. Used by default on the web platform." msgstr "" "**Compatibility**, chạy trên OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. Backend " -"đồ họa kém sang nhất, phù hợp cho máy tính và di động cùi bắp. Được sử dụng " -"mặc định trên nền Web." +"đồ họa kém sang nhất, phù hợp cho máy tính và di động cấu hình cùi bắp. Được " +"sử dụng mặc định trên nền Web." #: ../../docs/about/list_of_features.rst:110 msgid "2D graphics" @@ -841,8 +841,8 @@ msgid "" "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " "and :ref:`class_Line2D`, with support for texturing." msgstr "" -"Các công cụ cấp cao để vẽ polygon và line như :ref:`class_Polygon2D` and :" -"ref:`class_Line2D`, hỗ trợ texture." +"Các công cụ cấp cao để vẽ polygon và line như :ref:`class_Polygon2D` và " +":ref:`class_Line2D`, hỗ trợ texture." #: ../../docs/about/list_of_features.rst:117 msgid "AnimatedSprite2D as a helper for creating animated sprites." @@ -863,9 +863,8 @@ msgid "" ":ref:`2D lighting ` with normal maps and specular " "maps." msgstr "" -":ref:`Ánh sáng 2D ` với :abbr:`normal map và " -"specular map (là hai loại map được sử dụng trong ánh sáng 2D để mô phỏng các " -"chi tiết bề mặt và phản chiếu ánh sáng một cách chân thực hơn)`." +":ref:`Ánh sáng 2D ` với normal map và specular " +"map." #: ../../docs/about/list_of_features.rst:124 msgid "Point (omni/spot) and directional 2D lights." @@ -912,8 +911,8 @@ msgid "" "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " "emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" -"Các font dynamic hỗ trợ font đơn sắc hoặc font có màu (vd: hình emoji😂). " -"Các định dạng font được hỗ trợ: TTF, OTF, WOFF1 và WOFF2." +"Các font dynamic hỗ trợ font đơn sắc hoặc font có màu (như emoji). Các định " +"dạng font được hỗ trợ: TTF, OTF, WOFF1 và WOFF2." #: ../../docs/about/list_of_features.rst:137 msgid "" @@ -981,7 +980,7 @@ msgid "" "`custom particle shaders `." msgstr "" "GPU-based :ref:`particles ` (hệ thống hạt xử lý " -"trên GPU) có hỗ trợ :ref:`custom particle shaders `." +"trên GPU) có hỗ trợ :ref:`shader hạt tuỳ chỉnh `." #: ../../docs/about/list_of_features.rst:150 #: ../../docs/about/list_of_features.rst:340 @@ -1230,7 +1229,7 @@ msgid "" "light basis." msgstr "" "Mỗi ánh sáng có thể điều chỉnh cường độ phản chiếu, ánh sáng gián tiếp và " -"sương mù khối." +"khối sương mù." #: ../../docs/about/list_of_features.rst:215 msgid "" @@ -1390,7 +1389,7 @@ msgid "" msgstr "" ":ref:`Signed-distance field GI ` được thiết kế cho game thế " "giới mở rộng lớn. Hỗ trợ nguồn sáng động, nhưng không hỗ trợ vật chắn động. " -"Hỗ trợ phản chiếu. Không yêu cầu thiếp lập trước." +"Hỗ trợ phản chiếu. Không yêu cầu thiết lập trước." #: ../../docs/about/list_of_features.rst:260 msgid "" @@ -1410,9 +1409,9 @@ msgid "" "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" -"VoxelGI và SDFGI sử dụng deferred pass (chuyền tiếp hoãn): Kỹ thuật này cho " -"phép render GI ở độ phân giải giảm một nửa để cải thiện hiệu suất (vẫn duy " -"trì hỗ trợ MSAA - Multisample Anti-Aliasing)." +"VoxelGI và SDFGI sử dụng deferred pass (chuyển tiếp hoãn): Kỹ thuật này cho " +"phép render GI ở độ phân giải giảm một nửa để cải thiện hiệu suất (vẫn hỗ " +"trợ MSAA - Multisample Anti-Aliasing)." #: ../../docs/about/list_of_features.rst:266 msgid "**Reflections:**" @@ -1505,8 +1504,8 @@ msgid "" "every frame." msgstr "" "Không phụ thuộc vào việc sinh mesh thời gian thực. Điều này cho phép sử dụng " -"decal trên các mesh phức tạp có skinning (gắn khung xương) mà không ảnh " -"hưởng đến hiệu suất, ngay cả khi decal di chuyển theo từng khung hình." +"decal trên các mesh phức tạp có skinning mà không ảnh hưởng đến hiệu suất, " +"ngay cả khi decal di chuyển mỗi khung hình." #: ../../docs/about/list_of_features.rst:291 msgid "" @@ -1515,12 +1514,11 @@ msgid "" msgstr "Hỗ trợ lọc texture: nearest, bilinear, trilinear hoặc anisotropic." #: ../../docs/about/list_of_features.rst:292 -#, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." msgstr "" -"Hệ thống mờ dần theo khoảng cách để làm mờ các đèn ở xa và bóng của chúng, " -"cải thiện hiệu suất." +"Hệ thống mờ dần theo khoảng cách để làm mờ các decal ở xa, cải thiện hiệu " +"suất." #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -1605,7 +1603,7 @@ msgid "" "separate controls for traditional and volumetric fog." msgstr "" "Kiểm soát mức độ ảnh hưởng của sương mù lên bầu trời: Cho phép kiểm soát " -"tách biệt cho sương mù truyền thống (traditional) và sương mù khối " +"tách biệt cho sương mù truyền thống (traditional) và sương mù dạng khối " "(volumetric)." #: ../../docs/about/list_of_features.rst:315 @@ -1616,22 +1614,23 @@ msgstr "" #: ../../docs/about/list_of_features.rst:317 msgid "**Volumetric fog:**" -msgstr "**Sương mù khối (Volumetric fog):**" +msgstr "**Sương mù dạng khối (Volumetric fog):**" #: ../../docs/about/list_of_features.rst:319 msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." msgstr "" -":ref:`Sương mù khối ` toàn cảnh phản ứng với ánh sáng và " -"đổ bóng." +":ref:`Sương mù dạng khối ` toàn cảnh phản ứng với ánh " +"sáng và đổ bóng." #: ../../docs/about/list_of_features.rst:320 msgid "" "Volumetric fog can take indirect light into account when using VoxelGI or " "SDFGI." msgstr "" -"Sương mù khối có thể xài ánh sáng gián tiếp khi sử dụng VoxelGI hoặc SDFGI." +"Sương mù dạng khối có thể xài ánh sáng gián tiếp khi sử dụng VoxelGI hoặc " +"SDFGI." #: ../../docs/about/list_of_features.rst:321 msgid "" @@ -1749,7 +1748,7 @@ msgid "" "Glow can be :ref:`used as a screen-space blur effect " "`." msgstr "" -"Glow có thể :ref:`được sử dụng như screen-space blur effect " +"Glow có thể :ref:`được sử dụng như hiệu ứng screen-space blur " "`." #: ../../docs/about/list_of_features.rst:352 @@ -2015,7 +2014,7 @@ msgstr "**Tổng quan:**" #: ../../docs/about/list_of_features.rst:444 msgid "Object-oriented design pattern with scripts extending nodes." msgstr "" -"Mẫu hình thiết kế Hướng đối tượng với các script mở rộng chức năng của các " +"Mô hình thiết kế Hướng đối tượng với các script mở rộng chức năng của các " "node." #: ../../docs/about/list_of_features.rst:445 @@ -2025,7 +2024,7 @@ msgstr "Các Signal và các Group dùng để giao tiếp giữa các script." #: ../../docs/about/list_of_features.rst:446 msgid "" "Support for :ref:`cross-language scripting `." -msgstr "Hỗ trợ code xuyên ngôn ngữ." +msgstr "Hỗ trợ code đa ngôn ngữ." #: ../../docs/about/list_of_features.rst:447 msgid "" @@ -2043,8 +2042,8 @@ msgid "" ":ref:`High-level interpreted language ` with :ref:`optional " "static typing `." msgstr "" -":ref:`Ngôn ngữ lập trình thông dịch bậc cao ` with :ref:`tùy " -"chọn kiểu tĩnh `." +":ref:`Ngôn ngữ lập trình thông dịch bậc cao ` với :ref:`kiểu " +"tĩnh khi cần `." #: ../../docs/about/list_of_features.rst:453 msgid "" @@ -2155,11 +2154,11 @@ msgid "" "com/godot-rust/gdextension>`__ bindings provided by the community. (Some of " "these bindings may be experimental and not production-ready)." msgstr "" -"Các GDExtension cho `D `__, " -"`Haxe `__, `Swift `__, `" +"Haxe `__, `Swift `__, và `Rust `__ được phát triển tích cực bởi cộng đồng. (Một vài cái vẫn còn " -"đang được thử nghiệm và chưa sẵn sàng để thực chiến)." +"đang được thử nghiệm và chưa sẵn sàng cho thực chiến)." #: ../../docs/about/list_of_features.rst:492 #: ../../docs/about/docs_changelog.rst:274 @@ -2188,7 +2187,7 @@ msgid "" "Support for re-routable :ref:`audio buses ` and effects " "with dozens of effects included." msgstr "" -"Hỗ trợ tái định tuyến (re-routable) :ref:`Các audio bus ` " +"Hỗ trợ tái định tuyến (re-routable) :ref:`các audio bus ` " "và các hiệu ứng với hàng tá hiệu ứng đi kèm." #: ../../docs/about/list_of_features.rst:503 @@ -2467,7 +2466,7 @@ msgstr "High-level HTTP request sử dụng :ref:`class_HTTPRequest`." #: ../../docs/about/list_of_features.rst:585 msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "Hỗ trợ HTTPS ngon lành bằng cách sử dụng các certificate đi kèm." +msgstr "Hỗ trợ HTTPS ngon lành bằng cách sử dụng các chứng chỉ đi kèm." #: ../../docs/about/list_of_features.rst:587 msgid "" @@ -2479,7 +2478,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:589 msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "Tự động nhân bản sử dụng các lời gọi thử tục từ xa (RPC)." +msgstr "Tự động sao chép bằng cách sử dụng các lời gọi thử tục từ xa (RPC)." #: ../../docs/about/list_of_features.rst:590 msgid "Supports unreliable, reliable and ordered transfers." @@ -2535,8 +2534,8 @@ msgid "" "Use localized strings in your project automatically in GUI elements or by " "using the ``tr()`` function." msgstr "" -"Sử dụng các localized string trong project của bạn bằng các thành phần GUI " -"một cách tự động hoặc bằng cách sử dụng hàm ``tr()`` thủ công." +"Sử dụng tiếng địa phương trong project của bạn tự động trong GUI hoặc bằng " +"cách sử dụng hàm ``tr()`` thủ công." #: ../../docs/about/list_of_features.rst:608 msgid "" @@ -2607,7 +2606,7 @@ msgstr "Cửa sổ dạng borderless (cả fullscreen lẫn non-fullscreen)." #: ../../docs/about/list_of_features.rst:627 msgid "Ability to keep a window always on top." -msgstr "Có thể set một cửa sổ always on top." +msgstr "Có thể set cho cửa sổ always on top." #: ../../docs/about/list_of_features.rst:628 msgid "Global menu integration on macOS." @@ -2667,7 +2666,7 @@ msgstr "Hỗ trợ XR (AR và VR)." #: ../../docs/about/list_of_features.rst:648 msgid "Out of the box :ref:`support for OpenXR `." -msgstr ":ref:`Hỗ trợ vượt trội cho OpenXR `." +msgstr ":ref:`Hỗ trợ cực tốt OpenXR `." #: ../../docs/about/list_of_features.rst:650 msgid "" @@ -2690,7 +2689,7 @@ msgid "" "Including support for popular stand alone headsets like the Meta Quest 1/2/3 " "and Pro, Pico 4, Magic Leap 2, and Lynx R1." msgstr "" -"Bao gồm hỗ trợ cho các headset độc lập phổ biên như Meta Quest 1/2/3/Pro, " +"Bao gồm hỗ trợ cho các headset độc lập phổ biến như Meta Quest 1/2/3/Pro, " "Pico 4, Magic Leap 2, và Lynx R1." #: ../../docs/about/list_of_features.rst:656 @@ -2744,8 +2743,8 @@ msgstr "" msgid "" "Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." msgstr "" -"Các dropdown menu sử dụng :ref:`class_PopupMenu` và :ref:" -"`class_OptionButton`." +"Các menu sổ xuống sử dụng :ref:`class_PopupMenu` và " +":ref:`class_OptionButton`." #: ../../docs/about/list_of_features.rst:673 msgid "Scrollbars." @@ -2761,7 +2760,7 @@ msgid "" "`, with support for animated custom effects." msgstr "" "RichTextLabel để :ref:`định dạng văn bản sử dụng BBCode " -"`, có hỗ trợ các hiệu ứng animate custom." +"`, có hỗ trợ các hiệu ứng animate tuỳ chỉnh." #: ../../docs/about/list_of_features.rst:677 msgid "Trees (can also be used to represent tables)." @@ -2897,7 +2896,7 @@ msgstr "" #: ../../docs/about/list_of_features.rst:717 msgid "Support for calling methods in animation tracks." -msgstr "Hỗ trợ gọi các phương thức trên các animation track." +msgstr "Hỗ trợ gọi phương thức trên các animation track." #: ../../docs/about/list_of_features.rst:718 msgid "Support for playing sounds in animation tracks." @@ -3008,14 +3007,15 @@ msgid "" ":ref:`Low-level access to servers ` which allows " "bypassing the scene tree's overhead when needed." msgstr "" -":ref:`Low-level access to servers ` cho phép bỏ qua chi " -"phí hoạt động của scene khi cần." +":ref:`Low-level access to servers ` cho phép bỏ qua hoạt " +"động của scene khi cần." #: ../../docs/about/list_of_features.rst:754 msgid "" ":ref:`Command line interface ` for automation." msgstr "" -":ref:`Command line interface ` để tự động hóa." +":ref:`Command line interface ` dùng cho tự động " +"hóa." #: ../../docs/about/list_of_features.rst:756 msgid "Export and deploy projects using continuous integration platforms." @@ -3188,8 +3188,8 @@ msgid "" "**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 " "support" msgstr "" -"**Phương thức render Forward+:** Card đồ họa tích hợp hỗ trợ đầy đủ Vulkan " -"1.0" +"**Phương thức render Forward+:** Card đồ họa tích hợp nào hỗ trợ đầy đủ " +"Vulkan 1.0" #: ../../docs/about/system_requirements.rst:40 #: ../../docs/about/system_requirements.rst:44 @@ -3206,7 +3206,8 @@ msgstr "" msgid "" "**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" msgstr "" -"**Phương thức render Mobile:** Card đồ họa tích hợp hỗ trợ đầy đủ Vulkan 1.0" +"**Phương thức render Mobile:** Card đồ họa tích hợp nào hỗ trợ đầy đủ Vulkan " +"1.0" #: ../../docs/about/system_requirements.rst:46 #: ../../docs/about/system_requirements.rst:231 @@ -3214,7 +3215,7 @@ msgid "" "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " "support" msgstr "" -"**Phương thức render Compatibility:** Card đồ họa tích hợp hỗ trợ đầy đủ " +"**Phương thức render Compatibility:** Card đồ họa tích hợp nào hỗ trợ đầy đủ " "OpenGL 3.3" #: ../../docs/about/system_requirements.rst:48 @@ -3264,7 +3265,7 @@ msgid "" "installation)." msgstr "" "200 MB (được sử dụng cho các file thực thi, file dự án và cache). Xuất bản " -"các project yêu cầu tải thêm các export template (1.3 GB sau khi cài)." +"các project yêu cầu tải thêm các export template (1.3 GB sau khi cài đặt)." #: ../../docs/about/system_requirements.rst:57 #: ../../docs/about/system_requirements.rst:103 @@ -3298,9 +3299,9 @@ msgid "" "for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " "`." msgstr "" -"Windows 7/8/8.1 được hỗ trợ trên cơ sở nỗ lực tối đa. Các phiên bản này " -"không được test thường xuyên và có thể thiếu một vài tính năng (như output :" -"ref:`print_rich ` với text có màu tới " +"Windows 7/8/8.1 chỉ còn được hỗ trợ rất cơ bản. Các phiên bản này không được " +"test thường xuyên và có thể thiếu một vài tính năng (như output :ref:`" +"print_rich ` với text có màu tới " "console). Hỗ trợ cho Windows 7/8/8.1 có thể bị loại bỏ trong một :ref:`phiên " "bản Godot 4.x tương lai `." @@ -3568,8 +3569,8 @@ msgstr "" "Yêu cầu cấu hình dưới đây là cơ sở cho một project 2D hoặc 3D **đơn giản**, " "với script cơ bản và ít hình ảnh trực quan. Các yêu cầu về CPU, GPU, RAM và " "bộ nhớ sẽ khác nhau tùy thuộc vào quy mô dự án của bạn, phương thức render, " -"độ phân giải và mức thiết lập đồ họa được chọn. Các chương trình khác chạy " -"trên hệ thống khi project đang chạy cũng đớp tài nguyên, bao gồm RAM và VRAM." +"độ phân giải và mức thiết lập đồ họa được chọn. Các chương trình đang chạy " +"khác trên hệ thống cũng đớp tài nguyên, bao gồm RAM và VRAM." #: ../../docs/about/system_requirements.rst:194 msgid "" @@ -3581,8 +3582,9 @@ msgid "" msgstr "" "Bạn nên tự mình test trên phần cứng đủ thấp để đảm bảo project của bạn chạy " "trên đó ở tốc độ như ý. Để cung cấp khả năng chạy trên phần cứng thấp, bạn " -"cũng cần đưa `graphics options menu `__ vào dự án của mình." +"cũng cần đưa `menu tuỳ chỉnh đồ hoạ `__ vào project của " +"mình." #: ../../docs/about/system_requirements.rst:200 msgid "" @@ -3758,10 +3760,10 @@ msgid "" "\"free speech\" as well as in \"free beer.\"" msgstr "" "Godot là `Phần mềm Tự do và Mã nguồn mở `_ dưới giấy phép MIT `được OSI phê chuẩn " +"Free_and_open source_software>`_ theo giấy phép MIT `được OSI phê chuẩn " "`_. Điều này có nghĩa là nó free, theo " -"cả nghĩa \":abbr:`free speech (tự do ngôn luận)`\" và \":abbr:`free beer " -"(bia miễn phí)`.\"" +"cả nghĩa \":abbr:`free speech (tự do ngôn luận)`\" và \":abbr:`free beer (" +"bia miễn phí)`.\"" #: ../../docs/about/faq.rst:16 msgid "In short:" @@ -3781,7 +3783,7 @@ msgid "" "heart's content, for any reason, both non-commercially and commercially." msgstr "" "Bạn có thể tự do sửa đổi, phân phối, tái phân phối, và thay đổi Godot theo ý " -"thích, vì bất kỳ lí do nào, cả phi thương mại lẫn thương mại." +"thích, vì bất kỳ lý do nào, cả phi thương mại lẫn thương mại." #: ../../docs/about/faq.rst:22 msgid "" @@ -3948,10 +3950,9 @@ msgid "" "deprecated by Microsoft. It is still available in the current stable release " "of Godot 3 for interested users." msgstr "" -"Godot 3 cũng hỗ trợ Universal Windows Platform (UWP). Nền tảng này đã bị " -"loại bỏ trong Godot 4 do thiếu bảo trì và không còn được Microsoft hỗ trợ. " -"Nó vẫn có sẵn trong phiên bản stable hiện tại của Godot 3 cho những người " -"dùng còn quan tâm." +"Godot 3 còn hỗ trợ Universal Windows Platform (UWP). Nền tảng này đã bị loại " +"bỏ trong Godot 4 do thiếu bảo trì và không còn được Microsoft hỗ trợ. Nó vẫn " +"có sẵn trong phiên bản stable hiện tại của Godot 3 cho những ai còn quan tâm." #: ../../docs/about/faq.rst:79 msgid "Which programming languages are supported in Godot?" @@ -3964,7 +3965,7 @@ msgid "" "scripting>` section." msgstr "" "Các ngôn ngữ được hỗ trợ chính thức cho Godot là GDScript, C#, và C++. Xem " -"các mục con trong phần :ref:`scripting `." +"các đề mục con trong phần :ref:`scripting `." #: ../../docs/about/faq.rst:84 msgid "" @@ -3975,13 +3976,13 @@ msgid "" "Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " "provide a fast, friendly, and capable way of developing your games." msgstr "" -"Nếu bạn mới bắt đầu với Godot hoặc đang tập tành làm game nói chung, bạn nên " -"học và sử dụng GDScript vì nó là đồ cây nhà lá vườn của Godot. Mặc dù về lâu " -"dài, các ngôn ngữ dạng script chạy chậm hơn so với các ngôn ngữ bậc thấp; " -"nhưng để tạo nguyên mẫu (prototype), phát triển các :abbr:`MVP (Minimum " -"Viable Product - Sản phẩm khả thi ở mức tối thiểu)` và tập trung vào :abbr:" -"`TTM (Time-To-Market - Thời gian tung ra thị trường)` thì GDScript cung cấp " -"cho bạn một cách vừa nhanh, vừa thân thiện, vừa đầy đủ để phát triển game." +"Nếu bạn mới bắt đầu với Godot hoặc đang tập tành làm game, bạn nên học và sử " +"dụng GDScript vì nó là đồ đặc chế dành riêng cho Godot. Mặc dù về lâu dài, " +"các ngôn ngữ dạng script chạy chậm hơn so với các ngôn ngữ bậc thấp; nhưng " +"để tạo nguyên mẫu (prototype), phát triển các :abbr:`MVP (Minimum Viable " +"Product - Sản phẩm khả thi ở mức tối thiểu)` và tập trung vào :abbr:`TTM " +"(Time-To-Market - Thời gian tung ra thị trường)` thì GDScript cung cấp cho " +"bạn một cách vừa nhanh, vừa thân thiện, vừa đầy đủ để phát triển game." #: ../../docs/about/faq.rst:91 msgid "" @@ -4032,13 +4033,12 @@ msgid "" "complete overview of the power GDScript offers you, check out the :ref:" "`GDScript scripting guide `." msgstr "" -"GDScript là ngôn ngữ dạng script được tích hợp sẵn của Godot. Nó được xây " -"dựng từ con số 0 để tối đa hóa tiềm năng của Godot với càng ít mã càng tốt, " -"giúp cả người mới lẫn người có kinh nghiệm tận dụng điểm mạnh của Godot " +"GDScript là ngôn ngữ dạng script được tích hợp sẵn vào Godot. Nó được xây " +"dựng từ con số 0 để tối đa hóa tiềm năng của Godot với càng ít code càng " +"tốt, giúp cả người mới lẫn người có kinh nghiệm tận dụng điểm mạnh của Godot " "nhanh nhất có thể. Nếu bạn từng lập trình Python trước đây, bạn sẽ thấy vô " -"cùng quen thuộc. Để biết các ví dụ và thông tin tổng quan hoàn chỉnh mà " -"GDScript mang lại cho bạn, xem :ref:`hướng dẫn lập trình GDScript " -"`." +"cùng quen thuộc. Để xem các ví dụ và thông tin tổng quan mà GDScript mang " +"lại cho bạn, xem :ref:`hướng dẫn lập trình GDScript `." #: ../../docs/about/faq.rst:116 msgid "" @@ -4047,7 +4047,7 @@ msgid "" "next AAA title. The most salient reason is the overall **reduction of " "complexity**." msgstr "" -"Có vài lí do để sử dụng GDScript, đặc biệt khi bạn đang prototype, trong " +"Có vài lý do để sử dụng GDScript, đặc biệt khi bạn đang prototype, trong " "giai đoạn alpha/beta của dự án, hoặc không có ý định tạo ra một tựa game " "AAA. Nhưng lý do nổi bật nhất đó là **giảm độ phức tạp** tổng thể." @@ -4063,13 +4063,13 @@ msgid "" "lot of time trying to get a small set of incremental features working across " "a large set of languages." msgstr "" -"Ban đầu có hai lý do để phát triển ngôn ngữ dạng script tùy chỉnh, tích hợp " +"Ban đầu có hai lý do để phát triển ngôn ngữ dạng script dành riêng, tích hợp " "chặt chẽ với Godot: thứ nhất, nó giảm lượng thời gian cần thiết để bắt đầu " "với Godot, mang lại cho các nhà phát triển cơ hội làm việc hiệu quả một cách " "nhanh chóng; thứ hai, nó giảm gánh nặng bảo trì tổng thể, giảm tính phức tạp " "của các vấn đề và cho phép nhà phát triển engine tập trung vào việc khắc " "phục lỗi và cải thiện các tính năng của nó thay vì mất nhiều thời gian để " -"thêm thắt các tính năng vụt vặt trên một tập nhiều ngôn ngữ khác nhau." +"thêm thắt các tính năng vụn vặt trên một tập nhiều ngôn ngữ khác nhau." #: ../../docs/about/faq.rst:128 msgid "" @@ -4114,11 +4114,11 @@ msgid "" "took an enormous amount of code. After some experiments with `Python " "`__, that also proved difficult to embed." msgstr "" -"Hồi xưa engine sử dụng `Lua `__ làm ngôn ngữ lập trình. " -"Nhờ có LuaJIT nên Lua nhanh, tuy nhiên việc tạo các binding cho hệ thống " -"hướng đối tượng (sử dụng fallback) khá phức tạp, chậm và tốn một lượng lớn " -"code. Sau một hồi thử với `Python `__, thấy cũng " -"không ổn để nhúng cho lắm." +"Hồi xưa engine sử dụng `Lua `__ làm ngôn ngữ lập " +"trình. Nhờ có LuaJIT nên Lua nhanh, tuy nhiên việc tạo các binding cho " +"hệ thống hướng đối tượng (sử dụng fallback) khá phức tạp, chậm và " +"tốn một lượng lớn code. Sau một hồi thử với `Python `__, thấy cũng không ổn để nhúng cho lắm." #: ../../docs/about/faq.rst:149 msgid "" @@ -4131,16 +4131,17 @@ msgid "" "Poor threading support in most script VMs, and Godot uses threads (Lua, " "Python, Squirrel, JavaScript, ActionScript, etc.)." msgstr "" -"Các ngôn ngữ xài :abbr:`VM (Virtual Machine)` hỗ trợ thread kém, mà Godot " -"thì sử dụng thread (Lua, Python, Squirrel, JavaScript, ActionScript, v.v.)." +"Các ngôn ngữ xài :abbr:`VM (Virtual Machine)` hỗ trợ thread kém, mà " +"Godot thì sử dụng thread (Lua, Python, Squirrel, JavaScript, ActionScript, v" +".v.)." #: ../../docs/about/faq.rst:153 msgid "" "Poor class-extending support in most script VMs, and adapting to the way " "Godot works is highly inefficient (Lua, Python, JavaScript)." msgstr "" -"Các ngôn ngữ xài VM hỗ trợ kế thừa một Class kém, và đáp ứng không hiệu quả " -"cách mà Godot muốn (Lua, Python, JavaScript)." +"Các ngôn ngữ xài VM hỗ trợ kế thừa Class kém, và đáp ứng không hiệu " +"quả cách mà Godot muốn (Lua, Python, JavaScript)." #: ../../docs/about/faq.rst:155 msgid "" @@ -4149,10 +4150,10 @@ msgid "" "inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " "on a great engine, not a great number of integrations." msgstr "" -"Nhiều ngôn ngữ lập trình có cơ chế gọi code C++ rất tệ, dẫn tới dung lượng " -"code lớn, lỗi, nghẽn cổ chai, và nhìn chung không hiệu quả (Lua, Python, " -"Squirrel, JavaScript, v.v.). Chúng ta muốn một engine tốt chứ không phải một " -"engine tích hợp lỉnh kỉnh." +"Nhiều ngôn ngữ lập trình có cơ chế gọi code C++ rất tệ, dẫn tới dung " +"lượng code lớn, lỗi, nghẽn cổ chai, và nhìn chung không hiệu quả (" +"Lua, Python, Squirrel, JavaScript, v.v.). Chúng ta muốn một engine tốt " +"chứ không phải một engine tích hợp lỉnh kỉnh." #: ../../docs/about/faq.rst:159 msgid "" @@ -4160,25 +4161,25 @@ msgid "" "reduced performance when using custom types (Lua, Python, Squirrel, " "JavaScript, ActionScript, etc.)." msgstr "" -"Không hỗ trợ native các kiểu dữ liệu Vector (Vector3, Transform3D, v.v.), " -"nếu tạo kiểu custom thì hiệu suất thực thi giảm đáng kể (Lua, Python, " -"Squirrel, JavaScript, ActionScript, v.v.)." +"Không hỗ trợ native các kiểu dữ liệu Vector (Vector3, Transform3D, v.v.)" +", nếu tạo kiểu custom thì hiệu suất thực thi giảm đáng kể (Lua, " +"Python, Squirrel, JavaScript, ActionScript, v.v.)." #: ../../docs/about/faq.rst:162 msgid "" "Garbage collector results in stalls or unnecessarily large memory usage " "(Lua, Python, JavaScript, ActionScript, etc.)." msgstr "" -"Garbage collector làm đứng máy hoặc sử dụng nhiều bộ nhớ hơn mức cần thiết " -"(Lua, Python, JavaScript, ActionScript, v.v.)." +"Garbage collector làm đứng máy hoặc sử dụng nhiều bộ nhớ hơn mức cần " +"thiết (Lua, Python, JavaScript, ActionScript, v.v.)." #: ../../docs/about/faq.rst:164 msgid "" "Difficulty integrating with the code editor for providing code completion, " "live editing, etc. (all of them)." msgstr "" -"Khó mà tích hợp code completion, live editing, v.v. vào trình gõ code (tất " -"cả các ngôn ngữ nói trên)." +"Khó mà tích hợp code completion, live editing, v.v. vào trình gõ code " +"(tất cả các ngôn ngữ nói trên)." #: ../../docs/about/faq.rst:167 msgid "GDScript was designed to curtail the issues above, and more." @@ -4196,9 +4197,9 @@ msgid "" "from your 3D modeling software, and how to import them for Godot in the :ref:" "`doc_importing_3d_scenes` documentation." msgstr "" -"Bạn có thể tìm thông tin chi tiết về những định dạng được hỗ trợ, cách " -"export chúng từ phần mềm 3D, và cách import chúng vào Godot trong :ref:" -"`doc_importing_3d_scenes`." +"Bạn có thể tìm thông tin chi tiết về những định dạng được hỗ trợ, " +"cách export chúng từ phần mềm 3D, và cách import chúng vào Godot " +"trong :ref:`doc_importing_3d_scenes`." #: ../../docs/about/faq.rst:177 msgid "" @@ -4214,10 +4215,10 @@ msgid "" "development community to support any third-party, closed-source/proprietary " "SDKs, as integrating with these would go against Godot's ethos." msgstr "" -"Mục tiêu của Godot là tạo ra một engine dạng module, có khả năng mở rộng, tự " -"do và mã nguồn mở theo giấy phép MIT. Cộng đồng phát triển phần core của " -"engine không có kế hoạch đưa vào bất kỳ SDK độc quyền nào vì điều này sẽ mâu " -"thuẫn với triết lý của Godot." +"Mục tiêu của Godot là tạo ra một engine dạng module, có khả năng mở " +"rộng, tự do và mã nguồn mở theo giấy phép MIT. Cộng đồng phát triể" +"n phần core của engine không có kế hoạch đưa vào bất kỳ SDK độc " +"quyền nào vì điều này sẽ mâu thuẫn với triết lý của Godot." #: ../../docs/about/faq.rst:184 msgid "" @@ -4225,9 +4226,9 @@ msgid "" "anyone else interested in adding those libraries as a module and shipping " "your game with them, as either open- or closed-source." msgstr "" -"Như đã nói, bởi vì Godot có dạng module và mã nguồn mở, không gì có thể ngăn " -"cản bạn hoặc bất kỳ ai có hứng với việc thêm các thư viện đó dưới dạng " -"module và xuất bản game của bạn dưới dạng nguồn mở hoặc nguồn đóng." +"Như đã nói, bởi vì Godot có dạng module và mã nguồn mở, không gì có " +"thể ngăn cản bạn hoặc bất kỳ ai có hứng với việc thêm các thư viện đó dưới " +"dạng module và xuất bản game của bạn dưới dạng nguồn mở hoặc nguồn đóng." #: ../../docs/about/faq.rst:188 msgid "" @@ -4243,10 +4244,10 @@ msgid "" "work yourself. Godot is not owned by one person; it belongs to the " "community, and it grows along with ambitious community contributors like you." msgstr "" -"Nếu bạn biết một SDK bên thứ ba nào tự do và mã nguồn mở nhưng lại không " -"được hỗ trợ bởi Godot, hãy xem xét tự mình tích hợp nó. Godot không của " -"riêng ai mà thuộc về cộng đồng, và sẽ phát triển đồng hành cùng những người " -"đóng góp đầy tham vọng như bạn." +"Nếu bạn biết một SDK bên thứ ba nào tự do và mã nguồn mở nhưng lại " +"không được hỗ trợ bởi Godot, hãy xem xét tự mình tích hợp nó. Godot " +"không của riêng ai mà thuộc về cộng đồng, và sẽ phát triển đồng hành cùng " +"những người đóng góp đầy tham vọng như bạn." #: ../../docs/about/faq.rst:197 msgid "How can I extend Godot?" @@ -4266,16 +4267,16 @@ msgid "" "Also, see the official blog post on GDExtension, a way to develop native " "extensions for Godot:" msgstr "" -"Xem thêm các bài đăng trên blog chính thức về GDExtension, một cách để phát " -"triển các native extension cho Godot:" +"Xem thêm các bài đăng trên blog chính thức về GDExtension, một cách để " +"phát triển các native extension cho Godot:" #: ../../docs/about/faq.rst:205 msgid "" "`Introducing GDNative's successor, GDExtension `_" msgstr "" -"`Giới thiệu GDExtension, phiên bản kế tiếp của GDNative `_" +"`Giới thiệu GDExtension, phiên bản kế tiếp của GDNative " +"`_" #: ../../docs/about/faq.rst:207 msgid "" @@ -4284,10 +4285,10 @@ msgid "" "jolt/godot-jolt>`__ for Godot. This would be a good starting point to see " "how another third-party library integrates with Godot." msgstr "" -"Bạn cũng có thể xem cách triển khai GDScript, module Godot và `Tích hợp " -"engine vật lý Jolt `__ cho Godot. " -"Đây là khởi điểm tốt để xem cách một thư viện bên thứ ba được tích hợp vào " -"Godot." +"Bạn cũng có thể xem cách triển khai GDScript, module Godot và `Tích " +"hợp engine vật lý Jolt `__ cho " +"Godot. Đây là khởi điểm tốt để xem cách một thư viện bên thứ ba được " +"tích hợp vào Godot như nào." #: ../../docs/about/faq.rst:213 msgid "" @@ -4305,21 +4306,22 @@ msgid "" "(Linux). This will automatically perform the required steps for desktop " "integration." msgstr "" -"Godot có thể chạy ngay mà không cần phải cài đặt, điều đó có nghĩa là tích " -"hợp desktop không được thực hiện tự động. Có hai cách để khắc phục chuyện " -"này. Bạn có thể cài Godot qua `Steam `__ (tất cả các nền tảng), `Scoop `__ (Windows), `Homebrew `__ (macOS) hoặc `Flathub " -"`__ (Linux). Điều " -"này sẽ tự động hoàn thành các bước cần thiết để tích hợp desktop." +"Godot có thể chạy ngay mà không cần phải cài đặt, điều đó có " +"nghĩa là tích hợp desktop không được thực hiện tự động. Có hai cách " +"để khắc phục chuyện này. Bạn có thể cài Godot qua `Steam " +"`__ (tất cả các " +"nền tảng), `Scoop `__ (Windows), `Homebrew `__ (macOS) hoặc `Flathub `__ (Linux). Điều này sẽ tự động hoàn thành các " +"bước cần thiết để tích hợp desktop." #: ../../docs/about/faq.rst:223 msgid "" "Alternatively, you can manually perform the steps that an installer would do " "for you:" msgstr "" -"Ngoài ra, bạn có thể tự thực hiện các bước mà không cần trình cài đặt làm " -"cho bạn:" +"Ngoài ra, bạn có thể tự thực hiện các bước mà không cần trình cài " +"đặt làm cho bạn:" #: ../../docs/about/faq.rst:228 msgid "" @@ -4327,9 +4329,9 @@ msgid "" "Downloads folder), so you don't accidentally move it and break the shortcut " "in the future." msgstr "" -"Di chuyển các file Godot tới một chỗ ổn định hơn (ví dụ ra khỏi thư mục " -"Downloads), để trong tương lai mình không vô tình di chuyển hoặc làm hỏng " -"shortcut." +"Di chuyển các file Godot tới một chỗ ổn định hơn (ví dụ ra khỏi thư " +"mục Downloads), để trong tương lai mình không vô tình di chuyển làm hỏ" +"ng shortcut." #: ../../docs/about/faq.rst:230 msgid "Right-click the Godot executable and choose **Create Shortcut**." @@ -4342,10 +4344,11 @@ msgid "" "appear in the Start menu. You can also pin Godot in the task bar by right-" "clicking the executable and choosing **Pin to Task Bar**." msgstr "" -"Di chuyển shortcut vừa tạo tới ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. Chỗ này chứa các shortcut cho toàn bộ hệ thống và được " -"hiển thị trong Start menu. Bạn có thể pin Godot vào task bar bằng cách click " -"phải vào file thực thi của Godot rồi chọn **Pin to Task Bar**." +"Di chuyển shortcut vừa tạo tới ``%APPDATA%\\Microsoft\\Windows\\Start " +"Menu\\Programs``. Chỗ này chứa các shortcut cho toàn bộ hệ thống và " +"được hiển thị trong Start menu. Bạn có thể pin Godot vào task bar bằng " +"cách click phải vào file thực thi của Godot rồi chọn **Pin to Task " +"Bar**." #: ../../docs/about/faq.rst:239 msgid "" @@ -4370,9 +4373,9 @@ msgid "" "folder), so you don't accidentally move it and break the shortcut in the " "future." msgstr "" -"Di chuyển các file Godot tới một chỗ ổn định hơn (ví dụ ra khỏi thư mục " -"Downloads), để trong tương lai mình không vô tình di chuyển hoặc làm hỏng " -"shortcut." +"Di chuyển các file Godot tới một chỗ ổn định hơn (ví dụ ra khỏi thư " +"mục Downloads), để trong tương lai mình không vô tình di chuyển làm hỏ" +"ng shortcut." #: ../../docs/about/faq.rst:248 msgid "" @@ -4383,10 +4386,10 @@ msgid "" "` by entering ``godot``." msgstr "" "Đổi tên rồi di chuyển binary của Godot vào thư mục ứng dụng (xem biến " -"``PATH`` trên máy của bạn, thường nó nên nằm ở ``/usr/local/bin/godot`` hoặc " -"``/usr/bin/godot``). Chép vô là nó đòi quyền admin, nhưng mà chép được rồi " -"thì mai mốt mình có thể :ref:`chạy Godot từ Terminal " -"`bằng lệnh ``godot``." +"``PATH`` trên máy của bạn), Godot sẽ nên nằm ở ``/usr/local/bin/godot`` hoặ" +"c ``/usr/bin/godot``). Bạn sẽ cần quyền sudo để chép, sau này ta có thể " +":ref:`chạy Godot từ Terminal `bằng lệnh " +"``godot``." #: ../../docs/about/faq.rst:254 msgid "" @@ -4409,9 +4412,9 @@ msgid "" msgstr "" "Lưu `file .desktop này `__ về ``$HOME/.local/" -"share/applications/``. Nếu bạn có quyền admin, bạn cũng có thể lưu file ``." -"desktop`` về ``/usr/local/share/applications`` để khiến shortcut khả dụng " -"với tất cả user." +"share/applications/``. Nếu bạn có quyền admin, bạn cũng có thể lưu " +"file ``.desktop`` về ``/usr/local/share/applications`` để khiến shortcut " +"khả dụng với tất cả user." #: ../../docs/about/faq.rst:265 msgid "Is the Godot editor a portable application?" @@ -4423,8 +4426,8 @@ msgid "" "run from any location (including non-writable locations) and never requires " "administrator privileges." msgstr "" -"Theo cấu hình mặc định thì Godot là *semi-portable*. Nó có thể chạy từ bất " -"kỳ thư mục nào (kể cả những thư mục non-writable) và không bao giờ đòi quyền " +"Theo cấu hình mặc định thì Godot là *semi-portable*. Nó có thể chạy từ bất " +"kỳ thư mục nào (kể cả những thư mục chỉ đọc) và không bao giờ đòi quyền " "admin." #: ../../docs/about/faq.rst:271 @@ -4435,10 +4438,10 @@ msgid "" "containing the Godot executable. See :ref:`doc_data_paths` for more " "information." msgstr "" -"Tuy nhiên những file cấu hình này thường được lưu trong những thư mục cấu " -"hình chung. Nếu bạn chép Godot đi máy khác mà vẫn muốn giữ lại cấu hình hiện " -"tại thì bạn cũng phải chép luôn cả những file cấu hình này. Xem :ref:" -"`doc_data_paths` để biết thêm thông tin." +"Tuy nhiên những file config lại được lưu trong những thư mục cấu hình nằm " +"chỗ khác. Nếu bạn chép Godot đi máy khác mà vẫn muốn giữ lại cấu hình hiện " +"tại thì bạn cũng phải chép luôn cả những file config này. Xem " +":ref:`doc_data_paths` để biết thêm thông tin." #: ../../docs/about/faq.rst:276 msgid "" @@ -4450,7 +4453,7 @@ msgstr "" #: ../../docs/about/faq.rst:280 msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?" -msgstr "Tại sao Godot xài Vulkan hoặc OpenGL mà không xài Direct3D?" +msgstr "Tại sao Godot xài Vulkan hay OpenGL mà không xài Direct3D?" #: ../../docs/about/faq.rst:282 msgid "" @@ -4461,7 +4464,7 @@ msgid "" "macOS, and more." msgstr "" "Godot nhắm mục tiêu tương thích đa nền tảng và ưu tiên hàng đầu các chuẩn " -"mở. OpenGL và Vulkan đều là công nghệ mở và khả dụng (gần như) trên mọi nền " +"mở. OpenGL và Vulkan đều là công nghệ mở và có mặt (gần như) trên mọi nền " "tảng. Nhờ vậy mà một Project viết bằng Godot trên Windows sẽ chạy y hệt vậy " "trên Linux, MacOS, v.v." @@ -4472,10 +4475,10 @@ msgid "" "API on all platforms allows for greater consistency with fewer platform-" "specific issues." msgstr "" -"Vì chỉ có một số ít thành viên làm việc trên bộ render của Godot, nên càng " -"ít bộ render thì chúng tôi càng làm việc chất lượng. Việc sử dụng một API " -"trên tất cả các nền tảng không những làm tăng sự nhất quán mà còn giảm thiểu " -"vấn đề trên mỗi nền tảng cụ thể." +"Vì chỉ có một số ít nhân lực cốt cán làm việc trên bộ render của Godot, nên " +"càng ít bộ render thì chúng tôi càng làm việc chất lượng. Việc sử dụng một " +"API trên tất cả các nền tảng không những làm tăng sự nhất quán mà còn giảm " +"thiểu vấn đề trên mỗi nền tảng cụ thể." #: ../../docs/about/faq.rst:293 msgid "" @@ -4529,10 +4532,10 @@ msgid "" "contributors to get started with Godot, without requiring them to purchase " "high-end hardware." msgstr "" -"**Dễ đóng góp.** Để compile từ source sao cho vừa nhanh vừa dễ thì code phải " -"giữ code sao cho nhỏ, cho sạch. Làm vậy là tạo điều kiện cho ai cũng đóng " -"góp được cho Godot, chứ không cần phải có máy tính cấu hình khủng mới đóng " -"góp được." +"**Dễ đóng góp.** Để compile từ source sao cho vừa nhanh vừa dễ thì phải giữ " +"code sao cho nhỏ, cho sạch. Làm vậy là tạo điều kiện cho ai cũng đóng góp " +"được cho Godot, chứ không cần phải có máy tính cấu hình khủng mới đóng góp " +"được." #: ../../docs/about/faq.rst:319 msgid "" @@ -4571,12 +4574,12 @@ msgid "" "` to optimize the distribution size of your " "project.)" msgstr "" -"Vì tất cả những lý do trên mà chúng tôi rất cân đong đo đếm những tính năng " +"Vì tất cả những lý do trên mà chúng tôi rất cân đo đong đếm những tính năng " "nào sẽ là tính năng cốt lõi của Godot. Trong những phiên bản tương lai của " "Godot, chúng tôi sẽ chuyển một số tính năng cốt lõi ngược trở lại thành các " -"add-on. Cho nên là, bạn cần tính năng gì, thì bạn load tính năng đó. (Nhưng " -"mà thời điểm đó chưa tới, trong lúc này bạn có thể :ref:`biên dịch Export " -"Template riêng để tắt những tính năng không dùng tới " +"add-on. Cho nên là, bạn cần tính năng gì, thì bạn tự load thêm tính năng đó. " +"(Nhưng mà thời điểm đó chưa tới, trong lúc này bạn có thể :ref:`biên dịch " +"Export Template tuỳ chỉnh để tắt những tính năng không dùng tới " "` nhằm tối ưu dung lượng file.)" #: ../../docs/about/faq.rst:340 @@ -4610,9 +4613,9 @@ msgid "" "This is mostly needed for 2D, as in 3D, it's just a matter of camera " "vertical or horizontal FOV." msgstr "" -"Cách người ta thường làm là dùng một độ phân giải gốc cho game và chỉ quan " -"tâm đến tỷ lệ màn hình. Đó là trong 2D, còn trong 3D thì chỉ cần chỉnh " -"Camera XFov hoặc YFov là xong." +"Cách chuẩn nên làm là dùng một độ phân giải gốc cho game và chỉ quan tâm đến " +"tỷ lệ màn hình. Đó là trong 2D nha, còn trong 3D thì chỉ cần chỉnh Camera " +"XFov hoặc YFov là xong." #: ../../docs/about/faq.rst:355 msgid "" @@ -4628,7 +4631,7 @@ msgstr "" "đến 2K hoặc chỉ 400p, phần cứng sẽ scale giúp bạn mà không ảnh hưởng mấy đến " "hiệu suất. Thường người ta hay chọn 1080p (1920x1080) hay 720p (1280x720). " "Xin nhớ cho rằng, độ phân giải asset càng cao thì dung lượng càng nặng, dẫn " -"tới thời gian load lâu hơn." +"tới thời gian load càng lâu." #: ../../docs/about/faq.rst:363 msgid "" @@ -4689,13 +4692,14 @@ msgid "" "`doc_release_policy_which_version_should_i_use` for more information." msgstr "" "Chúng tôi khuyên nên sử dụng Godot 4.x cho các project mới, tuy nhiên tùy " -"thuộc vào tập tính năng mà bạn cần, đôi khi sử dụng 3.x sẽ tốt hơn. Xem :ref:" -"`doc_release_policy_which_version_should_i_use` để biết thêm." +"thuộc vào tập tính năng bạn cần, đôi khi sử dụng 3.x sẽ tốt hơn. Xem " +":ref:`doc_release_policy_which_version_should_i_use` để biết thêm." #: ../../docs/about/faq.rst:392 msgid "Should I upgrade my project to use new Godot versions?" msgstr "" -"Tôi có nên nâng cấp project của mình để nó chạy trên phiên bản Godot mới hơn?" +"Tôi có nên nâng cấp project của mình để nó chạy trên phiên bản Godot mới hơn " +"không?" #: ../../docs/about/faq.rst:394 msgid "" @@ -4730,11 +4734,11 @@ msgid "" "godot-docs/issues>`_." msgstr "" "Cách tốt nhất để bắt đầu đóng góp cho Godot là hãy sử dụng nó và báo cáo bất " -"kỳ `sự cố `_ nào mà bạn gặp " -"phải. Một báo cáo sự cố chất lượng với các bước thực hiện rõ ràng sẽ giúp " -"những đóng góp viên khác sửa lỗi nhanh và hiệu quả. Bạn cũng có thể báo cáo " -"sự cố bạn gặp trong `tài liệu trực tuyến `_." +"kỳ `lỗi `_ nào mà bạn gặp phải. " +"Một báo cáo lỗi chất lượng với các bước thực hiện rõ ràng sẽ giúp những cộng " +"tác viên khác sửa lỗi nhanh và hiệu quả. Bạn cũng có thể báo cáo lỗi bạn gặp " +"trong `tài liệu trực tuyến `_." #: ../../docs/about/faq.rst:410 msgid "" @@ -4757,7 +4761,7 @@ msgid "" "`documentation for contributors `." msgstr "" "Chúng tôi giải thích cách làm việc với mã nguồn của engine, cách soạn tài " -"liệu, và nhiều cách khác để đóng góp trong :ref:`tài liệu dành cho đóng góp " +"liệu, và nhiều cách khác để đóng góp trong :ref:`tài liệu dành cho cộng tác " "viên `." #: ../../docs/about/faq.rst:419 @@ -4773,7 +4777,7 @@ msgid "" msgstr "" "Chúng tôi luôn tìm kiếm những gợi ý về cách cải thiện engine. Phản hồi của " "người dùng là động lực chính đằng sau quá trình ra quyết định của chúng tôi " -"và những hạn chế mà bạn gặp phải khi thực hiện project của mình là dữ liệu " +"và những hạn chế mà bạn gặp phải khi thực hiện project của mình là dữ kiện " "tuyệt vời cho chúng tôi khi cân nhắc cải tiến engine." #: ../../docs/about/faq.rst:426 @@ -4907,11 +4911,11 @@ msgid "" "language supported by Godot." msgstr "" "Godot không sử dụng bộ :abbr:`GUI (Graphical User Interface)` toolkit như " -"GTK, Qt hay wxWidgets mà thay vào đó nó xài bộ giao diện cây nhà lá vườn của " -"chính nó dựa trên OpenGL ES hoặc Vulkan. GUI này kết hợp với C++ đã làm nên " -"Godot Editor mà bạn thấy đấy. Bộ giao diện này vẫn dựa trên các Node (cụ thể " -"là các Control Node) và có thể được dùng trong bất kỳ ngôn ngữ script nào mà " -"Godot hỗ trợ." +"GTK, Qt hay wxWidgets mà thay vào đó nó xài bộ giao diện cây nhà lá vườn dựa " +"trên OpenGL ES hoặc Vulkan. GUI này kết hợp với C++ đã làm nên Godot Editor " +"mà bạn thấy đấy. Bộ giao diện này vẫn dựa trên các Node (cụ thể là các " +"Control Node) và có thể được dùng trong bất kỳ ngôn ngữ script nào mà Godot " +"hỗ trợ." #: ../../docs/about/faq.rst:487 msgid "" @@ -5038,7 +5042,7 @@ msgid "" "binaries. We use few templates with very short names instead." msgstr "" "Các template STL tạo ra các symbol rất lớn, dẫn tới các debug binary cũng " -"rất lớn. Thay vì vậy, chúng tôi sử dụng một số template có tên rất ngắn." +"rất lớn. Thay vì vậy, chúng tôi sử dụng một số template rất ngắn gọn." #: ../../docs/about/faq.rst:537 msgid "" @@ -5089,7 +5093,7 @@ msgid "" "going." msgstr "" "Chúng tôi cho rằng dù thế nào đi chăng nữa, thì game cũng không nên bị văng. " -"Nếu xảy ra tình huống bất ngờ, Godot sẽ in thông báo lỗi (thậm chí có thể " +"Nếu xảy ra tình huống bất ngờ, Godot sẽ hiện thông báo lỗi (thậm chí có thể " "truy ngược về script), tuy nhiên sau đó nó sẽ ráng khôi phục lại một cách " "khéo léo nhất có thể và tiếp tục chạy." @@ -5112,10 +5116,10 @@ msgid "" "approach resulted in better usability while still being fast enough for most " "use cases." msgstr "" -"Godot **không** sử dụng ECS mà thay vào đó dựa trên tính kế thừa. Ta không " -"thể nói cách này hay cách kia hay hơn, tuy nhiên chúng tôi nhận thấy rằng " -"việc sử dụng cách tiếp cận dựa trên kế thừa sẽ mang lại khả năng sử dụng tốt " -"hơn trong khi vẫn đủ nhanh trong hầu hết các trường hợp sử dụng." +"Godot **không** sử dụng ECS mà thay vào đó dựa trên kế thừa. Ta không thể " +"phán cách này hay cách kia hay hơn, tuy nhiên chúng tôi nhận thấy rằng việc " +"sử dụng cách tiếp cận dựa trên kế thừa sẽ mang lại khả năng sử dụng tốt hơn " +"trong khi vẫn đủ nhanh trong hầu hết các trường hợp sử dụng." #: ../../docs/about/faq.rst:565 msgid "" @@ -5179,9 +5183,9 @@ msgid "" "recommendation is to use C++ and GDExtensions for performance-heavy tasks " "and GDScript (or C#) for the rest of the game." msgstr "" -"Nếu game thực sự cần xử lý một lượng lớn đối tượng như vậy, chúng tôi khuyến " -"nghị sử dụng C++ và GDExtension cho chỗ nào yêu cầu hiệu suất cao và " -"GDScript (hoặc C#) cho những phần còn lại." +"Nếu game thực sự cần xử lý một lượng cực lớn các đối tượng như vậy, chúng " +"tôi khuyến nghị sử dụng C++ và GDExtension cho chỗ nào yêu cầu hiệu suất cao " +"và GDScript (hoặc C#) cho những phần còn lại." #: ../../docs/about/faq.rst:593 msgid "How can I support Godot development or contribute?" @@ -5252,9 +5256,8 @@ msgid "" "In your project's credits screen, remember to also list third-party notices " "for assets you're using, such as textures, models, sounds, music and fonts." msgstr "" -"Trong màn hình credit, hãy nhớ liệt kê các ghi nhận của bên thứ ba cho nội " -"dung bạn sử dụng, chẳng hạn các texture, model, âm thanh, âm nhạc và font " -"chữ." +"Trong màn hình credit, hãy nhớ ghi công cho bên thứ ba nội dung mà bạn sử " +"dụng của họ, chẳng hạn các texture, model, âm thanh, âm nhạc và font chữ." #: ../../docs/about/complying_with_licenses.rst:30 msgid "" @@ -5285,7 +5288,7 @@ msgid "" "license text somewhere in your game or derivative project." msgstr "" "Trong trường hợp giấy phép MIT, yêu cầu duy nhất là đưa văn bản giấy phép " -"vào đâu đó trong game hoặc project phái sinh của bạn." +"này vào đâu đó trong game hoặc project phái sinh của bạn." #: ../../docs/about/complying_with_licenses.rst:39 msgid "This text reads as follows:" @@ -5362,7 +5365,7 @@ msgstr "" #: ../../docs/about/complying_with_licenses.rst:59 msgid "Inclusion" -msgstr "Các tích hợp" +msgstr "Cách tích hợp" #: ../../docs/about/complying_with_licenses.rst:61 msgid "" @@ -5370,7 +5373,7 @@ msgid "" "as long as it can be displayed under some condition. These are the most " "common approaches (only need to implement one of them, not all)." msgstr "" -"Giấy phép không chỉ ra cách nó được đưa vào như thế nào, vì vậy bạn làm sao " +"Giấy phép không nói cách nó nên được đưa vào như thế nào, vì vậy bạn làm sao " "cũng được, miễn là giấy phép có thể được xem theo một cách nào đó. Dưới đây " "là các cách phổ biến nhất (chỉ cần làm một trong số chúng, không cần làm " "hết)." @@ -5438,7 +5441,7 @@ msgid "" msgstr "" "Tích hợp văn bản giấy phép ở đâu đó trong màn hình credit. Nó có thể nằm " "dưới cùng, sau khi đã hiển thị hết các credit khác. Hầu hết các studio lớn " -"sử dụng cách này với các giấy phép nguồn mở." +"sử dụng cách này với giấy phép nguồn mở." #: ../../docs/about/complying_with_licenses.rst:95 msgid "Licenses screen" @@ -5574,7 +5577,7 @@ msgid "" "level multiplayer. ENet has similar licensing terms as Godot:" msgstr "" "Godot tích hợp thư viện `ENet `_ để xử lý " -"multiplayer mức độ cao. ENet có các điều khoản cấp phép tương tự như Godot:" +"multiplayer cấp cao. ENet có các điều khoản cấp phép tương tự như Godot:" #: ../../docs/about/complying_with_licenses.rst:161 msgid "Copyright (c) 2002-2020 Lee Salzman" @@ -5650,7 +5653,7 @@ msgstr "" "Chính sách phát hành của Godot không ngừng phát triển. Mô tả bên dưới đưa ra " "ý tưởng đại khái về những gì sẽ xảy ra, tuy nhiên điều gì thực sự sẽ xảy ra " "lại tùy thuộc vào quyết định của những người đóng góp chính và nhu cầu của " -"cộng đồng tại một thời điểm nhất định." +"cộng đồng tại mỗi thời điểm nhất định." #: ../../docs/about/release_policy.rst:12 msgid "Godot versioning" @@ -5747,7 +5750,7 @@ msgid "" "recommended to all users of a given stable branch." msgstr "" "Nâng cấp lên các bản patch mới được coi là an toàn và đặc biệt khuyến nghị " -"cho tất cả mọi người dùng trong nhánh stable đó." +"cho tất cả mọi người dùng trong cùng nhánh stable đó." #: ../../docs/about/release_policy.rst:55 msgid "" @@ -5822,9 +5825,8 @@ msgid "Godot 4.3 (`master`)" msgstr "Godot 4.3 (`master`)" #: ../../docs/about/release_policy.rst:83 -#, fuzzy msgid "June 2024 (estimate)" -msgstr "Q1 2024 (ước tính)" +msgstr "T6 2024 (dự kiến)" #: ../../docs/about/release_policy.rst:83 msgid "" @@ -5890,7 +5892,7 @@ msgstr "Godot 3.6 (`3.x`, LTS)" #: ../../docs/about/release_policy.rst:94 msgid "Q1 2024 (estimate)" -msgstr "Q1 2024 (ước tính)" +msgstr "Q1 2024 (dự kiến)" #: ../../docs/about/release_policy.rst:94 msgid "" @@ -6086,10 +6088,9 @@ msgid "" "prevent losing data in case the upgrade goes wrong." msgstr "" "Nâng cấp phần mềm trong khi đang làm dang dở một project tiềm ẩn nhiều rủi " -"ro. Do đó, trước khi nâng cấp, hãy cân nhắc xem liệu đó có phải là ý tưởng " -"tốt cho project của bạn không. Ngoài ra, hãy sao lưu project của bạn hoặc sử " -"dụng kiểm soát phiên bản để tránh mất dữ liệu nếu quá trình nâng cấp gặp " -"trục trặc." +"ro. Do đó, trước khi nâng cấp, bạn hãy cân nhắc thật kỹ lưỡng. Ngoài ra, hãy " +"sao lưu project của bạn hoặc sử dụng phần mềm kiểm soát phiên bản để tránh " +"mất dữ liệu nếu quá trình nâng cấp gặp trục trặc." #: ../../docs/about/release_policy.rst:166 msgid "" @@ -6111,7 +6112,7 @@ msgstr "" "ví dụ từ 4.0.2 lên 4.0.3. Điều này đảm bảo rằng bạn nhận được các bản cập " "nhật sửa lỗi, cập nhật bảo mật và cập nhật hỗ trợ nền tảng (điều này đặc " "biệt quan trọng đối với nền tảng di động). Bạn cũng nhận được hỗ trợ liên " -"tục vì chỉ bản patch mới nhất mới nhận được hỗ trợ trên nền tảng cộng đồng " +"tục vì chỉ bản patch mới nhất mới nhận được hỗ trợ từ nền tảng cộng đồng " "chính thức." #: ../../docs/about/release_policy.rst:175 @@ -6166,15 +6167,14 @@ msgstr "" "thường xuyên." #: ../../docs/about/release_policy.rst:200 -#, fuzzy msgid "" "In particular, after the very length release cycle for 4.0, we are pivoting " "to a faster paced development workflow, 4.1 released 4 months after 4.0, and " "4.2 released 4 months after 4.1" msgstr "" "Sau chu kỳ phát hành 4.0 khá lề mề, chúng tôi đang chuyển sang quy trình " -"phát triển nhanh hơn, với bản 4.1 dự kiến sẽ được phát hành vào cuối Q2 / " -"đầu Q3 2023." +"phát triển nhanh hơn, với bản 4.1 được phát hành 4 tháng sau bản 4.0, còn " +"bản 4.2 phát hành sau bản 4.1 cũng 4 tháng" #: ../../docs/about/release_policy.rst:204 msgid "" @@ -6244,7 +6244,7 @@ msgstr "" "Sửa lỗi không gây tác động tiêu cực lên phần lớn các project, như lỗi hình " "ảnh hoặc vật lý. Engine vật lý của Godot là không cố định nên việc sửa lỗi " "vật lý được coi là không phá vỡ tính tương thích. Nếu sửa lỗi mà gây tác " -"động tiêu cực lên phần lớn các project, thì việc sửa lỗi đó phải được thực " +"động tiêu cực lên phần lớn các project, thì việc vá lỗi đó phải được thực " "hiện một cách tùy chọn (ví dụ: thông qua project setting hoặc bằng phương " "thức riêng)." @@ -6295,7 +6295,7 @@ msgid "" "*major* release." msgstr "" "Phương thức, biến thành viên hoặc class lỗi thời. Điều này được thực hiện " -"bằng cách gắn cờ deprecated vào class reference của nó, và cũng sẽ được hiển " +"bằng cách gắn cờ deprecated vào thao khảo class của nó, và cũng sẽ được hiển " "thị trong editor. Khi một phương thức được đánh dấu là deprecated, nó sẽ bị " "gỡ bỏ trong phiên bản *major* kế tiếp." @@ -6386,7 +6386,7 @@ msgid "" msgstr "" "Tài liệu này liên tục được cải thiện. Các phiên bản mới bao gồm các trang " "mới, các bản sửa lỗi và cập nhật cho các trang hiện có cũng như nhiều bản " -"cập nhật cho :ref:`class reference `. Dưới đây là danh " +"cập nhật cho :ref:`tham khảo class `. Dưới đây là danh " "sách các trang mới được thêm vào kể từ phiên bản 3.0." #: ../../docs/about/docs_changelog.rst:11 @@ -7253,9 +7253,9 @@ msgid "" "and give you tips to make the most of your time learning it." msgstr "" "Trong những trang dưới đây, bạn sẽ tìm thấy câu trả lời cho những câu hỏi " -"như \"Liệu Godot có dành cho tôi?\" hoặc \"Tôi làm được gì với Godot?\". Sau " -"đó chúng tôi sẽ giới thiệu những khái niệm cơ bản nhất, hướng dẫn bạn giao " -"diện của Editor, và gợi ý bạn những mẹo để học một cách nhanh nhất." +"như \"Liệu Godot có dành cho tôi?\" hoặc \"Tôi có thể làm gì với Godot?\". " +"Sau đó chúng tôi sẽ giới thiệu những khái niệm căn bản nhất, giới thiệu bạn " +"giao diện của Editor, và gợi ý bạn những mẹo để học một cách nhanh nhất." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:4 msgid "Introduction to Godot" @@ -7370,8 +7370,8 @@ msgid "" "keeps getting refined." msgstr "" "Đội ngũ luôn phấn đấu cung cấp một editor giàu tính năng với trải ngiệm " -"người dùng nhất quán. Kiểu gì thì giao diện người dùng cũng có chỗ cần phải " -"được cải thiện." +"người dùng nhất quán. Dù vẫn còn nhiều chỗ cần được cải thiện, giao diện " +"người dùng gần như đã đạt độ chín muồi." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:62 msgid "" @@ -7441,7 +7441,7 @@ msgstr "" "rất nhiều điều để tìm hiểu. Để khai thác tối đa nó, bạn cần nền tảng lập " "trình vững chắc. Tuy chúng tôi cố gắng hết sức để làm cho engine này dễ xài " "nhất có thể, trước tiên bạn phải học cách suy nghĩ như một lập trình viên " -"trước đã thì mới thành tựu được." +"trước đã thì mới thành tựu nó được." #: ../../docs/getting_started/introduction/introduction_to_godot.rst:97 msgid "" @@ -7514,7 +7514,7 @@ msgid "" msgstr "" "Đó là bốn khái niệm mà chúng ta sẽ tìm hiểu. Ở đây chúng ta chỉ xem xét lý " "thuyết để bạn dễ hình dung cách engine vận hành, còn trong các bài sau, bạn " -"sẽ được thực hành." +"sẽ được thực chiến." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:20 #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:40 @@ -7596,8 +7596,8 @@ msgid "" "most things with these nodes." msgstr "" "Godot cung cấp một thư viện đồ sộ các node cơ bản mà bạn có thể kết hợp hay " -"mở rộng nhằm tạo những node chuyên sâu hơn. 2D, 3D, hay UI, chủ yếu bạn sẽ " -"làm việc với các node này." +"mở rộng nhằm tạo những node mạnh mẽ hơn. 2D, 3D, hay UI, chủ yếu bạn sẽ làm " +"việc với các node này." #: ../../docs/getting_started/introduction/key_concepts_overview.rst:61 #: ../../docs/contributing/development/file_formats/tscn.rst:99 @@ -7641,7 +7641,7 @@ msgid "" "Signals are Godot's version of the *observer* pattern. You can read more " "about it here: https://gameprogrammingpatterns.com/observer.html" msgstr "" -"Signal là phiên bản Godot của *observer* pattern. Bạn có thể đọc thêm về nó " +"Signal là phiên bản Godot của mô hình *observer*. Bạn có thể đọc thêm về nó " "ở đây: https://gameprogrammingpatterns.com/observer.html" #: ../../docs/getting_started/introduction/key_concepts_overview.rst:85 @@ -7725,7 +7725,7 @@ msgid "" "see the :ref:`Editor manual `." msgstr "" "Để biết thông tin toàn diện về giao diện của editor và cách sử dụng nó, hãy " -"xem :ref:`Editor manual `." +"xem :ref:`Hướng dẫn xài Editor `." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:19 msgid "The Project Manager" @@ -7781,7 +7781,7 @@ msgid "" "along the window's top edge." msgstr "" "Mặc định thì phía trên cùng sẽ chứa **thanh menu**, **các nút chọn màn hình " -"làm việc**, và các nút để playtest." +"làm việc**, và các nút để chạy thử." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:55 msgid "" @@ -7796,8 +7796,8 @@ msgid "" "On either side of the viewport sit the **docks**. And at the bottom of the " "window lies the **bottom panel**." msgstr "" -"Hai bên cạnh viewport là các **cửa sổ con**. Còn bên dưới là **bottom " -"panel**." +"Hai bên cạnh viewport là các **cửa sổ con** hay các **dock**. Còn bên dưới " +"là **bottom panel**." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:63 msgid "" @@ -7914,11 +7914,11 @@ msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:132 msgid "Integrated class reference" -msgstr "Class reference được tích hợp sẵn" +msgstr "Tham khảo class được tích hợp sẵn" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:134 msgid "Godot comes with a built-in class reference." -msgstr "Godot đi kèm với class reference được tích hợp sẵn." +msgstr "Godot đi kèm với thao khảo Class được tích hợp sẵn." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:136 msgid "" @@ -7951,8 +7951,8 @@ msgid "" "Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, " "or built-in variable in the script editor." msgstr "" -"Trong trình gõ code, đè phím :kbd:`Ctrl` rồi click chuột lên một class, " -"function, hoặc built-in variable." +"Trong trình gõ code, giữ phím :kbd:`Ctrl` rồi click chuột lên một class, " +"function, hoặc biến tích hợp sẵn." #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:148 msgid "" @@ -8014,9 +8014,9 @@ msgid "" "offline, from within the Godot editor. To do so, go to Help -> Search Help " "or press :kbd:`F1`." msgstr "" -"Tài liệu hướng dẫn bao gồm class reference diễn giải các function và các " +"Tài liệu hướng dẫn bao gồm thao khảo Class diễn giải các function và các " "property sẵn có cho mỗi class của Godot. Trong khi tài liệu hướng dẫn chủ " -"yếu trình bày các tính năng, khái niệm và cách sử dụng editor thì reference " +"yếu trình bày các tính năng, khái niệm và cách sử dụng editor thì thao khảo " "chuyên nói về các :abbr:`API (Application Programming Interface)` của Godot. " "Bạn có thể truy cập nó cả online lẫn offline, nhưng chúng tôi khuyến khích " "sử dụng nó offline ngay bên trong Godot editor bằng menu Help -> Search Help " @@ -8027,12 +8027,12 @@ msgid "" "To browse it online, head to the manual's :ref:`Class Reference " "` section." msgstr "" -"Để sử dụng nó online, hãy truy cập :ref:`Class Reference " +"Để sử dụng nó online, hãy truy cập :ref:`Tham khảo Class " "`." #: ../../docs/getting_started/introduction/learning_new_features.rst:39 msgid "A class reference's page tells you:" -msgstr "Một trang class reference sẽ cho bạn biết:" +msgstr "Một trang tham khảo Class sẽ cho bạn biết:" #: ../../docs/getting_started/introduction/learning_new_features.rst:41 msgid "" @@ -8064,9 +8064,9 @@ msgid "" "please open an Issue in the official `godot-docs `_ GitHub repository to report it." msgstr "" -"Nếu thông tin trong tài liệu hướng dẫn hoặc class reference bị thiếu hoặc " -"không đầy đủ, vui lòng mở một Issue trên GitHub repository chính thức `godot-" -"docs `_ để báo cáo sự cố." +"Nếu thông tin trong tài liệu hướng dẫn hoặc tham khảo bị thiếu hoặc không " +"đầy đủ, vui lòng mở một Issue trên GitHub repository chính thức `godot-docs " +"`_ để báo cáo sự cố." #: ../../docs/getting_started/introduction/learning_new_features.rst:59 msgid "" @@ -8278,10 +8278,10 @@ msgid "" "community." msgstr "" "Trang web này nhằm mục đích cung cấp tài liệu tham khảo toàn diện về các " -"tính năng của Godot. Ngoài loạt bài 2D và 3D trong Phần bắt đầu, nó không " -"hướng dẫn tạo bất kỳ thể loại game nào. Nếu bạn đang tìm hướng dẫn tạo game " -"nhập vai, platformer, v.v... vui lòng xem :ref:`doc_community_tutorials`, " -"nơi liệt kê nội dung tạo bởi cộng đồng Godot." +"tính năng của Godot. Ngoài loạt bài 2D và 3D trong phần căn bản, nó không " +"hướng dẫn tạo bất kỳ thể loại game cụ thể nào. Nếu bạn đang tìm hướng dẫn " +"tạo game nhập vai, platformer, v.v... vui lòng xem " +":ref:`doc_community_tutorials`, nơi liệt kê nội dung tạo bởi cộng đồng Godot." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:4 msgid "Godot's design philosophy" @@ -8300,9 +8300,9 @@ msgid "" msgstr "" "**Mỗi game engine đều khác nhau và đáp ứng các nhu cầu khác nhau.** Không " "chỉ cung cấp nhiều tính năng mà thiết kế của mỗi engine còn độc nhất vô nhị. " -"Điều này dẫn đến các quy trình làm việc khác nhau và các cách khác nhau để " -"hình thành cấu trúc game của bạn. Tất cả đều bắt nguồn từ triết lý thiết kế " -"của chúng." +"Điều này dẫn đến các quy trình làm việc cũng khác nhau và các cách khác nhau " +"để tạo cấu trúc game của bạn. Tất cả đều bắt nguồn từ triết lý thiết kế của " +"chúng." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:13 msgid "" @@ -8315,8 +8315,8 @@ msgstr "" "Trang này nhằm giúp bạn hiểu cách Godot hoạt động, bắt đầu với một số trụ " "cột chính. Đây vừa không phải là danh sách các tính năng sẵn có vừa không " "phải là một bản so sánh các engine với nhau. Để biết xem một engine có phù " -"hợp với project của bạn không, bạn cần tự mình dùng thử và tìm hiểu thiết kế " -"cũng như các hạn chế của nó." +"hợp với project của bạn không, bạn cần tìm hiểu thiết kế, các hạn chế của nó " +"và tự thực chứng." #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:19 msgid "" @@ -8642,7 +8642,7 @@ msgid "" "engine itself." msgstr "" "Mặt khác, một codebase nguồn mở có nghĩa là bạn có thể **tìm hiểu và mở rộng " -"engine** theo ý muốn của mình. Bạn cũng có thể gỡ lỗi game một cách dễ dàng " +"engine** theo ý muốn của mình. Bạn cũng có thể debug game một cách dễ dàng " "vì Godot sẽ in các lỗi với stack trace, ngay cả khi chúng xuất phát từ chính " "engine." @@ -8915,7 +8915,7 @@ msgstr "" "Về bản chất, Godot editor là một **scene editor**. Nó có nhiều công cụ để " "tinh chỉnh các scene 2D, 3D cũng như giao diện người dùng. Bạn có thể tạo " "nhiều scene tùy thích, nhưng tối thiểu phải tạo một cái, gọi là **main " -"scene**. Scene này được load trước nhất mỗi khi người chơi mở game." +"scene**. Scene này được load trước nhất mỗi khi người chơi chạy game." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:59 msgid "On top of acting like nodes, scenes have the following characteristics:" @@ -8923,9 +8923,8 @@ msgstr "" "Ngoài những đặc điểm giống node thì scene còn có những đặc điểm sau đây:" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61 -#, fuzzy msgid "They always have one root node, like the \"Player\" in our example." -msgstr "Có duy nhất một node gốc, như \"Character\" trong ví dụ trên." +msgstr "Có duy nhất một node gốc, như \"Player\" trong ví dụ trên." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62 msgid "You can save them to your local drive and load them later." @@ -8936,10 +8935,8 @@ msgid "" "You can create as many instances of a scene as you'd like. You could have " "five or ten characters in your game, created from your Character scene." msgstr "" -"Từ một scene, bạn có thể tạo bao nhiêu :abbr:`instance (Thuật ngữ trong lập " -"trình hướng đối tượng. Vui lòng nắm vững kiến thức về OOP trước khi học " -"Godot)` tùy thích. Bạn có thể tạo năm hoặc mười nhân vật từ một scene " -"Character duy nhất." +"Từ một scene, bạn có thể tạo bao nhiêu bản sao của nó tùy thích. Bạn có thể " +"tạo năm hoặc mười nhân vật từ một scene Character duy nhất." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:67 msgid "Creating your first scene" @@ -8967,14 +8964,15 @@ msgid "" "Scene dock, which usually adds a new node as a child of the currently " "selected node." msgstr "" -"Trong một scene chưa có dữ liệu, Scene dock nằm bên tay trái sẽ cung cấp một " -"vài tùy chọn để tạo nhanh node gốc. \"2D Scene\" thêm một node :ref:`Node2D " -"`, \"3D Scene\" thêm một node :ref:`Node3D `, và " -"\"User Interface\" thêm một node :ref:`Control `. Những " -"preset này chỉ để cho tiện chứ không bắt buộc. Bạn có thể chọn \"Other " -"Node\" để thêm bất kỳ loại node nào bạn thích. Trong một scene trống, " -"\"Other Node\" tương ứng với nút dấu cộng \"Add Child Node\" ở góc trên bên " -"trái Scene dock, được dùng để lồng thêm một node con vào node đang được chọn." +"Trong một scene chưa có dữ liệu, cửa sổ Scene nằm bên tay trái sẽ cung cấp " +"một vài tùy chọn để tạo nhanh node gốc. \"2D Scene\" thêm một node :ref:`" +"Node2D `, \"3D Scene\" thêm một node :ref:`Node3D " +"`, và \"User Interface\" thêm một node :ref:`Control " +"`. Những preset này chỉ để cho tiện chứ không bắt buộc. Bạn " +"có thể chọn \"Other Node\" để thêm bất kỳ loại node nào bạn thích. Trong một " +"scene trống, \"Other Node\" tương ứng với nút dấu cộng \"Add Child Node\" ở " +"góc trên bên trái cửa sổ Scene, được dùng để lồng thêm một node con vào node " +"đang được chọn." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:85 msgid "" @@ -9014,8 +9012,8 @@ msgid "" msgstr "" "Nhiều thứ xảy ra khi bạn thêm node gốc vào scene. Thứ nhất là workspace đổi " "sang 2D vì Label là một node kiểu 2D. Thứ hai là Label xuất hiện phía trên " -"bên trái của viewport và được chọn sẵn. Thứ nữa là node được thêm vào Scene " -"dock bên tay trái và các thuộc tính của nó xuất hiện trong Inspector dock " +"bên trái của viewport và được chọn sẵn. Thứ nữa là node được thêm vào cửa sổ " +"Scene bên tay trái và các thuộc tính của nó xuất hiện trong cửa sổ Inspector " "bên tay phải." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:111 @@ -9035,12 +9033,12 @@ msgid "" "Head to the Inspector dock on the right of the viewport. Click inside the " "field below the Text property and type \"Hello World\"." msgstr "" -"Bạn hãy nhìn vào Inspector dock nằm bên phải viewport. Nhấp vào ô nhập bên " +"Bạn hãy nhìn vào cửa sổ Inspector nằm bên phải viewport. Nhấp vào ô nhập bên " "dưới thuộc tính Text rồi gõ \"Hello World\"." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:121 msgid "You will see the text draw in the viewport as you type." -msgstr "Bạn gõ tới đâu viewport hiển thị tới đó." +msgstr "Bạn gõ tới đâu thì trên viewport cập nhật tới đó." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:123 msgid "" @@ -9048,9 +9046,9 @@ msgid "" "For a complete reference of the Inspector dock, see :ref:" "`doc_editor_inspector_dock`." msgstr "" -"Bạn có chỉnh sửa bất kỳ thuộc tính nào có trong Inspector dock giống như ta " -"đã làm với Text. Thông tin tham khảo đầy đủ về Inspector dock, xem :ref:" -"`doc_editor_inspector_dock`." +"Bạn có thể chỉnh sửa bất kỳ thuộc tính nào có trong cửa sổ Inspector giống " +"như ta đã làm với Text. Thông tin tham khảo đầy đủ về Inspector dock, xem " +":ref:`doc_editor_inspector_dock`." #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:127 msgid "" @@ -9162,13 +9160,11 @@ msgid "" "creating instances of a scene." msgstr "" "Trong bài kế, chúng ta sẽ thảo luận về một khái niệm quan trọng khác trong " -"game nói chung và trong Godot nói riêng: tạo các instance của một scene." +"game nói chung và trong Godot nói riêng: tạo các bản sao của một scene." #: ../../docs/getting_started/step_by_step/instancing.rst:4 msgid "Creating instances" -msgstr "" -"Tạo các :abbr:`instance (Thuật ngữ trong lập trình hướng đối tượng. Vui lòng " -"nắm vững kiến thức về OOP trước khi học Godot)`" +msgstr "Tạo các bản sao" #: ../../docs/getting_started/step_by_step/instancing.rst:6 msgid "" @@ -9177,6 +9173,10 @@ msgid "" "project into any number of scenes. This feature helps you break down and " "organize your game's different components." msgstr "" +"Trong phần trước, chúng ta đã thấy rằng một scene là một tập các node được " +"tổ chức dưới dạng cây, với một node gốc duy nhất. Bạn có thể chia project " +"của mình thành nhiều scene. Tính năng này giúp ta chia nhỏ và tổ chức game " +"thành các thành phần khác nhau." #: ../../docs/getting_started/step_by_step/instancing.rst:11 msgid "" @@ -9185,6 +9185,10 @@ msgid "" "file from the previous lesson was an example. We call those files \"Packed " "Scenes\" as they pack information about your scene's content." msgstr "" +"Bạn có thể tạo bao nhiêu scene tùy ý rồi lưu chúng với đuôi file ``.tscn``, " +"viết tắt của \"text scene\". File ``label.tscn`` trong bài trước là một ví " +"dụ. Ta gọi các scene này là \"Những scene được đóng gói\" (Packed Scenes) vì " +"chúng đóng gói toàn bộ nội dung của scene." #: ../../docs/getting_started/step_by_step/instancing.rst:16 msgid "" @@ -9193,6 +9197,10 @@ msgid "" "fall and bounce on walls, a :ref:`Sprite2D ` node, and a :" "ref:`CollisionShape2D `." msgstr "" +"Dưới đây là minh họa về một quả bóng. Nó được tạo bởi một node gốc :ref:`" +"RigidBody2D ` tên là Ball, node này sẽ giúp bóng có khả " +"năng rơi và nảy, một node :ref:`Sprite2D `, và một node " +":ref:`CollisionShape2D `." #: ../../docs/getting_started/step_by_step/instancing.rst:23 msgid "" @@ -9200,6 +9208,10 @@ msgid "" "in other scenes as many times as you'd like. Replicating an object from a " "template like this is called **instancing**." msgstr "" +"Một khi scene được lưu, nó đóng vai trò như một bản thiết kế vậy: bạn có thể " +"dùng bản thiết kế này để tạo ra bao nhiêu quả bóng trong scene khác tùy ý. " +"Tạo một đối tượng bằng cách sao chép từ một mẫu thiết kế như thế gọi là **" +"tạo bản sao** (**instancing**)." #: ../../docs/getting_started/step_by_step/instancing.rst:29 msgid "" @@ -9207,6 +9219,10 @@ msgid "" "the editor hides their content by default. When you instance the Ball, you " "only see the Ball node. Notice also how each duplicate has a unique name." msgstr "" +"Như đã đề cập trong bài trước, scene được tạo bản sao sẽ được xem như là một " +"node: editor sẽ ẩn đi nội dung bên trong nó. Khi bạn tạo bản sao của Ball, " +"bạn sẽ chỉ thấy node Ball mà thôi. Cũng lưu ý rằng mỗi bản sao có một tên " +"duy nhất." #: ../../docs/getting_started/step_by_step/instancing.rst:33 msgid "" @@ -9215,10 +9231,13 @@ msgid "" "such as changing how they bounce, how heavy they are, or any property " "exposed by the source scene." msgstr "" +"Mỗi một bản sao của scene Ball có cùng cấu trúc và thuộc tính như ``ball." +"tscn``. Tuy nhiên, bạn có thể tinh chỉnh riêng cho từng cái, như thay đổi độ " +"nảy, độ nặng, hoặc bất kỳ thuộc tính nào khác từ scene gốc." #: ../../docs/getting_started/step_by_step/instancing.rst:39 msgid "In practice" -msgstr "" +msgstr "Thực hành" #: ../../docs/getting_started/step_by_step/instancing.rst:41 msgid "" @@ -9227,8 +9246,10 @@ msgid "" "`instancing_starter.zip `_." msgstr "" -"Để tìm hiểu cách hoạt động của instance, hãy bắt đầu bằng cách tải xuống một " -"dự án mẫu :: download: `instance.zip `." +"Giờ ta hãy cùng xem cách tạo các bản sao trong Godot như thế nào. Mời bạn " +"tải về project mẫu mà chúng tôi đã chuẩn bị sẵn: `instancing_starter.zip " +"`_." #: ../../docs/getting_started/step_by_step/instancing.rst:45 msgid "" @@ -9237,23 +9258,27 @@ msgid "" "have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " "Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" msgstr "" +"Sau khi giải nén, bạn hãy import nó vào Godot bằng Project Manager. Nếu đang " +"có một project đang mở, hãy thoát ra Project Manager bằng menu *Project -> " +"Quit to Project List* (:kbd:`Ctrl + Shift + Q`, :kbd:`Ctrl + Option + Cmd + " +"Q` trên macOS)" #: ../../docs/getting_started/step_by_step/instancing.rst:48 msgid "" "In the Project Manager, click the *Import* button to import the project." -msgstr "" -"Giải nén dự án này bất cứ nơi nào bạn muốn. Sau đó mở Godot và Quản lý dự án " -"nhấn nút 'Import' để thêm dự án." +msgstr "Trong Project Manager, click vào nút *Import* để import project." #: ../../docs/getting_started/step_by_step/instancing.rst:52 msgid "" "In the pop-up that appears navigate to the folder you extracted. Double-" "click the ``project.godot`` file to open it." msgstr "" +"Trong hộp thoại hiện ra, mở thư mục mà bạn vừa giải nén. Click đúp file " +"``project.godot`` để mở nó." #: ../../docs/getting_started/step_by_step/instancing.rst:57 msgid "Finally, click the Import & Edit button." -msgstr "" +msgstr "Cuối cùng, click nút Import & Edit." #: ../../docs/getting_started/step_by_step/instancing.rst:61 msgid "" @@ -9262,6 +9287,10 @@ msgid "" "open automatically. If you're seeing an empty 3D scene instead of the main " "scene, click the 2D button at the top of the screen." msgstr "" +"Project chứa hai scene: ``main.tscn``, chứa các bức tường để những quả bóng " +"va vào, và ``ball.tscn``. Scene Main sẽ được mở lên tự động. Nếu bạn thấy " +"một scene 3D trống rỗng thay vì scene main, click nút 2D ở trên cùng màn " +"hình." #: ../../docs/getting_started/step_by_step/instancing.rst:69 msgid "" @@ -9270,26 +9299,30 @@ msgid "" "button allows you to add an instance of a scene as a child of the currently " "selected node." msgstr "" +"Giờ ta sẽ thêm một quả bóng vào như một node con của Main. Trong cửa sổ " +"Scene, chọn node Main, sau đó click biểu tượng liên kết nằm phía trên. Nút " +"này giúp ta tạo bản sao của một scene, thêm nó vào scene hiện tại như là " +"node con của node đang được chọn." #: ../../docs/getting_started/step_by_step/instancing.rst:75 msgid "Double-click the ball scene to instance it." -msgstr "" +msgstr "Click đúp vào scene Ball để tạo bản sao của nó." #: ../../docs/getting_started/step_by_step/instancing.rst:79 msgid "The ball appears in the top-left corner of the viewport." -msgstr "" +msgstr "Quả bóng xuất hiện ở góc trên bên trái viewport." #: ../../docs/getting_started/step_by_step/instancing.rst:83 msgid "Click on it and drag it towards the center of the view." -msgstr "" +msgstr "Nắm đầu nó lôi vô giữa." #: ../../docs/getting_started/step_by_step/instancing.rst:87 msgid "" "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " "see it fall." msgstr "" -"Lưu lại cảnh. Nhấp vào Scene -> Save hoặc nhấn `` Ctrl + S`` trên Windows / " -"Linux hoặc `` Command + S`` trên Mac." +"Chạy game bằng phím :kbd:`F5` (:kbd:`Cmd + B` trên macOS). Bạn sẽ thấy quả " +"bóng rơi." #: ../../docs/getting_started/step_by_step/instancing.rst:89 msgid "" @@ -9298,10 +9331,13 @@ msgid "" "duplicate command. Click and drag to move the new ball to a different " "location." msgstr "" +"Giờ ta sẽ tạo nhiều quả bóng hơn. Chọn quả bóng rồi nhấn :kbd:`Ctrl + D` " +"(:kbd:`Cmd + D` trên macOS) để nhân đôi. Nắm đầu lôi quả bóng mới đi chỗ " +"khác." #: ../../docs/getting_started/step_by_step/instancing.rst:95 msgid "You can repeat this process until you have several in the scene." -msgstr "" +msgstr "Lặp lại thao tác trên để tạo một vài quả bóng trong scene." #: ../../docs/getting_started/step_by_step/instancing.rst:99 msgid "" @@ -9309,20 +9345,25 @@ msgid "" "one another. This is what instances do. Each is an independent reproduction " "of a template scene." msgstr "" +"Chạy lại game và bạn sẽ thấy các quả bóng độc lập với nhau. Các bản sao là " +"như thế đấy. Mỗi cái là một phiên bản độc lập được tạo từ một bản mẫu ban " +"đầu." #: ../../docs/getting_started/step_by_step/instancing.rst:104 msgid "Editing scenes and instances" -msgstr "Chỉnh sửa instance" +msgstr "Chỉnh sửa các scene và các bản sao" #: ../../docs/getting_started/step_by_step/instancing.rst:106 msgid "There is more to instances. With this feature, you can:" -msgstr "" +msgstr "Các bản sao còn làm được nhiều hơn thế. Bạn có thể:" #: ../../docs/getting_started/step_by_step/instancing.rst:108 msgid "" "Change the properties of one ball without affecting the others using the " "Inspector." msgstr "" +"Thay đổi thuộc tính của một quả bóng bất kỳ mà không làm ảnh hưởng những quả " +"còn lại bằng Inspector." #: ../../docs/getting_started/step_by_step/instancing.rst:110 msgid "" @@ -9330,24 +9371,31 @@ msgid "" "scene and making a change to the Ball node there. Upon saving, all instances " "of the Ball in the project will see their values update." msgstr "" +"Thay đổi thuộc tính mặc định của tất cả mọi quả bóng bằng cách mở scene " +"``ball.tscn`` rồi thay đổi node Ball trong đó. Save một cái, tất cả các bản " +"sao của quả bóng sẽ cập nhật thay đổi ngay tắp lự." #: ../../docs/getting_started/step_by_step/instancing.rst:114 msgid "" "Changing a property on an instance always overrides values from the " "corresponding packed scene." -msgstr "" +msgstr "Đổi thuộc tính trên bản sao sẽ chỉ ảnh hưởng đến chính bản sao đó." #: ../../docs/getting_started/step_by_step/instancing.rst:117 msgid "" "Let's try this. Open ``ball.tscn`` and select the Ball node. In the " "Inspector on the right, click on the PhysicsMaterial property to expand it." msgstr "" +"Thử ngay thôi. Mở ``ball.tscn`` rồi chọn node Ball. Trong cửa sổ Inspector " +"bên tay phải, click vào thuộc tính PhysicsMaterial để bung nó ra." #: ../../docs/getting_started/step_by_step/instancing.rst:122 msgid "" "Set its Bounce property to ``0.5`` by clicking on the number field, typing " "``0.5``, and pressing :kbd:`Enter`." msgstr "" +"Thiết lập thuộc tính Bounce thành ``0.5`` bằng cách click vào ô nhập, gõ ``0." +"5``, rồi nhấn :kbd:`Enter`." #: ../../docs/getting_started/step_by_step/instancing.rst:127 msgid "" @@ -9356,22 +9404,29 @@ msgid "" "instances, modifying it and saving causes all instances to update " "accordingly." msgstr "" +"Chạy game bằng phím :kbd:`F5` (:kbd:`Cmd + B` trên macOS) và ta thấy các quả " +"bóng đã nảy hơn. Vì scene Ball là bản thiết kế mẫu, thay đổi nó sẽ làm tất " +"cả các bản sao thay đổi theo." #: ../../docs/getting_started/step_by_step/instancing.rst:131 msgid "" "Let's now adjust an individual instance. Head back to the Main scene by " "clicking on the corresponding tab above the viewport." msgstr "" +"Giờ ta hãy thay đổi chỉ một bản sao nào đó thử xem. Trở lại scene Main bằng " +"cách click tab tương ứng phía trên viewport." #: ../../docs/getting_started/step_by_step/instancing.rst:136 msgid "" "Select one of the instanced Ball nodes and, in the Inspector, set its " "Gravity Scale value to ``10``." msgstr "" +"Chọn một bản sao bất kỳ, xong qua cửa sổ Inspector, đổi Gravity Scale thành " +"``10``." #: ../../docs/getting_started/step_by_step/instancing.rst:141 msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "" +msgstr "Một nút \"revert\" xuất hiện ngay bên cạnh thuộc tính vừa chỉnh." #: ../../docs/getting_started/step_by_step/instancing.rst:145 msgid "" @@ -9380,18 +9435,17 @@ msgid "" "will be preserved in the instance. Clicking the revert icon will restore the " "property to the value in the saved scene." msgstr "" -"Lưu ý rằng nút \"revert\" (trở lại) màu xám xuất hiện bên cạnh thuộc tính " -"được điều chỉnh. Khi có nút này, điều đó có nghĩa là bạn đã sửa đổi một " -"thuộc tính trong cảnh được kích hoạt để ghi đè giá trị của nó trong scene đã " -"lưu. Ngay cả khi thuộc tính đó được sửa đổi trong cảnh ban đầu, giá trị tùy " -"chỉnh sẽ vẫn còn. Nhấn nút revert sẽ khôi phục thuộc tính về giá trị trong " -"cảnh đã lưu." +"Biểu tượng này biểu thị rằng bạn vừa ghi đè lên giá trị gốc. Sau này dù bạn " +"có thay đổi giá trị trong scene gốc, thì giá trị ở đây cũng sẽ được giữ " +"nguyên. Nhấn nút revert sẽ trả lại nguyên giá trị từ scene gốc." #: ../../docs/getting_started/step_by_step/instancing.rst:150 msgid "" "Rerun the game and notice how this ball now falls much faster than the " "others." msgstr "" +"Chạy lại game và ta sẽ thấy riêng quả bóng này rớt nhanh hơn những quả còn " +"lại." #: ../../docs/getting_started/step_by_step/instancing.rst:152 msgid "" @@ -9402,16 +9456,23 @@ msgid "" "instance, right-click on it in the Inspector and click Make Unique in the " "contextual menu." msgstr "" +"Bạn có thể phát hiện ra rằng không thể thay đổi các giá trị " +"``PhysicsMaterial`` của các bản sao. Điều này do ``PhysicsMaterial`` là một " +"resource, và cần phải được tách riêng ra mới có thể chỉnh sửa cho từng bản " +"sao. Để tách riêng resource cho một bản sao, click phải vào resource đó " +"trong Inspector rồi chọn Make Unique trong menu hiện ra." #: ../../docs/getting_started/step_by_step/instancing.rst:158 msgid "" "Resources are another essential building block of Godot games we will cover " "in a later lesson." msgstr "" +"Các resource cũng là một khối xây dựng căn bản trong Godot mà chúng ta sẽ " +"bàn sau." #: ../../docs/getting_started/step_by_step/instancing.rst:162 msgid "Scene instances as a design language" -msgstr "" +msgstr "Các bản sao của scene là một ngôn ngữ thiết kế" #: ../../docs/getting_started/step_by_step/instancing.rst:164 msgid "" @@ -9419,6 +9480,9 @@ msgid "" "the engine apart from others out there. We designed Godot around this " "concept from the ground up." msgstr "" +"Các bản sao và các scene trong Godot cung cấp một ngôn ngữ thiết kế xuất " +"sắc, làm cho nó khác biệt so với những engine còn lại ngoài kia. Chúng tôi " +"thiết Godot từ con số 0 dựa trên ý tưởng này." #: ../../docs/getting_started/step_by_step/instancing.rst:168 msgid "" @@ -9427,11 +9491,14 @@ msgid "" "Instead, you can start by imagining the elements players will see in your " "game and structure your code around them." msgstr "" +"Chúng tôi khuyên bạn nên tạm quên những mô hình như Model-View-Controller " +"(MVC) hay Entity-Relationship khi làm game với Godot. Thay vào đó, bạn có " +"thể tưởng tượng những yếu tố mà người chơi sẽ nhìn thấy trong game và cấu " +"trúc game của mình dựa theo đó." #: ../../docs/getting_started/step_by_step/instancing.rst:173 msgid "For example, you could break down a shooter game like so:" -msgstr "" -"Ví dụ, đây là cách một trò chơi bắn súng đơn giản có thể được tưởng tượng:" +msgstr "Lấy ví dụ, bạn có thể chia nhỏ một game bắn súng như sau:" #: ../../docs/getting_started/step_by_step/instancing.rst:177 msgid "" @@ -9439,9 +9506,9 @@ msgid "" "rectangle represents an entity that's visible in the game from the player's " "perspective. The arrows tell you which scene owns which." msgstr "" -"Bạn có thể đưa ra một sơ đồ như thế này cho hầu hết mọi loại trò chơi. Viết " -"xuống các phần của trò chơi mà bạn có thể hình dung, sau đó thêm mũi tên để " -"thể hiện quyền sở hữu của một thành phần khác." +"Bạn có thể vẽ sơ đồ như này cho bất kỳ thể loại game nào khác. Mỗi ô vuông " +"thể hiện một thành phần khả thị trong game từ góc nhìn của người chơi. Các " +"mũi tên cho biết scene nào nằm trong scene nào." #: ../../docs/getting_started/step_by_step/instancing.rst:181 msgid "" @@ -9449,10 +9516,9 @@ msgid "" "listed in it to develop your game. You'll use instancing, either by code or " "directly in the editor, to build your tree of scenes." msgstr "" -"Khi bạn có một sơ đồ như thế này, quy trình được đề xuất để tạo trò chơi là " -"tạo scene cho từng thành phần được liệt kê trong sơ đồ. Bạn sẽ sử dụng " -"instance (bằng code hoặc trực tiếp trong editor - trình chỉnh sửa) cho các " -"mối quan hệ sở hữu." +"Một khi bạn đã có sơ đồ rồi thì chúng tôi khuyên bạn nên tạo một scene cho " +"mỗi một thành phần như vậy. Bạn sẽ tạo các bản sao, dù bằng code hay bằng " +"editor, để xây dựng cấu trúc scene tree của mình." #: ../../docs/getting_started/step_by_step/instancing.rst:185 msgid "" @@ -9463,21 +9529,19 @@ msgid "" "using a design based on scene instantiation means you need little other " "architectural code." msgstr "" -"Rất nhiều thời gian dành cho các trò chơi lập trình (hoặc phần mềm nói " -"chung) là dành cho việc thiết kế một kiến trúc và các thành phần trò chơi " -"phù hợp với kiến trúc đó. Thiết kế dựa trên các scene thay thế cách tiếp cận " -"đó và làm cho sự phát triển nhanh hơn và đơn giản hơn, cho phép bạn tập " -"trung vào logic trò chơi. Bởi vì hầu hết các thành phần trò chơi ánh xạ trực " -"tiếp đến một scene, sử dụng thiết kế dựa trên khởi tạo scene có nghĩa là cần " -"ít những kiến trúc khác." +"Lập trình viên hay có xu hướng dành nhiều thời gian để thiết kế các kiến " +"trúc trừu tượng rồi cố nhét các thành phần vô đó. Thiết kế dựa trên các " +"scene thúc đẩy quá trình phát triển nhanh hơn và đơn giản hơn, giúp bạn tập " +"trung vào logic game. Vì mỗi một thành phần là một scene, sử dụng thiết kế " +"kiểu này nghĩa là bạn sẽ cần ít mã kiến trúc khác." #: ../../docs/getting_started/step_by_step/instancing.rst:191 msgid "" "Here's the example of a scene diagram for an open-world game with tons of " "assets and nested elements:" msgstr "" -"Chúng ta hãy xem xét thêm một ví dụ, hơi phức tạp hơn, ví dụ về một trò chơi " -"kiểu thế giới mở với nhiều tài sản và các yếu tố lồng nhau:" +"Dưới đây là sơ đồ minh họa cho một game thế giới mở với nhiều asset và các " +"yếu tố lồng ghép nhau:" #: ../../docs/getting_started/step_by_step/instancing.rst:196 msgid "" @@ -9488,15 +9552,19 @@ msgid "" "which we would place the citadel. Each of these would be a scene instancing " "one or more sub-scenes." msgstr "" +"Hãy tưởng tượng ta sẽ khởi sự bằng việc tạo ra các căn phòng. Mỗi một phòng " +"là một scene với cách bố trí nội thất khác nhau. Tiếp đến ta sắp xếp các " +"phòng đó thành một scene căn hộ. Rồi ta xếp tầng các căn hộ đó thành một " +"scene tòa cao ốc. Rồi lại đặt tòa cao ốc đó lên một địa hình rộng lớn " +"hơn,... Các scene cứ lồng ghép vào nhau như thế." #: ../../docs/getting_started/step_by_step/instancing.rst:202 msgid "" "Later, we could create scenes representing guards and add them to the " "citadel. They would be indirectly added to the overall game world." msgstr "" -"Sau đó, chúng ta có thể tạo ra các scene đại diện cho lính canh (guard) (và " -"các NPC khác) và thêm chúng vào thành cổ. Kết quả là, họ sẽ được gián tiếp " -"thêm vào tổng thể trò chơi thế giới." +"Chưa hết, ta có thể tạo mấy ông bảo vệ như là các scene rồi đặt mấy ổng vô " +"tòa cao ốc. Chúng sẽ được gián tiếp thêm vào thế giới tổng thể của game." #: ../../docs/getting_started/step_by_step/instancing.rst:205 msgid "" @@ -9506,35 +9574,37 @@ msgid "" "development process can involve 2D or 3D artists, level designers, game " "designers, and animators, all working with the Godot editor." msgstr "" -"Với Godot, thật dễ dàng để lặp lại trò chơi của bạn như thế này, vì tất cả " -"những gì bạn cần làm là tạo và ví dụ nhiều scene hơn. Hơn nữa, UI editor " -"được thiết kế thân thiện với người dùng cho cả lập trình viên và người không " -"lập trình. Một quy trình phát triển nhóm điển hình có thể có sự tham gia của " -"các nghệ sĩ 2D hoặc 3D, nhà thiết kế cấp độ, nhà thiết kế trò chơi và nhà " -"làm phim hoạt hình, tất cả đều làm việc với giao diện editor." +"Với Godot, thật dễ dàng để phát triển game của bạn theo cách này, vì tất cả " +"những gì bạn cần là tạo mẫu rồi nhân bản ra. Chúng tôi thiết kế editor sao " +"cho bất kể lập trình viên, nhà thiết kế hay nghệ sĩ đều có thể dùng nó được. " +"Một team điển hình bao gồm các nghệ sĩ 2D/3D, level designer, game designer " +"và animator, đều làm việc trên Godot editor được hết." #: ../../docs/getting_started/step_by_step/instancing.rst:214 msgid "" "Instancing, the process of producing an object from a blueprint, has many " "handy uses. With scenes, it gives you:" msgstr "" +"Tạo bản sao, là quá trình tạo một đối tượng từ một bản thiết kế mẫu, có " +"nhiều cách sử dụng hữu ích. Các scene mang lại cho bạn:" #: ../../docs/getting_started/step_by_step/instancing.rst:217 msgid "The ability to divide your game into reusable components." -msgstr "Khả năng chia nhỏ các scene và làm cho chúng dễ quản lý hơn." +msgstr "" +"Khả năng chia nhỏ game của mình thành các thành phần có thể tái sử dụng." #: ../../docs/getting_started/step_by_step/instancing.rst:218 msgid "A tool to structure and encapsulate complex systems." -msgstr "" +msgstr "Một công cụ để kiến tạo và đóng gói các hệ thống phức tạp." #: ../../docs/getting_started/step_by_step/instancing.rst:219 msgid "" "A language to think about your game project's structure in a natural way." -msgstr "" +msgstr "Một ngôn ngữ để tư duy về cấu trúc game của bạn một cách tự nhiên." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:9 msgid "Scripting languages" -msgstr "Script một scene" +msgstr "Các ngôn ngữ lập trình" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:11 msgid "" @@ -9542,12 +9612,17 @@ msgid "" "in Godot. You will learn the pros and cons of each option. In the next part, " "you will write your first script using GDScript." msgstr "" +"Bài này sẽ trình bày tổng quan về các ngôn ngữ lập trình trong Godot. Bạn sẽ " +"tìm hiểu về các ưu và nhược điểm của mỗi ngôn ngữ. Trong bài kế, ta sẽ viết " +"mã lệnh đầu tiên bằng GDScript." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:15 msgid "" "**Scripts attach to a node and extend its behavior**. This means that " "scripts inherit all functions and properties of the node they attach to." msgstr "" +"**Các script được đính kèm vào một node để mở rộng khả năng của nó**. Nghĩa " +"là các script kế thừa mọi hàm và thuộc tính của node mà nó đính kèm." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:18 msgid "" @@ -9556,10 +9631,15 @@ msgid "" "when the player takes damage. As this feature is not built into Godot, you " "would attach a script to the Camera2D node and code the shake." msgstr "" +"Ví dụ ta có một game trong đó có một node Camera2D bám theo một phi thuyền. " +"Mặc định node Camera2D sẽ bám theo node cha của nó. Giả sử bạn muốn camera " +"rung lắc mỗi khi người chơi bị trúng đạn. Vì tính năng này không được tích " +"hợp sẵn vào Godot, bạn sẽ phải đính kèm một script vào node Camera2D và code " +"thủ công." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:26 msgid "Available scripting languages" -msgstr "" +msgstr "Các ngôn ngữ khả dụng" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:28 msgid "" @@ -9567,6 +9647,9 @@ msgid "" "its GDExtension technology, C and C++. There are more community-supported " "languages, but these are the official ones." msgstr "" +"Godot cung cấp **bốn ngôn ngữ lập trình gameplay**: GDScript, C#, và, thông " +"qua công nghệ GDExtension, C và C++. Ngoài những cái chính thức này ra thì " +"còn nhiều ngôn ngữ khác được cộng đồng hỗ trợ." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:32 msgid "" @@ -9575,16 +9658,22 @@ msgid "" "or C++ to implement complex algorithms and maximize their performance. Or " "you can write everything in GDScript or C#. It's your call." msgstr "" +"Bạn có thể sử dụng nhiều ngôn ngữ trong một project. Ví dụ, trong một team, " +"bạn có thể code logic game bằng GDScript vì nó dễ viết, rồi sử dụng C# hoặc " +"C++ để cài đặt các thuật toán phức tạp và tối đa hoá hiệu suất game. Hoặc " +"bạn có thể code toàn bộ bằng GDScript hoặc C#. Tuỳ ý bạn." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:37 msgid "" "We provide this flexibility to answer the needs of different game projects " "and developers." msgstr "" +"Chúng tôi cung cấp sự linh hoạt này để đáp ứng nhu cầu của nhiều loại " +"project và các nhà phát triển khác nhau." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:41 msgid "Which language should I use?" -msgstr "GDScript là gì và tại sao tôi nên sử dụng nó?" +msgstr "Tôi nên sử dụng ngôn ngữ nào?" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:43 msgid "" @@ -9593,6 +9682,10 @@ msgid "" "lightweight and straightforward syntax and provides the tightest integration " "with Godot." msgstr "" +"Nếu bạn là người mới, chúng tôi khuyên nên **bắt đầu với GDScript**. Chúng " +"tôi tạo ra ngôn ngữ này dành riêng cho Godot và cho nhu cầu của các nhà phát " +"triển game. Nó có cú pháp nhẹ nhàng, dễ hiểu và được tích hợp chặt chẽ vào " +"Godot." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:50 msgid "" @@ -9602,10 +9695,17 @@ msgid "" "we recommend C# mainly to users who already have experience with the " "language." msgstr "" +"Còn với C#, bạn sẽ cần một editor bên ngoài như `VSCode `_ hoặc Visual Studio. Dù hỗ trợ cho C# hiện tại đã ngon " +"lành, bạn sẽ tìm thấy ít học liệu cho nó hơn so với GDScript. Đó là lý do " +"chúng tôi chỉ khuyến khích C# cho những ai đã có nhiều kinh nghiệm với ngôn " +"ngữ này." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:56 msgid "Let's look at each language's features, as well as its pros and cons." msgstr "" +"Giờ ta hãy xem qua tập tính năng của mỗi ngôn ngữ, cũng như những ưu nhược " +"điểm của chúng." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:61 msgid "" @@ -9615,35 +9715,40 @@ msgid "" "Godot. It's made by and for game developers to save you time coding games. " "Its features include:" msgstr "" +":ref:`GDScript` là một ngôn ngữ lập trình `hướng đối tượng " +"`_ và `mệnh lệnh " +"`_ được xây dựng cho " +"Godot. Nó được tạo bởi các nhà phát triển game, cho các nhà phát triển game " +"và vì các nhà phát triển game để tiết kiệm thời gian code. Nó bao gồm các " +"tính năng:" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:67 msgid "A simple syntax that leads to short files." -msgstr "" +msgstr "Cú pháp đơn giản giúp các file gọn hơn." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:68 msgid "Blazing fast compilation and loading times." -msgstr "" +msgstr "Thời gian biên dịch cũng như thời gian load cấp kỳ." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:69 msgid "" "Tight editor integration, with code completion for nodes, signals, and more " "information from the scene it's attached to." msgstr "" -"Tích hợp trình chỉnh sửa là một niềm vui để làm việc, với việc hoàn thành mã " -"cho các node, signal (tín hiệu ) và nhiều mục khác liên quan đến scene đang " -"được chỉnh sửa." +"Tích hợp chặt chẽ với editor, cùng code completion cho các node, các signal, " +"và nhiều thông tin khác từ scene mà nó đính kèm." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:71 msgid "" "Built-in vector and transform types, making it efficient for heavy use of " "linear algebra, a must for games." msgstr "" -"Có các loại vectơ tích hợp (như vectơ, biến đổi, v.v.), làm cho nó hiệu quả " -"khi sử dụng nhiều đại số tuyến tính." +"Tích hợp sẵn các kiểu vector và transform, khiến nó hiệu quả trong việc ứng " +"dụng đại số tuyến tính, một điều bắt buộc trong game." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:73 msgid "Supports multiple threads as efficiently as statically typed languages." -msgstr "" +msgstr "Hỗ trợ đa tuyến hiệu quả như trong các ngôn ngữ kiểu tĩnh." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:74 msgid "" @@ -9653,6 +9758,11 @@ msgid "" "memory for you in most cases by default, but you can also control memory if " "you need to." msgstr "" +"Không có `bộ thu gom rác `_, vì tính năng này trước sau gì cũng " +"gây khó dễ khi tạo game. Mặc định thì engine sẽ ghi nhận các reference và sẽ " +"quản lý bộ nhớ giùm bạn, tuy nhiên bạn có thể quản lý bộ nhớ thủ công nếu " +"cần." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:79 msgid "" @@ -9660,6 +9770,8 @@ msgid "" "have dynamic types by default, but you also can use type hints for strong " "type checks." msgstr "" +"`Kiểu gradual `_. Mặc định thì " +"các biến sẽ có kiểu động, tuy nhiên bạn cũng có thể khai báo các biến tĩnh." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:83 msgid "" @@ -9667,10 +9779,13 @@ msgid "" "indentations, but it doesn't work the same way in practice. It's inspired by " "multiple languages, including Squirrel, Lua, and Python." msgstr "" +"GDScript nhìn giống Python vì các khối lệnh được thụt đầu dòng, nhưng trong " +"thực tế thì tụi nó không hoạt động giống nhau. Nó được lấy cảm hứng từ nhiều " +"ngôn ngữ, bao gồm Squirrel, Lua, và Python." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:89 msgid "Why don't we use Python or Lua directly?" -msgstr "" +msgstr "Sao chúng tôi không trực tiếp xài Python hoặc Lua?" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:91 msgid "" @@ -9678,6 +9793,9 @@ msgid "" "lot of work and had severe limitations. For example, threading support was a " "big challenge with Python." msgstr "" +"Nhiều năm trước, Godot xài Python, trước nữa là Lua. Cả hai ngôn ngữ này quá " +"tốn công để tích hợp mà lại còn nhiều hạn chế. Ví dụ, hỗ trợ đa tuyến là một " +"thử thách lớn với Python." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:95 msgid "" @@ -9686,6 +9804,10 @@ msgid "" "and features that would've been difficult to offer with third-party " "languages." msgstr "" +"Việc phát triển một ngôn ngữ riêng không tốn mấy công sức và chúng tôi có " +"thể chăm chút cho nhu cầu của các nhà làm game. Chúng tôi hiện đang nỗ lực " +"tối ưu hoá hiệu suất và các tính năng mà khó có thể đạt được bằng các ngôn " +"ngữ bên thứ ba khác." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:101 msgid ".NET / C#" @@ -9699,18 +9821,19 @@ msgid "" "libraries written for it. We were able to add support for it thanks to a " "generous donation from Microsoft." msgstr "" -"Vì C # của Microsoft được các nhà phát triển trò chơi yêu thích, chúng tôi " -"đã thêm hỗ trợ chính thức cho nó. C # là một ngôn ngữ trưởng thành với hàng " -"tấn mã được viết cho nó và hỗ trợ đã được thêm vào nhờ vào sự đóng góp hào " -"phóng từ Microsoft." +"Vì `C# `_ của " +"Microsoft là một ngôn ngữ được ưa chuộng trong giới làm game, nên chúng tôi " +"chính thức hỗ trợ nó. C# là một ngôn ngữ lâu đời và linh động với rất nhiều " +"thư viện được viết cho nó. Chúng tôi có thể hỗ trợ cho nó là nhờ sự tài trợ " +"hào phóng từ Microsoft." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:111 msgid "" "C# offers a good tradeoff between performance and ease of use, although you " "should be aware of its garbage collector." msgstr "" -"Nó có một sự đánh đổi tuyệt vời giữa hiệu suất và dễ sử dụng, mặc dù người " -"ta phải nhận thức được công cụ thu gom rác của nó." +"C# cung cấp một sự cân bằng tuyệt vời giữa hiệu suất và sự dễ xài, dù vậy " +"bạn nên để ý về trình gom rác của nó." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:114 msgid "" @@ -9718,6 +9841,8 @@ msgid "" "download it on the Godot website's `download `_ page." msgstr "" +"Bạn phải sử dụng phiên bản .NET của Godot editor để code bằng C#. Bạn có thể " +"`tải xuống `_ từ website của Godot." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:118 msgid "" @@ -9726,12 +9851,10 @@ msgid "" "compliant programming language, such as F#, Boo, or ClojureCLR. However, C# " "is the only officially supported .NET option." msgstr "" -"Vì Godot sử dụng `Mono ` _ .NET runtime, theo lý " -"thuyết, mọi thư viện hoặc khung .NET của bên thứ ba đều có thể được sử dụng " -"để viết kịch bản trong Godot, cũng như bất kỳ Cơ sở hạ tầng ngôn ngữ chung " -"nào- ngôn ngữ lập trình tuân thủ, chẳng hạn như F #, Boo hoặc ClojureCLR. " -"Tuy nhiên, trên thực tế, C # là tùy chọn .NET được hỗ trợ chính thức duy " -"nhất." +"Vì Godot sử dụng .NET 6, về lý thuyết, bạn có thể sử dụng bất kỳ thư viện " +"hoặc framework .NET nào trong Godot, cũng như bất kỳ ngôn ngữ nào biên dịch " +"ra Common Language, như F#, Boo, hoặc ClojureCLR. Tuy nhiên, C# là cái duy " +"nhất được hỗ trợ chính thức." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:123 msgid "" @@ -9740,19 +9863,22 @@ msgid "" "inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " "C++ won't have a significant impact on performance." msgstr "" +"Bản thân code GDScript chạy không nhanh như code C# hoặc C++ được biên dịch. " +"Tuy nhiên, hầu hết các đoạn code gọi các hàm được viết bằng C++ bên trong " +"engine. Trong nhiều trường hợp, viết logic gameplay bằng GDScript, C#, hoặc " +"C++ sẽ như nhau về hiệu suất cả ấy mà." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:137 msgid "C++ via GDExtension" -msgstr "" +msgstr "C++ thông qua GDExtension" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:139 msgid "" "GDExtension allows you to write game code in C++ without needing to " "recompile Godot." msgstr "" -"Cuối cùng, một trong những bổ sung sáng giá nhất của chúng tôi cho phiên bản " -"3.0: GDNative cho phép tạo kịch bản trong C ++ mà không cần phải biên dịch " -"lại (hoặc thậm chí khởi động lại) Godot." +"GDExtension giúp bạn viết code game bằng C++ mà không cần phải biên dịch lại " +"Godot." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:144 msgid "" @@ -9760,47 +9886,54 @@ msgid "" "for the generated shared libraries, thanks to our use of an internal C API " "Bridge." msgstr "" -"Bất kỳ phiên bản C ++ nào cũng có thể được sử dụng và trộn các thương hiệu " -"và phiên bản trình biên dịch cho các thư viện chia sẻ được tạo ra hoạt động " -"hoàn hảo, nhờ vào việc chúng tôi sử dụng Cầu API C nội bộ." +"Bạn có thể sử dụng bất kỳ phiên bản ngôn ngữ nào cũng như xài lẫn lộn nhiều " +"trình biên dịch khác nhau để tạo các shared library, nhờ sử dụng C API " +"Bridge." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:147 msgid "" "GDExtension is the best choice for performance. You don't need to use it " "throughout an entire game, as you can write other parts in GDScript or C#." msgstr "" -"Ngôn ngữ này là lựa chọn tốt nhất cho hiệu suất và không cần sử dụng trong " -"toàn bộ trò chơi, vì các phần khác có thể được viết bằng GDScript hoặc " -"Visual Script. Tuy nhiên, API rõ ràng và dễ sử dụng vì nó giống với API C ++ " -"thực tế của Godot." +"GDExtension là sự lựa chọn tốt nhất cho hiệu suất. Bạn không cần phải sử " +"dụng nó cho toàn bộ game, vì bạn có thể viết các phần khác bằng GDScript " +"hoặc C#." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:150 msgid "" "When working with GDExtension, the available types, functions, and " "properties closely resemble Godot's actual C++ API." msgstr "" +"Khi làm việc với GDExtension, các kiểu, các hàm, và các thuộc tính khả dụng " +"sẽ giống với API C++ của Godot." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:156 msgid "" "Scripts are files containing code that you attach to a node to extend its " "functionality." msgstr "" +"Các script là các file chứa code mà bạn đính kèm với một node để mở rộng " +"tính năng của nó." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:159 msgid "" "Godot supports four official scripting languages, offering you flexibility " "between performance and ease of use." msgstr "" +"Godot hỗ trợ chính thức bốn ngôn ngữ lập trình, cung cấp cho bạn tính linh " +"động giữa hiệu năng và sự dễ xài." #: ../../docs/getting_started/step_by_step/scripting_languages.rst:162 msgid "" "You can mix languages, for instance, to implement demanding algorithms with " "C or C++ and write most of the game logic with GDScript or C#." msgstr "" +"Bạn có thể phối hợp nhiều ngôn ngữ, ví dụ, cài đặt các thuật toán nặng với C " +"hoặc C++ và viết hầu hết logic game bằng GDScript hoặc C#." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:19 msgid "Creating your first script" -msgstr "Tạo nội dung" +msgstr "Tạo mã lệnh đầu tiên của bạn" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:21 msgid "" @@ -9809,21 +9942,27 @@ msgid "" "learn-introduction>`, we assume you have programming foundations. The " "equivalent C# code has been included in another tab for convenience." msgstr "" +"Trong bài này, bạn sẽ tạo mã GDScript đầu tiên của mình để khiến biểu tượng " +"Godot chạy vòng vòng. Như đã đề cập trong :ref:`phần giới thiệu `, chúng tôi giả định rằng bạn có nền tảng về lập trình. Để cho " +"tiện thì mã C# tương ứng sẽ nằm trong tab kế bên." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:28 msgid "" "To learn more about GDScript, its keywords, and its syntax, head to the :ref:" "`GDScript reference`." msgstr "" +"Để tìm hiểu thêm về GDScript, các từ khoá, và cú pháp của nó, tham khảo " +":ref:`tham khảo GDScript`." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:31 msgid "" "To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" +msgstr "Để tìm hiểu thêm về C#, tham khảo :ref:`căn bản C#`." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:34 msgid "Project setup" -msgstr "Thiết lập dự án" +msgstr "Setup project" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:36 msgid "" @@ -9831,22 +9970,29 @@ msgid "" "start with a clean slate. Your project should contain one picture: the Godot " "icon, which we often use for prototyping in the community." msgstr "" +"Vui lòng :ref:`tạo một project mới ` để " +"bắt đầu. Project của bạn sẽ chứa một hình ảnh: biểu tượng Godot, chúng ta " +"hay dùng nó để tạo prototype." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:42 msgid "" "We need to create a Sprite2D node to display it in the game. In the Scene " "dock, click the Other Node button." msgstr "" +"Ta cần tạo một node Sprite2D để hiển thị nó trong game. Trong cửa sổ Scene, " +"nhấp vào nút Other Node." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:47 msgid "" "Type \"Sprite2D\" in the search bar to filter nodes and double-click on " "Sprite2D to create the node." msgstr "" +"Gõ \"Sprite2D\" trong thanh tìm kiếm để lọc nó ra và nhấp đúp vào Sprite2D " +"để tạo node này." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:52 msgid "Your Scene tab should now only have a Sprite2D node." -msgstr "" +msgstr "Trong tab Scene bạn sẽ thấy duy nhất node Sprite2D." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:56 msgid "" @@ -9855,35 +10001,41 @@ msgid "" "icon, click and drag the file ``icon.svg`` from the FileSystem dock onto the " "Texture slot." msgstr "" +"Node Sprite2D cần một texture để hiển thị hình ảnh. Trong cửa sổ Inspector " +"bên tay phải, bạn sẽ thấy thuộc tính Texture đang \"[empty]\". Để hiển thị " +"biểu tượng Godot, nắm đầu file ``icon.svg`` từ FileSystem dock lôi vô thuộc " +"tính Texture." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:65 msgid "" "You can create Sprite2D nodes automatically by dragging and dropping images " "on the viewport." -msgstr "" +msgstr "Nắm kéo các file ảnh vào trong viewport sẽ tự động tạo node Sprite2D." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:68 msgid "" "Then, click and drag the icon in the viewport to center it in the game view." -msgstr "" +msgstr "Giờ qua viewport ta nắm kéo biểu tượng vào giữa màn hình." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:73 msgid "Creating a new script" -msgstr "Tạo nội dung" +msgstr "Tạo script mới" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:75 msgid "" "To create and attach a new script to our node, right-click on Sprite2D in " "the scene dock and select \"Attach Script\"." msgstr "" +"Để tạo và đính kèm một script mới vào node, ta click phải vào Sprite2D trong " +"Scene dock rồi chọn \"Attach Script\"." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:80 msgid "" "The Attach Node Script window appears. It allows you to select the script's " "language and file path, among other options." msgstr "" -"Hộp thoại tạo script sẽ bật lên. Hộp thoại này cho phép bạn đặt ngôn ngữ của " -"scritp, tên lớp (class) và các tùy chọn liên quan khác." +"Cửa sổ Attach Node Script xuất hiện. Tại đây bạn có thể chọn ngôn ngữ và " +"đường dẫn file, cùng một vài tuỳ chọn khác." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:83 msgid "" @@ -9891,18 +10043,23 @@ msgid "" "start with a clean file. Leave the other options set to their default values " "and click the Create button to create the script." msgstr "" +"Trong mục Template, đổi \"Node: Default\" thành \"Object: Empty\" để có một " +"file trống. Các mục khác ta để y nguyên rồi click nút Create để tạo script." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:90 msgid "" "C# script names need to match their class name. In this case, you should " "name the file ``MySprite2D.cs``." msgstr "" +"Trong C# thì tên script phải trùng với tên class. Trong trường hợp này, tên " +"file sẽ là ``MySprite2D.cs``." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:93 msgid "" "The Script workspace should appear with your new ``sprite_2d.gd`` file open " "and the following line of code:" msgstr "" +"Workspace Script sẽ hiện ra và mở file ``sprite_2d.gd`` với dòng code sau:" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:109 msgid "" @@ -9912,6 +10069,11 @@ msgid "" "the Sprite2D node, including classes it extends, like ``Node2D``, " "``CanvasItem``, and ``Node``." msgstr "" +"Mỗi file GDScript là một class. Từ khoá ``extends`` xác định class cha mà " +"script này sẽ kế thừa. Trong trường hợp này, là ``Sprite2D``, nghĩa là " +"script này có thể truy cập mọi thuộc tính và phương thức có trong node " +"Sprite2D, và cả các class cha của nó như ``Node2D``, ``CanvasItem``, cũng " +"như ``Node``." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:115 msgid "" @@ -9919,12 +10081,17 @@ msgid "" "will implicitly extend :ref:`RefCounted `, which Godot " "uses to manage your application's memory." msgstr "" +"Trong GDScript, nếu bạn bỏ qua dòng lệnh với từ khoá ``extends``, thì class " +"này coi như là kế thừa từ class :ref:`RefCounted `, Godot " +"dùng nó để quản lý bộ nhớ ứng dụng." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:119 msgid "" "Inherited properties include the ones you can see in the Inspector dock, " "like our node's ``texture``." msgstr "" +"Các thuộc tính được kế thừa sẽ xuất hiện trong cửa sổ Inspector, như là " +"``texture`` trong node của chúng ta." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:124 msgid "" @@ -9933,26 +10100,35 @@ msgid "" "properties are in \"snake_case\", which is lowercase with words separated by " "an underscore." msgstr "" +"Mặc định, các thuộc tính trong cửa sổ Inspector sẽ xuất hiện dưới dạng " +"\"Title Case\", tức là viết hoa chữ cái đầu tiên của mỗi từ và cách nhau bởi " +"một khoảng trắng. Trong mã GDScript, những thuộc tính này có dạng " +"\"snake_case\", tức là viết thường mọi chữ cái và các từ cách nhau bằng một " +"dấu gạch dưới (underscore)." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:128 msgid "" "You can hover over any property's name in the Inspector to see a description " "and its identifier in code." msgstr "" +"Bạn có thể di chuột lên bất kỳ thuộc tính nào trong cửa sổ Inspector để xem " +"mô tả cũng như tên tương đương của nó trong code." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:132 msgid "Hello, world!" -msgstr "" +msgstr "Hello, world!" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:134 msgid "" "Our script currently doesn't do anything. Let's make it print the text " "\"Hello, world!\" to the Output bottom panel to get started." msgstr "" +"Hiện tại thì script của chúng ta chưa mần ăn gì cả. Giờ ta sẽ khiến nó ghi " +"dòng chữ \"Hello, world!\" vào cửa sổ Output nằm dưới cùng màn hình." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:137 msgid "Add the following code to your script:" -msgstr "" +msgstr "Thêm đoạn mã sau vào script của bạn:" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:153 msgid "" @@ -9961,6 +10137,9 @@ msgid "" "calls ``_init()`` on every object or node upon creating it in memory, if you " "define this function." msgstr "" +"Giờ hãy phân tích qua một chút. Từ khoá ``func`` định nghĩa một hàm tên " +"``_init``. Đây là một tên đặc biệt dành cho constructor của class. Mỗi lần " +"tạo một object trong bộ nhớ, engine sẽ gọi hàm ``_init()`` nếu có." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:158 msgid "" @@ -9969,6 +10148,10 @@ msgid "" "indent a line correctly, the editor will highlight it in red and display the " "following error message: \"Indented block expected\"." msgstr "" +"GDScript là một ngôn ngữ dạng thụt lề. Để code hoạt động thì dòng ``print()``" +" phải được tab về bên phải. Nếu bạn không tab hoặc tab không chuẩn, editor " +"sẽ báo lỗi dòng đó màu đỏ cùng với thông báo lỗi: \"Indented block expected\"" +"." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:163 msgid "" @@ -9976,16 +10159,21 @@ msgid "" "`F6` (:kbd:`Cmd + R` on macOS) to run it. Look at the **Output** bottom " "panel that expands. It should display \"Hello, world!\"." msgstr "" +"Lưu scene với tên ``sprite_2d.tscn`` nếu bạn chưa lưu, rồi nhấn :kbd:`F6` " +"(:kbd:`Cmd + R` trên macOS) để chạy nó. Quan sát cửa sổ **Output** nằm dưới " +"cùng màn hình. Nó hiển thị dòng chữ \"Hello, world!\"." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:169 msgid "" "Delete the ``_init()`` function, so you're only left with the line ``extends " "Sprite2D``." msgstr "" +"Xoá hàm ``_init()``, và ta chỉ chừa lại mỗi dòng ``extends Sprite2D`` mà " +"thôi." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:173 msgid "Turning around" -msgstr "" +msgstr "Xoay vòng vòng" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:175 msgid "" @@ -9994,6 +10182,10 @@ msgid "" "the angular speed in radians per second. Add the following after the " "``extends Sprite2D`` line." msgstr "" +"Giờ tới lúc làm cho node của chúng ta di chuyển và xoay vòng. Để làm được " +"thế, ta thêm hai biến vào script: biến tốc độ di chuyển có đơn vị là pixels/" +"giây và biến tốc độ góc với đơn vị radians/giây. Thêm đoạn mã này vào sau " +"dòng ``extends Sprite2D``." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:190 msgid "" @@ -10002,6 +10194,9 @@ msgid "" "to it will have its own copy of the ``speed`` and ``angular_speed`` " "properties." msgstr "" +"Các biến thành viên sẽ được đặt ở khúc đầu của script, sau các dòng \"extends" +"\", nhưng trước các định nghĩa hàm. Cứ mỗi một bản sao của node này sẽ có " +"``speed`` và ``angular_speed`` của riêng bản sao đó." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:195 msgid "" @@ -10009,6 +10204,9 @@ msgid "" "and properties available if you prefer to calculate angles in degrees " "instead." msgstr "" +"Mặc định thì đơn vị góc trong Godot tính theo radian, tuy nhiên nếu bạn " +"thích tính theo độ thay vì radian thì cũng có những hàm và thuộc tính tích " +"hợp sẵn." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:199 msgid "" @@ -10018,6 +10216,11 @@ msgid "" "like Sprite2D, Godot will call the function every frame and pass it an " "argument named ``delta``, the time elapsed since the last frame." msgstr "" +"Để di chuyển biểu tượng, chúng ta cần cập nhật vị trí cũng như góc quay của " +"nó mỗi frame. Ta có thể sử dụng hàm ảo ``_process()`` của class ``Node``. " +"Nếu bạn định nghĩa hàm này trong bất kỳ class nào kế thừa từ class Node, như " +"Sprite2D, Godot sẽ gọi nó mỗi frame và truyền vào một tham số tên ``delta``, " +"là khoảng thời gian trôi qua kể từ khi frame trước đó được render." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:207 msgid "" @@ -10027,6 +10230,11 @@ msgid "" "figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " "reality games." msgstr "" +"Các game hoạt động bằng cách render nhiều hình ảnh mỗi giây, mỗi hình như " +"thế gọi là một frame, và cứ thế lặp lại. Ta đo tốc độ này với đơn vị Số " +"Frame Mỗi Giây (Frames Per Second) hay FPS. Hầu hết các game nhắm mục tiêu " +"chạy 60 FPS, mặc dù có thể là 30 FPS trên di động và 90 tới 240 cho các game " +"thực tế ảo." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:213 msgid "" @@ -10035,10 +10243,15 @@ msgid "" "variations in frame render times. That's why the engine provides us with " "this delta time value, making our motion independent of our framerate." msgstr "" +"Các nhà làm engine và các nhà làm game cố gắng hết sức để cập nhật thế giới " +"game và render hình ảnh ổn định nhất có thể, tuy nhiên khó tránh khỏi những " +"sai biệt nhỏ trong thời gian render mỗi frame. Đó là lý do mà engine cung " +"cấp cho ta giá trị delta, làm các chuyển động không phụ thuộc vào tốc độ " +"khung hình." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:218 msgid "At the bottom of the script, define the function:" -msgstr "" +msgstr "Ở cuối script, ta định nghĩa hàm:" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:233 msgid "" @@ -10047,6 +10260,9 @@ msgid "" "definition, and the indented blocks that follow are the function's content " "or instructions." msgstr "" +"Từ khoá ``func`` định nghĩa một hàm mới. Sau nó, ta phải viết tên hàm cùng " +"các tham số trong cặp ngoặc tròn. Dấu hai chấm dùng để kết thúc định nghĩa " +"hàm, sau đó phần nội dung hàm sẽ là một khối lệnh được thụt lề." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:238 msgid "" @@ -10055,6 +10271,9 @@ msgid "" "in functions you can override to communicate with the engine, start with an " "underscore." msgstr "" +"Lưu ý rằng hàm ``_process()`` cũng bắt đầu bằng một dấu gạch chân như hàm " +"``_init()``. Theo quy ước thì các hàm ảo của Godot, là các hàm tích hợp sẵn " +"để ta override nhằm giao tiếp với engine, sẽ bắt đầu bằng một dấu gạch chân." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:243 msgid "" @@ -10063,6 +10282,10 @@ msgid "" "property inherited from the class ``Node2D``, which ``Sprite2D`` extends. It " "controls the rotation of our node and works with radians." msgstr "" +"Dòng lệnh bên trong hàm, ``rotation += angular_speed * delta``, sẽ tăng góc " +"quay của sprite mỗi frame. Ở đây, ``rotation`` là thuộc tính kế thừa từ " +"class ``Node2D``, lớp cha của ``Sprite2D``. Nó điều khiển góc quay của node " +"và tính theo radian." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:248 msgid "" @@ -10070,10 +10293,13 @@ msgid "" "like ``position``, ``rotation``, or ``_process`` to open the corresponding " "documentation in a new tab." msgstr "" +"Trong code editor, bạn có thể ctrl-click lên bất kỳ thuộc tính hoặc hàm sẵn " +"có nào như ``position``, ``rotation``, hoặc ``_process`` để mở tài liệu " +"tương ứng trong một tab mới." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:252 msgid "Run the scene to see the Godot icon turn in-place." -msgstr "" +msgstr "Chạy scene để thấy biểu tượng Godot xoay tại chỗ." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:256 msgid "" @@ -10081,10 +10307,13 @@ msgid "" "``double``. We therefore need to convert it to ``float`` when we apply it to " "the rotation." msgstr "" +"Trong C#, lưu ý rằng tham số ``delta`` của hàm ``_Process()`` có kiểu " +"``double``. Do đó ta cần ép kiểu về ``float`` rồi mới đem xài vào rotation " +"được." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:261 msgid "Moving forward" -msgstr "Tiến tới" +msgstr "Tiến về trước" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:263 msgid "" @@ -10092,6 +10321,9 @@ msgid "" "``_process()`` function, ensuring the new lines are indented the same way as " "the ``rotation += angular_speed * delta`` line before them." msgstr "" +"Giờ ta sẽ khiến cho node di chuyển. Thêm hai dòng sau vào hàm ``_process()``" +", và canh lề cho giống với dòng ``rotation += angular_speed * delta`` trước " +"đó." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:280 msgid "" @@ -10100,6 +10332,9 @@ msgid "" "function, it defines a local variable: it only exists within the function's " "scope." msgstr "" +"Ta đã biết từ khoá ``var`` dùng để định nghĩa một biến mới. Nếu bạn đặt nó ở " +"đầu script, nó định nghĩa một thuộc tính của class. Nếu đặt bên trong hàm, " +"nó định nghĩa một biến cục bộ: chỉ tồn tại bên trong phạm vi hàm đó." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:284 msgid "" @@ -10111,6 +10346,13 @@ msgid "" "Multiplied by our ``speed`` property, it gives us a velocity we can use to " "move the node forward." msgstr "" +"Chúng ta định nghĩa một biến cục bộ tên ``velocity``, là một vector 2D biểu " +"diễn cả hướng và tốc độ. Để khiến node tiến tới, ta bắt đầu với hằng số " +"``Vector2.UP`` của class Vector2, một vector hướng lên, rồi xoay nó bằng " +"cách gọi phương thức ``rotated()`` của Vector2. Biểu thức ``Vector2.UP." +"rotated(rotation)``, là một vector hướng về phía trước của chính icon. Nhân " +"nó với thuộc tính ``speed``, ta được một vận tốc dùng để di chuyển node về " +"phía trước." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:291 msgid "" @@ -10118,10 +10360,13 @@ msgid "" "position itself is of type :ref:`Vector2 `, a built-in type " "in Godot representing a 2D vector." msgstr "" +"Ta cộng ``velocity * delta`` vào ``position`` của node để di chuyển nó. " +"Position có kiểu :ref:`Vector2 `, một kiểu vector 2D được " +"tích hợp sẵn trong Godot." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:295 msgid "Run the scene to see the Godot head run in circles." -msgstr "" +msgstr "Chạy scene và ta thấy biểu tượng Godot chạy vòng vòng." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:299 msgid "" @@ -10129,27 +10374,33 @@ msgid "" "the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach " "to moving objects while detecting collisions." msgstr "" +"Di chuyển một node như vầy là chưa tính đến xử lý va chạm với tường hoặc " +"sàn. Trong :ref:`doc_your_first_2d_game`, bạn sẽ tìm hiểu cách di chuyển các " +"đối tượng có tính đến phát hiện va chạm." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:303 msgid "" "Our node currently moves by itself. In the next part, :ref:" "`doc_scripting_player_input`, we'll use player input to control it." msgstr "" +"Hiện tại thì cái node này nó tự di chuyển. Trong bài kế, " +":ref:`doc_scripting_player_input`, chúng ta sẽ dùng input của người chơi để " +"điều khiển nó." #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:307 #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:113 #: ../../docs/getting_started/step_by_step/signals.rst:342 msgid "Complete script" -msgstr "Kịch bản kẻ thù" +msgstr "Hoàn tất script" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:309 #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:115 msgid "Here is the complete ``sprite_2d.gd`` file for reference." -msgstr "" +msgstr "Đây là file ``sprite_2d.gd`` hoàn chỉnh để tham khảo." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:8 msgid "Listening to player input" -msgstr "" +msgstr "Lắng nghe input của người chơi" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:10 msgid "" @@ -10157,10 +10408,13 @@ msgid "" "look at another important feature of any game: giving control to the player. " "To add this, we need to modify our ``sprite_2d.gd`` code." msgstr "" +"Dựa trên bài trước, :ref:`doc_scripting_first_script`, giờ ta xem qua một " +"tính năng quan trọng trong bất kỳ game nào: trao quyền điều khiển cho người " +"chơi. Để làm được vậy, ta sẽ chỉnh sửa lại code trong ``sprite_2d.gd``." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:16 msgid "You have two main tools to process the player's input in Godot:" -msgstr "" +msgstr "Bạn có hai công cụ chính để xử lý input của người chơi trong Godot:" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:18 msgid "" @@ -10170,6 +10424,12 @@ msgid "" "that don't happen every frame, like pressing :kbd:`Space` to jump. To learn " "more about input callbacks, see :ref:`doc_inputevent`." msgstr "" +"Sử dụng các input callback được tích hợp sẵn, chủ yếu là " +"``_unhandled_input()``. Cũng giống ``_process()``, là một hàm ảo được tích " +"hợp sẵn mà Godot sẽ gọi nó mỗi lần người chơi nhấn một phím. Đây là công cụ " +"mà bạn sẽ muốn sử dụng để phản hồi lại các sự kiện mà không xảy ra mỗi " +"frame, như nhấn :kbd:`Space` để nhảy. Để tìm hiểu thêm về các input " +"callback, xem :ref:`doc_inputevent`." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:23 msgid "" @@ -10177,12 +10437,17 @@ msgid "" "provides access to several in scripts. It's the right tool to check for " "input every frame." msgstr "" +"Sử dụng singletone ``Input``. Một singleton là một object toàn cục. Godot " +"cung cấp quyền truy cập vào một số singleton trong script. Đây là công cụ để " +"check input mỗi frame." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:27 msgid "" "We're going to use the ``Input`` singleton here as we need to know if the " "player wants to turn or move every frame." msgstr "" +"Ta sẽ sử dụng singleton ``Input`` ở đây vì chúng ta cần biết liệu người chơi " +"có muốn xoay hay di chuyển mỗi frame hay không." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:30 msgid "" @@ -10190,6 +10455,9 @@ msgid "" "``_process()`` function, replace the ``rotation += angular_speed * delta`` " "line with the code below." msgstr "" +"Để quẹo trái phải, chúng ta sử dụng một biến mới: ``direction``. Trong hàm " +"``_process()``, thay dòng ``rotation += angular_speed * delta`` thành đoạn " +"code sau đây." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:59 msgid "" @@ -10198,6 +10466,10 @@ msgid "" "pressing the left or the right arrow key. A value of ``1`` means the player " "wants to turn right, and ``-1`` means they want to turn left." msgstr "" +"Biến cục bộ ``direction`` là một thừa số biểu diễn hướng mà người chơi muốn " +"quẹo. Giá trị ``0`` nghĩa là người chơi không nhấn phím mũi tên nào. Giá trí " +"``1`` nghĩa là người chơi muốn quẹo phải, và ``-1`` nghĩa là họ muốn quẹo " +"trái." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:64 msgid "" @@ -10205,6 +10477,9 @@ msgid "" "condition starts with the ``if`` keyword in GDScript and ends with a colon. " "The condition is the expression between the keyword and the end of the line." msgstr "" +"Để tạo ra các giá trị này, chúng ta dùng câu lệnh điều kiện và sử dụng " +"``Input``. Trong GDScript một câu lệnh điều kiện bắt đầu với từ khoá ``if``, " +"kết thúc bằng một dấu hai chấm và biểu thức điều kiện nằm chính giữa." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:68 msgid "" @@ -10212,6 +10487,9 @@ msgid "" "is_action_pressed()``. The method takes a text string representing an input " "action and returns ``true`` if the action is pressed, ``false`` otherwise." msgstr "" +"Để kiểm tra xem một phím có được nhấn không, ta gọi hàm ``Input." +"is_action_pressed()``. Hàm này nhận tham số là một chuỗi biểu diễn một nút " +"trên bàn phím và trả về ``true`` nếu phím đó được nhấn, ``false`` nếu không." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:72 msgid "" @@ -10220,28 +10498,38 @@ msgid "" "the left and right arrows on the keyboard or left and right on a gamepad's D-" "pad." msgstr "" +"Hai nút bấm ta sử dụng trong đoạn lệnh trên, \"ui_left\" và \"ui_right\", " +"được định nghĩa sẵn trong mọi project Godot. Nó được kích hoạt khi người " +"chơi nhấn nút mũi tên qua trái hoặc qua phải trên bàn phím máy tính hoặc " +"trên D-pad của gamepad." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:76 msgid "" "You can see and edit input actions in your project by going to Project -> " "Project Settings and clicking on the Input Map tab." msgstr "" +"Bạn có thể xem và chỉnh sửa những nút này trong project của mình bằng cách " +"vào menu Project -> Project Settings rồi chọn tab Input Map." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:79 msgid "" "Finally, we use the ``direction`` as a multiplier when we update the node's " "``rotation``: ``rotation += angular_speed * direction * delta``." msgstr "" +"Cuối cùng, chúng ta sử dụng ``direction`` như là một thừa số để cập nhật " +"``rotation`` của node: ``rotation += angular_speed * direction * delta``." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:82 msgid "" "If you run the scene with this code, the icon should rotate when you press :" "kbd:`Left` and :kbd:`Right`." msgstr "" +"Nếu bạn chạy scene với đoạn code trên, biểu tượng sẽ xoay khi bạn nhấn " +":kbd:`Left` hoặc :kbd:`Right`." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:86 msgid "Moving when pressing \"up\"" -msgstr "" +msgstr "Di chuyển bằng nút \"lên\"" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:88 msgid "" @@ -10249,6 +10537,9 @@ msgid "" "the velocity. Replace the line starting with ``var velocity`` with the code " "below." msgstr "" +"Nếu muốn biểu tượng chỉ di chuyển mỗi lần nhấn nút mũi tên lên, ta cần chỉnh " +"lại đoạn code tính vận tốc. Thay dòng lệnh bắt đầu bằng ``var velocity`` " +"thành đoạn code dưới đây." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:106 msgid "" @@ -10256,18 +10547,24 @@ msgid "" "constant of the built-in ``Vector`` type representing a 2D vector of length " "0." msgstr "" +"Ta khởi tạo ``velocity`` bằng giá trị ``Vector2.ZERO``, là một hằng số kiểu " +"``Vector`` được tích hợp sẵn, nó biểu diễn một vector 2D có độ lớn bằng 0." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:109 msgid "" "If the player presses the \"ui_up\" action, we then update the velocity's " "value, causing the sprite to move forward." msgstr "" +"Mỗi khi người chơi nhấn nút \"ui_up\", chúng ta mới cập nhật giá trị của " +"velocity, làm sprite di chuyển." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:174 msgid "" "If you run the scene, you should now be able to rotate with the left and " "right arrow keys and move forward by pressing :kbd:`Up`." msgstr "" +"Nếu bạn chạy scene, giờ bạn có thể quẹo bằng các nút mũi tên trái phải và " +"chạy tới bằng nút :kbd:`Up`." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:182 msgid "" @@ -10277,6 +10574,12 @@ msgid "" "case. You also inherit many functions, which we didn't get to use in this " "example." msgstr "" +"Tóm lại, mỗi script trong Godot biểu diễn một class và kế thừa từ một class " +"nào đó sẵn có trong engine. Ta kế thừa từ class nào thì ta sẽ có thể truy " +"cập tới tất cả các thuộc tính của class cha đó, như ``rotation`` và " +"``position`` trong trường hợp của chúng ta. Ta cũng có thể truy cập các hàm " +"của class cha nữa, tuy nhiên trong bài này chúng ta chưa xài tới chức năng " +"đó." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:187 msgid "" @@ -10284,6 +10587,9 @@ msgid "" "properties, also called member variables. Besides variables, you can define " "functions, which, for the most part, will be your classes' methods." msgstr "" +"Trong GDScript, các biến đặt ở đầu script là các thuộc tính của class, còn " +"được gọi là các biến thành viên. Ngoài các biến, bạn còn định nghĩa các hàm, " +"chúng sẽ được coi như các phương thức của class." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:191 msgid "" @@ -10292,29 +10598,38 @@ msgid "" "node every frame, and ``_unhandled_input()``, to receive input events like " "key and button presses from the users. There are quite a few more." msgstr "" +"Godot cung cấp nhiều hàm ảo để ta kết nối class của mình với engine. Trong " +"số đó có hàm ``_process()``, chạy mỗi frame, và ``_unhandled_input()``, nhận " +"input từ người dùng để check xem một phím có được nhấn không. Và còn nhiều " +"nữa." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:196 msgid "" "The ``Input`` singleton allows you to react to the players' input anywhere " "in your code. In particular, you'll get to use it in the ``_process()`` loop." msgstr "" +"Singleton ``Input`` cho phép bạn phản hồi lại input của người chơi từ bất kỳ " +"đâu trong code của mình. Trong thực tế, ta hay xài nó trong vòng lặp " +"``_process()``." #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:199 msgid "" "In the next lesson, :ref:`doc_signals`, we'll build upon the relationship " "between scripts and nodes by having our nodes trigger code in scripts." msgstr "" +"Trong bài kế, :ref:`doc_signals`, chúng ta sẽ xây dựng mối quan hệ giữa " +"script và node bằng cách để cho node gọi code trong script." #: ../../docs/getting_started/step_by_step/signals.rst:-1 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:77 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:571 #: ../../docs/tutorials/scripting/instancing_with_signals.rst:-1 msgid "Signal" -msgstr "Tín hiệu" +msgstr "Signal" #: ../../docs/getting_started/step_by_step/signals.rst:12 msgid "Using signals" -msgstr "Tín hiệu" +msgstr "Sử dụng các signal" #: ../../docs/getting_started/step_by_step/signals.rst:14 msgid "" @@ -10322,6 +10637,10 @@ msgid "" "when something specific happens to them, like a button being pressed. Other " "nodes can connect to that signal and call a function when the event occurs." msgstr "" +"Trong bài này, chúng ta sẽ tìm hiểu về các signal. Là các thông điệp được " +"các node bắn đi khi có một sự kiện đặc biệt gì đó xảy ra với chúng, như là " +"một nút bấm được nhấn xuống. Các node khác có thể ngóng các signal này và " +"gọi một hàm khi sự kiện xảy ra." #: ../../docs/getting_started/step_by_step/signals.rst:18 msgid "" @@ -10330,6 +10649,11 @@ msgid "" "Using signals limits `coupling `_ and keeps your code flexible." msgstr "" +"Signal là một cơ chế delegation được tích hợp trong Godot cho phép một đối " +"tượng đáp lại sự thay đổi của đối tượng khác mà không cần tham chiếu lẫn " +"nhau. Xài signal giúp hạn chế việc sử dụng `coupling `_ và giữ cho code của bạn linh " +"hoạt." #: ../../docs/getting_started/step_by_step/signals.rst:24 msgid "" @@ -10338,6 +10662,10 @@ msgid "" "want the bar to reflect the change. To do so, in Godot, you would use " "signals." msgstr "" +"Lấy ví dụ, bạn có thể muốn một thanh máu để hiển thị máu của người chơi. Khi " +"người chơi bị thương hoặc dùng vật phẩm chữa thương, bạn sẽ muốn thanh máu " +"phản ánh sự thay đổi đó. Để làm được vậy trong Godot, bạn cần dùng các " +"signal." #: ../../docs/getting_started/step_by_step/signals.rst:28 msgid "" @@ -10345,20 +10673,24 @@ msgid "" "observer pattern. You can learn more about it here: https://" "gameprogrammingpatterns.com/observer.html" msgstr "" -"Bạn có thể đọc thêm về observer pattern ở đây: http://gameprogrammingpotypes." -"com/observer.html" +"Như đã đề cập trong phần giới thiệu, signal là mô hình observer phiên bản " +"dành riêng cho Godot. Bạn có thể tìm hiểu thêm về nó ở đây: " +"https://gameprogrammingpatterns.com/observer.html" #: ../../docs/getting_started/step_by_step/signals.rst:32 msgid "" "We will now use a signal to make our Godot icon from the previous lesson (:" "ref:`doc_scripting_player_input`) move and stop by pressing a button." msgstr "" +"Giờ chúng ta sẽ sử dụng signal để khiến biểu tượng Godot trong bài trước " +"(:ref:`doc_scripting_player_input`) di chuyển hoặc ngừng lại bằng cách nhấn " +"nút." #: ../../docs/getting_started/step_by_step/signals.rst:38 #: ../../docs/tutorials/animation/introduction.rst:108 #: ../../docs/tutorials/physics/kinematic_character_2d.rst:77 msgid "Scene setup" -msgstr "Thiết lập scene" +msgstr "Setup scene" #: ../../docs/getting_started/step_by_step/signals.rst:40 msgid "" @@ -10366,58 +10698,73 @@ msgid "" "both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " "created in the :ref:`doc_scripting_first_script` lesson." msgstr "" +"Để thêm một nút bấm vào game, ta sẽ tạo một scene mới, scene này bao gồm một " +":ref:`Button ` và scene ``sprite_2d.tscn`` đã tạo từ bài " +":ref:`doc_scripting_first_script`." #: ../../docs/getting_started/step_by_step/signals.rst:44 msgid "Create a new scene by going to the menu Scene -> New Scene." -msgstr "" +msgstr "Tạo một scene mới bằng menu Scene -> New Scene." #: ../../docs/getting_started/step_by_step/signals.rst:48 msgid "" "In the Scene dock, click the 2D Scene button. This will add a :ref:`Node2D " "` as our root." msgstr "" +"Trong cửa sổ Scene, click nút 2D Scene. Nút này sẽ thêm :ref:`Node2D " +"` làm node gốc." #: ../../docs/getting_started/step_by_step/signals.rst:53 msgid "" "In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved " "previously onto the Node2D to instantiate it." msgstr "" +"Trong cửa sổ FileSystem, kéo thả file ``sprite_2d.tscn`` mà ta đã lưu từ bài " +"trước vào Node2D để tạo bản sao của nó." #: ../../docs/getting_started/step_by_step/signals.rst:58 msgid "" "We want to add another node as a sibling of the Sprite2D. To do so, right-" "click on Node2D and select Add Child Node." msgstr "" +"Giờ tới lượt thêm nút bấm. Để làm vậy, click phải vào Node2D rồi chọn Add " +"Child Node." #: ../../docs/getting_started/step_by_step/signals.rst:63 msgid "Search for the :ref:`Button ` node and add it." -msgstr "" +msgstr "Tìm kiếm node :ref:`Button ` rồi thêm nó vào." #: ../../docs/getting_started/step_by_step/signals.rst:67 msgid "" "The node is small by default. Click and drag on the bottom-right handle of " "the Button in the viewport to resize it." msgstr "" +"Mặc định thì nó hơi nhỏ. Nắm kéo mấy nút tròn tròn xung quanh Button để thay " +"đổi kích cỡ nó." #: ../../docs/getting_started/step_by_step/signals.rst:72 msgid "" "If you don't see the handles, ensure the select tool is active in the " "toolbar." msgstr "" +"Nếu mà bạn không thấy mấy nút tròn tròn đó, coi chừng công cụ lựa chọn trên " +"toolbar chưa được kích hoạt." #: ../../docs/getting_started/step_by_step/signals.rst:76 msgid "Click and drag on the button itself to move it closer to the sprite." -msgstr "" +msgstr "Kéo nút bấm lại gần sprite một tí." #: ../../docs/getting_started/step_by_step/signals.rst:78 msgid "" "You can also write a label on the Button by editing its Text property in the " "Inspector. Enter ``Toggle motion``." msgstr "" +"Bạn cũng có thể gán nhãn cho Button bằng cách thay đổi thuộc tính Text trong " +"cửa sổ Inspector. Nhập vào ``Toggle motion``." #: ../../docs/getting_started/step_by_step/signals.rst:83 msgid "Your scene tree and viewport should look like this." -msgstr "Cây kịch bản của bạn sẽ trông như thế này." +msgstr "Scene và viewport của bạn sẽ trông như này." #: ../../docs/getting_started/step_by_step/signals.rst:87 msgid "" @@ -10425,10 +10772,13 @@ msgid "" "You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, " "the button will be visible, but nothing will happen if you press it." msgstr "" +"Nếu bạn chưa lưu, hãy lưu lại với tên ``node_2d.tscn``. Bạn có thể chạy lên " +"bằng phím :kbd:`F6` (:kbd:`Cmd + R` trên macOS). Tuy nút bấm đã hiện lên, " +"nhưng bấm nó không nhúc nhích." #: ../../docs/getting_started/step_by_step/signals.rst:93 msgid "Connecting a signal in the editor" -msgstr "Kết nối signal trong mã" +msgstr "Cách kết nối signal trong editor" #: ../../docs/getting_started/step_by_step/signals.rst:95 msgid "" @@ -10437,6 +10787,10 @@ msgid "" "We need to have a script attached to the Sprite2D node, which we do from the " "previous lesson." msgstr "" +"Giờ ta muốn kết nối tín hiệu \"pressed\" của Button tới Sprite2D, để mỗi lần " +"nút được nhấn thì một hàm được gọi để thay đổi trạng thái chuyển động của " +"sprite. Ta cần phải đính kèm script vào node Sprite2D, như đã làm trong bài " +"trước." #: ../../docs/getting_started/step_by_step/signals.rst:100 msgid "" @@ -10444,14 +10798,18 @@ msgid "" "right side of the editor, click on the tab named \"Node\" next to the " "Inspector." msgstr "" +"Bạn có thể kết nối các signal bằng cửa sổ Node. Chọn node Button trước, sau " +"đó ở mé bên phải của editor, click tab \"Node\" kế bên Inspector." #: ../../docs/getting_started/step_by_step/signals.rst:105 msgid "The dock displays a list of signals available on the selected node." msgstr "" +"Cửa sổ này hiển thị một danh sách các signal khả dụng của node đang được " +"chọn." #: ../../docs/getting_started/step_by_step/signals.rst:109 msgid "Double-click the \"pressed\" signal to open the node connection window." -msgstr "" +msgstr "Click đúp vào signal \"pressed\" để mở cửa sổ kết nối." #: ../../docs/getting_started/step_by_step/signals.rst:113 msgid "" @@ -10461,6 +10819,11 @@ msgid "" "callback methods \"_on_node_name_signal_name\". Here, it'll be " "\"_on_button_pressed\"." msgstr "" +"Ở đây, bạn kết nối tín hiệu với node Sprite2D. Ta sẽ cần một Receiver " +"Method, đây là hàm mà Godot sẽ gọi mỗi khi Button phát ra signal. Editor sẽ " +"tạo hàm đó cho bạn. Theo quy ước, ta đặt tên các phương thức callback theo " +"mẫu \"_on_node_name_signal_name\". Trong trường hợp này là " +"\"_on_button_pressed\"." #: ../../docs/getting_started/step_by_step/signals.rst:120 msgid "" @@ -10468,6 +10831,9 @@ msgid "" "The simple one only allows you to connect to nodes that have a script " "attached to them and creates a new callback function on them." msgstr "" +"Khi kết nối các signal thông qua cửa sổ Node, có hai chế độ, một đơn giản, " +"một nâng cao. Chế độ đơn giản thì kết nối tới các node mà đã có script đính " +"kèm và tạo một hàm callback mới vô đó." #: ../../docs/getting_started/step_by_step/signals.rst:126 msgid "" @@ -10475,6 +10841,9 @@ msgid "" "add arguments to the callback, and set options. You can toggle the mode in " "the window's bottom-right by clicking the Advanced button." msgstr "" +"Trong chế độ nâng cao, ta có thể kết nối tới bất kỳ node cũng như hàm được " +"tích hợp sẵn nào, thêm các tham số vào callback, set các tuỳ chọn nọ kia. " +"Bạn có thể chuyển qua lại giữa hai chế độ bằng cách gạt nút Advanced." #: ../../docs/getting_started/step_by_step/signals.rst:131 msgid "" @@ -10482,6 +10851,9 @@ msgid "" "Script workspace. You should see the new method with a connection icon in " "the left margin." msgstr "" +"Click nút Connect sẽ hoàn tất thiết lập kết nối và nhảy thẳng tới workspace " +"Script. Bạn sẽ thấy một phương thức mới có biểu tượng kết nối nằm bên lề " +"trái." #: ../../docs/getting_started/step_by_step/signals.rst:137 msgid "" @@ -10489,12 +10861,16 @@ msgid "" "connection. This feature is only available when connecting nodes in the " "editor." msgstr "" +"Nếu click biểu tượng này, một cửa sổ sẽ hiện lên trình bày thông tin kết " +"nối. Tính năng này chỉ khả dụng khi kết nối các node bằng editor." #: ../../docs/getting_started/step_by_step/signals.rst:142 msgid "" "Let's replace the line with the ``pass`` keyword with code that'll toggle " "the node's motion." msgstr "" +"Giờ ta sẽ thay từ khoá ``pass`` thành đoạn code dùng để thay đổi trạng thái " +"chuyển động." #: ../../docs/getting_started/step_by_step/signals.rst:145 msgid "" @@ -10504,12 +10880,19 @@ msgid "" "``is_processing()``, returns ``true`` if idle processing is active. We can " "use the ``not`` keyword to invert the value." msgstr "" +"Sprite2D có thể di chuyển là nhờ đoạn code trong hàm ``_process()``. Godot " +"có một phương thức dùng để bật tắt process: :ref:`Node.set_process() " +"`. Một phương thức khác của class Node, " +"``is_processing()``, trả về ``true`` nếu process đang chạy. Ta có thể dùng " +"từ khoá ``not`` để nghịch đảo giá trị." #: ../../docs/getting_started/step_by_step/signals.rst:164 msgid "" "This function will toggle processing and, in turn, the icon's motion on and " "off upon pressing the button." msgstr "" +"Hàm này sẽ bật/tắt process, dẫn đến việc biểu tượng chạy/dừng mỗi lần ta " +"nhấn nút." #: ../../docs/getting_started/step_by_step/signals.rst:167 msgid "" @@ -10517,39 +10900,45 @@ msgid "" "move the node automatically and not wait for user input. Replace it with the " "following code, which we saw two lessons ago:" msgstr "" +"Trước khi chạy game, ta phải bỏ phần user input ra khỏi hàm ``_process()``. " +"Thay nó với đoạn code sau:" #: ../../docs/getting_started/step_by_step/signals.rst:188 msgid "Your complete ``sprite_2d.gd`` code should look like the following." -msgstr "Tệp lệnh ``Sprite.gd`` của bạn sẽ trông như thế này." +msgstr "Code hoàn chỉnh trong ``sprite_2d.gd`` sẽ trông như dưới đây." #: ../../docs/getting_started/step_by_step/signals.rst:230 msgid "" "Run the scene now and click the button to see the sprite start and stop." -msgstr "Chạy scene và nhấn nút. Bạn sẽ nhận được kết quả sau." +msgstr "Chạy scene lên và click vào nút bấm để xem sprite chạy/dừng." #: ../../docs/getting_started/step_by_step/signals.rst:233 msgid "Connecting a signal via code" -msgstr "Kết nối signal trong mã" +msgstr "Kết nối signal bằng code" #: ../../docs/getting_started/step_by_step/signals.rst:235 msgid "" "You can connect signals via code instead of using the editor. This is " "necessary when you create nodes or instantiate scenes inside of a script." msgstr "" +"Bạn có thể kết nối các signal bằng code thay vì xài editor. Cái này cần " +"thiết khi bạn tạo các node hoặc các bản sao của scene bên trong một script." #: ../../docs/getting_started/step_by_step/signals.rst:238 msgid "" "Let's use a different node here. Godot has a :ref:`Timer ` node " "that's useful to implement skill cooldown times, weapon reloading, and more." msgstr "" +"Hãy sử dụng một node khác ở đây. Godot có node :ref:`Timer ` " +"rất hữu ích để thiết lập thời gian cooldown, thay đạn, v.v..." #: ../../docs/getting_started/step_by_step/signals.rst:241 msgid "" "Head back to the 2D workspace. You can either click the \"2D\" text at the " "top of the window or press :kbd:`Ctrl + F1` (:kbd:`Ctrl + Cmd + 1` on macOS)." msgstr "" -"Trong ** không gian làm việc 3D **, bạn có thể làm việc với các lưới, đèn và " -"design level cho các trò chơi 3D. Nhấn F2 để truy cập nó." +"Trở lại workspace 2D. Bạn có thể click chữ \"2D\" phía trên cùng hoặc nhấn " +"nút :kbd:`Ctrl + F1` (:kbd:`Ctrl + Cmd + 1` trên macOS)." #: ../../docs/getting_started/step_by_step/signals.rst:244 msgid "" @@ -10557,30 +10946,34 @@ msgid "" "node. Search for Timer and add the corresponding node. Your scene should now " "look like this." msgstr "" +"Trong cửa sổ Scene, click phải Sprite2D và thêm một node con mới. Tìm Timer " +"rồi thêm nó vào. Scene của bạn sẽ trông như này." #: ../../docs/getting_started/step_by_step/signals.rst:250 msgid "" "With the Timer node selected, go to the Inspector and enable the " "**Autostart** property." msgstr "" +"Chọn node Timer rồi kích hoạt thuộc tính **Autostart** trong cửa sổ " +"Inspector." #: ../../docs/getting_started/step_by_step/signals.rst:255 msgid "" "Click the script icon next to Sprite2D to jump back to the scripting " "workspace." -msgstr "" +msgstr "Click biểu tượng script kế bên Sprite2D để nhảy về workspace Script." #: ../../docs/getting_started/step_by_step/signals.rst:259 msgid "We need to do two operations to connect the nodes via code:" -msgstr "" +msgstr "Ta cần hai bước để kết nối các node thông qua code:" #: ../../docs/getting_started/step_by_step/signals.rst:261 msgid "Get a reference to the Timer from the Sprite2D." -msgstr "" +msgstr "Lấy tham chiếu tới Timer từ Sprite2D." #: ../../docs/getting_started/step_by_step/signals.rst:262 msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." -msgstr "" +msgstr "Gọi phương thức ``connect()`` trên signal \"timeout\" của Timer." #: ../../docs/getting_started/step_by_step/signals.rst:264 msgid "" @@ -10588,6 +10981,9 @@ msgid "" "of the signal you want to listen to. In this case, we want to listen to the " "Timer's \"timeout\" signal." msgstr "" +"Để kết nối một signal thông qua code, bạn cần gọi phương thức ``connect()`` " +"của cái signal mà bạn muốn xử lý. Trong trường hợp này, là signal \"timeout\"" +" của Timer." #: ../../docs/getting_started/step_by_step/signals.rst:268 msgid "" @@ -10596,6 +10992,9 @@ msgid "" "in function, which is called automatically by the engine when a node is " "fully instantiated." msgstr "" +"Ta kết nối tới signal sau khi scene đã được tạo xong, bằng cách sử dụng hàm " +"tích hợp sẵn :ref:`Node._ready() `, hàm " +"này sẽ được engine gọi tự động mỗi khi một node được tạo xong." #: ../../docs/getting_started/step_by_step/signals.rst:272 msgid "" @@ -10603,6 +11002,9 @@ msgid "" "ref:`Node.get_node() `. We can store the " "reference in a variable." msgstr "" +"Để lấy tham chiếu tới một node từ node hiện tại, ta sử dụng phương thức " +":ref:`Node.get_node() `. Ta có thể lưu tham " +"chiếu này vào trong một biến." #: ../../docs/getting_started/step_by_step/signals.rst:289 msgid "" @@ -10611,11 +11013,14 @@ msgid "" "\"BlinkingTimer\" in the editor, you would have to change the call to " "``get_node(\"BlinkingTimer\")``." msgstr "" +"Hàm ``get_node()`` tìm các node con của Sprite2D và tìm bằng tên của tụi nó. " +"Ví dụ, nếu bạn đổi tên node Timer thành \"BlinkingTimer\" trong editor, bạn " +"sẽ phải thay đổi lời gọi thành ``get_node(\"BlinkingTimer\")``." #: ../../docs/getting_started/step_by_step/signals.rst:295 msgid "" "We can now connect the Timer to the Sprite2D in the ``_ready()`` function." -msgstr "" +msgstr "Giờ ta có thể kết nối Timer tới Sprite2D trong hàm ``_ready()``." #: ../../docs/getting_started/step_by_step/signals.rst:312 msgid "" @@ -10625,6 +11030,10 @@ msgid "" "Let's add it at the bottom of our script and use it to toggle our sprite's " "visibility." msgstr "" +"Ta có thể hiểu dòng lệnh trên như sau: kết nối signal \"timeout\" của Timer " +"tới node mà có đoạn script này đính kèm. Khi Timer phát đi tín hiệu " +"``timeout``, ta sẽ gọi hàm ``_on_timer_timeout()``, hàm này ta chưa định " +"nghĩa. Giờ ta sẽ thêm nó vào cuối đoạn script để ẩn/hiện sprite." #: ../../docs/getting_started/step_by_step/signals.rst:317 msgid "" @@ -10632,6 +11041,10 @@ msgid "" "\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " "it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." msgstr "" +"Theo quy ước, ta đặt trên các phương thức callback theo mẫu " +"\"_on_node_name_signal_name\" trong GDScript và \"OnNodeNameSignalName\" " +"trong C#. Ở đây là \"_on_timer_timeout\" trong GDScript và OnTimerTimeout() " +"trong C#." #: ../../docs/getting_started/step_by_step/signals.rst:334 msgid "" @@ -10639,28 +11052,35 @@ msgid "" "node. The line ``visible = not visible`` toggles the value. If ``visible`` " "is ``true``, it becomes ``false``, and vice-versa." msgstr "" +"Thuộc tính ``visible`` nhận giá trị boolean, nó điều khiển sự hiện diện của " +"node. Dòng lệnh ``visible = not visible`` dùng để nghịch đảo giá trị. Nếu " +"``visible`` là ``true``, thì nó đảo thành ``false``, và ngược lại." #: ../../docs/getting_started/step_by_step/signals.rst:338 msgid "" "If you run the scene now, you will see that the sprite blinks on and off, at " "one second intervals." -msgstr "" +msgstr "Nếu bạn chạy scene lên, bạn sẽ thấy sprite nhấn nháy mỗi giây." #: ../../docs/getting_started/step_by_step/signals.rst:344 msgid "" "That's it for our little moving and blinking Godot icon demo! Here is the " "complete ``sprite_2d.gd`` file for reference." msgstr "" +"Đến đây là ta hoàn thành demo di chuyển và nhấp nháy biểu tượng Godot! Dưới " +"đây là file ``sprite_2d.gd`` hoàn chỉnh để tham khảo." #: ../../docs/getting_started/step_by_step/signals.rst:408 msgid "Custom signals" -msgstr "Tùy chỉnh signals (Custom signals)" +msgstr "Tuỳ biến các signal" #: ../../docs/getting_started/step_by_step/signals.rst:410 msgid "" "This section is a reference on how to define and use your own signals, and " "does not build upon the project created in previous lessons." msgstr "" +"Mục này nhằm tham khảo cách định nghĩa và sử dụng signal riêng của bạn, nó " +"không dựa trên project từ các bài trước." #: ../../docs/getting_started/step_by_step/signals.rst:413 msgid "" @@ -10669,28 +11089,39 @@ msgid "" "you could define a signal named \"died\" or \"health_depleted\" when their " "health reaches 0." msgstr "" +"Bạn có thể định nghĩa signal của riêng mình trong một script. Giả sử bạn " +"muốn hiện màn hình game over khi máu người chơi chạm mức 0. Để làm thế, bạn " +"có thể định nghĩa một signal tên \"died\" hoặc \"health_depleted\" khi máu " +"còn 0." #: ../../docs/getting_started/step_by_step/signals.rst:439 msgid "" "As signals represent events that just occurred, we generally use an action " "verb in the past tense in their names." msgstr "" +"Vì signal đại diện cho các sự kiện vừa xảy ra nên ta sử dụng động từ ở thì " +"quá khứ trong tên của chúng." #: ../../docs/getting_started/step_by_step/signals.rst:442 msgid "" "Your signals work the same way as built-in ones: they appear in the Node tab " "and you can connect to them like any other." msgstr "" +"Các signal của riêng bạn hoạt động như là các signal tích hợp sẵn: tụi nó " +"cũng xuất hiện trong tab Node và có thể kết nối tới chúng y chang mấy cái " +"kia." #: ../../docs/getting_started/step_by_step/signals.rst:447 msgid "To emit a signal in your scripts, call ``emit()`` on the signal." -msgstr "Để phát signal qua mã, hãy sử dụng hàm ``emit_signal()``." +msgstr "Để một signal phát đi tín hiệu, gọi phương thức ``emit()`` của signal." #: ../../docs/getting_started/step_by_step/signals.rst:469 msgid "" "A signal can optionally declare one or more arguments. Specify the argument " "names between parentheses:" msgstr "" +"Một signal có thể khai báo một hoặc nhiều tham số tuỳ thích. Các tham số này " +"nằm giữa cặp ngoặc tròn:" #: ../../docs/getting_started/step_by_step/signals.rst:495 msgid "" @@ -10699,12 +11130,16 @@ msgid "" "number of arguments when you emit signals. So it's up to you to emit the " "correct values." msgstr "" +"Các tham số của signal sẽ hiển thị trong cửa sổ Node của editor, và Godot có " +"thể sử dụng chúng để sinh callback giùm bạn. Tuy nhiên, bạn vẫn có thể emit " +"bao nhiêu tham số tuỳ thích. Vậy pass tham số như nào, ăn thua ở bạn." #: ../../docs/getting_started/step_by_step/signals.rst:500 msgid "" "To emit values along with the signal, add them as extra arguments to the " "``emit()`` function:" -msgstr "Để phát signal qua mã, hãy sử dụng hàm ``emit_signal``:" +msgstr "" +"Để emit signal cùng tham số, thêm chúng như là các tham số của ``emit()``:" #: ../../docs/getting_started/step_by_step/signals.rst:523 msgid "" @@ -10712,6 +11147,9 @@ msgid "" "like a button being pressed. Other nodes can connect to individual signals " "and react to selected events." msgstr "" +"Bất kỳ node nào trong Godot cũng có thể phát ra các signal khi có sự kiện gì " +"đó xảy ra, chẳng hạn như một nút bấm được nhấn. Các node khác có thể kết nối " +"tới từng signal và phản hồi các sự kiện được chọn." #: ../../docs/getting_started/step_by_step/signals.rst:527 msgid "" @@ -10719,6 +11157,10 @@ msgid "" "exiting the game world, to a collision, to a character entering or leaving " "an area, to an element of the interface changing size, and much more." msgstr "" +"Signal rất đa dụng. Ta có thể dùng chúng để biết khi nào một node ra vào thế " +"giới game, để phát hiện va chạm, để biết một nhân vật ra vào một khu vực " +"nhất định, một thành phần giao diện vừa thay đổi kích cỡ, cùng nhiều ứng " +"dụng khác." #: ../../docs/getting_started/step_by_step/signals.rst:531 msgid "" @@ -10726,24 +11168,21 @@ msgid "" "``body_entered`` signal whenever the player's physics body enters its " "collision shape, allowing you to know when the player collected it." msgstr "" -"Nhiều loại node tích hợp của Godot cung cấp tín hiệu bạn có thể sử dụng để " -"phát hiện các sự kiện. Ví dụ: an: ref: `Area2D ` đại diện cho " -"một đồng xu sẽ phát ra tín hiệu `` body_entered`` bất cứ khi nào cơ thể vật " -"lý của người chơi (nhân vật) đi vào hình dạng va chạm của nó (đồng xu), cho " -"phép bạn biết khi nào đồng xu được thu thập." +"Lấy ví dụ, một :ref:`Area2D ` biểu diễn một đồng xu phát ra " +"signal ``body_entered`` mỗi khi người chơi va vào nó, giúp người chơi thu " +"thập đồng xu đó." #: ../../docs/getting_started/step_by_step/signals.rst:535 msgid "" "In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete " "2D game and put everything you learned so far into practice." msgstr "" -"Trong phần tiếp theo ,: ref: `doc_your_first_game`, bạn sẽ xây dựng một trò " -"chơi hoàn chỉnh bao gồm một số cách sử dụng tín hiệu để kết nối các thành " -"phần trò chơi khác nhau." +"Trong phần kế, :ref:`doc_your_first_2d_game`, bạn sẽ tạo một game 2D hoàn " +"chỉnh và áp dụng mọi kiến thức đã học tới giờ vào thực chiến." #: ../../docs/getting_started/first_2d_game/index.rst:4 msgid "Your first 2D game" -msgstr "Trò chơi đầu tiên của bạn" +msgstr "Game 2D đầu tiên của bạn" #: ../../docs/getting_started/first_2d_game/index.rst:6 msgid "" @@ -10751,15 +11190,17 @@ msgid "" "game with Godot. By the end of the series, you will have a simple yet " "complete game of your own, like the image below." msgstr "" +"Trong loạt bài hướng dẫn từng bước này, bạn sẽ hoàn thành con game 2D đầu " +"tiên của mình bằng Godot. Kết thúc chuỗi bài này, bạn sẽ có một chiếc game " +"tuy đơn giản nhưng hoàn chỉnh, như hình dưới đây." #: ../../docs/getting_started/first_2d_game/index.rst:12 msgid "" "You will learn how the Godot editor works, how to structure a project, and " "build a 2D game." msgstr "" -"Hướng dẫn này sẽ chỉ bạn cách thực hiện dự án Godot đầu tiên của bạn. Bạn sẽ " -"tìm hiểu cách trình soạn thảo Godot hoạt động, cách cấu trúc một dự án và " -"cách xây dựng một trò chơi 2D." +"Bạn sẽ tìm hiểu cách Godot editor hoạt động, cách cấu trúc một project, và " +"xây dựng một game 2D." #: ../../docs/getting_started/first_2d_game/index.rst:15 msgid "" @@ -10767,57 +11208,59 @@ msgid "" "have some programming experience already. If you're new to programming " "entirely, you should start here: :ref:`doc_scripting`." msgstr "" -"Dự án này là một giới thiệu về Godot engine. Nó giả định rằng bạn đã có một " -"số kinh nghiệm lập trình. Nếu bạn chưa quen với lập trình hoàn toàn, bạn nên " -"bắt đầu ở đây :: ref: `doc_scripting`." +"Project này là phần giới thiệu về Godot engine. Nó giả định rằng bạn đã có " +"một số kinh nghiệm về lập trình rồi. Nếu bạn hoàn toàn xa lạ với lập trình, " +"bạn nên bắt đầu từ đây: :ref:`doc_scripting`." #: ../../docs/getting_started/first_2d_game/index.rst:19 msgid "" "The game is called \"Dodge the Creeps!\". Your character must move and avoid " "the enemies for as long as possible." msgstr "" -"Trò chơi có tên là \"Dodge the Creeps!\". Nhân vật của bạn phải di chuyển và " -"tránh kẻ thù càng lâu càng tốt." +"Con game này có tên là \"Dodge the Creeps!\". Nhân vật của bạn phải di " +"chuyển và né tránh những kẻ địch càng lâu càng tốt." #: ../../docs/getting_started/first_2d_game/index.rst:22 #: ../../docs/getting_started/first_3d_game/index.rst:19 msgid "You will learn to:" -msgstr "" +msgstr "Bạn sẽ tìm hiểu:" #: ../../docs/getting_started/first_2d_game/index.rst:24 msgid "Create a complete 2D game with the Godot editor." -msgstr "" +msgstr "Tạo một game 2D hoàn chỉnh với Godot editor." #: ../../docs/getting_started/first_2d_game/index.rst:25 msgid "Structure a simple game project." -msgstr "Tạo hoặc nhập vào một dự án" +msgstr "Cấu trúc một project game đơn giản." #: ../../docs/getting_started/first_2d_game/index.rst:26 msgid "Move the player character and change its sprite." -msgstr "" +msgstr "Di chuyển nhân vật và thay đổi sprite của nó." #: ../../docs/getting_started/first_2d_game/index.rst:27 msgid "Spawn random enemies." -msgstr "" +msgstr "Sinh kẻ địch ngẫu nhiên." #: ../../docs/getting_started/first_2d_game/index.rst:28 msgid "Count the score." -msgstr "" +msgstr "Tính điểm số." #: ../../docs/getting_started/first_2d_game/index.rst:30 #: ../../docs/getting_started/first_3d_game/index.rst:30 msgid "And more." -msgstr "" +msgstr "Và hơn thế nữa." #: ../../docs/getting_started/first_2d_game/index.rst:32 msgid "" "You'll find another series where you'll create a similar game but in 3D. We " "recommend you to start with this one, though." msgstr "" +"Sau này bạn sẽ tạo một game tương tự, nhưng là mà game 3D. Tuy nhiên, chúng " +"tôi khuyến nghị bạn nên bắt đầu với bài này trước." #: ../../docs/getting_started/first_2d_game/index.rst:35 msgid "**Why start with 2D?**" -msgstr "" +msgstr "**Ủa tại sao nên bắt đầu với 2D?**" #: ../../docs/getting_started/first_2d_game/index.rst:37 msgid "" @@ -10825,27 +11268,35 @@ msgid "" "starting with 2D games. This will allow you to become comfortable with both " "before tackling 3D games, which tend to be more complicated." msgstr "" +"Nếu bạn đang tập tành làm game hoặc chưa quen với Godot, chúng tôi khuyên " +"nên bắt đầu từ game 2D. Điều này sẽ giúp bạn làm quen với :abbr:`cả hai (" +"Phát triển game và Godot)` trước khi khởi sự với game 3D, vốn có xu hướng " +"phức tạp hơn." #: ../../docs/getting_started/first_2d_game/index.rst:41 msgid "You can find a completed version of this project at this location:" -msgstr "" +msgstr "Phiên bản hoàn chỉnh của project này có thể được tìm thấy ở:" #: ../../docs/getting_started/first_2d_game/index.rst:43 msgid "" "https://github.com/godotengine/godot-demo-projects/tree/master/2d/" "dodge_the_creeps" -msgstr "https://github.com/godotengine/godot-demo-projects" +msgstr "" +"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" +"dodge_the_creeps" #: ../../docs/getting_started/first_2d_game/index.rst:46 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:36 msgid "Prerequisites" -msgstr "" +msgstr "Điều kiện tiên quyết" #: ../../docs/getting_started/first_2d_game/index.rst:48 msgid "" "This step-by-step tutorial is intended for beginners who followed the " "complete :ref:`Getting Started `." msgstr "" +"Bài hướng dẫn từng bước này dành cho những bạn mới bắt đầu đã hoàn thành " +"loạt bài :ref:`khởi động `." #: ../../docs/getting_started/first_2d_game/index.rst:51 msgid "" @@ -10853,19 +11304,21 @@ msgid "" "code here: `Dodge the Creeps source code `__." msgstr "" -"Nếu là lập trình viên có kinh nghiệm, bạn có thể tham khảo mã nguồn đầy đủ " -"tại đây: `Godot demo projects `__." +"Nếu bạn là một lập trình viên có kinh nghiệm, bạn có thể xem source code " +"hoàn chỉnh ở đây: `Dodge the Creeps source code `__." #: ../../docs/getting_started/first_2d_game/index.rst:55 msgid "" "We prepared some game assets you'll need to download so we can jump straight " "to the code." msgstr "" +"Chúng tôi đã chuẩn bị một vài game asset mà bạn sẽ cần tải xuống để bắt đầu " +"code ngay." #: ../../docs/getting_started/first_2d_game/index.rst:58 msgid "You can download them by clicking the link below." -msgstr "" +msgstr "Bạn có thể tải xuống bằng cách click vào đường link bên dưới." #: ../../docs/getting_started/first_2d_game/index.rst:60 msgid "" @@ -10873,30 +11326,36 @@ msgid "" "project-starters/releases/download/latest-4.x/dodge_the_creeps_2d_assets." "zip>`_." msgstr "" +"`dodge_the_creeps_2d_assets.zip `_." #: ../../docs/getting_started/first_2d_game/index.rst:63 #: ../../docs/getting_started/first_3d_game/index.rst:55 msgid "Contents" -msgstr "Tiếp tục" +msgstr "Nội dung" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:4 #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:18 msgid "Setting up the project" -msgstr "" +msgstr "Thiết lập project" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:6 msgid "In this short first part, we'll set up and organize the project." msgstr "" +"Trong phần đầu tiên ngắn gọn này, chúng ta sẽ thiết lập và tổ chức project." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:8 msgid "Launch Godot and create a new project." -msgstr "Tạo một dự án mới" +msgstr "Chạy Godot và tạo một project mới." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:12 msgid "" "When creating the new project, you only need to choose a valid *Project " "Path*. You can leave the other default settings alone." msgstr "" +"Khi tạo project mới, bạn chỉ cần chọn *Project Path* hợp lệ. Những thiết lập " +"còn lại bạn để mặc định." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:17 #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:24 @@ -10907,9 +11366,11 @@ msgid "" "sounds you'll be using to make the game. Extract the archive and move the " "``art/`` and ``fonts/`` directories to your project's directory." msgstr "" -"Khởi động Godot và tạo một dự án mới. Sau đó, tải xuống: download: " -"`dodge_assets.zip ` - hình ảnh và âm thanh bạn sẽ " -"sử dụng để tạo trò chơi. Giải nén các tệp này vào thư mục dự án của bạn." +"Tải xuống `dodge_the_creeps_2d_assets.zip `_. File nén này chứa hình ảnh và âm thanh " +"bạn sẽ dùng để tạo game. Giải nén rồi di chuyển các thư mục ``art/`` và ``" +"fonts/`` vào thư mục project của bạn." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:29 msgid "" @@ -10917,16 +11378,20 @@ msgid "" "the latest stable .NET SDK, and an editor such as VS Code. See :ref:" "`doc_c_sharp_setup`." msgstr "" +"Hãy chắc rằng bạn có các dependency cần thiết để sử dụng C# trong Godot. Bạn " +"cần .NET SDK phiên bản ổn định mới nhất, và một editor như VS Code. Xem " +":ref:`doc_c_sharp_setup`." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:35 msgid "" "The C++ part of this tutorial wasn't rewritten for the new GDExtension " "system yet." msgstr "" +"Phần C++ của hướng dẫn này chưa được viết lại cho hệ thống GDExtension mới." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:37 msgid "Your project folder should look like this." -msgstr "Dự án của bạn sẽ trông như thế này." +msgstr "Thư mục project của bạn sẽ như dưới đây." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:41 msgid "" @@ -10935,9 +11400,11 @@ msgid "" "settings window, in the left column open the *Display -> Window* tab. There, " "set \"Viewport Width\" to ``480`` and \"Viewport Height\" to ``720``." msgstr "" -"Trò chơi này sẽ sử dụng chế độ dọc, vì vậy chúng tôi cần điều chỉnh kích " -"thước của cửa sổ trò chơi. Nhấp vào Project -> Project Settings -> Display -" -"> Window và đặt \"Width\" thành `` 480`` và \"Height\" thành `` 720``." +"Game này được thiết kế cho chế độ màn hình dọc, vì vậy chúng ta cần điều " +"chỉnh kích thước cửa sổ game. Click *Project -> Project Settings* để mở cửa " +"sổ project settings, trong cột bên trái mở tab *Display -> Window*. Ở đây, " +"thiết lập \"Viewport Width\" thành ``480`` và \"Viewport Height\" thành " +"``720``." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:48 msgid "" @@ -10945,16 +11412,21 @@ msgid "" "**Aspect** to ``keep``. This ensures that the game scales consistently on " "different sized screens." msgstr "" +"Ngoài ra, dưới tuỳ chọn **Stretch**, thiết lập **Mode** thành " +"``canvas_items`` và **Aspect** thành ``keep``. Điều này đảm bảo rằng game sẽ " +"scale một cách nhất quán trên nhiều kích thước màn hình khác nhau." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:54 msgid "Organizing the project" -msgstr "Tổ chức dự án" +msgstr "Tổ chức project" #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:56 msgid "" "In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and " "``HUD``, which we will combine into the game's ``Main`` scene." msgstr "" +"Trong project này, chúng ta sẽ tạo 3 scene độc lập: ``Player``, ``Mob``, và " +"``HUD``, sau đó chúng ta sẽ kết hợp chúng vào scene ``Main``." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:59 msgid "" @@ -10964,23 +11436,21 @@ msgid "" "``res://``. You can see your project folders in the FileSystem dock in the " "lower left corner:" msgstr "" -"Trong dự án này, chúng tôi sẽ thực hiện 3 cảnh độc lập: `` Player``, `` " -"Mob`` và `` HUD``, chúng tôi sẽ kết hợp vào cảnh `` Main`` của trò chơi. " -"Trong một dự án lớn hơn, có thể hữu ích khi tạo các thư mục để chứa các cảnh " -"khác nhau và tập lệnh của chúng, nhưng đối với trò chơi tương đối nhỏ này, " -"bạn có thể lưu cảnh và tập lệnh của mình trong thư mục gốc của dự án, được " -"gọi là `` res: // ``. Bạn có thể thấy các thư mục dự án của mình trong " -"FileSystem Dock ở góc dưới bên trái:" +"Trong một project lớn, sẽ rất hữu ích nếu ta tạo các thư mục con để chứa các " +"scene và các script, nhưng đây là một game tương đối nhỏ, bạn có thể lưu các " +"scene và script trong thư mục gốc của project, được xác định bởi ``res://``. " +"Bạn có thể xem các thư mục trong project của mình bằng cửa sổ FileSystem nằm " +"mé dưới cùng bên trái." #: ../../docs/getting_started/first_2d_game/01.project_setup.rst:66 msgid "" "With the project in place, we're ready to design the player scene in the " "next lesson." -msgstr "" +msgstr "Project đã sẵn sàng, trong bài kế chúng ta sẽ thiết kế scene player." #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:4 msgid "Creating the player scene" -msgstr "Tạo nội dung" +msgstr "Tạo scene player" #: ../../docs/getting_started/first_2d_game/02.player_scene.rst:6 msgid "" @@ -12569,7 +13039,7 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:6 msgid "Your first 3D game" -msgstr "Trò chơi đầu tiên của bạn" +msgstr "Game 3D đầu tiên của bạn" #: ../../docs/getting_started/first_3d_game/index.rst:8 msgid "" @@ -15552,6 +16022,8 @@ msgid "" "This series is a collection of best practices to help you work efficiently " "with Godot." msgstr "" +"Chuỗi bài này tập hợp những phương pháp tốt nhất để giúp bạn làm việc hiệu " +"quả với Godot." #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:9 msgid "" diff --git a/weblate/zh_CN.po b/weblate/zh_CN.po index f2e1dea00a..5bee66ec05 100644 --- a/weblate/zh_CN.po +++ b/weblate/zh_CN.po @@ -195,7 +195,7 @@ # Darwal <357284506@qq.com>, 2023. # WangShaoJie <906687719@qq.com>, 2023. # Jamesika , 2023. -# jln <1156761999@qq.com>, 2023. +# jln <1156761999@qq.com>, 2023, 2024. # cyhan , 2023. # 风青山 , 2023, 2024. # GalileoFe , 2023. @@ -302,13 +302,28 @@ # Areenole <3123522579@qq.com>, 2024. # Azard , 2024. # DE YU , 2024. +# zzh , 2024. +# lostdust125 , 2024. +# lixiufeng , 2024. +# 张昊 , 2024. +# lyu92610 <330772053@qq.com>, 2024. +# bo liu , 2024. +# 430 Maybe , 2024. +# sjy0727 <981963252@qq.com>, 2024. +# abcabcc , 2024. +# Mas Wang <3100829775@qq.com>, 2024. +# geloor , 2024. +# Ren Shan , 2024. +# limuy2022 , 2024. +# shen yan , 2024. +# XXXDDD <1540578712@qq.com>, 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" "POT-Creation-Date: 2024-05-10 15:20+0200\n" -"PO-Revision-Date: 2024-05-10 09:50+0000\n" -"Last-Translator: DE YU \n" +"PO-Revision-Date: 2024-06-20 07:15+0000\n" +"Last-Translator: XXXDDD <1540578712@qq.com>\n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -316,7 +331,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n > 1);\n" -"X-Generator: Weblate 5.5.4-rc\n" +"X-Generator: Weblate 5.6-rc\n" #: ../../docs/_templates/versions.html:26 #: ../../docs/tutorials/performance/cpu_optimization.rst:149 @@ -478,7 +493,6 @@ msgid "Offline documentation" msgstr "离线文档" #: ../../docs/index.rst:54 -#, fuzzy msgid "" "To browse the documentation offline, you can `download an HTML copy `__\\ 进行离线" -"阅读(每周一更新)。将该 ZIP 压缩包解压,用网页浏览器打开顶层的 ``index." -"html`` 即可。" +"workflows/build_offline_docs/master/godot-docs-html-master.zip>`__\\ " +"进行离线阅读(每周一更新)。将该 ZIP 压缩包解压,用网页浏览器打开顶层的 " +"``index.html`` 即可。" #: ../../docs/index.rst:58 msgid "" @@ -999,8 +1013,8 @@ msgid "" ":ref:`Create your own plugins ` using GDScript to add " "new features or speed up your workflow." msgstr "" -"使用 GDScript :ref:`自己创建插件 `\\ ,添加新功能或者加速" -"你的工作流。" +"使用 GDScript 来 :ref:`创建属于自己的插件 `\\ " +",从而为引擎添加新功能或提高你的工作流速度。" #: ../../docs/about/list_of_features.rst:91 msgid "" @@ -1650,12 +1664,9 @@ msgid "" msgstr "支持最近邻、双线性、三线性、各向异性纹理过滤(全局设置)。" #: ../../docs/about/list_of_features.rst:292 -#, fuzzy msgid "" "Optional distance fade system to fade distant decals, improving performance." -msgstr "" -"可以选择距离渐变系统(distance fade system)来渐变远处的灯光及其阴影,提高性" -"能。" +msgstr "可以选择距离渐变系统(distance fade system)来渐变远处的贴花,提高性能。" #: ../../docs/about/list_of_features.rst:293 msgid "" @@ -2126,13 +2137,14 @@ msgid "" ":ref:`High-level interpreted language ` with :ref:`optional " "static typing `." msgstr "" -"带 :ref:`可选静态类型 `\\ 的\\ :ref:`高级解释语" -"言 `\\ 。" +"带 :ref:`静态类型(可选) `\\ 的\\ :ref:`" +"高级解释型语言 `\\ 。" #: ../../docs/about/list_of_features.rst:453 msgid "" "Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "语法的灵感来自 Python。然而 GDScript **并不**\\ 基于 Python。" +msgstr "GDScript 的语法设计灵感来自 Python,但其 **并非**\\ 基于 Python " +"而开发的语言。" #: ../../docs/about/list_of_features.rst:454 msgid "Syntax highlighting is provided on GitHub." @@ -2206,7 +2218,7 @@ msgstr "在需要时, 可以链接到本机库以获得更高的性能和第三 msgid "" "For scripting game logic, GDScript or C# are recommended if their " "performance is suitable." -msgstr "对于脚本游戏逻辑, 如果性能足够, 建议使用 GDScript 或 C#." +msgstr "对于脚本游戏逻辑,如果性能足够,建议使用 GDScript 或 C#。" #: ../../docs/about/list_of_features.rst:482 msgid "" @@ -3920,8 +3932,8 @@ msgid "" "the subcategories for each language in the :ref:`scripting ` section." msgstr "" -"Godot 官方支持的语言是 GDScript、C# 和 C++。请参阅\\ :ref:`脚本 `\\ 章节中的各个语言的相关段落。" +"Godot 官方支持的语言是 GDScript、C# 和 C++,详细请参阅\\ :ref:`脚本 `\\ 章节中各个语言的相关段落。" #: ../../docs/about/faq.rst:84 msgid "" @@ -3932,10 +3944,10 @@ msgid "" "Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " "provide a fast, friendly, and capable way of developing your games." msgstr "" -"如果你刚开始接触 Godot 或一般的游戏开发,推荐学习并使用 GDScript 语言,因为它" -"是 Godot 的原生语言。虽然从长远来看,脚本语言的性能往往不如低级语言,但对于原" -"型设计、开发最小可行产品(MVP)和关注上市时间(TTM)来说,GDScript 将提供一种" -"快速、友好、有能力的游戏开发方式。" +"如果你刚开始接触 Godot 或一般的游戏开发,推荐学习并使用 GDScript 语言,它是 " +"Godot 的原生语言。虽从长远来看,脚本语言的性能往往不如低级语言,但对于原型设" +"计、开发最小可行产品(MVP)以及关注上市时间(TTM)而言,GDScript " +"可提供一种快速、友好、能力强的游戏开发方式。" #: ../../docs/about/faq.rst:91 msgid "" @@ -3969,7 +3981,7 @@ msgstr "" #: ../../docs/about/faq.rst:107 msgid "What is GDScript and why should I use it?" -msgstr "GDScript 是什么?为什么要用它?" +msgstr "GDScript 是什么?为什么要使用这门语言?" #: ../../docs/about/faq.rst:109 msgid "" @@ -3981,11 +3993,12 @@ msgid "" "complete overview of the power GDScript offers you, check out the :ref:" "`GDScript scripting guide `." msgstr "" -"GDScript 是 Godot 所集成的脚本语言。它是从头开始构建的,目标是用最少的代码让 " -"Godot 的潜力最大化,使新手和专业开发人员都能尽可能快地利用 Godot 的优势。如果" -"你曾经用类似 Python 这样的语言写过任何东西,那么你会感到得心应手。如果你想了" -"解关于 GDScript 的示例以及完整的功能介绍,请查看 :ref:`GDScript 脚本指南 " -"`\\ 。" +"GDScript 是 Godot 所集成的一门是从零开始构建的脚本语言," +"其目的就是用最少的代码将 Godot 的潜力最大化地发挥出来," +"让新手和专业开发人员都能尽可能快地利用 Godot 的优势进行开发。" +"如果你曾经用类似 Python 这样的语言写过任何东西,那么你就会对 GDScript " +"感到得心应手。想了解关于 GDScript 的示例以及完整的功能介绍,请参阅 :ref:`" +"GDScript 脚本指南 `\\ 。" #: ../../docs/about/faq.rst:116 msgid "" @@ -3994,8 +4007,9 @@ msgid "" "next AAA title. The most salient reason is the overall **reduction of " "complexity**." msgstr "" -"使用 GDScript 有不少原因,尤其是你在进行原型设计时、在项目的 alpha/beta 阶" -"段、或者项目不是 3A 大作时。但最突出的优势就是整体\\ **复杂度降低**\\ 。" +"使用 GDScript 有不少原因,特别是你在进行原型设计时、在项目的 alpha/beta " +"阶段、或者项目不是 3A 大作时会用到它,但 GDScript 最突出的优势就是整体\\ " +"**复杂度得到降低**\\ 。" #: ../../docs/about/faq.rst:120 msgid "" @@ -4026,21 +4040,21 @@ msgid "" "once you see how powerful it is and rapid your development becomes, we think " "GDScript will grow on you." msgstr "" -"由于 Godot 是开源项目,因此从一开始就必须优先考虑更加集成和无缝的体验,而不是" -"通过支持大多人熟悉的编程语言来吸引更多用户——特别是在支持那些大多人熟悉的语言" -"会导致更糟糕的体验时。我们理解你更想在 Godot 中使用其他语言(请参阅上面支持的" -"选项列表)。话虽如此,如果你还没试过 GDScript,先试\\ **三天**\\ 。就像 " -"Godot 一样,一旦你看到它有多强大并且开发多迅速,我们认为你将对 GDScript 刮目" -"相看。" +"由于 Godot 是开源项目,因此 GDScript 的开发从一开始就必须优先考虑更加集成、无" +"缝的体验,而不是通过支持大多人熟悉的编程语言来吸引更多用户——特别是在支持那些" +"大多人熟悉的语言会导致更糟糕的开发体验时。我们理解你更想在 Godot " +"中使用其他语言(请参阅前面支持的语言列表)。话虽如此,如果你还没试过 " +"GDScript,那就先试它个\\ **三天**\\ 。就像 Godot " +"一样,一旦你看到它的强大之处与开发之迅速,我们相信,你定将会对 GDScript " +"刮目相看。" #: ../../docs/about/faq.rst:137 msgid "" "More information about getting comfortable with GDScript or dynamically " "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " "tutorial." -msgstr "" -"有关熟悉 GDScript 或动态类型语言的更多信息,请参阅 :ref:" -"`doc_gdscript_more_efficiently` 教程。" +msgstr "有关熟习 GDScript 或动态类型语言的更多信息,请参阅 " +":ref:`doc_gdscript_more_efficiently` 教程。" #: ../../docs/about/faq.rst:141 msgid "What were the motivations behind creating GDScript?" @@ -4117,7 +4131,7 @@ msgstr "" #: ../../docs/about/faq.rst:167 msgid "GDScript was designed to curtail the issues above, and more." -msgstr "GDScript 是为了减少上述问题以及防止更多问题而设计的。" +msgstr "GDScript 正是为了减少上述问题,同时防止其他更多问题而设计的。" #: ../../docs/about/faq.rst:170 msgid "What 3D model formats does Godot support?" @@ -4211,8 +4225,9 @@ msgid "" "how another third-party library integrates with Godot." msgstr "" "你还可以查看 GDScript 的实现,Godot 模块以及 Godot 的\\ `Jolt 物理引擎集成 " -"`__\\ 。这个将是你了解如何将第三方" -"库整合到 Godot 中的一个很好的起点。" +"`__\\ 。" +"如果想要了解如何将第三方库整合到 Godot " +"里面去,那么这些将是你在此领域的一个良好的起点。" #: ../../docs/about/faq.rst:213 msgid "" @@ -5020,8 +5035,8 @@ msgid "" "recommendation is to use C++ and GDExtensions for performance-heavy tasks " "and GDScript (or C#) for the rest of the game." msgstr "" -"如果一个游戏的确需要处理较多数量游戏对象,那么我们建议使用 C++ 和 " -"GDExtensions 处理需要高性能的部分,使用 GDScript(或 C#)负责游戏的其它部分。" +"如果一个游戏的确需要处理数量较多的游戏对象,那么建议使用 C++ 和 GDExtensions " +"处理那些需要高性能的部分,使用 GDScript(或 C#)来负责游戏的其它部分。" #: ../../docs/about/faq.rst:593 msgid "How can I support Godot development or contribute?" @@ -5604,9 +5619,8 @@ msgid "Godot 4.3 (`master`)" msgstr "Godot 4.3(\\ `master`\\ )" #: ../../docs/about/release_policy.rst:83 -#, fuzzy msgid "June 2024 (estimate)" -msgstr "2024 年第一季度(预计)" +msgstr "2024 年六月(预计)" #: ../../docs/about/release_policy.rst:83 msgid "" @@ -5926,14 +5940,13 @@ msgstr "" "虽然 Godot 贡献者的工作没有设置截止日期,次要版本我们会尽量相对高频率地发布。" #: ../../docs/about/release_policy.rst:200 -#, fuzzy msgid "" "In particular, after the very length release cycle for 4.0, we are pivoting " "to a faster paced development workflow, 4.1 released 4 months after 4.0, and " "4.2 released 4 months after 4.1" msgstr "" -"尤其是在 4.0 经历了漫长的发布周期之后,我们正在转向更快节奏的开发工作流程,预" -"计 4.1 版本将在 2023 年第二季度末 / 第三季度初发布。" +"尤其是在 4.0 经历了漫长的发布周期之后,我们正在转向更快节奏的开发工作流程," +"4.0 的 4 个月后发布了 4.1 版本,4.1 的 4 个月后发布了 4.2 版本" #: ../../docs/about/release_policy.rst:204 msgid "" @@ -7119,9 +7132,10 @@ msgid "" "lightweight syntax, or :ref:`C# `, which is popular " "in the games industry. These are the two main scripting languages we support." msgstr "" -"你可以使用 :ref:`GDScript ` 编写游戏,它是一门" -"专属于 Godot、紧密集成、语法轻量的语言,也可以使用 :ref:`C# `\\ ,在游戏工业中很流行。这两者是我们支持的主要脚本语言。" +"你可以使用 :ref:`GDScript ` 编写游戏," +"它是一门专属于 Godot、紧密集成、语法轻量的语言;也可以使用 :ref:`C# `\\ " +",在游戏产业中十分流行。这两者是我们所支持的主要脚本语言。" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:79 msgid "" @@ -8166,9 +8180,8 @@ msgid "" "is also optimized for gameplay code with built-in types like Vectors and " "Colors." msgstr "" -"GDScript 使你可以使用基于缩进的语法编写代码,但是它可以检测类型,提供质量接近" -"静态语言的自动补全。它还针对使用 Vector、Color 等内置类型的游戏代码进行了优" -"化。" +"GDScript 让你能够使用基于缩进的语法编写代码,还可以检测类型,提供质量接近静态" +"语言的自动补全。它还针对使用 Vector、Color 等内置类型的游戏代码进行了优化。" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:91 msgid "" @@ -8359,9 +8372,9 @@ msgid "" "custom level editors, or create scripts with the same nodes and API you use " "in your projects." msgstr "" -"将 ``@tool`` 注解放在任何 GDScript 文件的顶部,文件将在编辑器中运行。这使你可" -"以导入和导出插件,创建自定义级别编辑器之类的插件,或使用与项目中使用的相同的" -"节点和 API 来创建脚本." +"将 ``@tool`` 注解放在任何 GDScript 文件的顶部,文件将在编辑器中运行。这样,你" +"就可以导入、导出插件,创建自定义级别编辑器之类的插件," +"或使用与项目中所使用的相同的节点和 API 来创建脚本。" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:164 msgid "" @@ -8513,9 +8526,8 @@ msgid "On top of acting like nodes, scenes have the following characteristics:" msgstr "除了像节点一样工作之外,场景还具有以下特点:" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:61 -#, fuzzy msgid "They always have one root node, like the \"Player\" in our example." -msgstr "它们始终有一个根节点,就像我们示例中的“Character”一样。" +msgstr "它们始终有一个根节点,就像我们示例中的“Player”一样。" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:62 msgid "You can save them to your local drive and load them later." @@ -8778,14 +8790,12 @@ msgstr "" "`\\ 。" #: ../../docs/getting_started/step_by_step/instancing.rst:23 -#, fuzzy msgid "" "Once you have saved a scene, it works as a blueprint: you can reproduce it " "in other scenes as many times as you'd like. Replicating an object from a " "template like this is called **instancing**." -msgstr "" -"保存场景过后,这个场景就可以作为蓝图使用:你可以在其他场景中进行任意数量的翻" -"制。将对象根据模板进行翻制的这一过程就叫作\\ **实例化**\\ 。" +msgstr "保存场景过后,这个场景就可以作为蓝图使用:你可以在其他场景中进行任意次数的重" +"用。像这样从模板中复制对象被称为\\ **实例化**\\ 。" #: ../../docs/getting_started/step_by_step/instancing.rst:29 msgid "" @@ -8840,11 +8850,10 @@ msgid "" msgstr "在项目管理器中点击 *导入* 按钮来导入这个项目。" #: ../../docs/getting_started/step_by_step/instancing.rst:52 -#, fuzzy msgid "" "In the pop-up that appears navigate to the folder you extracted. Double-" "click the ``project.godot`` file to open it." -msgstr "在弹出框中点击浏览按钮,定位到刚才解压的文件夹。" +msgstr "在弹出的窗口中,导航至你提取的文件夹。双击 ``project.godot`` 文件打开它。" #: ../../docs/getting_started/step_by_step/instancing.rst:57 msgid "Finally, click the Import & Edit button." @@ -9189,8 +9198,8 @@ msgid "" "its GDExtension technology, C and C++. There are more community-supported " "languages, but these are the official ones." msgstr "" -"Godot 提供了\\ **四种游戏编程语言**\\ :GDScript、C# 以及通过 GDExtension 技" -"术提供的 C 和 C++。还有更多社区支持的语言,但这四个是官方语言。" +"Godot 提供了\\ **四种游戏编程语言**\\ :GDScript、C# 以及通过 GDExtension " +"技术提供的 C 和 C++。还有更多社区支持的语言,但这四个是官方所支持的语言。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:32 msgid "" @@ -9199,9 +9208,10 @@ msgid "" "or C++ to implement complex algorithms and maximize their performance. Or " "you can write everything in GDScript or C#. It's your call." msgstr "" -"你可以在一个项目中使用多种语言。例如,在团队中,你可以在 GDScript 中编写游戏" -"逻辑,因为它编写起来很快,并使用 C# 或 C++ 来实现复杂的算法并最大限度地提高其" -"性能。或者你可以使用 GDScript 或 C# 编写所有内容。由你自己决定。" +"你可以在一个项目中使用多种语言。例如,在团队中,你可以在 GDScript " +"中编写游戏逻辑,编写起来很快,然后使用 C# 或 C++ " +"来实现复杂的算法,最大限度地提高其性能。你也可以使用 GDScript 或 C# " +"来编写所有内容。这些都由你自己决定。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:37 msgid "" @@ -9232,12 +9242,13 @@ msgid "" "language." msgstr "" "使用 C# 时,你需要使用 `VSCode `_ 或 Visual " -"Studio 等外部编辑器。虽然对 C# 支持目前已经成熟,但相对 GDScript 而言,能找到" -"的学习资源会比较少。因此,我们主要推荐已经熟悉 C# 语言的用户去使用 C#。" +"Studio 等外部编辑器。虽然对 C# 支持目前已经成熟,但相对 GDScript " +"而言,能找到的学习资源会相对较少。因此,我们主要推荐已经熟悉 C# " +"语言的用户去使用 C#。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:56 msgid "Let's look at each language's features, as well as its pros and cons." -msgstr "让我们来看看各个语言的特性,以及优缺点。" +msgstr "我们来看看各个语言的特性以及其优缺点。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:61 msgid "" @@ -9249,35 +9260,35 @@ msgid "" msgstr "" ":ref:`GDScript` 是一门\\ `面向对象 `_\\ " -"的\\ `指令式 `_\\ 编程语言,专为 Godot 构" -"建。是游戏开发者为游戏开发者制作的,目的是节省编写游戏代码的时间。它的特性包" -"括:" +"%E9%9D%A2%E5%90%91%E5%AF%B9%E8%B1%A1%E7%A8%8B%E5%BA%8F%E8%AE%BE%E8%AE%A1>`_\\" +" 的\\ `指令式 `_\\ 编程语言,专为 Godot 构建" +",是游戏开发者为游戏开发所制作的,目的是节省编写游戏代码的时间。其特性包括:" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:67 msgid "A simple syntax that leads to short files." -msgstr "简单的语法,让文件更短。" +msgstr "简洁的语法,让文件更轻量。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:68 msgid "Blazing fast compilation and loading times." -msgstr "极快的编译和加载速度。" +msgstr "极快的编译与加载速度。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:69 msgid "" "Tight editor integration, with code completion for nodes, signals, and more " "information from the scene it's attached to." -msgstr "紧密的编辑器集成,包括节点、信号、所附加场景更多信息的代码补全。" +msgstr "与编辑器紧密集成,包括节点、信号以及脚本所挂载场景的更多信息等元素的代码补全" +"。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:71 msgid "" "Built-in vector and transform types, making it efficient for heavy use of " "linear algebra, a must for games." -msgstr "内置向量和变换类型,让海量线性代数计算更高效,游戏必备。" +msgstr "内置向量与变换类型,让海量线性代数计算更高效,游戏必备。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:73 msgid "Supports multiple threads as efficiently as statically typed languages." -msgstr "支持多线程,与静态类型的语言一样高效。" +msgstr "支持多线程,与静态类型语言的一样高效。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:74 msgid "" @@ -9287,10 +9298,10 @@ msgid "" "memory for you in most cases by default, but you can also control memory if " "you need to." msgstr "" -"没有\\ `垃圾回收 `_\\ ," -"因为最终会影响游戏的开发。引擎会默认进行引用计数,在大多数情况下为你管理内" -"存,但你也可以在需要时自行控制内存。" +"没有\\ `垃圾回收 `_\\ ,因为垃圾回收最" +"终会影响游戏的开发。引擎会默认进行引用计数,在大多数情况下为你管理内存,但你" +"也可以在需要时自行控制内存。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:79 msgid "" @@ -9307,9 +9318,9 @@ msgid "" "indentations, but it doesn't work the same way in practice. It's inspired by " "multiple languages, including Squirrel, Lua, and Python." msgstr "" -"因为 GDScript 用缩进来做代码块的结构化,所以它看上去像 Python,不过实际上这两" -"者的原理截然不同。GDScript 是从 Squirrel、Lua、Python 等诸多语言中得到的灵" -"感。" +"GDScript 用缩进来做代码块结构,看上去像 " +"Python,然而实际上这两者的原理截然不同。GDScript 的设计灵感是从 " +"Squirrel、Lua、Python 等诸多语言中得到的。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:89 msgid "Why don't we use Python or Lua directly?" @@ -9321,8 +9332,9 @@ msgid "" "lot of work and had severe limitations. For example, threading support was a " "big challenge with Python." msgstr "" -"很多年前,Godot 使用过 Python,后来也用过 Lua。这两个语言的集成花费了大量精" -"力,并且还存在局限性。例如,在 Python 中做多线程支持是非常大的挑战。" +"很多年前,Godot 曾使用过 Python,后来也用过 Lua。做这两个语言对 Godot " +"的集成花费了大量精力,而且还存在局限性。例如,在 Python " +"中做多线程支持是个非常巨大的挑战。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:95 msgid "" @@ -9330,9 +9342,8 @@ msgid "" "it to game developers' needs. We're now working on performance optimizations " "and features that would've been difficult to offer with third-party " "languages." -msgstr "" -"开发专属语言不会花费更多的时间,我们还能针对游戏开发者的需求去量体裁衣。我们" -"现在在做性能优化工作,以及用第三方语言难以实现的特性。" +msgstr "开发专属语言不会花费更多的时间,我们还能针对游戏开发者的需求去量体裁衣。我们" +"现在在做性能优化工作,也在实现用第三方语言难以实现的特性。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:101 msgid ".NET / C#" @@ -9346,16 +9357,16 @@ msgid "" "libraries written for it. We were able to add support for it thanks to a " "generous donation from Microsoft." msgstr "" -"因为微软的 `C# `_ 深受游戏开发者的喜爱,我们对其有官方支持。" -"C# 是一门成熟灵活的语言,拥有大量的库。感谢微软大方的捐助,才使得对其的支持成" -"为可能。" +"微软的 `C# `_ " +"深受游戏开发者的喜爱,我们对其有官方支持。C# " +"是一门成熟灵活的语言,拥有海量的库。得益于微软慷慨大方的捐助,才让 Godot 对 " +"C# 的支持成为可能。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:111 msgid "" "C# offers a good tradeoff between performance and ease of use, although you " "should be aware of its garbage collector." -msgstr "C# 在性能和易用性之间提供了不错的权衡,不过你应该了解它的垃圾回收器。" +msgstr "虽然 C# 在性能和易用性之间进行了良好的平衡,但你也要注意一下其垃圾回收机制。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:114 msgid "" @@ -9363,8 +9374,8 @@ msgid "" "download it on the Godot website's `download `_ page." msgstr "" -"你必须使用 .NET版本的 Godot 编辑器才能在项目中使用 C# 进行编程。你可以在 " -"Godot 网站的\\ `下载 `_\\ 页面进行下载。" +"你必须使用 .NET版本的 Godot 编辑器才能在项目中使用 C# 进行编程,可以在 Godot " +"网站的\\ `下载 `_\\ 页面进行下载。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:118 msgid "" @@ -9373,9 +9384,9 @@ msgid "" "compliant programming language, such as F#, Boo, or ClojureCLR. However, C# " "is the only officially supported .NET option." msgstr "" -"由于 Godot 使用 .NET 6,因此理论上任何第三方 .NET 库或框架都可用于编写 Godot " -"脚本,包括任何符合通用语言标准架构的语言,如 F#、Boo、ClojureCLR。然而,C# 是" -"唯一官方支持的 .NET 选项。" +"Godot 使用 .NET 6,理论上任何第三方 .NET 库或框架都可用于编写 Godot " +"脚本,包括任何符合通用语言标准架构的语言,如 F#、Boo、ClojureCLR等。然而,C# " +"是唯一官方支持的 .NET 语言选项。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:123 msgid "" @@ -9384,9 +9395,10 @@ msgid "" "inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " "C++ won't have a significant impact on performance." msgstr "" -"GDScript 代码本身的执行是没有 C# 或 C++ 等编译型语言快的。然而,大多数脚本代" -"码都是在调用引擎中的 C++ 代码快速算法。在许多情况下,使用 GDScript、C#、C++ " -"编写游戏逻辑并不会有显著的性能区别。" +"GDScript 代码本身执行起来并没有 C# 或 C++ 等编译型语言快," +"而大多数脚本代码又都是在调用 Godot 引擎的 C++ " +"代码中的快速算法。在大多数情况下,使用 GDScript、C#、C++ " +"编写游戏逻辑并不会呈现出明显的的性能差异。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:137 msgid "C++ via GDExtension" @@ -9403,45 +9415,42 @@ msgid "" "You can use any version of the language or mix compiler brands and versions " "for the generated shared libraries, thanks to our use of an internal C API " "Bridge." -msgstr "" -"我们在内部使用 C API 桥接,得益于此,你可以使用任意版本的语言,也可以混用由不" -"同厂牌、不同版本的编译器所生成的共享库。" +msgstr "我们在内部使用 C API 进行桥接,得益于此,你可以使用任意版本的该语言,也可以混" +"用由不同厂牌、不同版本的编译器所生成的共享库。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:147 msgid "" "GDExtension is the best choice for performance. You don't need to use it " "throughout an entire game, as you can write other parts in GDScript or C#." msgstr "" -"GDExtension 是性能上的最佳选择。不需要在整个游戏中都使用,因为其他部分你可以" -"用 GDScript 或 C# 编写。" +"如果要图性能,那么 GDExtension 便是最佳选择,不需要在整个游戏中都用到。这样," +"你仍可以用 GDScript 或 C# 来编写其他部分。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:150 msgid "" "When working with GDExtension, the available types, functions, and " "properties closely resemble Godot's actual C++ API." -msgstr "" -"当使用 GDExtension 时,可用的类型、函数和属性与 Godot 实际的 C++ API 非常相" -"似。" +msgstr "使用 GDExtension 时,其可用的类型、函数和属性与 Godot 实际的 C++ API " +"高度相似。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:156 msgid "" "Scripts are files containing code that you attach to a node to extend its " "functionality." -msgstr "脚本是包含附加到节点以扩展其功能的代码文件。" +msgstr "脚本可附加到节点,是扩展该节点功能的代码文件。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:159 msgid "" "Godot supports four official scripting languages, offering you flexibility " "between performance and ease of use." -msgstr "Godot 支持四种官方脚本语言,在性能和易用性之间为你提供灵活性。" +msgstr "Godot 支持四种官方脚本语言,在性能和易用性之间为你提供灵活的选择。" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:162 msgid "" "You can mix languages, for instance, to implement demanding algorithms with " "C or C++ and write most of the game logic with GDScript or C#." -msgstr "" -"你可以混合语言,例如,用 C 或 C++ 实现高要求的算法,用 GDScript 或 C# 编写大" -"部分的游戏逻辑。" +msgstr "你可以混合使用语言,例如,用 C 或 C++ 来实现高要求算法,用 GDScript 或 C# " +"来编写大部分游戏逻辑。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:19 msgid "Creating your first script" @@ -9454,17 +9463,17 @@ msgid "" "learn-introduction>`, we assume you have programming foundations. The " "equivalent C# code has been included in another tab for convenience." msgstr "" -"在本课中,你将用 GDScript 编写第一个脚本,使 Godot 图标转圈。正如我们\\ :ref:" -"`在介绍中 `\\ 提到的,我们假设你有编程基础。方便起" -"见,我们在单独的选项卡中包含了等价的 C# 代码。" +"在本课中,你将会用 GDScript 编写第一个脚本,使 Godot 图标转圈。正如我们\\ " +":ref:`在介绍中 `\\ " +"提到的,我们假设你有编程基础,方便起见,我们也在单独的选项卡中包含了等价的 C#" +" 代码。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:28 msgid "" "To learn more about GDScript, its keywords, and its syntax, head to the :ref:" "`GDScript reference`." -msgstr "" -"要了解更多关于GDScript、其关键字和语法的信息,请前往 :ref:`GDScript 参考" -"`\\ 。" +msgstr "要了解更多关于GDScript、其关键字以及其语法等信息,请前往:ref:`GDScript " +"参考`\\ 。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:31 msgid "" @@ -9575,10 +9584,10 @@ msgid "" "the Sprite2D node, including classes it extends, like ``Node2D``, " "``CanvasItem``, and ``Node``." msgstr "" -"每个 GDScript 文件都是一个隐含的类。\\ ``extends`` 关键字定义了这个脚本所继承" -"或扩展的类。本例中它是 ``Sprite2D``\\ ,意味着我们的脚本将获得 Sprite2D 节点" -"的所有属性和函数,包括它继承的 ``Node2D``\\ 、\\ ``CanvasItem``\\ 、\\ " -"``Node`` 等类。" +"每个 GDScript 文件都是一个隐含的类。\\ ``extends`` " +"关键字定义了这个脚本所继承或扩展的类。本例中为``Sprite2D``\\ ," +"意味着我们的脚本将获得 Sprite2D 节点的所有属性和方法,包括它继承的 ``Node2D``" +"\\ 、\\ ``CanvasItem``\\ 、\\ ``Node`` 等类。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:115 msgid "" @@ -9586,9 +9595,9 @@ msgid "" "will implicitly extend :ref:`RefCounted `, which Godot " "uses to manage your application's memory." msgstr "" -"在GDScript中,如果你没有写带有 ``extends`` 关键字的一行,你的类将隐式地扩展" -"自 :ref:`RefCounted `,Godot使用这个类来管理你的应用程序的" -"内存。" +"在 GDScript 中,如果你略写了带有 ``extends`` 关键字的一行," +"那么你的类将隐式扩展自 :ref:`RefCounted `,Godot " +"使用这个类来管理你的应用程序的内存。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:119 msgid "" @@ -9604,9 +9613,9 @@ msgid "" "properties are in \"snake_case\", which is lowercase with words separated by " "an underscore." msgstr "" -"“检查器”默认使用“Title Case”形式展示节点的属性,将单词的首字母大写、用空格分" -"隔。在 GDScript 代码中,这些属性使用的是“snake_case”,全小写、单词之间使用下" -"划线分隔。" +"“检查器”默认使用“Title " +"Case”形式展示节点的属性,将单词的首字母大写、用空格进行分隔。在 GDScript " +"代码中,这些属性使用的是“snake_case”,全小写、单词之间用下划线分隔开来。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:128 msgid "" @@ -9648,9 +9657,9 @@ msgid "" "indent a line correctly, the editor will highlight it in red and display the " "following error message: \"Indented block expected\"." msgstr "" -"GDScript 是基于缩进的语言。行首的制表符是 ``print()`` 代码正常工作的必要条" -"件。如果你省略了它或者没有正确缩进一行,编辑器将以红色高亮显示,并显示以下错" -"误信息:“Indented block expected”(应有缩进块)。" +"GDScript 是基于缩进的语言。行首的制表符是 ``print()`` 代码正常工作的必要条件" +"。如果你省略了这个制表符,或者没有正确缩进一行,编辑器则将以红色标注高亮显示" +"以下错误信息:“Indented block expected”(应有缩进块)。" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:163 msgid "" @@ -10150,13 +10159,12 @@ msgid "Scene setup" msgstr "场景设置" #: ../../docs/getting_started/step_by_step/signals.rst:40 -#, fuzzy msgid "" "To add a button to our game, we will create a new scene which will include " "both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " "created in the :ref:`doc_scripting_first_script` lesson." msgstr "" -"要为我们的游戏添加按钮,我们需要新建一个“主”场景,包含一个\\ :ref:`按钮 " +"要为我们的游戏添加按钮,我们需要新建一个场景,包含一个\\ :ref:`按钮 " "`\\ 以及之前课程 :ref:`doc_scripting_first_script` 编写的 " "``sprite_2d.tscn`` 场景。" @@ -10629,8 +10637,8 @@ msgid "" "have some programming experience already. If you're new to programming " "entirely, you should start here: :ref:`doc_scripting`." msgstr "" -"这个项目是对 Godot 引擎的介绍,假定你已经有一些编程经验。如果你对编程完全陌" -"生,应该从这里开始:\\ :ref:`doc_scripting`\\ 。" +"这个项目是对 Godot 引擎的介绍,并且假定你已经有一定程度的编程经验。如果你对编" +"程完全陌生,应该从这里开始:\\ :ref:`doc_scripting`\\ 。" #: ../../docs/getting_started/first_2d_game/index.rst:19 msgid "" @@ -10705,7 +10713,7 @@ msgstr "" #: ../../docs/getting_started/first_2d_game/index.rst:46 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:36 msgid "Prerequisites" -msgstr "先决条件" +msgstr "前置需求" #: ../../docs/getting_started/first_2d_game/index.rst:48 msgid "" @@ -11079,7 +11087,6 @@ msgid "Start by declaring the member variables this object will need:" msgstr "首先声明该对象将需要的成员变量:" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:48 -#, fuzzy msgid "" "Using the ``export`` keyword on the first variable ``speed`` allows us to " "set its value in the Inspector. This can be handy for values that you want " @@ -11282,9 +11289,10 @@ msgid "" "node, or returns ``null`` if the node is not found. Since AnimatedSprite2D " "is a child of the current node, we can use ``$AnimatedSprite2D``." msgstr "" -"在 GDScript 中, ``$`` 返回从当前节点开始的相对路径上的节点,如果找不到该节" -"点,则返回 ``null`` 。当前 AnimatedSprite2D 是该节点子节点,所以可以使用 " -"``$AnimatedSprite2D`` 以获取。" +"在 GDScript 中, ``$`` " +"返回从当前节点开始的相对路径上的节点,如果找不到该节点,则返回 ``null`` 。" +"当前 AnimatedSprite2D 是该节点子节点,因而可以使用 ``$AnimatedSprite2D`` " +"以获取。" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:226 msgid "" @@ -11309,13 +11317,12 @@ msgstr "" "个值的话, 可以保证你的移动不会被帧率的变化所影响." #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:250 -#, fuzzy msgid "" "Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " "you can move the player around the screen in all directions." msgstr "" -"点击“运行场景”(\\ :kbd:`F6`\\ ,macOS 上为 :kbd:`Cmd + R`\\ )并确认你能够在" -"屏幕中沿任一方向移动玩家。" +"点击“运行当前场景”(\\ :kbd:`F6`\\ ,macOS 上为 :kbd:`Cmd + R`\\ " +")并确认你能够在屏幕中沿任一方向移动玩家。" #: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:253 msgid "If you get an error in the \"Debugger\" panel that says" @@ -11554,17 +11561,15 @@ msgid "" msgstr "别忘了设置子项,使其无法被选中,就像你对 Player 场景所做的那样。" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:27 -#, fuzzy msgid "" "Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" "`RigidBody2D ` section of the inspector to ``0``. This " "will prevent the mob from falling downwards." msgstr "" -"选择 ``Mob`` 节点,并在检查器的 :ref:`RigidBody2D ` 部分中" -"把它的 ``Gravity Scale`` 属性设置为 ``0`` 。这将防止怪物向下坠落。" +"选择 ``Mob`` 节点,并在检查器的 :ref:`RigidBody2D ` " +"部分中把它的 ``Gravity Scale`` 属性设置为 ``0`` 。这样可以防止怪物向下坠落。" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:32 -#, fuzzy msgid "" "In addition, under the :ref:`CollisionObject2D ` " "section just beneath the **RigidBody2D** section, expand the **Collision** " @@ -11572,8 +11577,8 @@ msgid "" "the mobs do not collide with each other." msgstr "" "此外,在 **RigidBody2D** 部分下方的 :ref:`CollisionObject2D " -"` 部分下,展开 **Collision** 分组并取消选中 " -"``Mask`` 属性里的 ``1``。这将确保怪物们不会相互碰撞。" +"` 部分下,展开 **Collision** 分组并取消选中 ``Mask``" +" 属性里的 ``1``。这将确保怪物们不会相互碰撞。" #: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:40 msgid "" @@ -11841,13 +11846,11 @@ msgstr "" "PackedScene`` 来允许我们选择要实例化的 Mob 场景。" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:102 -#, fuzzy msgid "" "Click the ``Main`` node and you will see the ``Mob Scene`` property in the " "Inspector under \"Main.gd\"." -msgstr "" -"单击 ``Main`` 节点,就可以在“检查器”的“Script Variables”(脚本变量)下看到 " -"``Mob Scene`` 属性。" +msgstr "单击 ``Main`` 节点,就可以在“检查器”的“Script Variables”(脚本变量)下看到 ``" +"Mob Scene`` 属性。" #: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:105 msgid "You can assign this property's value in two ways:" @@ -13861,10 +13864,10 @@ msgid "" "reference counting, which doesn't have that caveat. You can learn more about " "that here: :ref:`doc_gdscript_basics_memory_management`." msgstr "" -"使用 GDScript 时,你不必担心这个问题。用对象池的主要目的是避免 C# 或 Lua 等带" -"垃圾回收的语言带来的停滞。GDScript 管理内存的技术和它们是不同的,用的是引用计" -"数,不会产生那种问题。你可以在这里了解更多相关内容:\\ :ref:" -"`doc_gdscript_basics_memory_management`\\ 。" +"使用 GDScript 时,你不必担心这个问题。用对象池的主要目的是避免 C# 或 Lua " +"等语言在进行垃圾回收(Garbage collection,GC)时所带来的停滞。GDScript 管理内" +"存的技术和这些语言是不同的,用的是引用计数,不会产生那种问题。你可以在此了解" +"更多相关内容:\\ :ref:`doc_gdscript_basics_memory_management`\\ 。" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:81 msgid "" @@ -14000,13 +14003,12 @@ msgid "Connect the signal to the ``Mob``" msgstr "将信号连接到 *Mob*\\" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:235 -#, fuzzy msgid "" "This will take you back to the script editor and add a new function for you, " "``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " "``queue_free()`` method. This function destroys the instance it's called on." msgstr "" -"这样你就会被带回到脚本编辑器,并且帮你添加了一个新的函数 " +"这样会使你回到脚本编辑器,并且添加一个新的函数: " "``_on_visible_on_screen_notifier_3d_screen_exited()``\\ 。请在里面调用 " "``queue_free()`` 方法。这个函数会将调用它的实例销毁。" @@ -16577,7 +16579,6 @@ msgstr "" "诉他们如何进行配置." #: ../../docs/tutorials/best_practices/scene_organization.rst:234 -#, fuzzy msgid "" "So, why does all this complex switcheroo work? Well, because scenes operate " "best when they operate alone. If unable to work alone, then working with " @@ -16590,9 +16591,9 @@ msgid "" msgstr "" "那么,为什么所有这些复杂的开关都能起作用呢?嗯,因为场景单独运行时效果最好。" "如果无法单独工作,那么与其他人匿名合作(具有最小的硬依赖性,即松散耦合)是第" -"二好的。然而不可避免地,可能需要对类进行更改,如果这些更改导致它以不可预见的" -"方式与其他场景交互,那么就会开始出现故障。所有这些间接实现的目的是避免最终出" -"现这样的情况:更改一个类会对依赖它的其他类产生不利影响。" +"二好的选项。在不可避免的情况下,可能需要对类进行更改,如果这些更改导致该类以" +"不可预见的方式与其他场景交互,那么就会开始出现故障。所有这些间接实现的目的都" +"是为了避免最终出现这样的情况:更改一个类会对依赖它的其他类产生不利影响。" #: ../../docs/tutorials/best_practices/scene_organization.rst:243 msgid "" @@ -17409,10 +17410,10 @@ msgid "" "them. The limitation of static functions is that they can't reference member " "variables, non-static functions or ``self``." msgstr "" -"GDScript 支持使用 ``static func`` 创建 ``static`` (静态) 函数。 当与 " -"``class_name`` 结合使用时,(静态函数)可以创建辅助函数库,而无需创建实例来调" -"用它们。 静态函数也具有限制,它们不能引用成员变量、非静态(non-static)函数" -"或 ``self`` 。" +"GDScript 支持使用 ``static func`` 创建 ``static`` (静态) 函数,与 " +"``class_name`` 结合使用时还可以创建辅助函数库,无需创建实例来调用这些函数。 " +"静态函数也有一些限制:不能引用成员变量、非静态(non-static)函数或 ``self`` " +"。" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:89 msgid "" @@ -17421,7 +17422,8 @@ msgid "" "without having to create a separate autoload." msgstr "" "从 Godot 4.1 开始,GDScript 还支持使用 ``static var`` 的 ``static`` (静态)" -"变量。 这意味着你现在可以在类的实例之间共享变量,而无需创建单独的自动加载。" +"变量,意味着你现在可以在类的实例之间共享变量,而无需创建单独的自动加载节点或" +"脚本。" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:93 msgid "" @@ -17556,15 +17558,14 @@ msgstr "" "(即加载)的能力。" #: ../../docs/tutorials/best_practices/node_alternatives.rst:51 -#, fuzzy msgid "" "**Example:** Scripts, PackedScene (for scene files), and other types like " "each of the :ref:`AudioEffect ` classes. Each of these " "can be saved and loaded, therefore they extend from Resource." msgstr "" -"**示例** : 脚本, ``PackedScene`` (用于场景文件), 以及其他类型, 比如 :ref:" -"`AudioEffect ` 类. 每一个都可以保存和加载, 因此它们从 " -"``Resource`` 扩展." +"**示例** : 脚本, ``PackedScene`` (用于场景文件), 以及其他类型, 比如 :ref:`" +"AudioEffect ` 类. 每一个都可以保存和加载, 因此它们均是从 " +"``Resource`` 继承而来的." #: ../../docs/tutorials/best_practices/node_alternatives.rst:55 msgid "" @@ -18458,7 +18459,7 @@ msgstr "" msgid "" "The reason GDScript is slow is because every operation it performs passes " "through this system." -msgstr "GDScript很慢的原因是, 它执行的每个操作都要经过这个系统." +msgstr "GDScript 很慢的原因是, 它执行的每个操作都要经过这个系统." #: ../../docs/tutorials/best_practices/data_preferences.rst:198 msgid "" @@ -18557,9 +18558,10 @@ msgid "" "strings for the enum values (the latter only when using the ``export`` " "keyword in GDScript). The question then arises, \"which should one use?\"" msgstr "" -"大多数语言都提供了一个枚举类型选项.GDScript也不例外, 但与大多数其他语言不同的" -"是, 它允许人们使用整数或字符串作为枚举值(只有在GDScript中使用 ``export`` 关键" -"字时才可使用后者). 那么问题就来了,\"应该使用哪一种?\"" +"大多数语言都提供了一个枚举类型选项,GDScript也不例外。但与其他大多数语言不同" +"的是,GDScript的枚举允许开发者使用整数或字符串作为枚举值(" +"只有在GDScript中使用 ``@export`` 注解时才可使用后者)。 " +"那么问题来了:“该用哪一种枚举?”" #: ../../docs/tutorials/best_practices/data_preferences.rst:289 msgid "" @@ -18567,17 +18569,17 @@ msgid "" "feature specific to GDScript and not Godot scripting in general; The " "languages prioritizes usability over performance." msgstr "" -"简而言之,\"你觉得哪个更舒服就选哪个.\" 这是GDScript特有的特性, 而并非一般的" -"Godot脚本;该语言将可用性置于性能之上." +"简单回答一下就是:“你觉得哪个更舒服就选哪个。” 这是 GDScript " +"特有的特性,并非(C++、C#等)一般的 Godot " +"脚本所特有的特性;该语言将可用性置于性能之上。" #: ../../docs/tutorials/best_practices/data_preferences.rst:293 msgid "" "On a technical level, integer comparisons (constant-time) will happen faster " "than string comparisons (linear-time). If one wants to keep up other " "languages' conventions though, then one should use integers." -msgstr "" -"在技术层面上, 整数比较(常量时间)比字符串比较(线性时间)更快. 如果你想保持其他" -"语言的习惯, 那么应该使用整数." +msgstr "在技术层面上,整数比较(常量时间)比字符串比较(线性时间)更快,若想保持其他" +"语言中使用枚举的习惯,则应使用整数来表示枚举值。" #: ../../docs/tutorials/best_practices/data_preferences.rst:297 msgid "" @@ -18587,10 +18589,10 @@ msgid "" "integer enum, one would have to write a Dictionary that maps the " "corresponding string value for each enum." msgstr "" -"当你想要 *打印* 枚举值时,使用整数的主要问题就出现了。尝试直接打印以 `int` 型" -"保存的枚举 ``MY_ENUM`` ,将会打印 ``5`` 之类的东西,而不是像 ``MyEnum`` 这样" -"的词。要打印以 `int` 型保存的枚举。必须编写一个字典来映射每个枚举对应的字符串" -"值。" +"当你想要 *打印* 枚举值时,使用整数的主要问题就出现了:尝试直接打印以 `int` " +"型保存的枚举 ``MY_ENUM`` 会打印 ``5`` 之类的东西,而不是像 ``MyEnum`` " +"这样的字符。若要打印以 `int` " +"型保存的枚举。必须编写一个字典来映射每个枚举所对应的字符串值。" #: ../../docs/tutorials/best_practices/data_preferences.rst:303 msgid "" @@ -18599,8 +18601,9 @@ msgid "" "use them as strings. That way, a separate data structure to execute on the " "printing is unnecessary." msgstr "" -"如果使用枚举的主要目的是打印值, 并且希望将它们作为相关概念组合在一起, 那么使" -"用它们作为字符串是有意义的. 这样, 就不需要在打印上执行单独的数据结构." +"如果开发者使用枚举的主要目的是打印值,并希望将它们作为相关概念组合在一起,那" +"么将枚举作为字符串使用是有意义的。这样一来,也就不需要在打印上执行单独的数据" +"结构了。" #: ../../docs/tutorials/best_practices/data_preferences.rst:309 msgid "" @@ -22589,53 +22592,44 @@ msgid "Select" msgstr "选择" #: ../../docs/tutorials/editor/default_key_mapping.rst:460 -#, fuzzy msgid "``tiles_editor/selection_tool``" -msgstr "``tile_map_editor/cut_selection``" +msgstr "``tiles_editor/selection_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:462 msgid "Cut Selection" msgstr "剪切选中项" #: ../../docs/tutorials/editor/default_key_mapping.rst:462 -#, fuzzy msgid "``tiles_editor/cut``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/cut``" #: ../../docs/tutorials/editor/default_key_mapping.rst:464 -#, fuzzy msgid "``tiles_editor/copy``" -msgstr "``script_text_editor/copy``" +msgstr "``tiles_editor/copy``" #: ../../docs/tutorials/editor/default_key_mapping.rst:466 -#, fuzzy msgid "Paste Selection" -msgstr "擦除选中项" +msgstr "粘贴选中项" #: ../../docs/tutorials/editor/default_key_mapping.rst:466 -#, fuzzy msgid "``tiles_editor/paste``" -msgstr "``tile_map_editor/paint_tile``" +msgstr "``tiles_editor/paste``" #: ../../docs/tutorials/editor/default_key_mapping.rst:468 -#, fuzzy msgid "``tiles_editor/delete``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/delete``" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#, fuzzy msgid "Cancel" -msgstr "法国" +msgstr "取消" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#, fuzzy msgid ":kbd:`Esc`" -msgstr ":kbd:`E`" +msgstr ":kbd:`Esc`" #: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#, fuzzy msgid "``tiles_editor/cancel``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/cancel``" #: ../../docs/tutorials/editor/default_key_mapping.rst:472 #: ../../docs/tutorials/2d/using_tilemaps.rst:209 @@ -22643,9 +22637,8 @@ msgid "Paint" msgstr "绘制" #: ../../docs/tutorials/editor/default_key_mapping.rst:472 -#, fuzzy msgid "``tiles_editor/paint_tool``" -msgstr "``tile_map_editor/paint_tile``" +msgstr "``tiles_editor/paint_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 #: ../../docs/tutorials/2d/using_tilemaps.rst:238 @@ -22653,39 +22646,32 @@ msgid "Line" msgstr "线段" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 -#, fuzzy msgid ":kbd:`L`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`L`" #: ../../docs/tutorials/editor/default_key_mapping.rst:474 -#, fuzzy msgid "``tiles_editor/line_tool``" -msgstr "``tile_map_editor/find_tile``" +msgstr "``tiles_editor/line_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:476 -#, fuzzy msgid "Rect" -msgstr "Rect2" +msgstr "矩形" #: ../../docs/tutorials/editor/default_key_mapping.rst:476 -#, fuzzy msgid "``tiles_editor/rect_tool``" -msgstr "``tile_map_editor/select``" +msgstr "``tiles_editor/rect_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#, fuzzy msgid "Bucket" -msgstr "油漆桶填充" +msgstr "油漆桶" #: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#, fuzzy msgid ":kbd:`B`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`B`" #: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#, fuzzy msgid "``tiles_editor/bucket_tool``" -msgstr "``tile_map_editor/bucket_fill``" +msgstr "``tiles_editor/bucket_tool``" #: ../../docs/tutorials/editor/default_key_mapping.rst:480 #: ../../docs/tutorials/2d/using_tilemaps.rst:301 @@ -22697,9 +22683,8 @@ msgid ":kbd:`P`" msgstr ":kbd:`P`" #: ../../docs/tutorials/editor/default_key_mapping.rst:480 -#, fuzzy msgid "``tiles_editor/picker``" -msgstr "``tile_map_editor/pick_tile``" +msgstr "``tiles_editor/picker``" #: ../../docs/tutorials/editor/default_key_mapping.rst:482 #: ../../docs/tutorials/2d/using_tilemaps.rst:313 @@ -22707,37 +22692,32 @@ msgid "Eraser" msgstr "橡皮" #: ../../docs/tutorials/editor/default_key_mapping.rst:482 -#, fuzzy msgid "``tiles_editor/eraser``" -msgstr "``tileset_editor/next_shape``" +msgstr "``tiles_editor/eraser``" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid "Flip Horizontally" msgstr "水平翻转" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 -#, fuzzy msgid ":kbd:`C`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`C`" #: ../../docs/tutorials/editor/default_key_mapping.rst:484 -#, fuzzy msgid "``tiles_editor/flip_tile_horizontal``" -msgstr "``tile_map_editor/flip_horizontal``" +msgstr "``tiles_editor/flip_tile_horizontal``" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 msgid "Flip Vertically" msgstr "垂直翻转" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -#, fuzzy msgid ":kbd:`V`" -msgstr ":kbd:`Q`" +msgstr ":kbd:`V`" #: ../../docs/tutorials/editor/default_key_mapping.rst:486 -#, fuzzy msgid "``tiles_editor/flip_tile_vertical``" -msgstr "``tile_map_editor/flip_vertical``" +msgstr "``tiles_editor/flip_tile_vertical``" #: ../../docs/tutorials/editor/default_key_mapping.rst:488 msgid "Rotate Left" @@ -22748,9 +22728,8 @@ msgid ":kbd:`Z`" msgstr ":kbd:`Z`" #: ../../docs/tutorials/editor/default_key_mapping.rst:488 -#, fuzzy msgid "``tiles_editor/rotate_tile_left``" -msgstr "``tile_map_editor/rotate_left``" +msgstr "``tiles_editor/rotate_tile_left``" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 msgid "Rotate Right" @@ -22761,9 +22740,8 @@ msgid ":kbd:`X`" msgstr ":kbd:`X`" #: ../../docs/tutorials/editor/default_key_mapping.rst:490 -#, fuzzy msgid "``tiles_editor/rotate_tile_right``" -msgstr "``tile_map_editor/rotate_right``" +msgstr "``tiles_editor/rotate_tile_right``" #: ../../docs/tutorials/editor/default_key_mapping.rst:494 msgid "Tileset Editor" @@ -36330,15 +36308,14 @@ msgid "Using the SurfaceTool" msgstr "使用 SurfaceTool" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:6 -#, fuzzy msgid "" "The :ref:`SurfaceTool ` provides a useful interface for " "constructing geometry. The interface is similar to the :ref:`ImmediateMesh " "` class. You set each per-vertex attribute (e.g. " "normal, uv, color) and then when you add a vertex it captures the attributes." msgstr "" -":ref:`SurfaceTool ` 提供了一个用于构造几何体的有用接口。该" -"接口类似于 :ref:`ImmediateMesh ` 节点。你设置每个顶点的" +":ref:`SurfaceTool ` 提供了一个用于构造几何体的有用接口。" +"该接口类似于 :ref:`ImmediateMesh ` 类。你设置每个顶点的" "属性(例如法线、uv、颜色),然后当你添加顶点时,它就会捕获这些属性。" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:11 @@ -37723,17 +37700,15 @@ msgid "Shading mode" msgstr "着色模式" #: ../../docs/tutorials/3d/standard_material_3d.rst:247 -#, fuzzy msgid "" "Godot has a more or less uniform cost per pixel thanks to the depth pre-" "pass. All lighting calculations are made by running the lighting shader on " "every pixel." msgstr "" -"由于depth pre-pass (深度预通过),Godot的每像素成本或多或少是一致的. 所有照明计" -"算都是通过在每个像素上运行照明着色器来完成的." +"得益于深度贴图让引擎能够预先跳过不需要渲染的像素,Godot 渲染一个像素的成本或" +"多或少是一致的。所有照明计算都是通过在每个像素上运行照明着色器来完成的。" #: ../../docs/tutorials/3d/standard_material_3d.rst:251 -#, fuzzy msgid "" "As these calculations are costly, performance can be brought down " "considerably in some corner cases such as drawing several layers of " @@ -37741,21 +37716,21 @@ msgid "" "**Unshaded** shading mode may help improve performance in these cases, " "especially when the camera is close to particles." msgstr "" -"由于这些计算成本很高, 因此在某些极端情况下可以大大降低性能, 例如绘制几层透明" -"度(这在粒子系统中很常见). 在这些情况下, 切换到每顶点光照可能会有所帮助." +"由于这些计算成本很高,因此在某些极端情况下可以大大降低性能,例如绘制几层透明" +"度(这在粒子系统中很常见)。在这些情况下,切换到 **无光照(Unshaded)** " +"着色模式可能会改善这些情况下的性能表现,尤其是当相机贴近粒子的时候。" #: ../../docs/tutorials/3d/standard_material_3d.rst:256 -#, fuzzy msgid "" "Additionally, on low-end or mobile devices, switching to unshaded rendering " "can considerably increase rendering performance." -msgstr "此外, 在低端或移动设备上, 切换到顶点照明可以显着提高渲染性能." +msgstr "此外,在低端或移动设备上,切换到无光照渲染可以显著提高渲染性能。" #: ../../docs/tutorials/3d/standard_material_3d.rst:261 msgid "" "Keep in mind that when unshaded rendering is enabled, lights will not affect " "the material at all." -msgstr "" +msgstr "请注意,启用unshaded rendering (无着色渲染)后,光照将不会影响材质。" #: ../../docs/tutorials/3d/standard_material_3d.rst:266 msgid "" @@ -37763,25 +37738,25 @@ msgid "" "However, per-vertex shading is currently unimplemented and will act " "identical to per-pixel shading." msgstr "" +"**Per-Vertex** (逐顶点)着色在着色模式属性中作为一个选项列出。然而,per-" +"vertex 着色目前尚未实现,其作用与 per-pixel (逐像素)着色相同。" #: ../../docs/tutorials/3d/standard_material_3d.rst:270 -#, fuzzy msgid "" "Support for per-vertex shading is planned to be reimplemented in a future " "Godot release." -msgstr "计划在未来版本中支持 HDR *导出*\\。" +msgstr "计划在未来的 Godot 版本中重新实现对 pre-vertex 着色的支持。" #: ../../docs/tutorials/3d/standard_material_3d.rst:274 msgid "Diffuse Mode" msgstr "Diffuse Mode(漫反射模式)" #: ../../docs/tutorials/3d/standard_material_3d.rst:276 -#, fuzzy msgid "" "Specifies the algorithm used by diffuse scattering of light when hitting the " "object. The default is **Burley**. Other modes are also available:" -msgstr "" -"指定击中对象时漫反射光散射所使用的算法. 默认为 *Burley*. 也有其他模式可用:" +msgstr "指定光线照射到物体时发生漫散射所使用的算法。默认为 **Burley** " +"。也可选择其他模式:" #: ../../docs/tutorials/3d/standard_material_3d.rst:279 msgid "" @@ -38491,7 +38466,7 @@ msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:655 #: ../../docs/tutorials/shaders/visual_shaders.rst:131 msgid "Transform" -msgstr "变换" +msgstr "Transform" #: ../../docs/tutorials/3d/standard_material_3d.rst:658 msgid "Fixed Size" @@ -39037,9 +39012,9 @@ msgid "" "recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if " "setting this value above ``0.0`` on lights with shadows enabled." msgstr "" -"作为参考,从地球看太阳的角距离约为 ``0.5``\\ 。这种阴影的性能开销比较高昂,因" -"此如果在启用阴影的灯光上将此值设置为高于 ``0.0``\\ ,请查看 :ref:" -"`doc_lights_and_shadows_pcss_recommendations` 中的建议。" +"作为参考,从地球看太阳的角距离约为 ``0.5``\\ 。这种阴影的性能消耗资源较高," +"因此如果在启用阴影的灯光上将此值设置为高于 ``0.0``\\ ,请查看 " +":ref:`doc_lights_and_shadows_pcss_recommendations` 中的建议。" #: ../../docs/tutorials/3d/lights_and_shadows.rst:201 msgid "Directional shadow mapping" @@ -41236,7 +41211,6 @@ msgstr "" "的同时生成更多的粒子。" #: ../../docs/tutorials/3d/particles/properties.rst:19 -#, fuzzy msgid "" "The ``Amount Ratio`` property is the radio of particles compared to the " "ammount that will be emitted. If it's less than ``1.0`` the ammount of " @@ -41245,10 +41219,10 @@ msgid "" "particles and doesn't cause the particle system to restart. It's useful for " "making effects where the number of emitted particles varies over time." msgstr "" -"``数量比例`` 属性是粒子与即将发射的粒子数量的比例。如果它小于 ``1.0`` ,则生" -"命周期内发射的粒子数量将为 ``数量`` * ``数量比例`` 。在发射时更改此数值不会影" -"响已创建的粒子,也不会导致粒子系统重新启动。对于制作发射粒子的数量随时间变化" -"的效果来说这个属性很有用。" +"``Amount Ratio`` 属性是粒子与即将发射的粒子数量的比例。如果它小于 ``1.0``\\ " +",则生命周期内发射的粒子数量将为 ``Ammount`` * ``Amount Ratio``\\ 。发射后更" +"改此数值不会影响已创建的粒子,也不会导致粒子系统重新启动。对于制作发射粒子的" +"数量随时间变化的效果来说这个属性很有用。" #: ../../docs/tutorials/3d/particles/properties.rst:25 msgid "" @@ -41658,12 +41632,10 @@ msgstr "" "定。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:47 -#, fuzzy msgid "" "The ``Damping as Friction`` property changes the behavior of damping from a " "constant deceleration to a deceleration based on speed." -msgstr "" -"``Daming as Friction`` 属性将阻尼行为从恒定减速度更改为基于速度的减速度。" +msgstr "``Daming as Friction`` 属性将阻尼行为从恒定减速度更改为基于速度的减速度。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:51 msgid "Spawn" @@ -42193,60 +42165,51 @@ msgstr "" "烟雾或火焰这样的动画粒子。以下是创建动画粒子系统的步骤:" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:333 -#, fuzzy msgid "A sprite sheet" -msgstr "精灵轨道" +msgstr "精灵表" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:333 -#, fuzzy msgid "An 8x8 animated smoke sprite sheet" -msgstr "一个 8x8 动画烟雾精灵表" +msgstr "8x8 动画烟雾精灵表" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:335 -#, fuzzy msgid "" "Import a sprite sheet texture into the engine. If you don't have one at " "hand, you can download the :download:`high-res version of the example image " "`." msgstr "" -"将精灵表纹理导入引擎。如果你手头没有,你可以下载 :download:`示例图像的高分辨" -"率版本 `。" +"将精灵表纹理导入引擎。如果你手头没有,你可以下载\\ :download:`" +"示例图像的高分辨率版本 `\\ 。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:336 -#, fuzzy msgid "" "Set up a particle system with at least one draw pass and assign a ``Standard " "Material`` to the mesh in that draw pass." -msgstr "" -"设置一个至少有一个绘制阶段的粒子系统,并为该阶段的网格指定一个 ``Standard " -"Material``。" +msgstr "设置一个粒子系统,至少添加一个绘制阶段并为该阶段的网格指定一个 ``Standard " +"Material`\\ 。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:337 -#, fuzzy msgid "" "Assign the sprite sheet to the ``Texture`` property in the ``Albedo`` group" -msgstr "将精灵表分配给 ``Albedo`` 组中的 ``Texture`` 属性" +msgstr "将精灵表指定给 ``Albedo`` 组中的 ``Texture`` 属性" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:338 -#, fuzzy msgid "" "Set the material's ``Billboard`` property to ``Particle Billboard``. Doing " "so makes the ``Particles Anim`` group available in the material." msgstr "" -"将材质的 ``Billboard`` 属性设置为 ``Particle Billboard``。这样做会使材质中的 " -"``Particles Anim`` 分组可用。" +"将材质的 ``Billboard`` 属性设置为 ``Particle Billboard``\\ 。" +"这样就可以用材质中的 ``Particles Anim`` 分组了。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:339 -#, fuzzy msgid "" "Set ``H Frames`` to the number of columns and ``V Frames`` to the number of " "rows in the sprite sheet." -msgstr "将 ``H Frames`` 设置为精灵表中的列数,将 ``V Frames`` 设置为行数。" +msgstr "将 ``H Frames`` 设置为精灵表中的列数,将 ``V Frames`` 设置为精灵表中的行数。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:340 -#, fuzzy msgid "Check ``Loop`` if you want the animation to keep repeating." -msgstr "如果你希望动画持续重复,检查 ``Loop`` 。" +msgstr "如果你希望动画持续重复,请勾选 ``Loop``\\ 。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:342 #, fuzzy @@ -42275,7 +42238,6 @@ msgid "Three different particle systems using the same smoke sprite sheet" msgstr "三个不同的粒子系统使用相同的烟雾精灵表" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:368 -#, fuzzy msgid "" "If your sprite sheet contains 64 (8x8) images and the particle's lifetime is " "set to ``1 second``, the animation will be very smooth at **64 FPS** (1 " @@ -42285,18 +42247,17 @@ msgid "" "make the animation smooth again, you need to increase the animation speed to " "something like ``3`` to reach an acceptable framerate." msgstr "" -"如果你的精灵表包含 64 张(8x8)图片,粒子的生命周期设置为 ``1 秒``,那么动画" -"将以 **64 FPS**(1 秒 / 64 张图片)非常流畅。如果生命周期设置为 ``2 秒``,它" -"仍然相当流畅,为 **32 FPS**。但如果粒子存活 ``8 秒``,那么动画将以 **8 FPS** " -"明显卡顿。为了使动画再次流畅,你需要将动画速度增加到类似 ``3`` 这样的值,以达" -"到可接受的帧率。" +"如果你的精灵表包含 64 张(8x8)图片,粒子的生命周期设置为 ``1 " +"秒``,那么动画播放时将非常流畅,以 **64 FPS**(1 秒 / 64 张图片)。" +"如果生命周期设置为 ``2 秒``,它仍然相当流畅,为 **32 FPS**。但如果粒子存活 ``" +"8 秒``,那么动画将以 **8 FPS** 播放,会感受到明显卡顿。为了使动画再次流畅," +"你需要将动画速度增加到类似 ``3`` 这样的值,以达到可接受的帧率。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:379 msgid "Animated particles lifetimes" msgstr "动画粒子寿命" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:379 -#, fuzzy msgid "" "The same particle system at different lifetimes: 1 second (left), 2 seconds " "(middle), 8 seconds (right)" @@ -42317,12 +42278,10 @@ msgstr "" "式)。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:390 -#, fuzzy msgid "Turbulence" msgstr "湍流" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:392 -#, fuzzy msgid "" "Turbulence adds noise to particle movement, creating interesting and lively " "patterns. Check the box next to the ``Enabled`` property to activate it. A " @@ -42331,13 +42290,12 @@ msgid "" "detailed explanation of these in the section on :ref:`particle turbulence " "`." msgstr "" -"湍流为粒子运动添加了噪声,创造出有趣且生动的图案。在 ``Enabled`` 属性旁边的框" -"中打勾以激活它。出现了一些新的属性,它们控制运动速度、噪声图案以及对粒子系统" -"的总体影响。你可以在 :ref:`粒子湍流 ` 部分找到这" -"些属性的详细解释。" +"湍流为粒子运动添加了噪声,能够创造出生动有趣的图案。勾选 ``Enabled`` 属性旁边" +"的框就可以激活。此时会出现一些新的属性,可以用来控制运动速度、噪声图案以及对" +"粒子系统的总体影响。你可以在\\ :ref:`粒子湍流 `" +"\\ 章节找到这些属性的详细解释。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:401 -#, fuzzy msgid "Collision" msgstr "碰撞" @@ -42393,19 +42351,16 @@ msgstr "" "子碰撞的信息。" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:424 -#, fuzzy msgid "Sub-emitter" -msgstr "卡顿" +msgstr "子发射器" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:430 -#, fuzzy msgid "Sub-emitter modes" -msgstr "渲染模式" +msgstr "子发射器模式" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:430 -#, fuzzy msgid "The available sub-emitter modes" -msgstr "查询可获取的项目" +msgstr "可用的子发射器模式" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:432 #, fuzzy @@ -42449,9 +42404,8 @@ msgstr "" "` 部分。" #: ../../docs/tutorials/3d/particles/subemitters.rst:4 -#, fuzzy msgid "Particle sub-emitters" -msgstr "粒子着色器" +msgstr "粒子子发射器" #: ../../docs/tutorials/3d/particles/subemitters.rst:-1 #, fuzzy @@ -43409,9 +43363,8 @@ msgid "" msgstr "具有强度值的球形吸引器在粒子场运动时分割粒子场。" #: ../../docs/tutorials/3d/particles/attractors.rst:125 -#, fuzzy msgid "Vector field attractors" -msgstr "向量场吸引器" +msgstr "向量运算" #: ../../docs/tutorials/3d/particles/attractors.rst:131 msgid "Particle attractor vector field" @@ -43574,7 +43527,6 @@ msgstr "" "``GPUParticlesCollision3D`` 区域中。" #: ../../docs/tutorials/3d/particles/collision.rst:30 -#, fuzzy msgid "" "The ``Cull Mask`` property controls which particle systems are affected by a " "collision node based on each system's :ref:`visibility layers " @@ -66324,14 +66276,14 @@ msgid "If you have an Apple Developer ID Certificate and exporting from macOS" msgstr "如果你有 Apple 开发者 ID 证书" #: ../../docs/tutorials/export/exporting_for_macos.rst:36 -#, fuzzy msgid "" "Install `Xcode `__ command line tools " "and open Xcode at least once or run the ``sudo xcodebuild -license accept`` " "command to accept license agreement." msgstr "" -"安装`Xcode `__命令行工具并打开Xcode,或者" -"运行命令``sudo xcodebuild -license accept``以接受许可协议。" +"安装`Xcode `__命令行工具并至少打开一次Xcode,或者运行命令``sudo xcodebuild -license " +"accept``以接受许可协议。" #: ../../docs/tutorials/export/exporting_for_macos.rst:39 #: ../../docs/tutorials/export/exporting_for_macos.rst:63 @@ -66354,7 +66306,7 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:45 #: ../../docs/tutorials/export/exporting_for_macos.rst:69 msgid "To notarize exported app" -msgstr "" +msgstr "公证导出的应用程序" #: ../../docs/tutorials/export/exporting_for_macos.rst:47 msgid "Select ``Xcode altool`` in the ``Notarization > Notarization`` option." @@ -66505,9 +66457,8 @@ msgid "Codesign" msgstr "节点" #: ../../docs/tutorials/export/exporting_for_macos.rst:93 -#, fuzzy msgid "Tool to use for code signing." -msgstr "启用代码签名。" +msgstr "代码签名的工具。" #: ../../docs/tutorials/export/exporting_for_macos.rst:95 msgid "Identity" @@ -67384,7 +67335,8 @@ msgid "" "The second location is the Windows export preset, which can be found in " "**Project > Export...**. Add a windows desktop preset if you haven't " "already. Under options there is a code signing category." -msgstr "" +msgstr "第二个位置是Windows导出预设,可以在**项目>导出…**中找到。新增Windows桌面预设" +"(如果尚未新增)。在选项下有一个代码签章类别。" #: ../../docs/tutorials/export/exporting_for_windows.rst:55 msgid "" @@ -67392,6 +67344,8 @@ msgid "" "certificate. The other settings can be adjusted as needed. Once this is Done " "Godot will sign your project on export." msgstr "" +"「Enabled」必须设定为true,「Identity」必须设定为签章凭证。其他设定可以根据需" +"要进行调整。一旦完成,Godot将签署你的导出项目。" #: ../../docs/tutorials/export/exporting_for_windows.rst:66 msgid "Windows export environment variables" @@ -67582,7 +67536,8 @@ msgstr "" msgid "" "On macOS 10.15 (Catalina) or later, make sure to use a 64-bit version of " "both WINE and rcedit since 32-bit applications aren't supported anymore." -msgstr "" +msgstr "在macOS 10.15(Catalina)或更高版本上,请确保使用64位版本的WINE和rcedit,因为" +"不再支持32位应用程序。" #: ../../docs/tutorials/export/changing_application_icon_for_windows.rst:101 msgid "" @@ -67602,12 +67557,16 @@ msgid "" "every component is required and is a positive integer. For instance, " "``1.2.0.0`` is valid but ``1.2.0`` is not." msgstr "" +"所有提供的元资料必须有效。最重要的是,版本标识符**必须**采用“major.minor." +"patch.revision”的形式,其中每个组件都是必需的并且是正整数。例如,「1.2.0." +"0」有效,但「1.2.0」无效。" #: ../../docs/tutorials/export/changing_application_icon_for_windows.rst:114 msgid "" "If you provide invalid metadata in the export preset, the application icon " "won't change as rcedit will fail to change the executable's metadata." -msgstr "" +msgstr "如果你在导出预设中提供无效元资料,应用程序图标将不会更改,因为rcedit将无法更" +"改可执行档案的元资料。" #: ../../docs/tutorials/export/changing_application_icon_for_windows.rst:121 msgid "" @@ -67676,6 +67635,8 @@ msgid "" "Projects written in C# can be exported to iOS as of Godot 4.2, but support " "is experimental and :ref:`some limitations apply `." msgstr "" +"从Godot 4.2开始,用C#编写的项目可以导出到iOS,但支持是实验性的,并且:ref:`一" +"些限制适用于`。" #: ../../docs/tutorials/export/exporting_for_ios.rst:24 msgid "" @@ -67711,24 +67672,25 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_ios.rst:0 msgid "If you encounter an error during export similar to" -msgstr "" +msgstr "如果你在导出过程中遇到类似以下错误" #: ../../docs/tutorials/export/exporting_for_ios.rst:0 msgid "" "``JSON text did not start with array or object and option to allow fragments " "not set``" -msgstr "" +msgstr "“JSON文字未以数组或物件开头,且未设定允许片段的选项”" #: ../../docs/tutorials/export/exporting_for_ios.rst:0 msgid "then it might be due to a malformated **App Store Team ID**!" -msgstr "" +msgstr "那么可能是由于**App Store团队ID**格式错误!" #: ../../docs/tutorials/export/exporting_for_ios.rst:0 msgid "" "The exporter expects a (10 characters long) code like ``ABCDE12XYZ`` and " "not, e.g., your name as Xcode likes to display in the *Signing & " "Capabilities* tab." -msgstr "" +msgstr "导出器需要一个(10个字元长)代码,例如“ABCDE12XYZ”,而不是例如Xcode喜欢在“签" +"章和功能”标签中显示的你的姓名。" #: ../../docs/tutorials/export/exporting_for_ios.rst:0 msgid "" @@ -67736,6 +67698,8 @@ msgid "" "com/account/resources/certificates/list>`_ next to your name in the top " "right corner." msgstr "" +"你可以在右上角你姓名旁的「developer.apple.com 」找到代码。" #: ../../docs/tutorials/export/exporting_for_ios.rst:42 msgid "" @@ -67890,7 +67854,7 @@ msgstr "iOS 导出环境变量" #: ../../docs/tutorials/export/exporting_for_ios.rst:127 msgid "Options / Application / Provisioning Profile UUID Debug" -msgstr "" +msgstr "选项/应用程序/设定档UUID调试" #: ../../docs/tutorials/export/exporting_for_ios.rst:128 msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG``" @@ -67898,7 +67862,7 @@ msgstr "``GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG``" #: ../../docs/tutorials/export/exporting_for_ios.rst:129 msgid "Options / Application / Provisioning Profile UUID Release" -msgstr "" +msgstr "选项/应用程序/设定档UUID发布" #: ../../docs/tutorials/export/exporting_for_ios.rst:130 msgid "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" @@ -67906,7 +67870,7 @@ msgstr "``GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE``" #: ../../docs/tutorials/export/exporting_for_ios.rst:136 msgid "xcode-select points at wrong SDK location" -msgstr "" +msgstr "xcode-select 指向错误的SDK位置" #: ../../docs/tutorials/export/exporting_for_ios.rst:138 msgid "" @@ -67917,6 +67881,10 @@ msgid "" "doesn't, Godot will fail exporting to iOS with an error that may look like " "this:" msgstr "" +"xcode select是xcode附带的一个工具,除其他外,它指向Mac上的iOS " +"SDK。如果你安装了Xcode,打开了它,同意了许可协议,并安装了命令行工具,Xcode " +"select应该指向iPhone " +"SDK的正确位置。如果不这样做,Godot将无法导出到iOS,并出现如下错误:" #: ../../docs/tutorials/export/exporting_for_ios.rst:148 msgid "" @@ -67926,18 +67894,22 @@ msgid "" "``/Applications/Xcode.app/Contents/Developer``. To verify this, you can open " "up Terminal and run the following command to see what xcode-select points at:" msgstr "" +"在这种情况下,Godot试图在`/Library/Developer/CommandLineTools/``" +"文件夹中找到包含iPhone SDK的`Platforms'文件夹,但含有iPhone SDK的` " +"Platforms'`文件夹实际上位于`/Applications/Xcode.app/Contents/Developer`下。要" +"验证这一点,可以打开“终端”并运行以下命令来查看xcode选择点的位置:" #: ../../docs/tutorials/export/exporting_for_ios.rst:157 msgid "" "To fix xcode-select pointing at a wrong location, enter this command in " "Terminal:" -msgstr "" +msgstr "要修复xcode select指向错误的位置,请在终端中输入以下命令:" #: ../../docs/tutorials/export/exporting_for_ios.rst:163 msgid "" "After running this command, Godot should be able to successfully export to " "iOS." -msgstr "" +msgstr "运行此命令后,Godot应该能够成功导出到iOS。" #: ../../docs/tutorials/export/exporting_for_android.rst:4 msgid "Exporting for Android" @@ -68115,6 +68087,9 @@ msgid "" "This is a `known Android studio issue `__ that also affects Godot projects." msgstr "" +"密钥库和密钥的密码必须相同,这一点很重要。这是一个“已知的Android " +"studio问题”,也会影响Godot项目。" #: ../../docs/tutorials/export/exporting_for_android.rst:80 msgid "Setting it up in Godot" @@ -68550,7 +68525,8 @@ msgstr "" msgid "" "Projects written in C# using Godot 4 currently cannot be exported to the " "web. To use C# on web platforms, use Godot 3 instead." -msgstr "" +msgstr "使用Godot 4以C#编写的项目目前无法导出到Web。若要在Web平台上使用C#," +"请改用Godot 3。" #: ../../docs/tutorials/export/exporting_for_web.rst:25 #, fuzzy @@ -68570,13 +68546,18 @@ msgid "" "native export functionality instead, as it will also result in better " "performance." msgstr "" +"由于SharedArrayBuffer和WebGL 2.0的上游错误,Godot " +"4的HTML5导出目前无法在macOS和iOS上运作。我们建议改用macOS " +"`和iOS " +"`本机导出功能,因为它也会带来更好的性能。" #: ../../docs/tutorials/export/exporting_for_web.rst:36 msgid "" "Godot 3's HTML5 exports are more compatible with various browsers in " "general, especially when using the GLES2 rendering backend (which only " "requires WebGL 1.0)." -msgstr "" +msgstr "一般来说,Godot 3的HTML5导出与各种浏览器更兼容,特别是在使用GLES2算绘后端(" +"只需要WebGL 1.0)时。" #: ../../docs/tutorials/export/exporting_for_web.rst:41 msgid "WebGL version" @@ -68587,7 +68568,8 @@ msgid "" "Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility " "rendering method). There is no stable way to run Vulkan applications on the " "web yet." -msgstr "" +msgstr "Godot 4.0及更高版本只能针对WebGL 2." +"0(使用兼容性算绘方法)。目前还没有稳定的方法在网路上运作Vulkan应用程序。" #: ../../docs/tutorials/export/exporting_for_web.rst:46 msgid "" @@ -68596,6 +68578,9 @@ msgid "" "with WebGL 2.0 support that other browsers don't have, so we recommend using " "a Chromium-based browser or Firefox if possible." msgstr "" +"有关支持WebGL 2.0的浏览器版本列表,请参阅「我可以使用WebGL 2.0 " +"」。请注意,Safari在WebGL 2.0支持方面存在一些其他" +"浏览器不具备的问题,因此我们建议尽可能使用基于Chromium的浏览器或Firefox。" #: ../../docs/tutorials/export/exporting_for_web.rst:54 msgid "Export options" @@ -68757,7 +68742,8 @@ msgid "" "around this limitation is to request the player to click, tap or press a key/" "button to enable audio, for instance when displaying a splash screen at the " "start of your game." -msgstr "" +msgstr "一些浏览器限制网站上的音频自动播放。绕过这一限制的最简单方法是请求玩家点击、" +"点击或按下一个键/按钮以启用音频,例如在游戏开始时显示启动屏幕时。" #: ../../docs/tutorials/export/exporting_for_web.rst:139 msgid "" @@ -68774,6 +68760,8 @@ msgid "" "Play Policy Changes for macOS `__." msgstr "" +"苹果Safari团队还发布了关于“macOS自动播放政策更改”的更多信息`__." #: ../../docs/tutorials/export/exporting_for_web.rst:145 msgid "" @@ -68904,6 +68892,11 @@ msgid "" "`, while also requiring the following CORS " "headers to be set when serving the files:" msgstr "" +"为了确保低音频延迟和在web导出中使用:ref:`class_Thread`的能力,Godot 4 " +"web导出始终使用`SharedArray Buffer`__. " +"这需要一个:ref:`secure context`,同时还需要" +"在提供文件时设置以下CORS头:" #: ../../docs/tutorials/export/exporting_for_web.rst:217 msgid "" @@ -69025,12 +69018,14 @@ msgid "" "kbd:`Shift` and right-clicking on empty space in Windows Explorer, then " "choosing **Open PowerShell window here**." msgstr "" +"在Windows上,你可以按住Shift并右键单击Windows资源管理器中的空白区域,然后选择" +"**在此处开启PowerShell视窗**,在目前文件夹中开启命令提示字元。" #: ../../docs/tutorials/export/exporting_for_web.rst:280 msgid "" "This will serve the contents of the current folder and open the default web " "browser automatically." -msgstr "" +msgstr "这将提供目前文件夹的内容并自动开启预设的Web浏览器。" #: ../../docs/tutorials/export/exporting_for_web.rst:283 #: ../../docs/contributing/development/compiling/compiling_for_web.rst:125 @@ -69038,7 +69033,8 @@ msgid "" "Note that for production use cases, this Python-based web server should not " "be used. Instead, you should use an established web server such as Apache or " "nginx." -msgstr "" +msgstr "请注意,对于生产用例,不应使用此基于Python的Web服务器。相反,你应该使用已建立" +"的Web服务器,例如Apache或nginx。" #: ../../docs/tutorials/export/exporting_for_web.rst:290 msgid "Calling JavaScript from script" @@ -69147,6 +69143,9 @@ msgid "" "as dedicated server. You do not need to use a specialized server binary " "anymore, unlike Godot 3.x." msgstr "" +"从Godot 4.0开始,这可以透过在任何平台上使用「--headless」命令列参数来执行Godo" +"t二进位档案或执行导出为专用服务器的项目来完成。与Godot 3." +"x不同,你不再需要使用专门的服务器二进位。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:16 msgid "Editor versus export template" @@ -69156,7 +69155,8 @@ msgstr "编辑器与导出模板" msgid "" "It is possible to use either an editor or export template (debug or release) " "binary in headless mode. Which one you should use depends on your use case:" -msgstr "" +msgstr "可以在无头模式下使用编辑器或导出模板(调试或发布)二进位。你应该使用哪一种取" +"决于你的用例:" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:21 #, fuzzy @@ -69202,6 +69202,9 @@ msgid "" "as an export template binary, rename the binary to have the same name as the " "PCK (minus the file extension), then run the binary." msgstr "" +"仅导出PCK档案,最好是与将托管服务器的平台相配对的平台。将此PCK档案放在与导出" +"模板二进位档案相同的文件夹中,将二进位档案重新命名为与PCK相同的名称(减去文件" +"扩展名),然后执行该二进位档案。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:39 #, fuzzy @@ -69226,6 +69229,9 @@ msgid "" "texture data). Additionally, headless mode won't be automatically used; the " "user will have to specify ``--headless`` to make sure no window spawns." msgstr "" +"如果你在以服务器为目标时照常导出项目,你会注意到PCK档案与客户端一样大。这是因" +"为它包含所有资源,包括服务器不需要的资源(例如纹理数据)。此外,不会自动使用" +"无头模式;使用者必须指定“--headless”以确保没有视窗生成。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:55 msgid "" @@ -69234,24 +69240,27 @@ msgid "" "a way that preserves references in scene or resource files (built-in or " "external)." msgstr "" +"许多资源(例如纹理)可以从PCK档案中剥离,以大大减少其大小。Godot提供了一种对" +"纹理和材质执行此操作的方法,可保留场景或资源档案(内置或外部)中的参考。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:59 msgid "" "To begin doing so, make sure you have a dedicated export preset for your " "server, then select it, go to its **Resources** tab and change its export " "mode:" -msgstr "" +msgstr "首先,请确保你的服务器有专用的导出预设,然后选择它,转到其**Resources**标签并" +"更改其导出模式:" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 msgid "" "Choosing the **Export as dedicated server** export mode in the export preset" -msgstr "" +msgstr "在导出预设中选择**导出为专用服务器**导出模式" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:68 msgid "" "When this export mode is chosen, the ``dedicated_server`` feature tag is " "automatically added to the exported project." -msgstr "" +msgstr "选择此导出模式后,「dedicated_server」功能标记将自动新增至导出的项目。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:73 msgid "" @@ -69260,23 +69269,26 @@ msgid "" "export preset. This will also force ``--headless`` when running the exported " "project." msgstr "" +"如果你不想使用此导出模式但仍需要功能标签,则可以在导出预设的**功能**标签中写" +"入名称``dedicated_server``。当运作导出的项目时,这也会强制“--headless”。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:78 msgid "" "After selecting this export mode, you will be presented with a list of " "resources in the project:" -msgstr "" +msgstr "选择此导出模式后,你将看到项目中的资源列表:" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 msgid "Choosing resources to keep, keep with stripped visuals or remove" -msgstr "" +msgstr "选择要保留的资源、保留剥离的视觉效果或删除" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:87 msgid "" "Ticking a box allows you to override options for the specified file or " "folder. Checking boxes does **not** affect which files are exported; this is " "done by the options selected for each checkbox instead." -msgstr "" +msgstr "勾选复选框可让你复写指定档案或文件夹的选项。复选框**不会**影响导出哪些档案;" +"这是透过为每个复选框选择的选项来完成的。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:91 msgid "" @@ -69285,6 +69297,9 @@ msgid "" "name (and the option name being grayed out). To change the option for a file " "whose option is currently inherited, you must tick the box next to it first." msgstr "" +"预设情况下,提取文件夹中的档案将自动使用父级选项,这由选项名称的**(Inherited" +")**后缀表示(并且选项名称呈灰色)。若要变更目前继承选项的档案的选项,必须先" +"勾选该档案旁的方块。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:96 msgid "" @@ -69293,10 +69308,12 @@ msgid "" "image size (as it's sometimes used to position elements in a 2D scene), but " "nothing else." msgstr "" +"**Strip Visuals:**导出此资源,并将视觉档案(纹理和材质)替换为占位符类别。占" +"位符类别储存图像大小(因为它有时用于在2D场景中定位元素),但不储存其他内容。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:99 msgid "**Keep:** Export this resource as usual, with visual files intact." -msgstr "" +msgstr "**Keep:**照常导出此资源,并保留完整的视觉文件。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:100 msgid "" @@ -69304,6 +69321,8 @@ msgid "" "scenes and resources that only the client needs. If you do so, make sure the " "server doesn't reference these client-only scenes and resources in any way." msgstr "" +"**Remove:**该档案不包含在PCK中。这对于忽略只有客户端需要的场景和资源很有用。" +"如果这样做,请确保服务器不会以任何方式引用这些仅限客户端的场景和资源。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:104 msgid "" @@ -69312,6 +69331,9 @@ msgid "" "example, if your server generates collision data based on an image's " "contents, you need to use **Keep** for that particular image." msgstr "" +"一般建议是尽可能使用**Strip Visuals**,除非服务器需要存取图像数据(例如像素颜" +"色)。例如,如果你的服务器根据图象的内容产生碰撞数据,则你需要对该特定图象使" +"用**Keep**。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:111 msgid "" @@ -69319,14 +69341,17 @@ msgid "" "** button with a ``.zip`` file extension, then open the resulting ZIP file " "in a file manager." msgstr "" +"若要检查导出的PCK的档案结构,请使用带有「.zip」文件扩展名的「**Export PCK/" +"ZIP…**」按钮,然后在档案管理器中开启产生的ZIP档案。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:117 msgid "" "Be careful when using the **Remove** mode, as scenes/resources that " "reference a removed file will no longer be able to load successfully." -msgstr "" +msgstr "使用**Remove**模式时要小心,因为引用已删除档案的场景/资源将无法再成功加载。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:120 +#, fuzzy msgid "" "If you wish to remove specific resources but make the scenes still be able " "to load without them, you'll have to remove the reference in the scene file " @@ -69334,12 +69359,15 @@ msgid "" "This approach can be used to strip resources that Godot doesn't support " "replacing with placeholders yet, such as audio." msgstr "" +"如果你希望删除特定资源但使场景在没有它们的情况下仍然能够加载,则必须删除场景" +"档案中的参考并使用「load()」中的「load()」将档案加载到节点的属性中。脚本" +"。这种方法可用于剥离Godot尚不支持用占位符取代的资源,例如音讯。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:126 msgid "" "Removing textures is often what makes the greatest impact on the PCK size, " "so it is recommended to stick with **Strip Visuals** at first." -msgstr "" +msgstr "删除纹理通常对PCK大小影响最大,因此建议先坚持使用**Strip Visuals**。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:129 msgid "" @@ -69372,6 +69400,9 @@ msgid "" "custom feature tag), you can use the ``dedicated_server`` feature tag to " "detect whether a dedicated server PCK is being used:" msgstr "" +"如果你使用**导出为专用服务器**导出模式导出了项目`(或已新增``dedicated_server``作为自定义功能标记)" +",则可以使用``dedicated_server``用于侦测是否正在使用专用服务器PCK的功能标记:" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:213 #, fuzzy @@ -69400,7 +69431,8 @@ msgid "" "It's a good idea to add at least one of the above command-line arguments to " "start a server, as it can be used to test server functionality from the " "command line without having to export the project." -msgstr "" +msgstr "最好新增至少一个上述命令列参数来启动服务器,因为它可用于从命令列测试服务器功" +"能,而无需导出项目。" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:273 msgid "" @@ -69616,6 +69648,9 @@ msgid "" "a loading screen with some indication that progress is being made, or you " "may want to load additional resources during gameplay." msgstr "" +"通常,游戏需要异步加载资源。当切换游戏的主场景时(例如,进入新的关卡),你可" +"能想要显示一个加载画面,其中包含一些正在进行的指示,或者你可能希望在游戏过程" +"中加载其他资源。" #: ../../docs/tutorials/io/background_loading.rst:12 msgid "" @@ -69624,12 +69659,15 @@ msgid "" "`) blocks your thread, making your game appear " "unresponsive while the resource is being loaded." msgstr "" +"标准加载方法(:ref:`ResourceLoader.load ` " +"或 GDScript 更简单的:ref:`load ` " +")会阻塞你的线程,让你的游戏在加载资源时显得无响应。" #: ../../docs/tutorials/io/background_loading.rst:17 msgid "" "One way around this is using ``ResourceLoader`` to load resources " "asynchronously in background threads." -msgstr "" +msgstr "解决这个问题的一种方法是使用「ResourceLoader」在后台线程中非同步加载资源。" #: ../../docs/tutorials/io/background_loading.rst:21 msgid "Using ResourceLoader" @@ -69642,6 +69680,9 @@ msgid "" "`, which will then be " "loaded in threads in the background." msgstr "" +"通常,你使用: ref:`ResourceLoader.load_threaded_request " +"` " +"对加载路径资源的请求进行排队,然后将在背景的线程中加载。" #: ../../docs/tutorials/io/background_loading.rst:27 msgid "" @@ -69650,12 +69691,18 @@ msgid "" "obtained by passing an array variable via progress which will return a one " "element array containing the percentage." msgstr "" +"你可以使用: ref:`ResourceLoader.load_threaded_get_status " +"` 检查状态。可以透过Pro" +"gress传递一个数组变数来取得进度,该变数将传回一个包含百分比的单元素数组。" #: ../../docs/tutorials/io/background_loading.rst:32 msgid "" "Finally, you retrieve loaded resources by calling :ref:`ResourceLoader." "load_threaded_get `." msgstr "" +"最后,通过调用:ref:`ResourceLoader." +"load_threadd_get` " +"来检索加载的资源。" #: ../../docs/tutorials/io/background_loading.rst:35 msgid "" @@ -69665,6 +69712,9 @@ msgid "" "block, you either need to ensure there is enough time between requesting the " "load and retrieving the resource or you need to check the status manually." msgstr "" +"一旦你呼叫 ``load_threaded_get()`` ,资源要么在后台完成加载并立即返回," +"要么加载将像 ``load()`` 一样在此时阻塞。如果你想保证这不会阻塞,你要么需要确" +"保请求加载和检索资源之间有足够的时间,要么需要手动检查状态。" #: ../../docs/tutorials/io/background_loading.rst:42 #: ../../docs/tutorials/scripting/gdscript/gdscript_documentation_comments.rst:235 @@ -69684,17 +69734,20 @@ msgid "" "which we will load on ``_ready`` and instantiate when pressed. The path will " "be ``\"Enemy.tscn\"`` which is located at ``res://Enemy.tscn``." msgstr "" +"此示例示范如何在背景加载场景。我们将有一个按钮,按下时会生成一个敌人。敌人将" +"是``Enemy.tscn``,我们将在“_ready”上传入它并在按下时实例化。路径为``Enemy." +"tscn``,位于``res://Enemy.tscn``。" #: ../../docs/tutorials/io/background_loading.rst:49 msgid "" "First, we will start a request to load the resource and connect the button:" -msgstr "" +msgstr "首先,我们将启动一个请求来加载资源并连接按钮:" #: ../../docs/tutorials/io/background_loading.rst:59 msgid "" "Now ``_on_button_pressed`` will be called when the button is pressed. This " "method will be used to spawn an enemy." -msgstr "" +msgstr "现在按下按钮时将呼叫``_on_button_pressed``。此方法将用于生成敌人。" #: ../../docs/tutorials/io/data_paths.rst:4 msgid "File paths in Godot projects" @@ -70410,6 +70463,13 @@ msgid "" "`PropertyUsageFlags` for the possible " "usage flags." msgstr "" +"请注意,并非所有属性都包含在内。仅使用:ref:`PROPERTY_USAGE_STORAGE` " +"标志集将被序列化。通过重写类中的:ref:`_get_property_list" +"` 方法,可以向属性添加新的用" +"法标志。你还可以通过调用``Object_get_property_list``来检查如何配置属性使用。" +"请参阅:ref:`PropertyUsageFlags` " +"以获取可能的使用标志。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:4 msgid "Runtime file loading and saving" @@ -70428,10 +70488,13 @@ msgid "" "your project. It requires users to generate a PCK or ZIP file through the " "Godot editor, which contains resources imported by Godot." msgstr "" +"有时,当你希望玩家能够在项目中加载用户生成的内容时,:ref:`exporting packs, " +"patches, and mods ` 并不理想。它要求用户通过Godot编辑器生" +"成PCK或ZIP文件,其中包含Godot导入的资源。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:15 msgid "Example use cases for runtime file loading and saving include:" -msgstr "" +msgstr "运行时文件加载和保存的示例用例包括:" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:17 msgid "Loading texture packs designed for the game." @@ -70459,13 +70522,15 @@ msgstr "为菜单和 HUD 使用用户提供的字体。" msgid "" "Saving/loading a file format that can contain multiple files but can still " "easily be read by other applications (ZIP)." -msgstr "" +msgstr "Saving/loading 一种文件格式,该文件格式可以包含多个文件,但仍然可以被其他应用" +"程序轻松读取(ZIP)。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:24 msgid "" "Loading files created by another game or program, or even game data files " "from another game not made with Godot." -msgstr "" +msgstr "Loading " +"由另一个游戏或程序创建的文件,甚至是来自另一个非Godot游戏的游戏数据文件。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:27 msgid "" @@ -70654,12 +70719,19 @@ msgid "" "in 2D when following instructions on :ref:`reducing aliasing when " "downsampling `." msgstr "" +"如果在3D曲面上显示加载的图像,请确保调用:ref:`" +"image.generate_mipmaps` ,以便在远处观" +"察时纹理看起来不会有颗粒感。在2D中,当遵循以下说明时,这也很有用:ref:`" +"reducing aliasing when downsampling " +"` 。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:116 msgid "" "Example of loading an image and displaying it in a :ref:`class_TextureRect` " "node (which requires conversion to :ref:`class_ImageTexture`):" msgstr "" +"加载图像并将其显示在:ref:`class_TextureRect` " +"节点中的示例(需要转换为:ref:`class_ImageTexture`):" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:137 msgid "Audio/video files" @@ -70672,6 +70744,10 @@ msgid "" "Theora videos, or contain Opus audio within an Ogg container. These files " "will **not** load correctly as audio files in Godot." msgstr "" +"Godot支持在运行时加载Ogg Vorbis音频。请注意,并非*all* 扩展名为 ``.ogg`` " +"的文件都可以是ogg-Vorbis文件。有些可能是Ogg " +"Theora视频,或者在Ogg容器中包含Opus音频。这些文件在Godot中将 **not** " +"作为音频文件正确加载。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:144 msgid "" @@ -70694,6 +70770,8 @@ msgid "" "since :ref:`class_AudioStreamWAV`'s ``data`` property is exposed to " "scripting." msgstr "" +"Godot还不支持MP3或WAV文件的运行时加载。在实现之前,使用脚本实现运行时WAV加载" +"是可行的,因为:ref:`class_AudioStreamWAV` 的`data`属性风险脚本。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:171 msgid "" @@ -70701,6 +70779,9 @@ msgid "" "save_to_wav `, which is useful for " "procedurally generated audio or microphone recordings." msgstr "" +"仍然可以使用: ref:`AudioStreamWAV.save_to_wav " +"` " +",这对于按程序生成的音频或麦克风录音非常有用。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:178 msgid "3D scenes" @@ -70715,11 +70796,15 @@ msgid "" "preferred as it's faster to write and smaller, but the text format is easier " "to debug." msgstr "" +"Godot在编辑器和导出项目中都对glTF 2." +"0提供了一流的支持。同时使用:ref:`class_gltfdocument` 和ref:`class_gltfstate`" +" ,Godot可以以文本 (``.gltf``) 和二进制 (``.glb``)格式加载和保存导出项目中的g" +"lTF文件。二进制格式应该是首选,因为它写得更快、更小,但文本格式更容易调试。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:186 msgid "" "Example of loading a glTF scene and appending its root node to the scene:" -msgstr "" +msgstr "加载glTF场景并将其根节点附加到场景的示例:" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:214 msgid "" @@ -70729,6 +70814,9 @@ msgid "" "loading from a buffer, this base path must be manually set as there is no " "way for Godot to infer this path." msgstr "" +"加载glTF场景时,必须设置*基本路径*,以便可以正确加载纹理等外部资源。从文件加" +"载时,基本路径会自动设置为包含该文件的文件夹。从缓冲区加载时,必须手动设置此" +"基本路径,因为Godot无法推断此路径。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:220 msgid "" @@ -70738,6 +70826,11 @@ msgid "" "` or :ref:`GLTFDocument." "append_from_file `." msgstr "" +"若要设置基本路径,请在你的GLTFState实例上设置:ref:`GLTFState.base_path " +"` ,然后*调用* :ref:` " +"GLTFDocument.append_from_buffer` 或 :ref:`GLTFDocument.append_from_file " +"`。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:229 msgid "Fonts" @@ -70757,18 +70850,23 @@ msgid "" "` supports the `BMFont `__ format (``.fnt`` or ``.font``)." msgstr "" +"另一方面,:ref:`FontFile.load_bitmap_font " +"` 支持`BMFont`__ format (``.fnt`` or ``.font``)。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:237 msgid "" "Additionally, it is possible to load any font that is installed on the " "system using Godot's support for :ref:`doc_using_fonts_system_fonts`." -msgstr "" +msgstr "此外,可以使用Godot对 :ref:`doc_using_fonts_system_fonts` " +"的支持加载系统上安装的任何字体。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:240 msgid "" "Example of loading a font file automatically according to its file " "extension, then adding it as a theme override to a :ref:`class_Label` node:" -msgstr "" +msgstr "根据文件扩展名自动加载字体文件,然后将其作为主题覆盖添加到 :ref:`class_Label`" +" 节点的示例:" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:267 msgid "ZIP archives" @@ -70782,6 +70880,10 @@ msgid "" "(although these will contain imported Godot resources rather than the " "original project files)." msgstr "" +"Godot支持使用 :ref:`class_zipreader` 和 :ref:`class_zippacker` " +"类读取和写入ZIP档案。这支持任何ZIP文件,包括Godot的 \"Export PCK/" +"ZIP\"功能生成的文件" +"(尽管这些文件将包含导入的Godot资源,而不是原始项目文件)。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:276 msgid "" @@ -70791,20 +70893,26 @@ msgid "" "approach is preferred for DLCs, as it makes interacting with additional data " "packs seamless (virtual filesystem)." msgstr "" +"使用 :ref:`ProjectSettings.load_resource_pack " +"` " +"将Godot导出的PCK或ZIP文件加载为 :ref:`additional data packs `。DLC更喜欢这种方法,因为它可以无缝地与其他数据包(虚拟文件系统)交互。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:281 msgid "" "This ZIP archive support can be combined with runtime image, 3D scene and " "audio loading to provide a seamless modding experience without requiring " "users to go through the Godot editor to generate PCK/ZIP files." -msgstr "" +msgstr "这种ZIP档案支持可以与运行时图像、3D场景和音频加载相结合,提供无缝的改装体验," +"而无需用户通过Godot编辑器生成PCK/ZIP文件。" #: ../../docs/tutorials/io/runtime_file_loading_and_saving.rst:285 msgid "" "Example that lists files in a ZIP archive in an :ref:`class_ItemList` node, " "then writes contents read from it to a new ZIP archive (essentially " "duplicating the archive):" -msgstr "" +msgstr "示例列出 :ref:`class_ItemList` 节点中ZIP存档中的文件,然后将从中读取的内容写" +"入新的ZIP存档(本质上是复制存档):" #: ../../docs/tutorials/io/binary_serialization_api.rst:6 msgid "Binary serialization API" @@ -71711,6 +71819,8 @@ msgid "" "An Object could be serialized in three different ways: as a null value, with " "``full_objects = false``, or with ``full_objects = true``." msgstr "" +"物件可以透过三种不同的方式串行化:作为空值,使用“full_objects = " +"false”,或使用“full_objects = true”。" #: ../../docs/tutorials/io/binary_serialization_api.rst:409 msgid "A null value" @@ -71801,6 +71911,13 @@ msgid "" "`PropertyUsageFlags` for the possible " "usage flags." msgstr "" +"并非所有属性都包含在内。仅使用 :ref:`PROPERTY_USAGE_STORAGE` 标志集将被序列化。通过重写类中的 " +":ref:`_get_property_list` " +"方法,可以向属性添加新的用法标志。你还可以通过调用``Object." +"_get_property_list``详情参见 " +":ref:`PropertyUsageFlags` " +"以获取可能的使用位标记。" #: ../../docs/tutorials/io/binary_serialization_api.rst:463 msgid "18: :ref:`Dictionary`" @@ -72037,7 +72154,7 @@ msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:46 msgid "The **Remaps** tab can be used for this:" -msgstr "" +msgstr "**Remaps*分页可用于此目的:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:50 #, fuzzy @@ -72053,13 +72170,16 @@ msgid "" "fallback system instead, which lets you define as many fallback fonts as you " "want." msgstr "" +"DynamicFonts不支持资源重新对应系统。若要根据语言的脚本使用不同的字形,请改用D" +"ynamicFont回退系统,它允许你定义任意数量的回退字形。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:59 msgid "" "The upside of the DynamicFont fallback system is that it works regardless of " "the current language, making it ideal for things like multiplayer chat where " "the text language may not match the client's language." -msgstr "" +msgstr "DynamicFont回退系统的优点是,无论目前语言如何,它都可以工作,这使其非常适合文" +"字语言可能与客户端语言不配对的多人聊天等情况。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:64 msgid "Converting keys to text" @@ -72116,6 +72236,8 @@ msgid "" "com/get/noto/>`__. Make sure to download the correct variation if you're " "using a less common language." msgstr "" +"多语言字形的一个很好的资源是「Noto Fonts 」。如果你使用的是不太常见的语言,请确保下载正确的变体。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:95 msgid "" @@ -72124,6 +72246,9 @@ msgid "" "reusability, associate a new a Theme resource to your root Control node and " "define the DynamicFont as the Default Font in the theme." msgstr "" +"下载字体后,将TTF档案加载到DynamicFont资源中,并将其用作控制节点的自定义字体" +"。为了获得更好的可重复使用性,请将新的主题资源关联到根控制节点,并将DynamicFo" +"nt定义为主题中的预设字体。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:101 #, fuzzy @@ -72231,12 +72356,18 @@ msgid "" "strings with accented versions (while still being readable). Placeholders " "are kept as-is, so that they keep working when pseudolocalization is enabled." msgstr "" +"若要检查你的UI是否可以容纳比原始字串更长的翻译,你可以在进阶项目设定中启用 " +"*pseudolocalization* (*伪本地化*)。这将用更长的版本替换所有可本地化的字串,同" +"时用带有重音的版本替换原始字串中的一些字元(同时仍然可读)。占位符保持原样," +"以便在启用伪本地化时它们继续工作。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:186 msgid "" "For example, the string ``Hello world, this is %s!`` becomes ``[Ĥéłłô ŵôŕłd́, " "ŧh̀íš íš %s!]`` when pseudolocalization is enabled." msgstr "" +"例如,当启用伪本地化时,字串「Hello world,this is %s!」将变为「[Ĥéłłôŵôŕłd́" +", ŧh̀íš íš %s!]」。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:189 msgid "" @@ -72247,14 +72378,16 @@ msgstr "虽然第一眼看上去很奇怪,但是伪本地化的好处有很多 msgid "" "It lets you spot non-localizable strings quickly, so you can go over them " "and make them localizable (if it makes sense to do so)." -msgstr "" +msgstr "它可以让你快速发现不可本地化的字串,这样你就可以检查它们并使它们可本地化(如" +"果这样做有意义的话)。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:193 msgid "" "It lets you check UI elements that can't fit long strings. Many languages " "will feature much longer translations than the source text, so it's " "important to ensure your UI can accommodate longer-than-usual strings." -msgstr "" +msgstr "它可以让你检查无法容纳长字串的UI元素。许多语言的翻译都会比原始文字长得多,因" +"此确保你的UI能够容纳比平常更长的字串非常重要。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:196 msgid "" @@ -72264,12 +72397,15 @@ msgid "" "checking whether a font can support :abbr:`CJK (Chinese, Japanese, Korean)` " "or right-to-left languages." msgstr "" +"它可以让你检查你的字形是否包含支持各种语言所需的所有字元。然而,由于伪本地化" +"的目标是保持原始字串的可读性,因此它并不是检查字形是否支持CJK(中文、日文、韩" +"文)或从右到左语言的有效测试。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:202 msgid "" "The project settings allow you to tune pseudolocalization behavior, so that " "you can disable parts of it if desired." -msgstr "" +msgstr "项目设定可让你调整伪本地化行为,以便你可以根据需要停用其部分内容。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:206 msgid "TranslationServer" @@ -72297,13 +72433,16 @@ msgid "" "mirrored as well. In some languages the shape of a glyph changes depending " "on the surrounding characters." msgstr "" +"阿拉伯语和希伯来语是从右到左书写的(除了混合的数字和拉丁单字),这些语言的使" +"用者界面也应该是镜像的。在某些语言中,字形的形状会根据周围的字元而变化。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:222 msgid "" "Support for bidirectional writing systems and UI mirroring is transparent, " "you don't usually need to change anything or have any knowledge of the " "specific writing system." -msgstr "" +msgstr "对双向书写系统和UI镜像的支持是透明的,你通常不需要更改任何内容或了解特定书写" +"系统。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:225 msgid "" @@ -72346,7 +72485,7 @@ msgstr "坐标系不会镜像,非 UI 节点(精灵等)不受影响。" msgid "" "It is possible to override text and control layout direction by using the " "following control properties:" -msgstr "" +msgstr "可以使用下列控件属性来复写文字和控件布局方向:" #: ../../docs/tutorials/i18n/internationalizing_games.rst:235 msgid "" @@ -72354,20 +72493,24 @@ msgid "" "direction depends on the first strong directional character in the text " "according to the Unicode Bidirectional Algorithm," msgstr "" +"``text_direction``,设定基本文字方向。当设定为“auto”时,方向取决于根据Unicode" +"双向算法的文字中的第一个强方向字符," #: ../../docs/tutorials/i18n/internationalizing_games.rst:236 msgid "``language``, overrides current project locale." -msgstr "" +msgstr "“语言”,覆盖目前项目区域设定。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:237 msgid "" "``structured_text_bidi_override`` property and ``_structured_text_parser`` " "callback, enables special handling for structured text." msgstr "" +"``structured_text_bidi_override``属性和`_structured_text_parser``回调,可以对" +"结构化文本进行特殊处理。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:238 msgid "``layout_direction``, overrides control mirroring." -msgstr "" +msgstr "“layout_direction”,覆盖控制镜像。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:244 #, fuzzy @@ -72392,6 +72535,11 @@ msgid "" "Settings → Localization → Text Server Data** and click **Install support " "data...**. Break iterator data is about 4 MB large." msgstr "" +"有些语言书写没有空格,单词和换行需要的不仅仅是字符序列的规则。Godot包括ICU规" +"则和基于字典的中断迭代器数据,但默认情况下,导出的项目中不包括这些数据。要将" +"其包括在内,请转到 **Project → Project Settings → Localization → Text Server " +"Data**(**项目→ 项目设置→ 本地化→ 文本服务器数据**),然后单击**Install " +"support data...**(**安装支持数据…**)。中断迭代器数据大约有4 MB大。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:257 msgid "Structured text BiDi override" @@ -72402,7 +72550,8 @@ msgid "" "Unicode BiDi algorithm is designed to work with natural text and it's " "incapable of handling text with the higher level order, like file names, " "URIs, email addresses, regular expressions or source code." -msgstr "" +msgstr "Unicode BiDi算法设计用于处理自然文字,它无法处理具有更高层级顺序的文字,例如" +"档案名称、URI、电子邮件地址、正规表示式或原始代码。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:265 msgid "" @@ -72412,12 +72561,15 @@ msgid "" "of them individually to correctly display directory names in any language " "and preserve correct order of the folders (bottom \"LineEdit\" control)." msgstr "" +"例如,所显示的目录结构的路径将显示不正确(顶部「LineEdit」控件)。「档案」型" +"别结构化文字会复写将文字分割成段,然后将BiDi算法单独套用到每个段,以正确显示" +"任何语言的目录名称并保留文件夹的正确顺序(底部「LineEdit」控件)。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:270 msgid "" "Custom callbacks provide a way to override BiDi for the other types of " "structured text." -msgstr "" +msgstr "自定义回调提供了一种覆盖其他型别结构化文字的BiDi的方法。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:273 msgid "Localizing numbers" @@ -72433,6 +72585,12 @@ msgid "" "parse_number(string, language) ` to " "convert it back." msgstr "" +"专为数位输入或输出设计的控件(例如ProgressBar、SpinBox)将自动使用本地化编号" +"系统,对于其他控件 :ref:`TextServer." +"format_number(string,language)` " +"可用于转换西阿拉伯数字(0 ..9)到本地化编号系统并:ref:`TextServer." +"parse_number(string,language)` " +"将其转换回来。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:283 msgid "Localizing icons and images" @@ -72443,7 +72601,8 @@ msgid "" "Icons with left and right pointing arrows which may need to be reversed for " "Arabic and Hebrew locales, in case they indicate movement or direction (e.g. " "back/forward buttons). Otherwise, they can remain the same." -msgstr "" +msgstr "带有左右指向箭头的图标可能需要在阿拉伯语和希伯来语语言环境中颠倒过来,以防它" +"们指示移动或方向(例如后退/前进按钮)。否则,它们可以保持不变。" #: ../../docs/tutorials/i18n/internationalizing_games.rst:290 msgid "Testing translations" @@ -72644,6 +72803,9 @@ msgid "" "translation contexts and pluralization if used in a script, with the " "optional second argument of ``tr()`` and the ``tr_n()`` method." msgstr "" +"自Godot 4.0以来,编辑器可以从指定的场景和GDScript文件中自动生成PO模板。如果在" +"脚本中使用,此POT生成还支持翻译上下文和复数形式,可选的第二个实参为``tr()`` " +"和 ``tr_n()``方法。" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:66 msgid "" @@ -72684,6 +72846,8 @@ msgid "" "You can then move over to :ref:`creating a messages file from a PO template " "`." msgstr "" +"然后,你可以继续从 :ref:`creating a messages file from a PO template " +"`." #: ../../docs/tutorials/i18n/localization_using_gettext.rst:86 msgid "" @@ -72691,7 +72855,8 @@ msgid "" "localizable strings, or after adding new scenes or scripts. Otherwise, newly " "added strings will not be localizable and translators won't be able to " "update translations for outdated strings." -msgstr "" +msgstr "请记住在对可本地化字串进行任何更改或新增新场景或脚本后重新生成PO模板。否则," +"新新增的字串将无法在地化,且翻译人员将无法更新过时字串的翻译。" #: ../../docs/tutorials/i18n/localization_using_gettext.rst:92 msgid "Manual creation" @@ -81312,7 +81477,8 @@ msgid "" "development has finished. This means that translations aren't available " "during development for testing whether the project is internationalized " "properly." -msgstr "" +msgstr "建立游戏时,本地化过程通常在开发完成后开始。这意味着在开发过程中无法使用翻译" +"来测试项目是否正确国际化。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:13 msgid "" @@ -81321,6 +81487,9 @@ msgid "" "might take place during localization. This way, any issues regarding " "internationalization can be recognized early on during development." msgstr "" +"Godot提供伪本地化作为测试项目在区域设定变更时的稳健性的一种方法。伪本地化模拟" +"本地化期间可能发生的变化。这样,任何有关国际化的问题都可以在开发过程的早期就" +"被辨识出来。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:20 #, fuzzy @@ -81344,12 +81513,17 @@ msgid "" "Pseudolocalization** after enabling the **Advanced** toggle in the project " "settings dialog:" msgstr "" +"启用伪本地化及其相关配置就像在项目设定中切换复选框一样简单。在项目设定对话方" +"块中启用**进阶**切换后,可以在**项目→项目设定→常规→国际化→伪本地化**中找到这" +"些设定:" #: ../../docs/tutorials/i18n/pseudolocalization.rst:33 msgid "" "Pseudolocalization can also be :ref:`toggled at runtime from a script " "`." msgstr "" +"伪本地化也可以是 :ref:`toggled at runtime from a script " +"`。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:36 msgid "Pseudolocalization configurations" @@ -81360,7 +81534,8 @@ msgid "" "Pseudolocalization in Godot can be set up according to the specific use case " "of the project. Here are the pseudolocalization properties that can be " "configured through project settings:" -msgstr "" +msgstr "Godot中的伪本地化可以根据项目的具体用例进行设定。以下是可以透过项目设定进行配" +"置的伪本地化属性:" #: ../../docs/tutorials/i18n/pseudolocalization.rst:42 msgid "" @@ -81382,6 +81557,8 @@ msgid "" "approximation to simulate expansion of text during localization. This can be " "used to check for text that would overflow its container (such as buttons)." msgstr "" +"``double_vowels``:将字串中的所有元音加倍。这是在本地化过程中模拟文字扩充的一" +"个很好的近似方法。这可用于检查会溢出其容器的文字(例如按钮)。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:51 msgid "" @@ -81389,12 +81566,15 @@ msgid "" "is useful to simulate right-to-left writing systems to check for potential " "layout issues that would occur in languages using right-to-left scripts." msgstr "" +"``fake_bidi``:假双向文字(模拟从右到左的文字)。这对于模拟从右到左的书写系统" +"非常有用,以检查使用从右到左脚本的语言中可能出现的潜在布局问题。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:53 msgid "" "``override``: Replaces all the characters in the string with an asterisk " "(``*``). This is useful for quickly finding text that isn't being localized." -msgstr "" +msgstr "``override``:用星号(``*``)取代字串中的所有字元。这对于快速寻找未本地化的文" +"字很有用。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:55 msgid "" @@ -81404,19 +81584,23 @@ msgid "" "sufficient for most practical cases; it will increase the length of the " "string by 30%." msgstr "" +"“expansion_ratio”:可用来双元音不足以近似的情况。此设定用下划线(``_``)填充" +"字串并按给定的比例扩充它。对于大多数实际情况,「0." +"3」的膨胀比就足够了;它会使字串的长度增加30%。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:59 msgid "" "``prefix`` and ``suffix``: These properties can be used to specify a prefix " "and suffix to wrap the text in." -msgstr "" +msgstr "``prefix``和``suffix``:这些属性可用来指定包装文字的前缀和后缀。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:61 msgid "" "``skip_placeholders``: Skips placeholders for string formatting like ``%s`` " "and ``%f``. This is useful to identify places where more arguments are " "required for the formatted string to display correctly." -msgstr "" +msgstr "“skip_placeholders”:跳过字串格式的占位符,如“%s”和“%f”。这对于识别需要更多参" +"数才能正确显示格式化字串的位置很有用。" #: ../../docs/tutorials/i18n/pseudolocalization.rst:65 #, fuzzy @@ -81444,6 +81628,16 @@ msgid "" "``double_vowels`` properties and then call ``reload_pseudolocalization()`` " "for the changes to get reflected::" msgstr "" +"可以在运行时使用TranslationServer中的 :ref:`pseudolocalization_enabled` " +"属性切换伪本地化。但是,如果需要伪本地化属性的运行时配置,则可以使用 " +":ref:`ProjectSettings.set_setting(property, value) " +"` 直接配置它们,然后调用 " +":ref:`TranslationServer.reload_pseudolocalization() " +"` " +",该函数将重新生成伪本地化属性并重新加载伪本地化。以下代码段应打开 " +"``replace_with_accents`` 和 ``double_vowels`` 属性,然后调用 " +"``reload_pseudolocalization()`` 以反映更改:" #: ../../docs/tutorials/inputs/index.rst:2 msgid "Input handling" @@ -81895,6 +82089,9 @@ msgid "" "represent an InputEvent but are useful because they abstract various inputs " "when programming the game logic." msgstr "" +"动作是将零个或多个输入事件群组为通常理解的标题(例如,预设的「ui_left」动作将" +"手柄左输入和键盘左箭头键群组)。它们不需要表示输入事件,但很有用,因为它们在" +"编写游戏逻辑时抽象化了各种输入。" #: ../../docs/tutorials/inputs/inputevent.rst:205 #, fuzzy @@ -82128,7 +82325,8 @@ msgstr "" msgid "" "A new Godot project includes a number of default actions already defined. To " "see them, turn on ``Show Built-in Actions`` in the InputMap dialog." -msgstr "" +msgstr "新的Godot项目包含许多已定义的预设操作。若要查看它们,请在“InputMap”对话方块中" +"开启“显示内置操作”。" #: ../../docs/tutorials/inputs/input_examples.rst:168 msgid "Capturing actions" @@ -82423,11 +82621,12 @@ msgstr "" msgid "" "The custom image **must** be 256×256 pixels at most. To avoid rendering " "issues, sizes lower than or equal to 128×128 are recommended." -msgstr "" +msgstr "自定义图像**必须**最大为256×256像素。为了避免算绘问题,建议尺寸小于或等于128×" +"128。" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:43 msgid "On the web platform, the maximum allowed cursor image size is 128×128." -msgstr "" +msgstr "在网页平台上,允许的最大游标图像尺寸为128×128。" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:48 msgid "Create a Node and attach the following script." @@ -82767,6 +82966,9 @@ msgid "" "accidentally send controller inputs to the running project while interacting " "with another window." msgstr "" +"虽然这对于「第三方分割画面功能`__很有用,但" +"它也可能产生不利影响。玩家在与另一个视窗互动时可能会意外地将控制器输入传送到" +"正在执行的项目。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:226 msgid "" @@ -82774,6 +82976,8 @@ msgid "" "need to create an :ref:`autoload ` called ``Focus`` " "with the following script and use it to check all your inputs:" msgstr "" +"如果你希望在项目窗口未聚焦时忽略事件,则需要使用以下脚本创建一个 :ref:`" +"autoload ` 调用``Focus``,并使用它检查所有输入:" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:258 msgid "" @@ -82783,6 +82987,10 @@ msgid "" "``Focus.event_is_action_pressed(event, action)`` where ``event`` is an " "InputEvent reference and ``action`` is the name of the input action." msgstr "" +"然后,不要使用“Input.is_action_pressed(action)”,而是使用“Focus.input_is_ac" +"tion_pressed(action)”,其中“action”是输入操作的名称。另外,不要使用“event." +"is_action_pressed(action)”,而是使用“Focus.event_is_action_pressed(event," +"action)”,其中“event”是InputEvent引用,“action”是事件的名称。输入动作。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:265 msgid "Power saving prevention" @@ -82793,7 +83001,8 @@ msgid "" "Unlike keyboard and mouse input, controller inputs do **not** inhibit sleep " "and power saving measures (such as turning off the screen after a certain " "amount of time has passed)." -msgstr "" +msgstr "与键盘和鼠标输入不同,控制器输入**不会**抑制睡眠和省电措施(例如在经过一定时" +"间后关闭屏幕)。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:271 msgid "" @@ -82802,6 +83011,8 @@ msgid "" "playing with a gamepad, check the value of **Display > Window > Energy " "Saving > Keep Screen On** in the Project Settings." msgstr "" +"为了解决这个问题,Godot在项目运作时预设启用节能预防。如果你注意到系统在玩游戏" +"手把时关闭了显示屏,请检查项目设定中的**显示>视窗>节能>保持屏幕开启**的值。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:276 msgid "" @@ -82810,6 +83021,8 @@ msgid "" "within a Flatpak, as sandboxing restrictions may make this impossible by " "default." msgstr "" +"在Linux上,节能预防要求引擎能够使用D-Bus。如果在Flatpak中运作项目,请检查D-" +"Bus是否已安装且可存取,因为沙盒限制可能会导致预设无法实作此操作。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:285 msgid "" @@ -82841,6 +83054,8 @@ msgid "" "controllers at once. Additional controllers above this limit are ignored by " "Godot." msgstr "" +"在Windows上,Godot一次最多只支持4个控制器。这是因为Godot使用XInput " +"API,该API仅限于同时支持4个控制器。超过此限制的其他控制器将被Godot忽略。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:301 msgid "My controller has incorrectly mapped buttons or axes." @@ -82858,6 +83073,12 @@ msgid "" "controller's firmware, unpair the controller and pair it again with your PC " "if you are using the controller in wireless mode." msgstr "" +"首先,如果你的控制器提供某种固件更新实用程序,请确保运作它以从制造商处获取最" +"新修复程序。例如,Xbox One和Xbox Series控制器可以使用「Xbox " +"Accessories应用程序」更新其固件。(此应用程序仅在Windows上执行,因此你必须使用Windows电脑" +"或支持USB的Windows虚拟机器来更新控制器的固件。)更新控制器的固件后,请取消控" +"制器配对,然后再次将其与PC配对(如果你是这样)在无线模式下使用控制器。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:312 msgid "" @@ -82907,13 +83128,17 @@ msgid "" "using an engine binary supplied by a Linux distribution, double-check " "whether it was compiled with udev support." msgstr "" +"如果你使用自编译引擎二进位档案,请确保它是使用udev支持进行编译的。预设启用此" +"功能,但可以透过在SCons命令列上指定「udev=no」来停用udev支持。如果你使用的是L" +"inux发行版提供的引擎二进位档案,请仔细检查它是否是使用udev支持进行编译的。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:355 msgid "" "Controllers can still work without udev support, but it is less reliable as " "regular polling must be used to check for controllers being connected or " "disconnected during gameplay (hotplugging)." -msgstr "" +msgstr "控制器在没有udev支持的情况下仍然可以工作,但可靠性较低,因为必须使用定期轮询" +"来检查游戏期间控制器的连接或断开连接(热插拔)。" #: ../../docs/tutorials/inputs/controllers_gamepads_joysticks.rst:360 #: ../../docs/tutorials/platform/web/index.rst:6 @@ -83735,14 +83960,12 @@ msgstr "" "位向量)和某一个点,或者空间中任意两点都可以完成。" #: ../../docs/tutorials/math/vectors_advanced.rst:156 -#, fuzzy msgid "" "In the case of a normal and a point, most of the work is done, as the normal " "is already computed, so calculate D from the dot product of the normal and " "the point." -msgstr "" -"针对法线和点的情况,大部分工作已经完成,因为当法线已经计算出来时,只需从法线" -"和点的点积得到 D。" +msgstr "在法线和点的情况下,由于法线已经被计算出来,大部分计算工作都已完成。因此," +"只需根据法线和点的点积计算 D 即可。" #: ../../docs/tutorials/math/vectors_advanced.rst:171 msgid "" @@ -83752,39 +83975,36 @@ msgid "" "must be obtained first, and then it needs to be rotated 90° degrees to " "either side:" msgstr "" -"对于空间中的两个点, 实际上会有两个平面同时经过它们, 它们共享相同的空间, 但是" -"法线方向相反. 为了从这两个点计算面的法线, 必须首先获得方向向量, 然后将向任何" -"一边旋转90°:" +"而在空间中任意两点的情况下,空间内会有两个平面同时经过两点:这两个平面共享同" +"一个空间,但其法线方向相反。因此,为计算这两点的法线,必须先获得方向向量," +"然后将其向两侧旋转 90° :" #: ../../docs/tutorials/math/vectors_advanced.rst:196 -#, fuzzy msgid "" "The rest is the same as the previous example. Either point_a or point_b will " "work, as they are in the same plane:" -msgstr "" -"其余的与前面的示例相同,point_a或point_b都可以工作, 因为它们在相同的平面中:" +msgstr "剩余步骤与前例相同。point_a 和 point_b " +"都可以用于计算,毕竟两者位于同一个平面内:" #: ../../docs/tutorials/math/vectors_advanced.rst:214 -#, fuzzy msgid "" "Doing the same in 3D is a little more complex and is explained further down." -msgstr "在3D中做同样的操作稍微复杂一些, 下面将进一步解释." +msgstr "在 3D 空间中构造平面更加复杂,下文会进一步解释。" #: ../../docs/tutorials/math/vectors_advanced.rst:218 msgid "Some examples of planes" msgstr "平面的一些示例" #: ../../docs/tutorials/math/vectors_advanced.rst:220 -#, fuzzy msgid "" "Here is an example of what planes are useful for. Imagine you have a `convex " "`__ polygon. For " "example, a rectangle, a trapezoid, a triangle, or just any polygon where no " "faces bend inwards." msgstr "" -"这里有一个简单的示例, 说明平面的用途. 假设您有一个 `凸 `__ 多边形. 例如, 矩形, 梯形, 三角形或" -"任何没有向内弯曲的多边形." +"该示例将介绍平面的用途。假设有一个 `凸 `__ " +"多边形。比如矩形、梯形、三角形或任何没有面向内弯曲的多边形。" #: ../../docs/tutorials/math/vectors_advanced.rst:225 msgid "" @@ -83792,22 +84012,22 @@ msgid "" "segment. Once we have the list of planes, we can do neat things, for example " "checking if a point is inside the polygon." msgstr "" -"对多边形的每个部分, 我们计算出经过该部分的平面. 一旦我们有了平面的列表, 我们" -"就可以做些分类的事情, 例如检查一个点是否在多边形内部." +"对多边形的每一段,我们通过计算获取经过该段的平面。重复以上操作,直到获得多边" +"形的平面列表后,我们就可以基于该列表,做些简单的事情,例如检查某点是否处于多" +"边形内部。" #: ../../docs/tutorials/math/vectors_advanced.rst:229 msgid "" "We go through all planes, if we can find a plane where the distance to the " "point is positive, then the point is outside the polygon. If we can't, then " "the point is inside." -msgstr "" -"我们遍历所有平面, 如果我们能找到使得点到平面的距离为正的平面, 那么点在多边形" -"之外. 如果我们不能, 那么这一点就在多边形内部." +msgstr "我们遍历所有平面,如果能找到一个到点的距离为正的平面,那么该点就在多边形外;" +"反之,该点就在多边形内。" #: ../../docs/tutorials/math/vectors_advanced.rst:235 #: ../../docs/tutorials/math/vectors_advanced.rst:274 msgid "Code should be something like this:" -msgstr "代码应该是这样的:" +msgstr "上述思路的代码实现如下:" #: ../../docs/tutorials/math/vectors_advanced.rst:260 msgid "" @@ -83816,8 +84036,9 @@ msgid "" "This is called the Separating Axis Theorem (or SAT) and most physics engines " "use this to detect collision." msgstr "" -"很酷, 是吧?但这可以变得更好!稍加努力, 类似的逻辑将让我们知道两个凸多边形是" -"否重叠. 这叫做分离轴定理(或SAT), 大多数物理引擎都用这个来检测碰撞." +"很酷吧?不过它还能做到更多!只要再花点心思,类似的逻辑也能让我们知道两个凸多" +"边形是否重叠。这就是所谓的分离轴定理 ( Separating Axis Theorem, SAT " +"),多数物理引擎基于该定理检测碰撞。" #: ../../docs/tutorials/math/vectors_advanced.rst:265 msgid "" @@ -83827,24 +84048,26 @@ msgid "" "it. This check is performed with the planes of A against the points of B, " "and then with the planes of B against the points of A:" msgstr "" -"对于一个点, 仅仅检查一个平面是否返回正距离就足以判断该点是否在外面. 对于一个" -"多边形, 我们必须找到一个平面, 使得另一个多边形上的所有点到它的距离为正. 这种" -"可以用A平面对B点进行检查, 然后用B平面对A点进行检查:" +"对于点的检测,只需检查平面是否返回正距离,就足以判断该点是否在外部。而对于多" +"边形之间的检测,我们必须找到一个平面,使得另一个多边形上的所有点到该平面的距" +"离都为正。在代码实现方面,可以先用多边形 A 的平面对多边形 B 的点进行检查," +"再用多边形 B 的平面对多边形 A 的点进行检查:" #: ../../docs/tutorials/math/vectors_advanced.rst:365 +#, fuzzy msgid "" "As you can see, planes are quite useful, and this is the tip of the iceberg. " "You might be wondering what happens with non convex polygons. This is " "usually just handled by splitting the concave polygon into smaller convex " "polygons, or using a technique such as BSP (which is not used much nowadays)." msgstr "" -"正如你所看到的, 平面是非常有用的, 然而这只是冰山一角. 你可能想知道非凸多边形" -"会发生什么. 这通常只是通过将凹多边形分割成较小的凸多边形来处理, 或者使用诸如" -"BSP(现在使用得不多)之类的技术." +"如你所见,平面非常有用,而以上只是应用场景的冰山一角。除此以外,至于非凸多边" +"形如何判断,通常的处理方法是将非凸多边形分割成更小的凸多边形,或者使用 BSP (" +" Binary Space Partitioning ,二叉空间分割 )等技术(现在已经很少使用了)。" #: ../../docs/tutorials/math/vectors_advanced.rst:372 msgid "Collision detection in 3D" -msgstr "三维碰撞检测" +msgstr "三维环境下的碰撞检测" #: ../../docs/tutorials/math/vectors_advanced.rst:374 msgid "" @@ -83854,18 +84077,19 @@ msgid "" "pretty well) but it's used by almost all physics engines and collision " "detection libraries :)" msgstr "" -"这是另一个奖励, 是对耐心并跟上这个漫长的教程的奖励. 这是另一条锦囊妙计. 这可" -"能不能直接拿来使用(Godot已经可以进行了相当棒的碰撞检测了), 但是几乎所有的物理" -"引擎和碰撞检测库都使用它的原理:)" +"这是本章的另一个奖励内容,是对你耐心看完这本长篇教程的奖励:以下内容是又一个" +"前人的智慧结晶,虽然它不算是个直接能拿来用的实例( Godot " +"的碰撞检测功能已经足够好了)," +"但是接下来的内容是几乎所有物理引擎和碰撞检测库都在使用的一个原理 : )" #: ../../docs/tutorials/math/vectors_advanced.rst:380 msgid "" "Remember that converting a convex shape in 2D to an array of 2D planes was " "useful for collision detection? You could detect if a point was inside any " "convex shape, or if two 2D convex shapes were overlapping." -msgstr "" -"还记得把2D中的凸形转换成2D平面阵列对碰撞检测有用吗?你可以检测一个点是否在任" -"何凸形状内, 或者两个2D凸形状是否重叠." +msgstr "还记得把 2D 中的凸形转换成 2D " +"平面阵列可用于碰撞检测吗?你可以检测一个点是否在任何凸面形内,或两个 2D " +"凸面形是否重叠。" #: ../../docs/tutorials/math/vectors_advanced.rst:384 msgid "" @@ -83873,27 +84097,28 @@ msgid "" "won't be able to find a separating plane. If a separating plane is found, " "then the shapes are definitely not colliding." msgstr "" -"嗯, 这在3D中也适用, 如果两个3D多面体形状碰撞, 你将无法找到分离平面. 如果发现" -"一个分离平面, 那么形状肯定不会发生碰撞." +"其实,这在 3D 中也同样适用:如果两个 3D 多面体相撞,你将无法找到这两个多面体" +"的分离平面。反之,如果能找到分离平面,那么这两个图形肯定不会发生碰撞。" #: ../../docs/tutorials/math/vectors_advanced.rst:388 +#, fuzzy msgid "" "To refresh a bit a separating plane means that all vertices of polygon A are " "in one side of the plane, and all vertices of polygon B are in the other " "side. This plane is always one of the face-planes of either polygon A or " "polygon B." msgstr "" -"要得到分离平面意味着多边形A的所有顶点都在平面的一侧, 而多边形B的所有顶点都在" -"另一侧. 该平面始终是多边形A或多边形B的面向平面之一." +"“分离平面”( Separating plane )是指某个多边形 A 的所有顶点都在它的一边," +"而多边形 B 的所有顶点在另一边的平面。这个平面总是多边形 A 或多边形 B " +"的面平面之一。" #: ../../docs/tutorials/math/vectors_advanced.rst:393 msgid "" "In 3D though, there is a problem to this approach, because it is possible " "that, in some cases a separating plane can't be found. This is an example of " "such situation:" -msgstr "" -"然而在3D中, 这种方法存在一个问题, 因为在某些情况下可能找不到分离平面. 下面就" -"是这种情况的一个示例:" +msgstr "不过,在 3D 空间中,这种思路存在一个问题:某些情况下可能找不到分离平面。下文" +"就是这种情况的一个示例:" #: ../../docs/tutorials/math/vectors_advanced.rst:399 msgid "" @@ -83906,13 +84131,13 @@ msgstr "" #: ../../docs/tutorials/math/vectors_advanced.rst:405 msgid "So the final algorithm is something like:" -msgstr "所以最后的算法是这样的:" +msgstr "所以,最后的算法代码差不多像这样:" #: ../../docs/tutorials/math/vectors_advanced.rst:588 msgid "" "For more information on using vector math in Godot, see the following " "article:" -msgstr "关于在Godot中使用向量数学的更多信息, 请参见以下文章:" +msgstr "有关在 Godot 中使用向量数学的更多信息,请参阅以下文章:" #: ../../docs/tutorials/math/vectors_advanced.rst:592 msgid "" @@ -84326,7 +84551,7 @@ msgstr "" #: ../../docs/tutorials/math/matrices_and_transforms.rst:287 msgid "Node2D provides a shearing property out of the box." -msgstr "" +msgstr "Node2D提供了开箱即用的剪切属性。" #: ../../docs/tutorials/math/matrices_and_transforms.rst:289 msgid "" @@ -85270,7 +85495,7 @@ msgstr "" msgid "" "Godot internally uses the `PCG Family `__ of " "pseudorandom number generators." -msgstr "" +msgstr "Godot内部使用`PCG Family `__ of 伪随机数生成器。" #: ../../docs/tutorials/math/random_number_generation.rst:26 msgid "Global scope versus RandomNumberGenerator class" @@ -85294,7 +85519,8 @@ msgstr "全局作用域方法更容易设置,但不能提供太多控制。" msgid "" "RandomNumberGenerator requires more code to use, but allows creating " "multiple instances, each with their own seed and state." -msgstr "" +msgstr "RandomNumberGenerator需要使用更多代码,但允许建立多个实例,每个实例都有自己的" +"种子和状态。" #: ../../docs/tutorials/math/random_number_generation.rst:36 msgid "" @@ -85314,6 +85540,10 @@ msgid "" "However, you can still use ``randomize()`` if you want to use a specific " "seed number, or generate it using a different method." msgstr "" +"自Godot 4.0以来,当项目启动时,随机种子会自动设置为随机值。" +"这意味着你不再需要在 ``_ready()`` 中调用 ``randomize()`` 来确保项目运行的结果" +"是随机的。但是,如果你想使用特定的种子编号,或者使用不同的方法生成它," +"你仍然可以使用 ``randomize()`` 。" #: ../../docs/tutorials/math/random_number_generation.rst:50 #, fuzzy @@ -85563,19 +85793,23 @@ msgid "" "`CSPRNG (Cryptographically secure pseudorandom number generation)` should be " "avoided for gameplay elements." msgstr "" +"缩写:“CSPRNG(加密安全伪随机数生成)”的缺点是它比标准伪随机数的生成慢得多。" +"其API的使用也不太方便。因此,游戏机制应避免使用:缩写:“CSPRNG(加密安全伪随" +"机数生成)”。" #: ../../docs/tutorials/math/random_number_generation.rst:509 msgid "" "Example of using the Crypto class to generate 2 random integers between " "``0`` and ``2^32 - 1`` (inclusive):" -msgstr "" +msgstr "使用Crypto类生成“0”和“2^32-1”(含)之间的2个随机整数的示例:" #: ../../docs/tutorials/math/random_number_generation.rst:531 msgid "" "See :ref:`class_PackedByteArray`'s documentation for other methods you can " "use to decode the generated bytes into various types of data, such as " "integers or floats." -msgstr "" +msgstr "请参阅 :ref:`class_PackedByteArray`的文档,了解可用于将生成的字节解码为各种类" +"型的数据(如整数或浮点)的其他方法。" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:4 msgid "2D navigation overview" @@ -85814,7 +86048,8 @@ msgid "" "A Node that can be used to affect and constrain the avoidance velocity of " "avoidance enabled agents. This Node does NOT affect the pathfinding of " "agents. You need to change the navigation meshes for that instead." -msgstr "" +msgstr "可用于影响和约束启用躲避的代理的躲避速度的节点。此节点不影响代理的寻路。你需" +"要为此更改导航网格。" #: ../../docs/tutorials/navigation/navigation_introduction_2d.rst:68 msgid "The 2D navigation meshes are defined with the following resources:" @@ -86407,6 +86642,11 @@ msgid "" "works for both servers by exchange ``Vector2(x, y)`` with ``Vector3(x, 0.0, " "z)`` or reverse." msgstr "" +"严格来说,NavigationServer2D在技术上是一个神话。NavigationServer2D是一个前端" +",用于帮助NavigationServer3D API将``Vector2(x, y)`` 转换为 ``Vector3(x, 0.0, " +"z)``并返回。2D使用平面三维网格路径查找,NavigationServer2D便于转换。当指南只" +"使用NavigationServer而不使用2D或3D后缀时,它通常通过将 ``Vector2(x, y)`` 与 " +"``Vector3(x, 0.0, z)`` 交换或反向来对两个服务器都有效。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:82 msgid "" @@ -86416,6 +86656,9 @@ msgid "" "flat navigation meshes with the polygon outline draw tools of " "NavigationRegion2D and NavigationPolygons." msgstr "" +"从技术上讲,可以使用工具在一个维度上为另一个维度创建导航网格,例如,当使用平" +"面三维源几何体时,使用3D NavigationMesh烘焙二维导航网格,或者使用NavigationRe" +"gion2D和NavigationPolygons的多边形轮廓绘制工具创建三维平面导航网格。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:87 msgid "" @@ -86423,6 +86666,8 @@ msgid "" "NavigationServer3D API as well and both 2D and 3D avoidance agents can exist " "on the same map." msgstr "" +"使用NavigationServer2D API创建的任何RID也适用于NavigationServer3D " +"API,2D和3D回避代理都可以存在于同一地图上。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:91 msgid "" @@ -86433,12 +86678,16 @@ msgid "" "navigation maps so this merge can only happen when maps are changed manually " "e.g. with scripts." msgstr "" +"在二维和三维中创建的区域将在放置在同一地图上时合并其导航网格,并应用合并条件" +"。NavigationServer不会区分NavigationRegion2D和NavigationRegion3D节点,因为这" +"两个节点都是服务器上的区域。默认情况下,这些节点注册在不同的导航地图上,因此" +"只有在手动更改地图(例如使用脚本)时才能进行合并。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:95 msgid "" "Actors with avoidance enabled will avoid both 2D and 3D avoidance agents " "when placed on the same map." -msgstr "" +msgstr "启用回避的Actor在放置在同一张地图上时将同时回避2D和3D回避代理。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:98 msgid "" @@ -86454,7 +86703,8 @@ msgstr "等待同步" msgid "" "At the start of the game, a new scene or procedural navigation changes any " "path query to a NavigationServer will return empty or wrong." -msgstr "" +msgstr "在游戏开始时,新场景或程序导览发生变化,对导览服务器的任何路径查询都将传回空" +"或错误。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:105 msgid "" @@ -86465,6 +86715,10 @@ msgid "" "requires a **physics frame** for synchronization to update the maps, regions " "and agents." msgstr "" +"此时导航地图仍然为空或未更新。场景树中的所有节点都需要首先将其导航相关数据上" +"传到NavigationServer。每个添加或更改的地图、区域或代理都需要在NavigationServe" +"r中注册。之后,NavigationServer需要**物理帧**进行同步,以更新地图、区域和代理" +"。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:110 msgid "" @@ -86473,6 +86727,9 @@ msgid "" "adding procedural stuff. Afterwards the function waits for the next physics " "frame before continuing with path queries." msgstr "" +"一种解决方法是延迟调用自定义设置函数(这样所有节点都准备好了)。设置功能进行" +"所有导航更改,例如添加程序性内容。之后,函数在继续路径查询之前等待下一个物理" +"帧。" #: ../../docs/tutorials/navigation/navigation_using_navigationservers.rst:167 msgid "Server Avoidance Callbacks" @@ -86932,7 +87189,7 @@ msgstr "" msgid "" "The properties to parse and bake a navigation mesh are then part of the used " "resource and can be found in the resource Inspector." -msgstr "" +msgstr "解析和烘焙导航网格的属性是所用资源的一部分,可以在资源检查器中找到。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:66 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:112 @@ -86950,13 +87207,17 @@ msgid "" "For more details on what objects are parsed and how, see the section about " "parsing source geometry below." msgstr "" +"“parsed_geometry_type”用于筛选是否应从 :ref:`SceneTree`解析" +"视觉对象或物理对象或两者。有关解析哪些对象以及如何解析的更多详细信息,请参阅" +"下面关于解析源几何体的部分。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:70 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:116 msgid "" "The ``collision_mask`` filters which physics collision objects are included " "when the ``parsed_geometry_type`` includes static colliders." -msgstr "" +msgstr "当 ``parsed_geometry_type`` 包括物理碰撞时, ``collision_mask`` " +"过滤哪些物理碰撞对象被包括在内。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:71 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:117 @@ -86964,6 +87225,8 @@ msgid "" "The ``source_geometry_mode`` that defines on which node(s) to start the " "parsing, and how to traverse the :ref:`SceneTree`." msgstr "" +"``source_geometry_mode`` 定义在哪个节点上开始解析,以及如何遍历 " +":ref:`SceneTree`。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:72 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:118 @@ -86971,6 +87234,8 @@ msgid "" "The ``source_geometry_group_name`` is used when only a certain node group " "should be parsed. Depends on the selected ``source_geometry_mode``." msgstr "" +"``source_geometry_group_name`` 在只应解析某个节点组时使用。取决于所选的 " +"``source_geometry_mode`` 。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:74 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:120 @@ -86984,18 +87249,18 @@ msgstr "匀速遍历, 然后, 可以用下面的伪代码。" msgid "" "The ``cell_size`` sets the rasterization grid size and should match the " "navigation map size." -msgstr "" +msgstr "``cell_size`` 设置栅格网格大小,并且应与导航地图大小相匹配。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:77 #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:123 msgid "" "The ``agent_radius`` shrinks the baked navigation mesh to have enough margin " "for the agent (collision) size." -msgstr "" +msgstr "``agent_radius`` 收缩烘焙的导航网格,以便为代理(碰撞)大小提供足够的边距。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:79 msgid "The NavigationRegion2D baking can also be used at runtime with scripts." -msgstr "" +msgstr "NavigationRegion2D烘焙也可以在运行时与脚本一起使用。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:87 msgid "To quickly test the 2D baking with default settings:" @@ -87046,7 +87311,7 @@ msgstr "使用 NavigationRegion3D 进行烘焙" msgid "" "When a NavigationRegion3D node is selected in the Editor, bake options " "appear in the top bar of the Editor." -msgstr "" +msgstr "在编辑器中选择NavigationRegion3D节点后,烘焙选项将显示在编辑器的顶部栏中。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:106 #, fuzzy @@ -87061,30 +87326,33 @@ msgstr "" msgid "" "The ``cell_size`` and ``cell_height`` sets the rasterization voxel grid size " "and should match the navigation map size." -msgstr "" +msgstr "``cell_size`` 和``cell_height`` " +"设置光栅栅格大小,并且应与导航地图大小相匹配。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:124 msgid "" "The ``agent_height`` excludes areas from the navigation mesh where the agent " "is too tall to fit in." -msgstr "" +msgstr "``agent_height`` 从导航网格中排除代理太高而无法容纳的区域。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:125 msgid "" "The ``agent_max_climb`` and ``agent_max_slope`` removes areas where the " "height difference between neighboring voxels is too large, or where their " "surface is too steep." -msgstr "" +msgstr "``agent_max_climb`` 和 ``agent_max_slope`` " +"可移除相邻体素之间高度差过大或其表面过陡的区域。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:129 msgid "" "A too small ``cell_size`` or ``cell_height`` can create so many voxels that " "it has the potential to freeze the game or even crash." -msgstr "" +msgstr "太小的 ``cell_size`` 或 ``cell_height`` " +"可能会创建太多的体素,从而有可能冻结游戏甚至崩溃。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:132 msgid "The NavigationRegion3D baking can also be used at runtime with scripts." -msgstr "" +msgstr "NavigationRegion3D烘焙也可以在运行时与脚本一起使用。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:140 msgid "To quickly test the 3D baking with default settings:" @@ -87133,7 +87401,8 @@ msgstr "" msgid "" "``parse_source_geometry_data()`` can be used to parse source geometry to a " "reusable and serializable resource." -msgstr "" +msgstr "``parse_source_geometry_data()`` " +"可用于将源几何体解析为可重用和可序列化的资源。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:160 msgid "" @@ -87141,12 +87410,15 @@ msgid "" "from already parsed data e.g. to avoid runtime performance issues with " "(redundant) parsing." msgstr "" +"``bake_from_source_geometry_data()`` " +"可用于根据已解析的数据烘焙导航网格,例如避免(冗余)解析的运行时性能问题。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:161 msgid "" "``bake_from_source_geometry_data_async()`` is the same but bakes the " "navigation mesh deferred with threads, not blocking the main thread." -msgstr "" +msgstr "``bake_from_source_geometry_data_async()`` " +"是相同的,但烘焙用线程延迟的导航网格,而不是阻塞主线程。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:163 msgid "" @@ -87154,35 +87426,37 @@ msgid "" "over the navigation mesh baking process. In turn it is more complex to use " "but also provides more advanced options." msgstr "" +"与NavigationRegion相比,NavigationServer对导航网格烘焙过程提供了更精细的控制" +"。反过来,它的使用更加复杂,但也提供了更高级的选项。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:166 msgid "" "Some other advantages of the NavigationServer over a NavigationRegion are:" -msgstr "" +msgstr "NavigationServer相对于NavigationRegion的其他一些优点是:" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:168 msgid "" "The server can parse source geometry without baking, e.g. to cache it for " "later use." -msgstr "" +msgstr "服务器可以在不烘焙的情况下解析源几何体,例如缓存以供以后使用。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:169 msgid "" "The server allows selecting the root node at which to start the source " "geometry parsing manually." -msgstr "" +msgstr "服务器允许选择根节点,以便手动启动源几何体解析。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:170 msgid "" "The server can accept and bake from procedurally generated source geometry " "data." -msgstr "" +msgstr "服务器可以接受程序生成的源几何图形数据并从中烘焙。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:171 msgid "" "The server can bake multiple navigation meshes in sequence while (re)using " "the same source geometry data." -msgstr "" +msgstr "服务器可以按顺序烘焙多个导航网格,同时(重新)使用相同的源几何体数据。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:173 msgid "" @@ -87191,6 +87465,8 @@ msgid "" "navigation mesh baking process. Both navigation meshes for 2D and 3D are " "created by baking them from source geometry." msgstr "" +"若要使用NavigationServer烘焙导航网格,则需要源几何体。源几何体是导航网格烘焙" +"过程中应考虑的几何体数据。二维和三维导航网格都是通过从源几何体烘焙来创建的。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:177 #, fuzzy @@ -87214,12 +87490,15 @@ msgid "" "(re)bakes, be aware that the geometry parsing always happens on the main " "thread." msgstr "" +"源几何体可以是从视觉网格、物理碰撞或程序创建的数据阵列(如轮廓(2D)和三角面" +"(3D))解析的几何体。为方便起见,通常直接从场景树中的节点设置解析源几何体。" +"对于运行时导航网格(重新)烘焙,请注意几何体解析始终发生在主线程上。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:188 msgid "" "The SceneTree is not thread-safe. Parsing source geometry from the SceneTree " "can only be done on the main thread." -msgstr "" +msgstr "SceneTree不是线程安全的。从SceneTree解析源几何体只能在主线程上完成。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:192 msgid "" @@ -87227,6 +87506,8 @@ msgid "" "stalling the RenderingServer in the process. For runtime (re)baking prefer " "using physics shapes as parsed source geometry." msgstr "" +"需要从GPU接收来自视觉网格和多边形的数据,从而在此过程中停止RenderingServer。" +"对于运行时(重新)烘焙,更喜欢使用物理形状作为解析的源几何体。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:195 msgid "" @@ -87236,6 +87517,9 @@ msgid "" "save source geometry to disk so it can be loaded later, e.g. to avoid the " "overhead of parsing it again at runtime." msgstr "" +"源几何图形存储在资源中,因此创建的几何图形可以重复用于多次烘焙。例如,为来自" +"同一源几何体的不同代理大小烘焙多个导航网格。这也允许将源几何体保存到磁盘,以" +"便稍后加载,例如避免在运行时再次解析的开销。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:199 msgid "" @@ -87246,6 +87530,9 @@ msgid "" "smaller StaticBody2D shape placed completely inside the bounds of another " "StaticBody2D shape." msgstr "" +"几何数据通常应保持非常简单。需要尽可能多的边缘,但尽可能少。尤其是在2D中,应" +"避免重复和嵌套几何体,因为它会强制计算多边形孔,从而导致翻转多边形。嵌套几何" +"体的示例是完全放置在另一个StaticBody2D形状的边界内的较小StaticBody2D形状。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:204 #, fuzzy @@ -87256,7 +87543,7 @@ msgstr "运行时烘焙 NavigationMesh" msgid "" "There are some common user problems and important caveats to consider when " "creating or baking navigation meshes." -msgstr "" +msgstr "在创建或烘焙导航网格时,需要考虑一些常见的用户问题和重要的注意事项。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:218 #, fuzzy @@ -87270,6 +87557,8 @@ msgid "" "source of any performance issues (assuming a reasonably sized and complex " "geometry for runtime rebakes)." msgstr "" +"默认情况下,导航网格烘焙是在后台线程上完成的,因此只要平台支持线程,实际烘焙" +"就很少是任何性能问题的根源(假设运行时重新烘焙的几何体大小合理且复杂)。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:212 msgid "" @@ -87281,6 +87570,11 @@ msgid "" "TileMapLayer to parse. Nodes that hold meshes need to request the data from " "the RenderingServer stalling the rendering in the process." msgstr "" +"运行时性能问题的常见来源是涉及节点和场景树的源几何体的解析步骤。SceneTree不是" +"线程安全的,因此所有节点都需要在主线程上解析。一些具有大量数据的节点在运行时" +"可能非常重且解析缓慢,例如,TileMap为每个使用的单元和TileMapLayer都有一个或多" +"个多边形要解析。持有网格的节点需要从RenderingServer请求数据,从而在此过程中停" +"止渲染。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:217 msgid "" @@ -87291,18 +87585,26 @@ msgid "" "as source geometry, the entire baking process can be done on a background " "thread." msgstr "" +"为了提高性能,请使用更优化的形状,例如在详细的视觉网格上使用碰撞形状,并提前" +"合并和简化尽可能多的几何体。如果没有任何帮助,请不要解析SceneTree并使用脚本添" +"加源几何体过程。如果仅使用纯数据数组作为源几何体,则可以在后台线程上完成整个" +"烘焙过程。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:225 msgid "Navigation mesh creates unintended holes in 2D." -msgstr "" +msgstr "Navigation mesh 在 2D 创建 unintended holes。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:221 +#, fuzzy msgid "" "The navigation mesh baking in 2D is done by doing polygon clipping " "operations based on outline paths. Polygons with \"holes\" are a necessary " "evil to create more complex 2D polygons but can become unpredictable for " "users with many complex shapes involved." msgstr "" +"2D 中的 navigation 网格烘焙是通过基于轮廓路径执行多边形剪裁操作来完成的。" +"带有 \"holes\" 的多边形是创建更复杂的2D多边形所必需的 evil " +",但对于涉及许多复杂形状的用户来说,它可能会变得不可预测。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:224 msgid "" @@ -87312,10 +87614,13 @@ msgid "" "smaller StaticBody2D shape inside a larger StaticBody2D shape can result in " "the resulting polygon being flipped." msgstr "" +"为避免多边形孔计算出现任何意外问题,请避免将任何轮廓嵌套在同一类型的其他轮廓" +"内(可遍历/障碍物)。这包括来自节点的已解析形状。例如,将较小的StaticBody2D形" +"状放置在较大的StaticBody2D形状内可能会导致所生成的多边形翻转。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:230 msgid "Navigation mesh appears inside geometry in 3D." -msgstr "" +msgstr "导航网格显示在三维几何体内部。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:228 msgid "" @@ -87325,6 +87630,9 @@ msgid "" "possible, add smaller \"dummy\" geometry inside with as few triangles as " "possible so the cells are occupied with something." msgstr "" +"3D中的导航网格烘焙没有“内部”的概念。用于光栅化几何体的体素单元被占用或未被占" +"用。删除其他几何图形中位于地面上的几何图形。如果无法做到这一点,请在内部添加" +"较小的“虚拟”几何体,并尽可能少地添加三角形,这样单元就会被一些东西占据。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:233 #, fuzzy @@ -87336,7 +87644,8 @@ msgid "" "The following script uses the NavigationServer to parse source geometry from " "the scene tree, bakes a navigation mesh, and updates a navigation region " "with the updated navigation mesh." -msgstr "" +msgstr "以下脚本使用NavigationServer解析场景树中的源几何体,烘焙导航网格,并使用更新" +"的导航网格更新导航区域。" #: ../../docs/tutorials/navigation/navigation_using_navigationmeshes.rst:350 #, fuzzy @@ -87358,7 +87667,8 @@ msgid "" "Navigation paths can be directly queried from the NavigationServer and do " "not require any additional nodes or objects as long as the navigation map " "has a navigation mesh to work with." -msgstr "" +msgstr "导航路径可以直接从NavigationServer查询,并且不需要任何其他节点或对象,只要导" +"航地图具有可使用的导航网格即可。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:12 msgid "" @@ -87381,6 +87691,8 @@ msgid "" "For more customizable navigation path queries that require additional setup " "see :ref:`doc_navigation_using_navigationpathqueryobjects`." msgstr "" +"有关需要额外设定的更多可自定义导览路径查询,请参阅 " +":ref:`doc_navigation_using_navigationpathqueryobjects`。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:18 msgid "" @@ -87392,8 +87704,14 @@ msgid "" "parameters are the starting position and the target position as Vector2 for " "2D or Vector3 for 3D." msgstr "" +"查询所需的参数之一是导航地图的RID。每个游戏世界都有一个自动创建的默认导航地图" +"。默认导航地图可以使用 ``get_world_2d().get_navigation_map()`` " +"从任何Node2D继承节点检索,也可以使用 ``get_world_3d().get_navigation_map()`` " +"从任意Node3D继承节点检索。第二和第三参数是起始位置和目标位置,作为2D的Vector2" +"或3D的Vector3。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:24 +#, fuzzy msgid "" "If the ``optimized`` parameter is ``true``, path positions will be shortened " "along polygon corners with an additional funnel algorithm pass. This works " @@ -87402,6 +87720,10 @@ msgid "" "algorithm. With small cells the A* algorithm creates a very narrow funnel " "corridor that can create ugly corner paths when used with grids." msgstr "" +"如果 ``optimized`` 参数为 ``true`` ,则通过额外的传递算法,路径位置将沿着多边" +"形角缩短。这对于在具有不等大小多边形的导航网格上自由移动非常有效,因为路径将" +"围绕A*算法找到的多边形走廊的角。对于小单元,A*算法创建了一个非常狭窄的漏斗走" +"廊,当与网格一起使用时,可能会创建难看的拐角路径。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:30 msgid "" @@ -87412,6 +87734,10 @@ msgid "" "covering large open areas with a single, long edge this can create paths " "with unnecessary long detours." msgstr "" +"如果 ``optimized`` 参数为 ``false`` ,则路径位置将放置在每个多边形边缘的中心" +"。这适用于具有相同大小多边形的导航网格上的纯网格移动,因为路径将穿过网格单元" +"的中心。在网格之外,由于多边形通常用一条长边覆盖大的开放区域,这可能会产生不" +"必要的长迂回路径。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:65 msgid "" @@ -87426,20 +87752,28 @@ msgid "" "that an actor should follow to reach the target without leaving the " "navigation mesh." msgstr "" +"NavigationServer返回的 ``path`` 将是2D的 ``PackedVector2Array`` 或3D的 " +"``PackedVector3Array`` 。这些只是一个经过内存优化的矢量位置 ``Array`` 。阵列" +"内的所有位置矢量都保证位于NavigationPolygon或NavigationMesh内。如果路径数组不" +"是空的,则其导航网格位置最靠近第一个索引 ``path[0]`` 位置处的起始位置。" +"离目标位置最近的可用导航网格位置是最后一个索引 ``path[path.size()-1]`` 位置。" +"之间的所有索引都是参与者在不离开导航网格的情况下到达目标所应遵循的路径点。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:74 msgid "" "If the target position is on a different navigation mesh that is not merged " "or connected the navigation path will lead to the closest possible position " "on the starting position navigation mesh." -msgstr "" +msgstr "如果目标位置位于未合并或连接的不同导览网格上,则导览路径将通往起始位置导览网" +"格上最接近的可能位置。" #: ../../docs/tutorials/navigation/navigation_using_navigationpaths.rst:77 msgid "" "The following script moves a Node3D inheriting node along a navigation path " "using the default navigation map by setting the target position with " "``set_movement_target()``." -msgstr "" +msgstr "以下脚本透过使用 ``set_movement_target()`` " +"设定目标位置,使用预设导览地图沿着导览路径移动Node3D继承节点。" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:4 msgid "Using NavigationPathQueryObjects" @@ -87460,7 +87794,8 @@ msgid "" "This requires more setup compared to obtaining a normal NavigationPath but " "lets you tailor the pathfinding and provided path data to the different " "needs of a project." -msgstr "" +msgstr "与获取正常的NavigationPath相比,这需要更多的设定,但可以让你根据项目的不同需" +"求定制寻路并提供路径数据。" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:12 msgid "" @@ -87469,6 +87804,9 @@ msgid "" "for the query and a ``NavigationPathQueryResult`` that receives (regular) " "updates with the resulting path and meta data from the query." msgstr "" +"NavigationPathQueryObjects由一对物件组成,一个 " +"``NavigationPathQueryParameters`` 物件保存查询的自定义选项,另一个 " +"``NavigationPathQueryResult`` 接收查询结果路径和元资料的(定期)更新。" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:15 msgid "" @@ -87478,6 +87816,11 @@ msgid "" "`NavigationPathQueryParameters3D` " "respectively." msgstr "" +"``NavigationPathQueryParameters`` 的2D和3D版本分别为 " +":ref:`NavigationPathQueryParameters2D`" +" 和 " +":ref:`NavigationPathQueryParameters3D`" +" 。" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:19 #, fuzzy @@ -87495,13 +87838,13 @@ msgstr "" msgid "" "Both parameters and result are used as a pair with the ``NavigationServer." "query_path()`` function." -msgstr "" +msgstr "参数和结果都与 ``NavigationServer.query_path()`` 函数成对使用。" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:25 msgid "" "For the available customization options and their use see the class doc of " "the parameters." -msgstr "" +msgstr "有关可用的自定义选项及其使用,请参阅参数的类文档。" #: ../../docs/tutorials/navigation/navigation_using_navigationpathqueryobjects.rst:27 msgid "" @@ -87511,6 +87854,9 @@ msgid "" "performance implications from frequent object creation if a project has a " "large quantity of simultaneous agents that regularly update their paths." msgstr "" +"虽然这不是一个严格的要求,但这两个对象都要提前创建一次,存储在代理的持久变量" +"中,并通过更新的参数重复用于每个后续路径查询。如果项目有大量同时进行的代理定" +"期更新其路径,则这种重用可以避免频繁创建对象所带来的性能影响。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:4 msgid "Using NavigationAgents" @@ -87562,7 +87908,8 @@ msgstr "NavigationAgent 寻路" msgid "" "NavigationAgents query a new navigation path on their current navigation map " "when their ``target_position`` is set with a global position." -msgstr "" +msgstr "当 ``target_position`` " +"设置为全局位置时,NavigationAgent会在其当前导航地图上查询新的导航路径。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:25 msgid "" @@ -87574,30 +87921,31 @@ msgstr "匀速遍历, 然后, 可以用下面的伪代码。" msgid "" "The ``navigation_layers`` bitmask can be used to limit the navigation meshes " "that the agent can use." -msgstr "" +msgstr "``navigation_layers`` 位元遮罩可用于限制代理可以使用的导航网格。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:28 msgid "" "The ``pathfinding_algorithm`` controls how the pathfinding travels through " "the navigation mesh polygons in the path search." -msgstr "" +msgstr "``pathfinding_algorithm`` 控制路径搜索中路径查找如何通过导航网格多边形。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:29 msgid "" "The ``path_postprocessing`` sets if or how the raw path corridor found by " "the pathfinding is altered before it is returned." -msgstr "" +msgstr "``path_postprocessing`` " +"设置在路径查找找到的原始路径走廊返回之前是否或如何更改。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:30 msgid "" "The ``path_metadata_flags`` enable the collection of additional path point " "meta data returned by the path." -msgstr "" +msgstr "``path_metadata_flags`` 允许收集路径返回的附加路径点元资料。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:34 msgid "" "Disabling path meta flags will disable related signal emissions on the agent." -msgstr "" +msgstr "禁用路径元旗标将禁用代理上的相关信号发射。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:37 msgid "NavigationAgent Pathfollowing" @@ -87609,26 +87957,30 @@ msgid "" "follow in the path can be retrieved with the ``get_next_path_position()`` " "function." msgstr "" +"为代理程序设定 ``target_position`` 后,可以使用 ``get_next_path_position()`` " +"函式来撷取路径中要遵循的下一个位置。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:42 msgid "" "Once the next path position is received move the parent actor node of the " "agent towards this path position with your own movement code." -msgstr "" +msgstr "收到下一个路径位置,使用你自己的移动代码将代理的父参与者节点移到此路径位置。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:47 msgid "" "The navigation system never moves the parent node of a NavigationAgent. The " "movement is entirely in the hands of users and their custom scripts." -msgstr "" +msgstr "导览系统永远不会移动NavigationAgent的父节点。该动作完全掌握在使用者及其自定义" +"脚本的手中。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:50 msgid "" "NavigationAgents have their own internal logic to proceed with the current " "path and call for updates." -msgstr "" +msgstr "NavigationAgent有自己的内部逻辑来处理当前路径并调用更新。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:52 +#, fuzzy msgid "" "The ``get_next_path_position()`` function is responsible for updating many " "of the agent's internal states and properties. The function should be " @@ -87639,6 +87991,11 @@ msgid "" "Always check very early in script with ``is_navigation_finished()`` if the " "path is already finished." msgstr "" +"``get_next_path_position()`` 函数负责更新代理的许多内部状态和属性。" +"应重复调用该函数 *once* `physics_process` `,直到 " +"``is_navigation_finished()`` 告诉路径已完成。在到达目标位置或路径末端后不应调" +"用该函数,因为它可能会由于重复的路径更新而使代理在适当的位置发生抖动。如果路" +"径已经完成,请始终在脚本中尽早使用 ``is_navigation_finished()`` 进行检查。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:58 msgid "The following properties influence the path following behavior." @@ -87648,37 +88005,43 @@ msgstr "这个节点有如下属性可供设置。" msgid "" "The ``path_desired_distance`` defines the distance at which the agent " "advances its internal path index to the next path position." -msgstr "" +msgstr "``path_desired_distance`` " +"定义了代理将其内部路径索引前进到下一个路径位置的距离。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:61 msgid "" "The ``target_desired_distance`` defines the distance at which the agent " "considers the target position to be reached and the path at its end." -msgstr "" +msgstr "``target_desired_distance`` " +"定义了代理认为要到达的目标位置及其末端的路径的距离。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:62 msgid "" "The ``path_max_distance`` defines when an agent requests a new path cause it " "was moved too far away from the current path point segment." -msgstr "" +msgstr "``path_max_distance`` " +"定义代理何时请求新路径,原因是它移动得离当前路径点段太远。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:64 msgid "" "The important updates are all triggered with the " "``get_next_path_position()`` function when called in ``_physics_process()``." msgstr "" +"当在 ``_physics_process()`` 中调用 ``get_next_path_position()`` " +"函数时,所有重要的更新都会被触发。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:67 msgid "" "NavigationAgents can be used with ``process`` but are still limited to a " "single update that happens in ``physics_process``." -msgstr "" +msgstr "NavigationAgent可以与 ``process`` 一起使用,但仍限于在 ``physics_process`` " +"中发生的单个更新。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:69 msgid "" "Script examples for various nodes commonly used with NavigationAgents can be " "found further below." -msgstr "" +msgstr "以下是NavigationAgent常用的各种节点的脚本示例。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:72 msgid "Pathfollowing common problems" @@ -87688,11 +88051,11 @@ msgstr "运行以下命令" msgid "" "There are some common user problems and important caveats to consider when " "writing agent movement scripts." -msgstr "" +msgstr "在编写代理移动脚本时,需要考虑一些常见的用户问题和重要的注意事项。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:77 msgid "The path is returned empty" -msgstr "" +msgstr "路径返回为空" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:77 msgid "" @@ -87703,10 +88066,14 @@ msgid "" "fixed by making a deferred call or using a callback e.g. waiting for the " "navigation map changed signal." msgstr "" +"如果代理在导航地图同步之前查询路径,例如在 ``_ready()`` " +"函数中,路径可能返回空。在这种情况下, ``get_next_path_position()`` 函数将返" +"回与代理父节点相同的位置,并且代理将考虑到达的路径末端。这是通过进行延迟调用" +"或使用回调来解决的,例如等待导航地图更改信号。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:80 msgid "The agent is stuck dancing between two positions" -msgstr "" +msgstr "代理在两个位置跳跃" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:80 msgid "" @@ -87717,10 +88084,14 @@ msgid "" "might end up switching constantly in front and behind the agent's current " "position, causing it to dance between the two positions." msgstr "" +"这通常是由于每个影格非常频繁的路径更新造成的,无论是有意还是无意(例如,最大" +"路径距离设定得太短)。寻路需要找到导览网格上有效的最近位置。如果每个影格都请" +"求新路径,则第一个路径位置可能最终会在代理目前位置的前后不断切换,导致其在两" +"个位置之间跳跃。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:83 msgid "The agent is backtracking sometimes" -msgstr "" +msgstr "代理有时会回溯" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:83 msgid "" @@ -87732,10 +88103,14 @@ msgid "" "balanced navigation mesh polygon layout with not too many polygon edges " "cramped together in small spaces." msgstr "" +"如果代理程序移动得非常快,它可能会超出path_desired_distance检查,而不会推进路" +"径索引。这可能导致代理回溯到它后面的路径点,直到它通过距离检查以增加路径索引" +"。根据代理速度和更新速率相应地增加所需距离通常可以解决此问题,并且可以使用更" +"平衡的导览网格多边形布局,而不会在小空间内挤在一起太多的多边形边缘。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:86 msgid "The agent is sometimes looking backwards for a frame" -msgstr "" +msgstr "代理有时会向后寻找影格" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:86 msgid "" @@ -87748,6 +88123,11 @@ msgid "" "a visible problem if actors are instantly rotated to face the current path " "position." msgstr "" +"与代理在两个位置之间卡住的跳跃相同,这通常是由每个影格非常频繁的路径更新引起" +"的。根据你的导览网格布局,尤其是当代理直接放置在导览网格边缘或边缘连接上时," +"预计路径位置有时会稍微 \"behind\" (落后)角色目前方向。这种情况的发生是由于精" +"度问题,并且并非总是能够避免。如果演员立即旋转以面向目前路径位置,这通常只是" +"一个可见的问题。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:89 msgid "NavigationAgent Avoidance" @@ -87813,20 +88193,24 @@ msgid "" "avoidance will automatically ignore other agents or obstacles that are below " "or above them." msgstr "" +"属性 “height” 仅在三维中可用。高度与代理的当前全局y轴位置一起决定了代理在回避" +"模拟中的垂直位置。使用2D回避的代理将自动忽略其下方或上方的其他代理或障碍物。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:113 msgid "" "The property ``radius`` controls the size of the avoidance circle, or in " "case of 3D sphere, around the agent. This area describes the agents body and " "not the avoidance maneuver distance." -msgstr "" +msgstr "属性 ``radius`` 控制迴避圆的大小,或者在3D球体的情况下,控制代理周围的大小。" +"该区域描述的是代理的身体,而不是躲避机动距离。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:114 msgid "" "The property ``neighbor_distance`` controls the search radius of the agent " "when searching for other agents that should be avoided. A lower value " "reduces processing cost." -msgstr "" +msgstr "当搜索应避免的其他代理时,属性 ``neighbor_distance`` " +"控制代理的搜索半径。较低的值可降低处理成本。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:115 msgid "" @@ -87835,6 +88219,8 @@ msgid "" "value reduces processing cost but a too low value may result in agents " "ignoring the avoidance." msgstr "" +"属性 ``max_neighbors`` 控制在避免计算中考虑多少其他代理(如果它们都具有重叠半" +"径)。较低的值降低了处理成本,但过低的值可能导致代理忽略避免。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:117 msgid "" @@ -87845,6 +88231,10 @@ msgid "" "avoidance object. The prediction time should be kept as low as possible as " "agents will slow down their velocities to avoid collision in that timeframe." msgstr "" +"属性 ``time_horizon_agents`` 和 ``time_horizon_obstacles`` 控制其他代理或障碍" +"物的回避预测时间(以秒为单位)。当特工计算他们的安全速度时,他们选择的速度可" +"以保持这一秒,而不会与另一个躲避物体碰撞。预测时间应尽可能低,因为代理会减慢" +"速度以避免在该时间段内发生碰撞。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:118 msgid "" @@ -87853,6 +88243,9 @@ msgid "" "value the avoidance ``safe_velocity`` might not be accurate enough to avoid " "collision." msgstr "" +"属性 ``max_speed`` " +"控制代理回避计算所允许的最大速度。如果代理父母移动得比这个值快,则避免 " +"``safe_velocity`` 可能不够准确,无法避免碰撞。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:120 msgid "" @@ -87861,6 +88254,9 @@ msgid "" "that 2D avoidance and 3D avoidance run in separate avoidance simulations so " "agents split between them do not affect each other." msgstr "" +"属性 ``use_3d_avoidance`` 在下一次更新时在2D回避(xz轴)和3d回避(xyz轴)之间" +"切换代理。请注意,2D回避和3D回避在单独的回避模拟中运行,因此在它们之间划分的" +"代理不会相互影响。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:122 msgid "" @@ -87869,6 +88265,9 @@ msgid "" "objects that are on an avoidance layer that matches at least one of their " "own avoidance mask bits." msgstr "" +"属性 ``avoidance_layers`` 和 ``avoidance_mask`` 是类似于例如物理层的位掩码。" +"代理将仅避开位于与其自己的回避掩码位中的至少一个相匹配的回避层上的其他回避对" +"象。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:123 msgid "" @@ -87877,6 +88276,9 @@ msgid "" "importance in the avoidance simulation, e.g. important npcs characters, " "without constantly changing their entire avoidance layers or mask." msgstr "" +"``avoidance_priority`` 使优先级较高的代理忽略优先级较低的代理。这可以用于在避" +"免模拟中赋予某些代理更大的重要性,例如重要的npc字符,而不必不断改变其整个避免" +"层或掩码。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:126 msgid "" @@ -87887,13 +88289,18 @@ msgid "" "constrains to the avoidance simulation, see :ref:" "`doc_navigation_using_navigationobstacles`." msgstr "" +"回避存在于其自身的空间中,并且没有来自导航网格或物理碰撞的信息。场景背后的回" +"避代理只是平面2D平面上具有不同半径的圆或其他空的3D空间中的球体。导航障碍物可" +"用于将一些环境约束添加到规避模拟中,请参见 " +":ref:`doc_navigation_using_navigationobstacles` 。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:132 msgid "" "Avoidance does not affect the pathfinding. It should be seen as an " "additional option for constantly moving objects that cannot be (re)baked to " "a navigation mesh efficiently in order to move around them." -msgstr "" +msgstr "回避不会影响寻路。它应该被视为一个额外的选项,用于不断移动无法有效地(重新)" +"烘焙到导航网格中以在其周围移动的对象。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:134 msgid "" @@ -87902,6 +88309,8 @@ msgid "" "toggle avoidance on agents, create or delete avoidance callbacks or switch " "avoidance modes." msgstr "" +"使用NavigationAgent ``enable_avoidance`` 属性是切换回避的首选选项。以下代码段" +"可用于在代理上切换回避、创建或删除回避回调或切换回避模式。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:175 msgid "NavigationAgent Script Templates" @@ -87911,7 +88320,7 @@ msgstr "NavigationAgent 脚本模板" msgid "" "The following sections provides script templates for nodes commonly used " "with NavigationAgents." -msgstr "" +msgstr "以下部分提供了NavigationAgents常用节点的脚本模板。" #: ../../docs/tutorials/navigation/navigation_using_navigationagents.rst:180 msgid "Actor as Node3D" @@ -87969,13 +88378,13 @@ msgstr "" msgid "" "When used statically NavigationObstacles constrain avoidance controlled " "agents outside or inside a polygon defined area." -msgstr "" +msgstr "当静态使用时,导览障碍会限制多边形定义区域外部或内部的回避控制代理。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:9 msgid "" "When used dynamically NavigationObstacles push away avoidance controlled " "agents in a radius around them." -msgstr "" +msgstr "当动态使用时,导览障碍会推开其周围半径范围内的回避控制代理。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:11 msgid "" @@ -87983,16 +88392,17 @@ msgid "" "`NavigationObstacle2D` and :ref:" "`NavigationObstacle3D` respectively." msgstr "" -"2D 和 3D 版本的 NavigationObstacle 节点分别为 :ref:" -"`NavigationObstacle2D` 和 :ref:" -"`NavigationObstacle3D`\\ 。" +"2D 和 3D 版本的 NavigationObstacle 节点分别为 " +":ref:`NavigationObstacle2D` 和 " +":ref:`NavigationObstacle3D` 。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:16 msgid "" "NavigationObstacles do not change or influence the pathfinding in any way. " "NavigationObstacles only affect the avoidance velocities of agents " "controlled by avoidance." -msgstr "" +msgstr "导航障碍不会以任何方式改变或影响寻路。导航障碍只影响由回避控制的主体的回避速" +"度。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:20 msgid "Static obstacles" @@ -88002,30 +88412,33 @@ msgstr "静态障碍物" msgid "" "A NavigationObstacle is considered static when its ``vertices`` property is " "populated with an outline array of positions to form a polygon." -msgstr "" +msgstr "当NavigationObstruct的 ``vertices`` " +"属性由位置的轮廓数组填充以形成多边形时,它被视为静态的。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:26 msgid "" "Static obstacles act as hard do-not-cross boundaries for avoidance using " "agents, e.g. similar to physics collision but for avoidance." -msgstr "" +msgstr "静态障碍物起着硬性作用——使代理无法跨越边界而回避,例如类似于物理碰撞,但用于" +"回避。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:27 msgid "" "Static obstacles define their boundaries with an array of outline " "``vertices`` (positions), and in case of 3D with an additional ``height`` " "property." -msgstr "" +msgstr "静态障碍物用一组轮廓 ``vertices`` (位置)定义其边界,在3D的情况下,用额外的 " +"``height`` 属性定义其边界。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:28 msgid "Static obstacles only work for agents that use the 2D avoidance mode." -msgstr "" +msgstr "静态障碍物仅适用于使用2D回避模式的代理。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:29 msgid "" "Static obstacles define through winding order of the vertices if agents are " "pushed out or sucked in." -msgstr "" +msgstr "如果代理人被推出或吸入,静态障碍物透过顶点的缠绕顺序来定义。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:30 msgid "" @@ -88034,13 +88447,16 @@ msgid "" "suited for usages where the position is changed every frame as the constant " "rebuild has a high performance cost." msgstr "" +"静态障碍物不能改变其位置。它们只能扭曲到新的位置并从头开始重建。因此,静态障" +"碍物不适合每影格位置都会改变的用途,因为不断重建会产生很高的性能成本。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:31 msgid "" "Static obstacles that are warped to another position can not be predicted by " "agents. This creates the risk of getting agents stuck should a static " "obstacle be warped on top of agents." -msgstr "" +msgstr "代理无法预测扭曲到另一个位置的静态障碍物。如果静态障碍物扭曲到代理顶部,这就" +"会产生代理被卡住的风险。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:33 msgid "" @@ -88051,6 +88467,9 @@ msgid "" "both obstacle and agent as the elevation level as well as their respective " "height properties." msgstr "" +"当在3D中使用2D回避时,Vector3顶点的y轴将被忽略。相反,障碍物的全局y轴位置用作" +"海拔高度。代理将忽略3D中低于或高于其的静态障碍物。这是由障碍物和代理的全局y轴" +"位置自动确定为海拔高度以及它们各自的高度属性。" #: ../../docs/tutorials/navigation/navigation_using_navigationobstacles.rst:36 msgid "Dynamic obstacles" @@ -88170,6 +88589,9 @@ msgid "" "`NavigationLink2D` and :ref:" "`NavigationLink3D` respectively." msgstr "" +"2D和 3D版本的 NavigationJumplinks 节点分別可用作 " +":ref:`NavigationLink2D`和 " +":ref:`NavigationLink3D`。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:18 msgid "" @@ -88179,6 +88601,10 @@ msgid "" "soon as the distance becomes too large, building valid connections becomes a " "problem - a problem that NavigationLinks can solve." msgstr "" +"不同的 NavigationRegions 可以连接它们的导览网格,无需使用 NavigationLink," +"只要它们位于导览地图 ``edge_connection_margin`` 内并且具有兼容的 " +"``navigation_layers`` 即可。一旦距离变得太大,建立有效的联机就会成为一个问题—" +"—NavigationLinks可以解决这个问题。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:22 msgid "" @@ -88186,6 +88612,9 @@ msgid "" "use of navigation regions. See :ref:`doc_navigation_connecting_navmesh` to " "learn more about how to connect navigation meshes." msgstr "" +"请参阅 :ref:`doc_navigation_using_navigationregions`以了解有关导航区域使用的" +"更多信息。请参阅 :ref:`doc_navigation_connecting_navmesh`以了解有关如何连接导" +"航网格的更多信息。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:27 msgid "" @@ -88194,6 +88623,9 @@ msgid "" "positions over an arbitrary distance compared to NavigationRegions that add " "a more local traversable area with a navigation mesh resource." msgstr "" +"NavigationLinks与NavigationRegions共享许多属性,例如 ``navigation_layers`` 。" +"与使用导览网格资源新增更多本地可走访区域的NavigationRegions相比,NavigationLi" +"nk在任意距离的两个位置之间新增单一联机。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:31 msgid "" @@ -88202,6 +88634,10 @@ msgid "" "navigationlink connects the navigation mesh polygons closest to its " "``start_position`` and ``end_position`` within search radius for pathfinding." msgstr "" +"NavigationLinks 有一个 ``start_position`` 和 ``end_position`` ,当启用 " +"``bidirectional`` 时,可以双向导航。当放置导航链接时," +"它会连接搜索半径内最靠近其 ``start_position`` (``起始位置``)和 " +"``end_position`` ( ``结束位置`` )的导航网格多边形,以进行寻路。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:34 msgid "" @@ -88210,6 +88646,9 @@ msgid "" "navigation **map** individually using the ``NavigationServer." "map_set_link_connection_radius()`` function." msgstr "" +"多边形搜索半径可以在ProjectSettings的 ``navigation/2d_or_3d/" +"default_link_connection_radius`` 下全局配置,也可以使用 ``NavigationServer." +"map_set_link_connection_radius()`` 函数为每个导航 **map** 单独设置。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:37 msgid "" @@ -88219,6 +88658,9 @@ msgid "" "for the edge connection. If no valid polygon is found within the search " "radius the navigation link gets disabled." msgstr "" +"“start_position” 和 “end_position” 在编辑器中都有调试标记。位置的可见半径显示" +"多边形搜索半径。将比较内部的所有导航网格多边形,并为边连接拾取最近的多边形。" +"如果在搜索半径内未找到有效的多边形,则导航链接将被禁用。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:44 msgid "" @@ -88227,12 +88669,15 @@ msgid "" "The visibility of the debug can also be controlled in the Editor 3D Viewport " "gizmo menu." msgstr "" +"可以在 ``debug/shapes/navigation`` 下的编辑器中更改链接调试视觉效果 " +":ref:`ProjectSettings` " +"。调试的可见性也可以在编辑器3D视口小工具菜单中进行控制。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:49 msgid "" "NavigationLinks do not move agents between the two link positions by " "themselves." -msgstr "" +msgstr "导览连接本身不会在两个连接位置之间移动代理。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:51 msgid "" @@ -88242,6 +88687,9 @@ msgid "" "through the link to end up at the links other position (e.g. through " "teleport or animation) to continue along the path." msgstr "" +"导览连接不提供通过连接的任何自动移动。相反,当代理到达连接的位置时,游戏代码" +"需要做出反应(例如通过区域触发器)并为代理提供通过连接移动以最终到达连接其他" +"位置(例如通过传送或动画)的方法。继续沿着小路走。" #: ../../docs/tutorials/navigation/navigation_using_navigationlinks.rst:56 #, fuzzy @@ -88266,12 +88714,15 @@ msgid "" "They work similar to how physics layers control collision between collision " "objects or how visual layers control what is rendered to the Viewport." msgstr "" +"NavigationLayers是一项可选功能,用于进一步控制在路径查询中考虑哪些导览网格以" +"及可以连接哪些区域。它们的工作方式类似于物理层如何控制碰撞物件之间的碰撞或视" +"觉层如何控制算绘到视窗的内容。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:9 msgid "" "NavigationLayers can be named in the **ProjectSettings** the same as physics " "layers or visual layers." -msgstr "" +msgstr "NavigationLayers可以在 **ProjectSettings** 中与物理层或视觉层相同地命名。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:13 msgid "" @@ -88279,6 +88730,8 @@ msgid "" "the NavigationServer. See :ref:`doc_navigation_connecting_navmesh` for more " "information on merging navigation meshes." msgstr "" +"如果两个区域没有一个兼容的层,NavigationServer将不会合并它们。有关合并导航网" +"格的详细信息,请参见 :ref:`doc_navigation_connecting_navmesh` 。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:15 msgid "" @@ -88288,6 +88741,9 @@ msgid "" "`doc_navigation_using_navigationpaths` for more information on querying the " "NavigationServer for paths." msgstr "" +"如果一个区域没有一个与路径查询的 ``navigation_layers`` 参数兼容的导览层,则在" +"寻路时将跳过该区域的导览网格。有关查询导览服务器路径的更多信息,请参阅 " +":ref:`doc_navigation_using_navigationpaths` 。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:18 msgid "" @@ -88296,13 +88752,16 @@ msgid "" "``get_navigation_layer_value()`` functions to set and get a layer number " "directly without the need for more complex bitwise operations." msgstr "" +"NavigationLayers是用作 **bitmask** 的单个 ``int`` 值。" +"许多与导航相关的节点都具有 ``set_navigation_layer_value()`` 和 " +"``get_navigation_layer_value()`` " +"函数,可以直接设置和获取层数,而不需要更复杂的逐位操作。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:23 -#, fuzzy msgid "" "In scripts the following helper functions can be used to work with the " "``navigation_layers`` bitmask." -msgstr "通过导航层位掩码,可以对其在寻路中的使用做进一步的限制。" +msgstr "在脚本中,以下辅助函数可用于处理 ``navigation_layers`` 位掩码。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:59 msgid "" @@ -88311,6 +88770,9 @@ msgid "" "region changes a navigation path query with different navigation layers does " "not trigger large scale updates on the NavigationServer." msgstr "" +"更改路径查询的导览层是 enabling / disabling (启用/停用)整个导览区域的一种性能" +"友善的替代方案。与区域变更相比,具有不同导览层的导览路径查询不会触发导览服务" +"器上的大规模更新。" #: ../../docs/tutorials/navigation/navigation_using_navigationlayers.rst:64 msgid "" @@ -88319,6 +88781,9 @@ msgid "" "regions will have an immediate effect on the region but any new region " "connect or disconnect will only be in effect after the next physics frame." msgstr "" +"更改NavigationAgent节点的导航层将对下一个路径查询产生直接影响。更改区域的导航" +"层将立即对区域产生影响,但任何新的区域连接或断开连接都将仅在下一个物理帧之后" +"生效。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:4 msgid "Navigation debug tools" @@ -88342,12 +88807,14 @@ msgid "" "editor. To visualize navigation meshes and connections at runtime too, " "enable the option **Visible Navigation** in the editor **Debug** menu." msgstr "" +"默认情况下,导航调试可视化在编辑器中启用。若要在运行时可视化导航网格和连接," +"请在编辑器 **Debug** 菜单中启用选项 **Visible Navigation** 。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:19 msgid "" "In Godot debug builds the navigation debug can also be toggled through the " "NavigationServer singletons from scripts." -msgstr "" +msgstr "在Godot调试构建中,导航调试也可以通过脚本中的NavigationServer单例进行切换。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:28 msgid "Navigation debug settings" @@ -88359,6 +88826,8 @@ msgid "" "under ``debug/shapes/navigation``. Certain debug features can also be " "enabled or disabled at will but may require a scene restart to take effect." msgstr "" +"导航调试的外观可以在 ``debug/shapes/navigation`` 下的ProjectSettings中更改。" +"某些调试功能也可以随意启用或禁用,但可能需要重新启动场景才能生效。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:36 msgid "Debug navigation mesh polygons" @@ -88370,6 +88839,8 @@ msgid "" "will be highlighted. If ``enable_edge_lines_xray`` is also enabled, the " "edges of navigation meshes will be visible through geometry." msgstr "" +"如果启用了 ``enable_edge_lines`` ,则导航网格多边形的边将高亮显示。" +"如果还启用了 ``enable_edge_lines_xray`` ,则导航网格的边将通过几何体可见。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:41 msgid "" @@ -88377,6 +88848,9 @@ msgid "" "navigation mesh face will be mixed with a random color that is itself mixed " "with the color specified in ``geometry_face_color``." msgstr "" +"如果启用了 ``enable_geometry_face_random_color`` " +",则每个导航网格面的颜色将与随机颜色混合,该随机颜色本身与 " +"``geometry_face_color`` 中指定的颜色混合。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:46 msgid "Debug edge connections" @@ -88389,10 +88863,13 @@ msgid "" "by ``edge_connection_color``. The connections can be made visible through " "geometry with ``enable_edge_connections_xray``." msgstr "" +"当两个 navigation 网格在 ``edge_connection_margin`` " +"距离内连接时,连接被覆盖。覆盖层的颜色由 ``edge_connection_color`` 控制。" +"可以使用 ``enable_edge_connections_xray`` 使连接通过几何图形可见。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:58 msgid "Edge connections are only visible when the NavigationServer is active." -msgstr "" +msgstr "只有当NavigationServer处于活动状态时,边缘连接才可见。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:61 msgid "Debug performance" @@ -88404,6 +88881,8 @@ msgid "" "be found within the Editor Debugger under *Debugger->Monitors->Navigation " "Process*." msgstr "" +"要测试NavigationServer性能,可以在编辑器调试器中的 *Debugger->Monitors-" +">Navigation Process* 下找到一个专用监视器。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:67 msgid "" @@ -88412,6 +88891,8 @@ msgid "" "similar to Process for visual frame rendering and Physics Process for " "collision and fixed updates." msgstr "" +"Navigation Process以毫秒为单位显示NavigationServer更新其内部的时间。导航过程" +"的工作原理类似于视觉帧渲染过程和碰撞和固定更新的物理过程。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:70 msgid "" @@ -88419,13 +88900,16 @@ msgid "" "**navigation regions** and **navigation agents** as well as all the " "**avoidance calculations** for the update frame." msgstr "" +"Navigation Process负责对 **navigation maps** 、**navigation regions**和 **" +"navigation agents** 的所有更新,以及更新帧的所有 **avoidance calculations** " +"。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:74 msgid "" "Navigation Process does NOT include pathfinding performance cause " "pathfinding operates on the navigation map data independently from the " "server process update." -msgstr "" +msgstr "导航进程不包括寻路性能,因为寻路操作独立于服务器进程更新的导航地图数据。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:76 msgid "" @@ -88435,20 +88919,25 @@ msgid "" "update an increase in Navigation Process will automatically increase Physics " "Process by the same amount." msgstr "" +"一般情况下,导航进程应尽可能保持低的运行时性能和稳定,以避免帧速率问题。请注" +"意,由于NavigationServer进程更新发生在物理更新的中间,因此Navigation进程的增" +"加将自动使物理进程增加相同的量。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:79 msgid "" "Navigation also provides more detailed statistics about the current " "navigation related objects and navigation map composition on the " "NavigationServer." -msgstr "" +msgstr "导览还提供了关于目前导览相关物件和导览服务器上导览地图组成的更详细的统计数据" +"。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:83 msgid "" "Navigation statistics shown here can not be judged as good or bad for " "performance as it depends entirely on the project what can be considered as " "reasonable or horribly excessive." -msgstr "" +msgstr "此处显示的导览统计数据无法判断性能的好坏,因为它完全取决于项目什么可以被认为" +"是合理的或严重过度的。" #: ../../docs/tutorials/navigation/navigation_debug_tools.rst:85 msgid "" @@ -88458,6 +88947,9 @@ msgid "" "detailed navigation meshes with thousand of edges / polygons or problems " "caused by procedural navigation gone wrong." msgstr "" +"导览统计信息有助于识别不太明显的性能瓶颈,因为来源可能并不总是具有可见的表示" +"形式。例如,由具有数千个边/多边形的过于详细的导览网格所建立的寻路性能问题,或" +"由程序导览出错所引起的问题。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:4 msgid "Connecting navigation meshes" @@ -88485,6 +88977,9 @@ msgid "" "NavigationPolygon outlines must be from different NavigationPolygon " "resources to connect." msgstr "" +"对于多个NavigationPolygon资源也是如此。只要它们的轮廓点完全重叠,导览服务器就" +"会合并它们。NavigationPolygon轮廓必须来自不同的NavigationPolygon资源才能连接" +"。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:17 msgid "" @@ -88493,13 +88988,16 @@ msgid "" "different NavigationPolygons will often fail to create the navigation region " "edge connections on the NavigationServer and should be avoided." msgstr "" +"同一NavigationPolygon上的重叠或相交轮廓将导致导览网格建立失败。来自不同导览多" +"边形的重叠或相交轮廓通常无法在导览服务器上建立导览区域边缘连接,因此应避免。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:26 msgid "" "Exactly means exactly for the vertex position merge. Small float errors that " "happen quite regularly with imported meshes will prevent a successful vertex " "merge." -msgstr "" +msgstr "精确意味着精确地进行顶点位置合并。汇入的网格经常发生的小 float " +"错误将阻止成功的顶点合并。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:29 msgid "" @@ -88511,6 +89009,10 @@ msgid "" "Better avoid any navigation mesh overlap at all time for a consistent merge " "behavior." msgstr "" +"或者,当导航网格的边几乎平行且彼此相距一定距离时,导航服务器不会合并导航网格" +",但仍将其视为**连接**。连接距离由每个导航地图的“edge_connectionmargin”定义。" +"在许多情况下,导航网格边在部分重叠时无法正确连接。为了实现一致的合并行为,最" +"好始终避免任何导航网格重叠。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:37 msgid "" @@ -88518,6 +89020,8 @@ msgid "" "established navigation mesh connections will be visualized. See :ref:" "`doc_navigation_debug_tools` for more info about navigation debug options." msgstr "" +"如果启用了导览调试并且导览服务器处于活动状态,则已建立的导览网格联机将可视化" +"。有关导览调试选项的更多信息,请参阅 :ref:`doc_navigation_debug_tools` 。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:40 msgid "" @@ -88539,13 +89043,13 @@ msgstr "" msgid "" "The edge connection margin value of any navigation map can also be changed " "at runtime with the NavigationServer API." -msgstr "" +msgstr "任何导览地图的边缘联机边距值也可以在执行时使用NavigationServer API进行变更。" #: ../../docs/tutorials/navigation/navigation_connecting_navmesh.rst:64 msgid "" "Changing the edge connection margin will trigger a full update of all " "navigation mesh connections on the NavigationServer." -msgstr "" +msgstr "更改边缘连接边距将触发导览服务器上所有导览网格连接的完整更新。" #: ../../docs/tutorials/navigation/navigation_different_actor_types.rst:4 msgid "Support different actor types" @@ -88567,7 +89071,8 @@ msgid "" "Agents are exclusively defined by a radius and height value for baking " "navigation meshes, pathfinding and avoidance. More complex shapes are not " "supported." -msgstr "" +msgstr "代理专门由半径和高度值定义,用于烘焙导览网格、寻路和回避。不支持更复杂的形状" +"。" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:4 msgid "Support different actor locomotion" @@ -88587,13 +89092,15 @@ msgid "" "Bake different navigation meshes with an appropriate height for crouched or " "crawling actors so they can find paths through those narrow sections in your " "game world." -msgstr "" +msgstr "为蹲伏或爬行的演员烘焙具有适当高度的不同导览网格,以便他们可以找到穿过游戏世" +"界中这些狭窄部分的路径。" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:14 msgid "" "When an actor changes locomotion state, e.g. stands up, starts crouching or " "crawling, query the appropriate map for a path." -msgstr "" +msgstr "当 actor " +"改变运动状态时,例如站起来、开始蹲下或爬行,查询适当的地图以获取路径。" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:17 msgid "" @@ -88602,13 +89109,16 @@ msgid "" "state, switch the actor's avoidance agent to another avoidance map with each " "locomotion change." msgstr "" +"如果回避行为也应该随着运动而改变,例如仅在站立时回避或仅避开处于相同运动状态" +"的其他代理,则随着每次运动的改变,将参与者的回避代理切换到另一个回避图。" #: ../../docs/tutorials/navigation/navigation_different_actor_locomotion.rst:43 msgid "" "While a path query can be execute immediately for multiple maps, the " "avoidance agent map switch will only take effect after the next server " "synchronization." -msgstr "" +msgstr "虽然可以对多个地图立即执行路径查询,但回避代理地图切换只有在下一次服务器同步" +"后才会生效。" #: ../../docs/tutorials/navigation/navigation_different_actor_area_access.rst:4 msgid "Support different actor area access" @@ -88679,7 +89189,7 @@ msgstr "优化导航性能" msgid "" "Common Navigation related performance problems can be categorized into the " "following topics:" -msgstr "" +msgstr "常见的导览相关性能问题可分为以下主题:" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:10 msgid "" @@ -88707,7 +89217,7 @@ msgstr "同步导航地图的性能问题。" msgid "" "In the following sections information can be found on how to identify and " "fix or at least mitigate their impact on framerates." -msgstr "" +msgstr "在以下部分中可以找到有关如何识别和修复或至少减轻其对影格速率的影响的信息。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:19 msgid "Performance problems with parsing scene tree nodes" @@ -88717,14 +89227,15 @@ msgstr "解析场景树节点的性能问题" msgid "" "Prefer using simple shapes with as few edges as possible e.g. nothing " "rounded like a circle, sphere or torus." -msgstr "" +msgstr "喜欢使用边缘尽可能少的简单形状,例如,不要像圆形、球体或圆环那样呈圆形。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:25 msgid "" "Prefer using physics collision shapes over complex visual meshes as source " "geometry as meshes need to be copied from the GPU and are commonly much more " "detailed than necessary." -msgstr "" +msgstr "优先使用物理碰撞形状而不是复杂的视觉网格作为来源几何体,因为网格需要从GPU复制" +",并且通常比必要的详细得多。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:27 msgid "" @@ -88737,6 +89248,11 @@ msgid "" "roughly cover the same geometry but still yield a baked result good enough " "for pathfinding." msgstr "" +"一般来说,避免使用非常复杂的几何体作为烘焙导览网格的来源几何体。例如,永远不" +"要使用非常详细的视觉网格,因为将其形状解析为数据数组并将其体素化以进行导览网" +"格烘焙将花费很长时间,而不会在最终导览网格上获得真正的质量增益。相反,请使用" +"形状的非常简化的细节等级版本。更好的是,使用非常原始的形状,例如盒子和矩形," +"它们仅大致覆盖相同的几何形状,但仍然会产生足够好的路径搜寻烘焙结果。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:31 msgid "" @@ -88752,6 +89268,13 @@ msgid "" "might be even worse and the mesh parsing might freeze the entire game for a " "few seconds on complex meshes." msgstr "" +"喜欢使用简单的物理碰撞形状而不是视觉网格,作为烘焙导览网格的来源几何。预设情" +"况下,物理形状是非常有限且经过最佳化的形状,可以轻松快速地解析。另一方面,视" +"觉网格的范围可以从简单到复杂。最重要的是,为了存取视觉网格数据,解析器需要从" +"算绘服务器请求网格数据数组,因为视觉网格数据直接储存在GPU上,而不是缓存在CPU" +"上。这需要锁定RenderingServer线程,并且在算绘以多线程运作时会严重影响运作时的" +"影格速率。如果算绘运作单线程,影格率影响可能会更严重,并且网格解析可能会在复" +"杂网格上冻结整个游戏几秒钟。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:38 msgid "Performance problems with navigation mesh baking" @@ -88761,26 +89284,27 @@ msgstr "烘焙导航网格的性能问题" msgid "" "At runtime, always prefer to use a background thread for baking navigation " "meshes." -msgstr "" +msgstr "在运作时,总是更喜欢使用后台线程来烘焙导览网格。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:44 msgid "" "Increase NavigationMesh ``cell_size`` and ``cell_height`` to create less " "voxels." -msgstr "" +msgstr "增加NavigationMesh ``cell_size`` 和 ``cell_height`` 以建立较少的体素。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:46 msgid "" "Change the ``SamplePartitionType`` from watershed to monotone or layers to " "gain baking performance." -msgstr "" +msgstr "将 ``SamplePartitionType`` 从分水岭更改为单调或分层以获得烘焙性能。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:49 msgid "" "NEVER scale source geometry with nodes to avoid precision errors. Most scale " "applies only visually and shapes that are very large at their base scale " "require still a lot of extra processing even while downscaled." -msgstr "" +msgstr "切勿使用节点缩放源几何体以避免精度错误。大多数比例仅适用于视觉,即使缩小比例" +",在基本比例下非常大的形状仍然需要大量额外的处理。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:51 msgid "" @@ -88789,6 +89313,9 @@ msgid "" "to bake than what is possible to squeeze into a single frame, at least if " "the framerate should stay at a bearable level." msgstr "" +"如果可能的话,在运作时烘焙导览网格应该始终在后台线程中完成。即使是小尺寸的导" +"览网格物体的烘焙时间也可能比挤入单个影格所需的时间长得多,至少在影格率保持在" +"可忍受的水平的情况下是如此。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:53 #, fuzzy @@ -88825,6 +89352,10 @@ msgid "" "MeshInstance, the mesh still requires a gigantic and very complex voxel grid " "to be processed for the baking." msgstr "" +"切勿使用节点缩放源几何。它不仅会导致大量精确度错误(顶点和边配对错误),而且" +"某些缩放仅以视觉形式存在,而不存在于实际解析的数据中。例如,如果网格在编辑器" +"中以视觉方式缩小,例如在MeshInstance上将比例设为0." +"001,则网格仍然需要巨大且非常复杂的体素网格来处理烘焙。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:64 msgid "Performance problems with NavigationAgent path queries" @@ -88848,6 +89379,9 @@ msgid "" "only query new paths when the target position changes, the navigation map " "changes or they are forced too far away from the desired path distance." msgstr "" +"自定义NavigationAgent脚本中的逻辑错误和浪费性操作是导致性能问题的常见原因,例" +"如,请注意每影格重设路径。预设情况下,NavigationAgents经过最佳化,仅在目标位" +"置变更、导览地图变更或被迫远离所需路径距离时查询新路径。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:75 msgid "" @@ -88857,6 +89391,9 @@ msgid "" "player position should be compared and only when the player has moved too " "far away a new target position should be set." msgstr "" +"例如,当AI应移动到玩家时,目标位置不应每影格都设定为玩家位置,因为这会每影格" +"查询新路径。相反,应该比较从目前目标位置到玩家位置的距离,并且只有当玩家移动" +"得太远时才应该设定新的目标位置。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:78 msgid "" @@ -88869,12 +89406,18 @@ msgid "" "position reachable?\" question. This avoids doing the equivalent of two full " "path queries every frame for the same NavigationAgent." msgstr "" +"不要预先检查每个画面是否可以到达目标位置。看似无害的检查实际上相当于幕后昂贵" +"的路径查询。如果计划无论如何都要请求新路径(如果位置可达),则应直接查询路径" +"。透过查看返回路径的最后一个位置,如果该位置距检查位置处于“可到达”距离,则它" +"会回答“该位置是否可到达?”问题。这避免了对同一个NavigationAgent每影格执行两次" +"完整路径查询的等效操作。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:83 msgid "" "Divide the total number of NavigationAgents into update groups or use random " "timers so that they do not all request new paths in the same frame." -msgstr "" +msgstr "将导览代理程序的总数分割为更新组或使用随机定时器,以便它们不会在同一影格中全" +"部请求新路径。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:86 msgid "Performance problems with the actual path search" @@ -88884,7 +89427,7 @@ msgstr "实际路径搜索的性能问题" msgid "" "Optimize overdetailed navigation meshes by reducing the amount of polygons " "and edges." -msgstr "" +msgstr "透过减少多边形和边的数量来优化过于详细的导览网格。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:92 msgid "" @@ -88895,6 +89438,10 @@ msgid "" "game world is splintered into very small navigation meshes that each have " "tiny polygons (like for TileMaps) pathfinding performance will be reduced." msgstr "" +"实际路径搜寻的成本与导览网格多边形和边缘的数量直接相关,而不是与游戏世界的实" +"际大小相关。如果一个巨大的游戏世界使用非常优化的导览网格,只有少数多边形覆盖" +"大面积,那么性能应该是可以接受的。如果游戏世界被分割成非常小的导览网格,每个" +"导览网格都有微小的多边形(如TileMap),则寻路性能将会降低。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:96 msgid "" @@ -88908,6 +89455,11 @@ msgid "" "to do a far longer search through the available polygons to confirm that the " "position is absolutely not reachable." msgstr "" +"一个常见问题是当路径查询中无法到达目标位置时效能突然下降。这种性能下降是“正常" +"的”,是导览网格太大、未优化的结果,需要搜寻大量多边形和边缘。在可以快速到达目" +"标位置的正常路径搜寻中,一旦到达该位置,寻路就会提前退出,这可以暂时隐藏这种" +"优化不足的情况。如果无法到达目标位置,则寻路必须对可用多边形进行更长的搜索," +"以确认该位置绝对无法到达。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:102 msgid "Performance problems with navigation map synchronization" @@ -88917,7 +89469,7 @@ msgstr "导航地图同步的性能问题" msgid "" "Merge navigation meshes polygons by vertex instead of by edge connection " "wherever possible." -msgstr "" +msgstr "合并导览尽可能透过顶点而不是边连接来网格化多边形。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:108 msgid "" @@ -88925,7 +89477,8 @@ msgid "" "NavigationServer needs to synchronize the navigation map. Depending on the " "complexity of navigation meshes, this can take a significant amount of time " "which may impact the framerate." -msgstr "" +msgstr "当对导览网格或导览区域进行变更时,导览服务器需要同步导览地图。根据导览网格的" +"复杂性,这可能需要大量时间,这可能会影响影格速率。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:111 msgid "" @@ -88936,6 +89489,10 @@ msgid "" "still unmerged edges. All the free edges are checked for possible edge " "connections by both distance and angle which is rather costly." msgstr "" +"导览服务器透过顶点或边连接合并导览网格。当两条不同边的两个顶点落在同一地图网" +"格单元中时,就会发生以顶点合并。这是一个相当快速且低成本的操作。对于所有尚未" +"合并的边,按边连接进行合并发生在第二遍。透过距离和角度检查所有自由边缘是否有" +"可能的边缘连接,这是相当昂贵的。" #: ../../docs/tutorials/navigation/navigation_optimizing_performance.rst:115 msgid "" @@ -88948,6 +89505,11 @@ msgid "" "way off (vertex should be significantly higher) the navigation meshes are " "properly created or placed very inefficient." msgstr "" +"因此,除了具有尽可能少的多边形边的一般规则之外,还应透过顶点预先合并尽可能多" +"的边,以便只留下少量边用于成本更高的边连接计算。调试导览性能摄像头可用于取得" +"有关可用多边形和边的数量以及其中有多少未合并或未按顶点合并的统计数据。如果顶" +"点合并和边连接之间的比率相差很大(顶点应该明显更高),则导览网格会正确建立或" +"放置得非常低效。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:4 msgid "High-level multiplayer" @@ -88969,7 +89531,6 @@ msgstr "" "后阅读其余部分!" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:11 -#, fuzzy msgid "" "Godot always supported standard low-level networking via :abbr:`UDP (User " "Datagram Protocol)`, :abbr:`TCP (Transmission Control Protocol)` and some " @@ -88982,11 +89543,13 @@ msgid "" "level networking API, which sacrifices some of the fine-grained control of " "low-level networking for greater ease of use." msgstr "" -"Godot始终支持通过UDP, TCP 和一些更高级别的协议(如SSL和HTTP)进行标准的低级网络" -"连接. 这些协议非常灵活, 几乎可以用于任何事情. 然而, 使用它们来手动同步游戏状" -"态可能需要大量的工作. 有时这种工作是无法避免的, 或者是值得的, 例如在后台使用" -"自定义服务器实现时. 但在大多数情况下, 考虑Godot的高级网络API是值得的, 它牺牲" -"了对低级网络的一些细粒度控制, 以获得更大的易用性." +"Godot 始终支持通过 :abbr:`UDP (用户数据报协议)`、 :abbr:`TCP (传输控制协议)` " +"和一些更高级别的协议【如 :abbr:`SSL(安全套接层)` 和 :abbr:`HTTP " +"(超文本传输协议)` 】进行标准的低级网络连接。这些协议非常灵活,几乎可以用于任" +"何用途。然而,使用这些协议来手动同步游戏状态可能需要做大量的工作。这项工作有" +"时是无法避免的,有时候是值得去做的,比如在后台使用自定义服务器实现这种情况下" +"。而在大多数情况下,考虑使用 Godot 的高级网络 API " +"是值得的,它牺牲了对低级网络的一些细度控制,换来了更强的易用性。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:14 msgid "This is due to the inherent limitations of the low-level protocols:" @@ -89086,7 +89649,6 @@ msgstr "" "what_every_programmer_needs_to_know_about_game_networking/>`__ ." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:41 -#, fuzzy msgid "" "Adding networking to your game comes with some responsibility. It can make " "your application vulnerable if done wrong and may lead to cheats or " @@ -89094,10 +89656,11 @@ msgid "" "application runs on and use your servers to send spam, attack others or " "steal your users' data if they play your game." msgstr "" -"在您的游戏中加入社交网络需要承担一定的责任. 如果做错了, 它会使您的应用程序很" -"容易受到攻击, 并可能导致欺骗或利用. 它甚至可能允许攻击者破坏您的应用程序运行" -"在的机器, 并使用您的服务器发送垃圾邮件, 攻击其他人或窃取您的用户数据, 如果他" -"们玩您的游戏." +"在你的游戏中加入社交网络需要承担一定的责任. 如果做错了, " +"它会使你的应用程序很容易受到攻击, 并可能导致欺骗或利用. " +"它甚至可能允许攻击者破坏你的应用程序运行在的机器, " +"并使用你的服务器发送垃圾邮件, 攻击其他人或窃取你的用户数据, " +"如果他们玩你的游戏." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:46 msgid "" @@ -89248,6 +89811,9 @@ msgid "" "``MultiplayerAPI`` instance configured for it by the scene tree. Initially, " "every node is configured with the same default ``MultiplayerAPI`` object." msgstr "" +"每个节点都有一个 ``multiplayer`` 属性,它是对场景树为其配置的 " +"``MultiplayerAPI`` 实例的参考。最初,每个节点都配置相同的预设 " +"``MultiplayerAPI`` 物件。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:105 msgid "" @@ -89257,6 +89823,9 @@ msgid "" "to be configured with different peers, which makes it possible to run a " "server and a client simultaneously in one instance of Godot." msgstr "" +"可以建立一个新的 ``MultiplayerAPI`` 物件并将其分配给场景树中的 ``NodePath`` " +",这将覆盖该路径及其所有后代节点的 ``multiplayer`` 。这允许兄弟节点配置不同的" +"对等点,从而可以在一个Godot实例中同时执行服务器和客户端。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:116 msgid "" @@ -89300,7 +89869,7 @@ msgstr "" msgid "" "Responding to connections or disconnections is possible by connecting to " "``MultiplayerAPI``'s signals:" -msgstr "" +msgstr "可以通过连接到 ``MultiplayerAPI`` 的信号来响应连接或断开连接:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:151 msgid "" @@ -89308,12 +89877,15 @@ msgid "" "peer's ID on each other peer, and on the new peer multiple times, once with " "each other peer's ID." msgstr "" +"``peer_connected(id: int)`` 此信号在每个其他对等点上与新连接的对等点ID一起发" +"出,并在新对等点上多次发出,其中一次与每个其他对等点ID一起发出。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:152 msgid "" "``peer_disconnected(id: int)`` This signal is emitted on every remaining " "peer when one disconnects." -msgstr "" +msgstr "``peer_disconnected(id:int)`` " +"当一个对等体断开连接时,剩余的每个对等体都会发出此信号。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:154 #, fuzzy @@ -89334,7 +89906,7 @@ msgstr "``server_disconnected()``" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:160 msgid "To get the unique ID of the associated peer:" -msgstr "" +msgstr "若要取得关联对等点的唯一ID:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:166 #, fuzzy @@ -89352,10 +89924,13 @@ msgid "" "definition. To call an RPC, use ``Callable``'s method ``rpc()`` to call in " "every peer, or ``rpc_id()`` to call in a specific peer." msgstr "" +"远程过程调用(RPC)是可以在其他对等方上调用的函数。要创建一个," +"请在函数定义之前使用 ``@rpc`` 注释。若要调用RPC,请使用 ``Callable`` 的方法 " +"``rpc()`` 在每个对等方中调用,或使用 ``rpc_id()`` 在特定对等方中进行调用。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:189 msgid "RPCs will not serialize objects or callables." -msgstr "" +msgstr "RPC不会序列化对象或可调用程序。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:191 msgid "" @@ -89364,6 +89939,9 @@ msgid "" "using ``add_child()`` for nodes which are expected to use RPCs, set the " "argument ``force_readable_name`` to ``true``." msgstr "" +"要使远程调用成功,发送节点和接收节点需要具有相同的 ``NodePath`` " +",这意味着它们必须具有相同的名称。对预期使用RPC的节点使用 ``add_child()`` " +"时,请将参数 ``force_readable_name`` 设置为 ``true`` 。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:197 msgid "" @@ -89374,6 +89952,11 @@ msgid "" "at once, and all RPCs must be declared on both the client scripts and the " "server scripts, **even functions that are currently not in use**." msgstr "" +"如果一个函数在客户端脚本(resp.server脚本)上用 ``@rpc`` " +"注释,那么这个函数也必须在服务器脚本(resp." +"client脚本)上声明。两个RPC必须具有相同的签名,该签名使用 **all RPCs** 的校验" +"和进行评估。同时检查脚本中的所有RPC,并且必须在客户端脚本和服务器脚本上声明所" +"有RPC,**even functions that are currently not in use**。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:203 msgid "" @@ -89384,6 +89967,10 @@ msgid "" "(example: ``func sendstuff():`` and ``func sendstuff(arg1, arg2):`` **will " "pass** signature matching)." msgstr "" +"RPC 的签名包括 ``@rpc()`` 声明、函数、返回类型和节点路径。如果 RPC " +"驻留在附加到 ``/root/Main/Node1`` 的脚本中,则它必须驻留在客户端脚本和服务器" +"脚本上完全相同的路径和节点中。函数参数(例如 ``func sendstuff():`` 和 ``func " +"sendstuff(arg1, arg2):`` **能够成功匹配**\\ 签名)。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:209 msgid "" @@ -89392,18 +89979,22 @@ msgid "" "error message may be unrelated to the RPC function you are currently " "building and testing." msgstr "" +"如果不满足这些条件(如果所有RPC都没有通过签名匹配),脚本可能会打印错误或导致" +"不必要的行为。错误消息可能与你当前正在构建和测试的RPC函数无关。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:213 msgid "" "See further explanation and troubleshooting on `this post `__." msgstr "" +"请参阅本帖的进一步解释和故障排除`__." #: ../../docs/tutorials/networking/high_level_multiplayer.rst:215 msgid "" "The annotation can take a number of arguments, which have default values. " "``@rpc`` is equivalent to:" -msgstr "" +msgstr "注释可以采用多个参数,这些参数具有预设值。 ``@rpc`` 相当于:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:221 #, fuzzy @@ -89418,13 +90009,13 @@ msgstr "``mode``:" msgid "" "``\"authority\"``: Only the multiplayer authority (the server) can call " "remotely." -msgstr "" +msgstr "``\"authority\"`` :只有多人权限(服务器)才能远程调用。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:226 msgid "" "``\"any_peer\"``: Clients are allowed to call remotely. Useful for " "transferring user input." -msgstr "" +msgstr "``“any_peer”`` :允许客户端进行远程呼叫。用于传输用户输入。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:228 msgid "``sync``:" @@ -89439,7 +90030,7 @@ msgstr "**注意**\\ :如果引擎崩溃或无响应,该函数不会被调 msgid "" "``\"call_local\"``: The function can be called on the local peer. Useful " "when the server is also a player." -msgstr "" +msgstr "``“call_local”`` :该函数可以在本地对等机上调用。当服务器也是玩家时很有用。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:233 msgid "``transfer_mode``:" @@ -89449,7 +90040,7 @@ msgstr "``transform`` :" msgid "" "``\"unreliable\"`` Packets are not acknowledged, can be lost, and can arrive " "at any order." -msgstr "" +msgstr "``\"unreliable\"`` 数据包不被确认,可能丢失,并且可以按任何顺序到达。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:236 msgid "" @@ -89458,28 +90049,34 @@ msgid "" "was sent after them has already been received. Can cause packet loss if used " "incorrectly." msgstr "" +"``\"unreliable_ordered\"`` 封包按照发送的顺序接收。这是透过忽略稍后到达的封包" +"(如果已经收到在它们之后发送的另一个封包)来实作的。如果使用不当可能会导致丢" +"包。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:237 msgid "" "``\"reliable\"`` Resend attempts are sent until packets are acknowledged, " "and their order is preserved. Has a significant performance penalty." -msgstr "" +msgstr "``\"reliable\"`` 发送重新传送尝试,直到封包被确认为止,并且它们的顺序被保留。" +"具有显著的性能损失。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:239 msgid "``transfer_channel`` is the channel index." -msgstr "" +msgstr "``transfer_channel`` 是频道索引。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:241 msgid "" "The first 3 can be passed in any order, but ``transfer_channel`` must always " "be last." -msgstr "" +msgstr "前3个可以按任何顺序传递,但 ``transfer_channel`` 必须始终是最后一个。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:243 msgid "" "The function ``multiplayer.get_remote_sender_id()`` can be used to get the " "unique id of an rpc sender, when used within the function called by rpc." msgstr "" +"当在rpc呼叫的函式中使用时,函式 ``multiplayer.get_remote_sender_id()`` " +"可用于取得rpc发送者的唯一ID。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:259 msgid "Channels" @@ -89490,7 +90087,7 @@ msgid "" "Modern networking protocols support channels, which are separate connections " "within the connection. This allows for multiple streams of packets that do " "not interfere with each other." -msgstr "" +msgstr "现代网络协定支持信道,信道是连接内的单独连接。这允许多个封包流互不干扰。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:263 msgid "" @@ -89498,7 +90095,8 @@ msgid "" "messages should all be sent reliably, but a gameplay message should not wait " "for a chat message to be acknowledged. This can be achieved by using " "different channels." -msgstr "" +msgstr "例如,游戏聊天相关讯息和一些核心游戏信息都应该可靠地发送,但游戏信息不应等待" +"聊天信息被确认。这可以透过使用不同的管道来实作。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:266 msgid "" @@ -89509,12 +90107,16 @@ msgid "" "channels allows ordered transfer with little packet loss, and without the " "latency penalty caused by reliable mode." msgstr "" +"当与不可靠的有序传输模式一起使用时,信道也很有用。使用此传输模式发送可变大小" +"的封包可能会导致封包遗失,因为到达较慢的封包将被忽略。透过使用信道将它们分成" +"多个同质封包流,可以实作有序传输,且封包遗失很少,并且不会因可靠模式而导致延" +"迟损失。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:270 msgid "" "The default channel with index 0 is actually three different channels - one " "for each transfer mode." -msgstr "" +msgstr "索引为0的默认通道实际上是三个不同的通道——每个传输模式一个。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:273 msgid "Example lobby implementation" @@ -89525,13 +90127,14 @@ msgid "" "This is an example lobby that can handle peers joining and leaving, notify " "UI scenes through signals, and start the game after all clients have loaded " "the game scene." -msgstr "" +msgstr "这是一个示例大厅,可以处理同伴的加入和离开,透过信号通知UI场景,并在所有客户" +"端加载游戏场景后启动游戏。" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:390 msgid "" "The game scene's root node should be named Game. In the script attached to " "it:" -msgstr "" +msgstr "游戏场景的根节点应命名为Game。在附加的脚本中:" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:411 msgid "" @@ -89608,6 +90211,10 @@ msgid "" "Scenes ` and :ref:`Creating your first script " "` pages if needed." msgstr "" +"本教学假设你对Godot和Godot编辑器有一定的了解。请参阅 :ref:`Introduction ` 和 :ref:`Step by step ` " +"教学课程,特别是其 :ref:`Nodes and Scenes ` 和 :ref:`" +"Creating your first script ` 页面。" #: ../../docs/tutorials/networking/http_request_class.rst:34 msgid "HTTP requests in Godot" @@ -89628,7 +90235,7 @@ msgstr "" msgid "" "For this example, we will make an HTTP request to GitHub to retrieve the " "name of the latest Godot release." -msgstr "" +msgstr "对于此示例,我们将向GitHub发出HTTP请求以检索最新Godot版本的名称。" #: ../../docs/tutorials/networking/http_request_class.rst:45 #, fuzzy @@ -89651,6 +90258,8 @@ msgid "" "script to it. Then add a :ref:`HTTPRequest ` node as a " "child." msgstr "" +"建立一个新的空场景,新增一个根 :ref:`Node ` 并向其新增脚本。" +"然后加入一个 :ref:`HTTPRequest ` 节点作为子节点。" #: ../../docs/tutorials/networking/http_request_class.rst:59 msgid "Scripting the request" @@ -89663,6 +90272,10 @@ msgid "" "node, and once the request completes, we're going to parse the returned JSON " "data, look for the ``name`` field and print that to console." msgstr "" +"当项目启动时(所以在 ``_ready()`` 中),我们将使用 :ref:`HTTPRequest " +"` " +"节点向Github发送HTTP请求,一旦请求完成,我们就将解析传回的JSON数据,搜寻 " +"``name`` 字段并将其打印到控制台。" #: ../../docs/tutorials/networking/http_request_class.rst:101 msgid "" @@ -89671,6 +90284,8 @@ msgid "" "information on parsing JSON, see the class references for :ref:`JSON " "`." msgstr "" +"保存脚本和场景,然后运行项目。Github上最新的Godot版本的名称应该打印到输出日志" +"中。有关解析JSON的更多信息,请参阅类引用 :ref:`JSON `。" #: ../../docs/tutorials/networking/http_request_class.rst:105 msgid "" @@ -91763,6 +92378,8 @@ msgid "" "are much cheaper with Vulkan compared to OpenGL, there is less of a need to " "have 2D batching (although it can still be beneficial in some cases)." msgstr "" +"基于Vulkan的算绘方法尚不使用2D批次。由于与OpenGL相比,Vulkan的绘制呼叫要便宜" +"得多,因此不太需要2D批次(尽管在某些情况下它仍然是有益的)。" #: ../../docs/tutorials/performance/gpu_optimization.rst:59 msgid "3D batching" @@ -92407,6 +93024,9 @@ msgid "" "occlusion culling using occluder nodes. See :ref:`doc_occlusion_culling` for " "instructions on setting up occlusion culling in your scene." msgstr "" +"我们可以减少算绘量的一种方法是 **take advantage of occlusion**。Godot 4.0及更" +"高版本提供了一种使用遮挡器节点进行遮蔽剔除的新方法。有关在场景中设定遮蔽剔除" +"的说明,请参阅 :ref:`doc_occlusion_culling` 。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:41 #, fuzzy @@ -92473,7 +93093,7 @@ msgstr "使用 :ref:`doc_mesh_lod` 进行网格导入的自动方法。" msgid "" "A manual approach configured in the 3D node using :ref:" "`doc_visibility_ranges`." -msgstr "" +msgstr "在3D节点中使用 :ref:`doc_visibility_ranges`配置的手动方法。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:74 msgid "" @@ -92481,6 +93101,8 @@ msgid "" "can also benefit from level of detail using their respective **Distance " "Fade** properties." msgstr "" +"ref:`Decals ` 和 :ref:`lights ` " +"也可以使用它们各自的 **Distance Fade** 属性从细节级别中获益。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:78 msgid "" @@ -92490,12 +93112,15 @@ msgid "" "same time, you can rely on mesh LOD to make the particle effect's meshes " "rendered with less detail at a distance." msgstr "" +"虽然它们可以单独使用,但一起使用时这些方法最有效。例如,你可以设定可见范围来" +"隐藏距离玩家太远而无法注意到的粒子效果。同时,你可以依靠网格LOD来使粒子效果的" +"网格在远处算绘时细节较少。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:84 msgid "" "Visibility ranges are also a good way to set up *impostors* for distant " "geometry (see below)." -msgstr "" +msgstr "可见范围也是为远处几何体设定「冒充者」的好方法(见下文)。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:88 msgid "Billboards and imposters" @@ -92594,6 +93219,9 @@ msgid "" "opposed to the default **Dynamic**, as this will skip real-time lighting on " "meshes that have baked lighting." msgstr "" +"有关使用烘焙光照贴图的说明,请参阅doc_using_lightmap_gi。为了获得最佳性能," +"你应该将灯光的烘焙模式设定为 **Static** ,而不是预设的 " +"**Dynamic**,因为这将跳过具有烘焙光照的网格体上的即时光照。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:135 msgid "" @@ -92604,6 +93232,10 @@ msgid "" "`class_DirectionalLight3D` node, and use **Static** for most (if not all) " "omni and spot lights." msgstr "" +"使用 **Static** 烘焙模式的灯光的缺点是,它们无法将阴影投射到具有烘焙照明的网" +"格上。这可以使具有室外环境和动态对象的场景看起来平坦。" +"性能和质量之间的良好平衡是 :ref:`class_DirectionalLight3D` 节点保持 " +"**Dynamic**,并对大多数(如果不是全部)泛光灯和聚光灯使用 **Static** 。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:142 msgid "Animation and skinning" @@ -92627,6 +93259,8 @@ msgid "" "The :ref:`class_VisibleOnScreenEnabler3D` and :ref:" "`class_VisibleOnScreenNotifier3D` nodes can be useful for this purpose." msgstr "" +":ref:`class_VisibleOnScreenEnabler3D` 和 " +":ref:`class_VisibleOnScreenNotifier3D` 节点可用于此目的。" #: ../../docs/tutorials/performance/optimizing_3d_performance.rst:155 msgid "Large worlds" @@ -93219,7 +93853,8 @@ msgstr "" msgid "" "The code in the ``start()`` function only runs when the particle system " "starts. The code in the ``process()`` function will always run." -msgstr "" +msgstr "``start()`` 函式中的代码仅在粒子系统启动时运作。 ``process()`` " +"函式中的代码将始终运作。" #: ../../docs/tutorials/performance/vertex_animation/controlling_thousands_of_fish.rst:63 #, fuzzy @@ -93296,7 +93931,8 @@ msgstr "这将为每条鱼在 ``2`` 和 ``10`` 之间设置不同的速度。" msgid "" "You can also let each fish change its velocity over time if you set the " "velocity in the ``process()`` function." -msgstr "" +msgstr "如果你在 ``process()`` " +"函式中设定速度,你也可以让每条鱼随着时间的推移改变其速度。" #: ../../docs/tutorials/performance/vertex_animation/controlling_thousands_of_fish.rst:118 msgid "" @@ -93377,7 +94013,8 @@ msgid "" "Creating threads at run-time is slow on Windows and should be avoided to " "prevent stuttering. Semaphores, explained later on this page, should be used " "instead." -msgstr "" +msgstr "在Windows上,在执行时间建立线程速度很慢,应该避免,以防止卡顿出现。应改用信号" +"量(本页稍后将对此进行解释)。" #: ../../docs/tutorials/performance/using_multiple_threads.rst:62 msgid "Mutexes" @@ -93562,6 +94199,9 @@ msgid "" "`RenderingServer`, as data needs to be transmitted to " "or updated on the GPU." msgstr "" +"你应该避免调用涉及与其他线程上的GPU直接交互的函数,例如创建新纹理或修改和检索" +"图像数据,这些操作可能会导致性能停滞,因为它们需要与 :ref:`RenderingServer`同步,因为数据需要传输到GPU或在GPU上更新。" #: ../../docs/tutorials/performance/thread_safe_apis.rst:68 msgid "GDScript arrays, dictionaries" @@ -94355,6 +94995,12 @@ msgid "" "control is needed, solutions such as ones relying on :ref:`class_Quaternion` " "may be required, as discussed in :ref:`doc_using_transforms`." msgstr "" +"该方法使用刚体的 ``angular_velocity`` 特性来旋转刚体。要绕其旋转的轴是由当前" +"正向方向和想要观察的方向之间的叉积给出的。 ``clamp`` 是一种简单的方法,用于防" +"止旋转量超过想要查看的方向,因为所需的旋转总量是由点积的反余弦给出的。" +"此方法也可以与 ``axis_lock_angular_*`` 一起使用。如果需要更精确的控制," +"则可能需要依赖于 :ref:`class_Quaternion` 的解决方案,如 " +":ref:`doc_using_transforms`。" #: ../../docs/tutorials/physics/using_area_2d.rst:4 msgid "Using Area2D" @@ -94633,6 +95279,9 @@ msgid "" "godotengine/godot-docs-project-starters/releases/download/latest-4.x/" "area_2d_starter.zip>`_" msgstr "" +"你可以在此处下载项目:`area_2d_starter.zip `_" #: ../../docs/tutorials/physics/using_character_body_2d.rst:4 msgid "Using CharacterBody2D/3D" @@ -94792,7 +95441,8 @@ msgstr "``up_direction`` - *默认值:* ``Vector2( 0, 0 )``" msgid "" "This property represents the body's velocity vector in pixels per second. " "``move_and_slide()`` will modify this value automatically when colliding." -msgstr "" +msgstr "此属性表示身体的速度向量(以每秒像素为单位)。 ``move_and_slide()`` " +"会在碰撞时自动修改此值。" #: ../../docs/tutorials/physics/using_character_body_2d.rst:82 #, fuzzy @@ -94853,7 +95503,7 @@ msgstr "" msgid "" "This is the minimum angle where the body is allowed to slide when it hits a " "slope." -msgstr "" +msgstr "这是当身体在遇到斜坡时允许滑动的最小角度。" #: ../../docs/tutorials/physics/using_character_body_2d.rst:107 msgid "" @@ -94874,6 +95524,8 @@ msgid "" "behavior under specific circumstances. See the :ref:`CharacterBody2D " "` docs for full details." msgstr "" +"在特定情况下,还有许多其他属性可用于修改身体的行为。详情请参见 :ref:`" +"CharacterBody2D ` 文档。" #: ../../docs/tutorials/physics/using_character_body_2d.rst:116 msgid "Detecting collisions" @@ -94982,6 +95634,9 @@ msgid "" "project-starters/releases/download/latest-4.x/character_body_2d_starter." "zip>`_" msgstr "" +"若要查看这些案例的实际效果,请下载示例项目:`character_body_2d_starter.zip " +"`_" #: ../../docs/tutorials/physics/using_character_body_2d.rst:221 msgid "Movement and walls" @@ -95174,6 +95829,12 @@ msgid "" "check if a jump should be allowed. Without this, you'd be able to \"jump\" " "in midair; great if you're making Flappy Bird, but not for a platformer game." msgstr "" +"在本段代码实现中,我们调用了 ``move_and_slide()`` 方法,该方法根据物体的速度" +"向量对物体进行平移,并在碰撞检测到地面或平台等碰撞体时,使物体沿碰撞表面滑动" +"。此外,我们还利用了 ``is_on_floor()`` 方法来判断角色是否处于可跳跃状态。若缺" +"少这一逻辑判断,角色将能够在非地面状态下执行跳跃动作;这种情况在开发如 “" +"Flappy Bird” " +"这类的飞行躲避游戏中可能是可取的,但在开发平台跳跃类型的游戏中则不适宜。" #: ../../docs/tutorials/physics/using_character_body_2d.rst:530 msgid "" @@ -95182,6 +95843,8 @@ msgid "" "just a starting point. You can use it as a base to expand into whatever " "movement behavior you need for your own projects." msgstr "" +"一个完整的平台游戏角色还有很多内容:加速度、二段跳、土狼时间,等等。上面的代" +"码只是一个起点。你可以在此基础上扩展,以得到你的项目所需的任何运动行为。" #: ../../docs/tutorials/physics/ray-casting.rst:4 msgid "Ray-casting" @@ -96074,11 +96737,11 @@ msgstr ":ref:`class_SegmentShape2D`" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:35 msgid ":ref:`class_SeparationRayShape2D` (designed for characters)" -msgstr "" +msgstr ":ref:`class_SeparationRayShape2D` (专为角色设计)" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:36 msgid ":ref:`class_WorldBoundaryShape2D` (infinite plane)" -msgstr "" +msgstr ":ref:`class_WorldBoundaryShape2D` (无限平面)" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:38 #: ../../docs/tutorials/physics/collision_shapes_3d.rst:35 @@ -96110,7 +96773,7 @@ msgstr "凸型碰撞形状" msgid "" "Godot currently doesn't offer a built-in way to create 2D convex collision " "shapes. This section is mainly here for reference purposes." -msgstr "" +msgstr "Godot 目前没有提供创建 2D 凸形碰撞形状的内置方法。本节内容主要供参考。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:54 #, fuzzy @@ -96170,10 +96833,11 @@ msgid "" msgstr "即使凹形提供了最准确的 *碰撞*, 但触碰信息的精度可能不如基础形状." #: ../../docs/tutorials/physics/collision_shapes_2d.rst:82 +#, fuzzy msgid "" "When not using TileMaps for level design, concave shapes are the best " "approach for a level's collision." -msgstr "" +msgstr "在不使用 TileMaps 进行关卡设计时,凹形是关卡碰撞的最佳方法。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:85 msgid "" @@ -96182,6 +96846,9 @@ msgid "" "the polygon and its contained area. If it is set to **Segments**, collisions " "will only include the polygon edges." msgstr "" +"您可以在检查器中配置 CollisionPolygon2D 节点的 *build mode*。如果将其设置为 " +"**Solids**(默认),碰撞将包括多边形及其所包含的区域。如果将其设置为 " +"**Segments**,碰撞将仅包括多边形边缘。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:90 #, fuzzy @@ -96198,13 +96865,13 @@ msgstr "" msgid "" "**Simplification:** Higher values will result in a less detailed shape, " "which improves performance at the cost of accuracy." -msgstr "" +msgstr "**简化:**值越高,形状的精细度就越低。提高性能的同时降低了精度。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:97 msgid "" "**Shrink (Pixels):** Higher values will shrink the generated collision " "polygon relative to the sprite's edges." -msgstr "" +msgstr "**收缩:**数值越大,生成的碰撞多边形就越会相对于精灵边缘收缩。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:99 msgid "" @@ -96212,6 +96879,9 @@ msgid "" "relative to the sprite's edges. Note that setting Grow and Shrink to equal " "values may yield different results than leaving both of them on 0." msgstr "" +"**增长(像素):** " +"数值越大,生成的碰撞多边形就越会相对于精灵边缘增长。需要注意的是,将 “增长 ”" +"和 “收缩 ”设置为相等的值,可能会与将它们都设置为 0 产生的结果不同。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:105 msgid "" @@ -96220,14 +96890,20 @@ msgid "" "result in better performance and game feel, since the player won't be " "blocked by small, decorative details." msgstr "" +"如果你的图片包含许多小细节,建议创建一个简化版本并使用它来生成碰撞多边形。这" +"样可以带来更好的性能表现和游戏体验,因为玩家不会被小小的、装饰性的细节阻碍。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:110 +#, fuzzy msgid "" "To use a separate image for collision polygon generation, create another " "Sprite2D, generate a collision polygon sibling from it then remove the " "Sprite2D node. This way, you can exclude small details from the generated " "collision." msgstr "" +"要使用单独的图像生成碰撞多边形,可创建另一个 " +"Sprite2D,从中生成一个碰撞多边形的同级节点,然后移除 Sprite2D " +"节点。这样就可以将小细节排除在生成的碰撞之外。" #: ../../docs/tutorials/physics/collision_shapes_2d.rst:115 #: ../../docs/tutorials/physics/collision_shapes_3d.rst:115 @@ -96416,14 +97092,13 @@ msgstr "" "放置在形状的 *外侧*, 也可以放置在 *内侧*." #: ../../docs/tutorials/physics/collision_shapes_3d.rst:99 -#, fuzzy msgid "" "You can generate a concave collision shape from the editor by selecting a " "MeshInstance3D and using the **Mesh** menu at the top of the 3D viewport. " "The editor exposes two options:" msgstr "" -"选中一个网格实例,然后使用 3D 视口顶部的\\ **网格**\\ 菜单就可以在编辑器中生" -"成一个凹形碰撞形状。编辑器提供了两个选项:" +"选中 MeshInstance3D,然后使用 3D 视口顶部的\\ **网格**\\ " +"菜单就可以在编辑器中生成一个凹形碰撞形状。编辑器提供了两个选项:" #: ../../docs/tutorials/physics/collision_shapes_3d.rst:103 msgid "" @@ -96444,7 +97119,8 @@ msgstr "" msgid "" "See :ref:`doc_importing_3d_scenes` for information on how to export models " "for Godot and automatically generate collision shapes on import." -msgstr "" +msgstr "关于如何为 Godot 导出模型,以及如何在导入时自动生成碰撞形状,见 " +":ref:`doc_importing_3d_scenes`\\ 。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:4 msgid "Large world coordinates" @@ -96840,6 +97516,12 @@ msgid "" "maximum value that can be represented is also greatly increased by going " "from a single-precision float to a double-precision float." msgstr "" +"在 GDScript 中, :ref:`class_float` 默认为 64 位,但 :ref:`class_Vector2`, " +":ref:`class_Vector3` 和 :ref:`class_Vector4` 为 32 位。这意味着向量类型的精度" +"受到很大限制。为了解决这个问题,我们可以增加向量类型中用于表示浮点数的位数。" +"这样一来,精度就会呈*指数*增长,这意味着最终值的精度不仅提高了一倍,而且在数" +"值较高时,精度可能会提高数千倍。从单精度浮点数到双精度浮点数,可表示的最大值" +"也大大增加。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:128 msgid "" @@ -96850,13 +97532,18 @@ msgid "" "`__ is used to emulate " "double precision for rendering using single-precision floats." msgstr "" +"为了避免远离世界原点时出现模型吸附(model snapping)问题,Godot 的 3D 渲染引" +"擎将在启用大世界坐标时提高渲染的精度。出于性能原因,着色器不使用双精度浮点数" +",但会使用 `替代解决方案 `" +"__ 来模拟双精度,以便使用单精度浮点数进行渲染。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:136 msgid "" "Enabling large world coordinates comes with a performance and memory usage " "penalty, especially on 32-bit CPUs. Only enable large world coordinates if " "you actually need them." -msgstr "" +msgstr "只有确实需要大世界坐标时才启用它,因为启用大世界坐标会对性能和内存占用带来负" +"面影响,这种负面影响在32位CPU上更加明显。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:140 msgid "" @@ -96865,8 +97552,12 @@ msgid "" "take steps to reduce CPU usage with other means (such as decreasing the " "number of physics ticks per second)." msgstr "" +"此功能专为中端/高端桌面平台量身定制。大世界坐标在低端移动设备上可能表现不佳," +"除非你采取措施通过其他方式来减少 CPU 使用率(例如减少每秒的物理循环 physics " +"tick)。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:145 +#, fuzzy msgid "" "On low-end platforms, an *origin shifting* approach can be used instead to " "allow for large worlds without using double-precision physics and rendering. " @@ -96874,6 +97565,9 @@ msgid "" "complexity to game logic, especially in multiplayer games. Therefore, origin " "shifting is not detailed on this page." msgstr "" +"在低端平台上,可以使用 *原点位移* (origin shifting) 方法来启用大世界功能,而" +"无需使用双精度物理和渲染。原点位移适用于单精度浮点数,但它会给游戏逻辑带来更" +"高的复杂度,尤其是在多人游戏中。因此,本页不会详细介绍原点位移。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:152 msgid "Who are large world coordinates for?" @@ -96885,21 +97579,25 @@ msgid "" "scale simulation games. This extends to games that require supporting *very* " "fast movement speeds, but also very slow *and* precise movements at times." msgstr "" +"大世界坐标的典型使用场景是3D太空类型或者星球规模的模拟游戏。延伸来讲,如果一" +"些游戏需要在支持*非常*快速的运动的同时还要支持非常慢并且精确的运动,那可能需" +"要使用大世界坐标。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:158 msgid "" "On the other hand, it's important to only use large world coordinates when " "actually required (for performance reasons). Large world coordinates are " "usually **not** required for:" -msgstr "" +msgstr "从另一方面来看,只有在确实需要大世界坐标才启用它是至关重要的(从性能方面考虑" +")。以下情况通常**不**适合使用大世界坐标:" #: ../../docs/tutorials/physics/large_world_coordinates.rst:162 msgid "2D games, as precision issues are usually less noticeable." -msgstr "" +msgstr "2D 游戏,因为 2D 游戏中的精度问题通常不太明显。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:163 msgid "Games with small-scale or medium-scale worlds." -msgstr "" +msgstr "那些世界尺寸是小型或者中型的游戏。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:164 msgid "" @@ -96907,6 +97605,9 @@ msgid "" "sequences in between. You can center each level portion around the world " "origin to avoid precision issues without a performance penalty." msgstr "" +"游戏的世界很大,但分为不同的级别,通过加载序列来实现场景的切换和加载。你可以" +"将每个级别的内容存放在其世界原点的周围,这样就可以在不产生性能损耗的情况下避" +"免精度问题。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:167 msgid "" @@ -96914,7 +97615,8 @@ msgid "" "meters (centered around the world origin). As shown in the above table, the " "level of precision remains acceptable within that range, even for a first-" "person game." -msgstr "" +msgstr "*可步行区域* 不超过8192×8192米(以世界原点为中心)的开放世界游戏。如上表所示" +",即使是第一人称游戏,精度水平在该范围内也可以接受。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:171 msgid "" @@ -96923,6 +97625,9 @@ msgid "" "large world coordinates system and still rely on single-precision floats for " "both rendering and physics." msgstr "" +"**如果对是否使用大世界坐标存在疑虑** ,那你可能并不需要在你的项目中使用大世界" +"坐标。实际上,大多数现代的3A开放世界主题的游戏并没有使用大世界坐标系统,这些" +"游戏仍然依靠单精度浮点类型来处理游戏中的渲染和物理。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:177 msgid "Enabling large world coordinates" @@ -96936,6 +97641,9 @@ msgid "" "case, you'll need to compile an editor build so you can test your large " "precision world without having to export the project every time." msgstr "" +"此过程需要重新编译编辑器以及你打算使用的所有导出模板的二进制文件。如果只打算" +"在发布模式下导出项目,则可以跳过调试导出模板的编译。无论如何,你都需要编译一" +"个编辑器构建版,这样就可以可以测试你的精确大世界,而不必每次都导出项目。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:185 msgid "" @@ -96944,6 +97652,9 @@ msgid "" "``precision=double`` SCons option when compiling the editor and export " "templates." msgstr "" +"请参阅 :ref:`编译 ` " +"部分来了解每个目标平台的编译指令。编译编辑器和导出模板时,需要添加 " +"``precision=double`` SCons 选项。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:189 msgid "" @@ -96952,6 +97663,9 @@ msgid "" "suffix). You can then specify the binaries as custom export templates in " "your project's export presets in the Export dialog." msgstr "" +"生成的二进制文件将以 ``.double`` 后缀命名,以将其与单精度二进制文件(缺少任何" +"精度后缀)区分开来。你可以随后在“导出”对话框的项目导出预设中将二进制文件指定" +"为自定义导出模板。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:195 msgid "Compatibility between single-precision and double-precision builds" @@ -96965,6 +97679,9 @@ msgid "" "resources will change on disk when you switch to a double-precision build " "and save over them." msgstr "" +"当使用 :ref:`class_ResourceSaver` 单例保存 *可执行文件* 资源时,如果该资源是" +"使用双精度数字的构建方式保存的,则会在文件中存储一个特殊标志。因此,当你切换" +"到双精度构建并保存资源时,磁盘上的所有可执行文件资源都将发生变化。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:202 msgid "" @@ -96974,6 +97691,10 @@ msgid "" "precision builds and vice versa. Text-based resources don't store a double-" "precision flag, as they don't require such a flag for correct reading." msgstr "" +"单精度和双精度构建都支持在使用此特殊标志的资源上使用 " +":ref:`class_ResourceLoader` 单例。这意味着单精度构建可以加载使用双精度构建的" +"资源,反之亦然。基于文本的资源不存储双精度标志,因为它们不需要这种标志来正确" +"读取。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:209 msgid "Known incompatibilities" @@ -96985,6 +97706,8 @@ msgid "" "the same build type to ensure precision remains consistent across clients. " "Using different build types *may* work, but various issues can occur." msgstr "" +"在网络多人游戏中,服务器和所有客户端都应使用相同的构建类型,以确保客户端之间" +"的精度保持一致。使用不同的构建类型 *可能* 也有效,但也可能会出现各种问题。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:214 msgid "" @@ -96995,18 +97718,25 @@ msgid "" "``real_t`` can be used as an alias for ``float`` in single-precision builds, " "and ``double`` in double-precision builds." msgstr "" +"在双精度版本中,GDExtension API 以不兼容的方式发生变化。这意味着扩展 **必须**" +" 重新构建,才能使用双精度版本。在扩展开发者端,当使用 ``precision=double`` " +"构建 GDExtension 时,会启用 ``REAL_T_IS_DOUBLE`` 定义。在单精度构建中, " +"``real_t`` 可用作 ``float`` 的别名,在双精度构建中,可用作 ``double`` " +"的别名。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:224 msgid "" "Since 3D rendering shaders don't actually use double-precision floats, there " "are some limitations when it comes to 3D rendering precision:" -msgstr "" +msgstr "由于 3D 渲染着色器实际上并不使用双精度浮点,因此在 3D " +"渲染精度方面存在一些限制:" #: ../../docs/tutorials/physics/large_world_coordinates.rst:227 msgid "" "Shaders using the ``skip_vertex_transform`` or ``world_vertex_coords`` don't " "benefit from increased precision." -msgstr "" +msgstr "使用 ``skip_vertex_transform`` 或 ``world_vertex_coords`` " +"的着色器不会从精度提高中受益。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:229 msgid "" @@ -97014,6 +97744,8 @@ msgid "" "doesn't benefit from increased precision. Materials using triplanar mapping " "will exhibit visible jittering when far away from the world origin." msgstr "" +":ref:`三平面映射 ` 不会从精度提高" +"中受益。当远离世界原点时,使用三平面映射的材质将表现出可见的抖动。" #: ../../docs/tutorials/physics/large_world_coordinates.rst:233 msgid "" @@ -97023,6 +97755,9 @@ msgid "" "pixels at typical zoom levels). 2D physics calculations will still benefit " "from increased precision though." msgstr "" +"当启用大世界坐标时,目前 2D 渲染还无法从提高精度中受益。这可能会导致在远离世" +"界原点(从典型缩放级别的几百万像素开始)时发生可见的模型吸附(model " +"snapping)。不过,二维物理计算仍将从提高精度中受益。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:4 msgid "Troubleshooting physics issues" @@ -97031,7 +97766,7 @@ msgstr "物理问题的故障排除" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:6 msgid "" "When working with a physics engine, you may encounter unexpected results." -msgstr "" +msgstr "使用物理引擎时,你可能会遇到一些意想不到的问题。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:8 msgid "" @@ -97043,6 +97778,12 @@ msgid "" "q=+is%3Aclosed+is%3Aissue+label%3Atopic%3Aphysics>`__ can also help answer " "questions related to physics engine behavior." msgstr "" +"虽然其中许多问题可以通过配置解决,但其中一些问题是引擎错误造成的。有关物理引" +"擎相关的已知问题,请参阅 `GitHub 上开放的物理相关问题 `" +"__ 。查看 `已关闭的问题 `__ " +"也可以帮助回答与物理引擎行为相关的问题。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:17 msgid "Objects are passing through each other at high speeds" @@ -97054,13 +97795,16 @@ msgid "" "properties can sometimes resolve this issue. If this does not help, there " "are other solutions you can try:" msgstr "" +"这被称为 *隧道效应*。在 RigidBody 中启用 **连续碰撞检测模式** " +"属性有时可以解决此问题。如果此方法无效,您可以尝试其他解决方案:" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:23 msgid "" "Make your static collision shapes thicker. For example, if you have a thin " "floor that the player can't get below in some way, you can make the collider " "thicker than the floor's visual representation." -msgstr "" +msgstr "使你的静态碰撞形状更厚。例如,如果你有一个玩家无法以某种方式穿过的薄地板,你" +"可以使碰撞器比地板看起来更厚。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:26 msgid "" @@ -97068,7 +97812,8 @@ msgid "" "speed. The faster the object moves, the larger the collision shape should " "extend outside of the object to ensure it can collide with thin walls more " "reliably." -msgstr "" +msgstr "根据你的快速移动物体的运动速度调整其碰撞形状。物体移动得越快,碰撞形状应该越" +"向外扩展,以确保它能够更可靠地与薄墙发生碰撞。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:30 msgid "" @@ -97079,6 +97824,9 @@ msgid "" "``180`` or ``240``) should be preferred for a smooth appearance on most " "displays." msgstr "" +"在项目设置中增加 **每秒物理周期数**。虽然这有其他好处(例如更稳定的模拟和减少" +"输入延迟),但这会增加CPU的使用率,可能不适用于移动或网页平台。对于大多数显示" +"器来说,应该优先选择默认值60的倍数(如120、180或240),以获得平滑的外观。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:37 msgid "Stacked objects are unstable and wobbly" @@ -97093,6 +97841,9 @@ msgid "" "This eventually causes the simulation to become wobbly, making the objects " "unable to rest on top of each other without moving." msgstr "" +"尽管看起来像一个简单问题,但是在物理引擎中带有堆叠物体的稳定刚体模拟很难实现" +"。这是因为力结合后的相互作用。堆叠的物体越多,相互之间的作用力越强。这最终导" +"致了模拟变得不稳定,使得物体不能相互堆叠在一起而不发生移动。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:46 msgid "" @@ -97103,6 +97854,10 @@ msgid "" "``180`` or ``240``) should be preferred for a smooth appearance on most " "displays." msgstr "" +"提升物理模拟频率可以帮助减少这个问题。为了这么做,增加项目设置中的 " +"**每秒物理周期数** 选项。请注意,这会增加CPU的使用率,可能不适用于移动或网页" +"平台。对于大多数显示器来说,应该优先选择默认值60的倍数(如120、180或240),以" +"获得平滑的外观。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:53 msgid "Scaled physics bodies or collision shapes do not collide correctly" @@ -97118,6 +97873,10 @@ msgid "" "sure the collision shape is not a child of the visual representation in this " "case." msgstr "" +"Godot当前没有支持缩放物理体或碰撞形状。作为替代方案,改变碰撞形状的范围而不是" +"其缩放比例。如果你想让视觉表现的尺寸也发生变化,可以改变底层视觉表现(Sprite2" +"D,MeshInstance3D, …)并单独改变它的碰撞形状的范围。在这种情况下,请确保碰撞" +"形状不是视觉表现节点的子节点。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:62 msgid "" @@ -97127,10 +97886,15 @@ msgid "" "by calling ``duplicate()`` in a script on the collision shape resource " "*before* changing its size." msgstr "" +"由于资源默认是共享的,如果你不想让更改应用于场景中使用相同碰撞形状资源的所有" +"节点,你需要让这个碰撞形状资源变得独一无二。" +"这可以通过在碰撞形状资源的脚本中调用 duplicate() 方法来实现," +"然后在改变其尺寸 之前 进行操作。这样,更改将只影响当前的资源实例,而不会影响" +"其他使用相同资源的节点。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:69 msgid "Thin objects are wobbly when resting on the floor" -msgstr "" +msgstr "当薄物体放在地板上时,它们会显得不稳定" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:71 #, fuzzy @@ -97139,11 +97903,11 @@ msgstr "可以使用以下步骤实现:" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:73 msgid "The floor's collision shape is too thin." -msgstr "" +msgstr "地板的碰撞形状太薄了。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:74 msgid "The RigidBody's collision shape is too thin." -msgstr "" +msgstr "刚体的碰撞形状太薄了。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:76 msgid "" @@ -97152,13 +97916,16 @@ msgid "" "get below in some way, you can make the collider thicker than the floor's " "visual representation." msgstr "" +"在第一个场景中,这可以通过加厚地板的碰撞形状来缓解。例如,如果你有一个玩家不" +"能以某种方式穿过的地板,你可以通过使碰撞器比地板看起来还要厚来解决。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:81 msgid "" "In the second case, this can usually only be resolved by increasing the " "physics simulation rate (as making the shape thicker would cause a " "disconnect between the RigidBody's visual representation and its collision)." -msgstr "" +msgstr "在第二个场景中,常常只能通过提高物理仿真比率来解决(因为使形状更厚会导致刚体" +"的视觉表现与其碰撞效果之间出现脱节)。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:85 msgid "" @@ -97169,6 +97936,10 @@ msgid "" "``60`` (such as ``120``, ``180`` or ``240``) should be preferred for a " "smooth appearance on most displays." msgstr "" +"在这两种情况下,提高物理仿真的速率也可以帮助缓解这个问题。为此,可以在项目设" +"置中增加**每秒物理周期数**。请注意,这会增加CPU的使用率,可能不适用于移动或网" +"页平台。对于大多数显示器来说,应该优先选择默认值60的倍数(如120、180或240)," +"以获得平滑的外观。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:93 msgid "Cylinder collision shapes are unstable" @@ -97182,6 +97953,9 @@ msgid "" "why many other physics engines don't provide any support for them. There are " "several known bugs with cylinder collision shapes currently." msgstr "" +"在从Bullet到Godot 4中的GodotPhysics的过渡期间,圆柱体碰撞形状不得不从头开始重" +"新实现。然而,圆柱体碰撞形状是最难支持的形状之一,这就是为什么许多其他物理引" +"擎不提供对它们的支持。目前已知圆柱体碰撞形状存在一些问题。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:101 msgid "" @@ -97191,6 +97965,9 @@ msgid "" "not have this downside, but their shape can make precision platforming more " "difficult." msgstr "" +"我们建议目前使用盒或胶囊形状的碰撞体来模拟角色。盒形状通常提供最佳的可靠性," +"但缺点是使角色在对角线上占用更多的空间。胶囊碰撞形状没有这个缺点,但它们的形" +"状可能会使精确的平台跳跃更加困难。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:107 msgid "VehicleBody simulation is unstable, especially at high speeds" @@ -97206,6 +97983,12 @@ msgid "" "ignored entirely by the vehicle (due to tunneling), but also that the " "simulation has little data to work with in general at such a high speed." msgstr "" +"当一个物理体以高速移动时,它在每一个物理步骤中移动很长的一段距离。例如,当在 " +"3D 中使用1单位等于1米的的标准时,一个以360 km/" +"h速度移动的物体将会在每秒内移动100个单位长度。使用默认的物理仿真频率 60 " +"Hz时,该物体每个物理周期移动 ~1.67个单位长度。这意味着小物体可能被物体完全忽" +"略(由于隧道效应),同时这也意味着在如此高的速度下,仿真本身通常只有很少的数" +"据可供处理。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:117 msgid "" @@ -97216,17 +97999,22 @@ msgid "" "(such as ``120``, ``180`` or ``240``) should be preferred for a smooth " "appearance on most displays." msgstr "" +"快速移动的物体可以从被增加的物理仿真频率中得到很多好处。为了这么做," +"在项目设置中调高 **每秒物理周期数**。请注意,这会提高CPU的使用率而且可能在移" +"动或web平台上不适用。对于大多数显示器来说,应该优先选择默认值60的倍数(如120" +"、180或240),以获得平滑的外观。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:125 msgid "Collision results in bumps when an object moves across tiles" -msgstr "" +msgstr "当一个物体在瓦片上移动时,碰撞可能会导致颠簸" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:127 msgid "" "This is a known issue in the physics engine caused by the object bumping on " "a shape's edges, even though that edge is covered by another shape. This can " "occur in both 2D and 3D." -msgstr "" +msgstr "在物理引擎中,这里有一个因为物体在形状的边缘发生碰撞导致的已知问题,即使这条" +"边被其它形状覆盖。这可以在2D和3D中触发。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:131 msgid "" @@ -97237,17 +98025,21 @@ msgid "" "per-island basis (which means each group of touching tiles gets its own " "collider)." msgstr "" +"解决该问题最好的代替方案是创建一个“复合”碰撞体。这意味着不使用带有自己碰撞体" +"的独立图块,而是创建一个单独的碰撞形状代表一组图块的碰撞体。通常,你应该按照" +"岛屿基础来分割复合碰撞器(这意味着每组相连的瓦片都有自己的碰撞器)。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:137 msgid "" "Using a composite collider can also improve physics simulation performance " "in certain cases. However, since the composite collision shape is much more " "complex, this may not be a net performance win in all cases." -msgstr "" +msgstr "在某些情况下,使用一个复合碰撞体也可以提升物理仿真性能。然而,由于复合碰撞体" +"要复杂的多,这也许并不是在所有情况下都是对总体性能的提升。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:142 msgid "Framerate drops when an object touches another object" -msgstr "" +msgstr "当一个对象接触另一个对象时,帧率会下降" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:144 msgid "" @@ -97257,12 +98049,16 @@ msgid "" "generation, it's possible that you ended up with dozens if not hundreds of " "shapes created for a single convex shape collision resource." msgstr "" +"这很可能是因为其中一个物体使用的碰撞形状过于复杂。出于性能原因,凸形碰撞形状" +"应该尽可能使用最少数量的形状。当依赖于Godot的自动生成时,可能会为单个凸形碰撞" +"资源创建数十甚至数百个形状。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:150 msgid "" "In some cases, replacing a convex collider with a couple of primitive " "collision shapes (box, sphere, or capsule) can deliver better performance." -msgstr "" +msgstr "在一些场景中,用一组基础的碰撞形状(盒,球体或胶囊)替换一个凸形碰撞器可能带来" +"更好的性能。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:153 msgid "" @@ -97272,10 +98068,14 @@ msgid "" "performance significantly, but this can also improve stability by letting " "you remove small fixtures and crevices from being considered by collision." msgstr "" +"这个问题也可能发生在使用非常详细的三角网格(凹形)碰撞的静态刚体(StaticBodie" +"s)上。在这种情况下,使用简化的几何表示作为碰撞器。这不仅可以显著提高物理模拟" +"的性能,还可以通过让你移除小的固定装置和缝隙,从而不被碰撞考虑,来提高稳定性" +"。" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:160 msgid "Physics simulation is unreliable when far away from the world origin" -msgstr "" +msgstr "物理仿真在远离世界原点的地方是不可靠的" #: ../../docs/tutorials/physics/troubleshooting_physics_issues.rst:162 msgid "" @@ -97285,49 +98085,52 @@ msgid "" "movement when far away from the world origin. See :ref:" "`doc_large_world_coordinates` for more information." msgstr "" +"这是由浮点数的精度误差引起的,当距离世界原点越远时,误差越明显。这个问题也影" +"响渲染,当远离世界原点时可能会导致相机移动使摇晃。有关更多信息,参见 " +":ref:`doc_large_world_coordinates` 。" #: ../../docs/tutorials/platform/android/android_library.rst:4 msgid "Godot Android library" msgstr "Godot Android 库" #: ../../docs/tutorials/platform/android/android_library.rst:6 -#, fuzzy msgid "" "The Godot Engine for Android platforms is designed to be used as an `Android " "library `_. " "This architecture enables several key features on Android platforms:" msgstr "" -"Godot Android 插件的核心是一个 `Android 归档库 `_\\ (\\ *aar* 归档文件)," -"其注意事项如下:" +"适用于 Android 平台的 Godot 引擎旨在作为 `Android 库 `_ 使用。该架构可在 Android " +"平台上实现多项关键功能:" #: ../../docs/tutorials/platform/android/android_library.rst:9 msgid "" "Ability to integrate the Gradle build system within the Godot Editor, which " "provides the ability to leverage more components from the Android ecosystem " "such as libraries and tools" -msgstr "" +msgstr "能够将 Gradle 构建系统整合进 Godot 编辑器,从而提供了利用 Android " +"生态系统中更多组件的能力,比如库和工具" #: ../../docs/tutorials/platform/android/android_library.rst:11 msgid "Ability to make the engine portable and embeddable:" -msgstr "" +msgstr "能够使引擎具有便携性和可嵌入性:" #: ../../docs/tutorials/platform/android/android_library.rst:13 msgid "" "Key in enabling the port of the Godot Editor to Android and mobile XR devices" -msgstr "" +msgstr "在使 Godot 编辑器能够移植到 Android 和移动 XR 设备中发挥关键作用" #: ../../docs/tutorials/platform/android/android_library.rst:14 msgid "" "Key in allowing the integration and reuse of Godot's capabilities within " "existing codebase" -msgstr "" +msgstr "在现有代码库中集成和重复使用 Godot 功能发挥关键作用" #: ../../docs/tutorials/platform/android/android_library.rst:16 msgid "" "Below we describe some of the use-cases and scenarios this architecture " "enables." -msgstr "" +msgstr "下面我们描述了该架构支持的一些用例和场景。" #: ../../docs/tutorials/platform/android/android_library.rst:19 msgid "Using the Godot Android library" @@ -97340,12 +98143,16 @@ msgid "" "godot>`_ along with `its documentation `_." msgstr "" +"Godot Android 库以 AAR 归档文件的形式打包,连同其 `文档 `_ 寄存在 `MavenCentral " +"`_ 上。" #: ../../docs/tutorials/platform/android/android_library.rst:23 msgid "" "It provides access to Godot APIs and capabilities on Android platforms for " "the following non-exhaustive use-cases." -msgstr "" +msgstr "它提供了在 Android 平台上访问 Godot " +"应用程序接口和功能的途径,适用于以下不完全用例。" #: ../../docs/tutorials/platform/android/android_library.rst:26 #: ../../docs/tutorials/platform/android/android_plugin.rst:4 @@ -97353,14 +98160,12 @@ msgid "Godot Android plugins" msgstr "Godot Android 插件" #: ../../docs/tutorials/platform/android/android_library.rst:28 -#, fuzzy msgid "" "Android plugins are powerful tools to extend the capabilities of the Godot " "Engine by tapping into the functionality provided by Android platforms and " "ecosystem." -msgstr "" -"Android插件是通过挖掘Android平台和生态系统提供的功能来扩展Godot引擎功能的强大" -"工具." +msgstr "Android 插件是一种强大的工具,可利用 Android 平台和生态系统提供的功能来扩展 " +"Godot 引擎的功能。" #: ../../docs/tutorials/platform/android/android_library.rst:31 msgid "" @@ -97370,6 +98175,10 @@ msgid "" "as GDExtension support which allows to update / mod the engine behavior as " "needed." msgstr "" +"Android 插件是一个依赖于 Godot Android 库的 Android " +"库,插件使用该库集成到引擎的生命周期中,并访问 Godot " +"API,从而赋予其强大的功能,例如 GDExtension " +"支持,允许根据需要更新/修改引擎行为。" #: ../../docs/tutorials/platform/android/android_library.rst:35 msgid "" @@ -97385,7 +98194,8 @@ msgid "" "The Godot Engine can be embedded within existing Android applications or " "libraries, allowing developers to leverage mature and battle-tested code and " "libraries better suited to a specific task." -msgstr "" +msgstr "Godot 引擎可以嵌入现有的 Android " +"应用程序或库中,使开发人员能够利用成熟且经过考验的代码和库,更适合特定任务。" #: ../../docs/tutorials/platform/android/android_library.rst:43 msgid "" @@ -97394,12 +98204,16 @@ msgid "" "communication between the host and the embedded Godot instance allowing for " "greater control over the desired experience." msgstr "" +"托管组件负责通过 Godot 的 Android API 来驱动引擎的生命周期。这些 API " +"还可用于在主机和嵌入式 Godot 实例之间提供双向通信,从而更好地控制所需的体验。" #: ../../docs/tutorials/platform/android/android_library.rst:47 msgid "" "We showcase how this is done using a sample Android app that embeds the " "Godot Engine as an Android view, and uses it to render 3D GLTF models." msgstr "" +"我们展示了如何使用示例 Android 应用程序来完成此操作,该应用程序将 Godot " +"引擎嵌入为 Android 视图,并使用它来渲染 3D GLTF 模型。" #: ../../docs/tutorials/platform/android/android_library.rst:50 msgid "" @@ -97411,6 +98225,12 @@ msgid "" "list is selected, the app's logic interacts with the embedded Godot Engine " "to render the selected GLTF item as a 3D model." msgstr "" +"`GLTF Viewer `_ 示例应用程序使用 `Android RecyclerView 组件 " +"`_ " +"来创建 GLTF 项目列表,该列表由 `Kenney's Food Kit pack`_ 填充 。当选择列表中的项目时,应用程序的逻辑与嵌入式 Godot " +"引擎交互,将选定的 GLTF 项目渲染为 3D 模型。" #: ../../docs/tutorials/platform/android/android_library.rst:56 msgid "" @@ -97419,10 +98239,14 @@ msgid "" "instructions on `its README `_ to build and install it." msgstr "" +"示例应用程序源代码可以在 `GitHub `_ 上找到。按照其 `README " +"`_ 上的说明来进行构建和安装。" #: ../../docs/tutorials/platform/android/android_library.rst:59 msgid "Below we break-down the steps used to create the GLTF Viewer app." -msgstr "" +msgstr "下面我们详细介绍了创建 GLTF 查看器应用程序的步骤。" #: ../../docs/tutorials/platform/android/android_library.rst:63 msgid "" @@ -97431,12 +98255,16 @@ msgid "" "the `android:process attribute `_." msgstr "" +"目前,每个进程仅支持单个 Godot 引擎实例。你可以使用 `android:process " +"属性`_ 来配置 Android Activity 运行的进程。" #: ../../docs/tutorials/platform/android/android_library.rst:68 msgid "" "Automatic resizing / orientation configuration events are not supported and " "may cause a crash. You can disable those events:" -msgstr "" +msgstr "不支持自动调整大小/方向配置事件,这些事件可能会导致系统崩溃。你可以禁用这些事" +"件:" #: ../../docs/tutorials/platform/android/android_library.rst:71 msgid "" @@ -97444,6 +98272,8 @@ msgid "" "attribute `_." msgstr "" +"通过使用 `android:screenOrientation 属性 `_ 来锁定到特定方向。" #: ../../docs/tutorials/platform/android/android_library.rst:72 msgid "" @@ -97451,11 +98281,13 @@ msgid "" "the `android:configChanges attribute `_." msgstr "" +"通过声明 Activity 将使用 `android:configChanges 属性 `_ " +"来处理这些配置事件。" #: ../../docs/tutorials/platform/android/android_library.rst:75 -#, fuzzy msgid "1. Create the Android app" -msgstr "编译并运行 Android 应用" +msgstr "1. 创建 Android 应用" #: ../../docs/tutorials/platform/android/android_library.rst:79 msgid "" @@ -106613,7 +107445,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:873 msgid "Packed arrays" -msgstr "密存数组" +msgstr "压缩数组" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:875 msgid "" @@ -106624,11 +107456,11 @@ msgid "" "use less memory, but are atomic and tend to run slower than generic arrays. " "They are therefore only recommended to use for large data sets:" msgstr "" -"GDScript 数组在内存中通过线性分配以提高速度,但使用大型数组(包含数万个元素)" -"时却可能会导致内存碎片。如果在意这个问题,可以使用特定类型的密存数组,这些数" -"组只接受单个数据类型,避免了内存碎片的同时使用的内存也更少。然而这些特定类型" -"的数组是原子数组,运行起来通常要比通用数组慢,因此建议将这些数组仅用于大型数" -"据集当中:" +"GDScript 数组在内存中通过线性分配以提高运行速度,但在使用大型数组(包含数万个" +"元素)时可能会导致内存碎片。如果在意这个问题,可以使用特定类型的压缩数组,这" +"些数组只接受单个数据类型,避免了内存碎片的同时使用的内存也更少。然而这些压缩" +"数组是原子数组,运行起来通常要比通用数组慢,因此建议仅将压缩数组用于大型数据" +"集当中:" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:882 msgid "" @@ -106741,9 +107573,8 @@ msgstr ":ref:`Signal `" msgid "" "A signal is a message that can be emitted by an object to those who want to " "listen to it. The Signal type can be used for passing the emitter around." -msgstr "" -"信号由对象发出,并由对象所监听。 Signal 类型可以用于将信号广播者作为参数进行" -"传递。" +msgstr "信号由对象发出,并由对象所监听。 `Signal` " +"类型可以用于将信号广播者作为参数进行传递。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:950 msgid "" @@ -106955,7 +107786,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1065 msgid "Static variables" -msgstr "静态成员变量" +msgstr "静态变量" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1067 msgid "A class member variable can be declared static::" @@ -106966,9 +107797,8 @@ msgid "" "Static variables belong to the class, not instances. This means that static " "variables share values between multiple instances, unlike regular member " "variables." -msgstr "" -"静态成员变量直属于类而非类的实例,即静态成员变量可以在多个类实例之间共享数" -"据,这一点与一般的成员变量有所区别。" +msgstr "静态变量直属于类而非类的实例,即静态变量可以在多个类实例之间共享数据,这一点" +"与一般的成员变量有所区别。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1074 msgid "" @@ -106976,10 +107806,8 @@ msgid "" "static and non-static. From outside the class, you can access static " "variables using the class or an instance (the second is not recommended as " "it is less readable)." -msgstr "" -"在类内,可以在任何函数中访问静态成员变量和非静态变量;而在类外,则可以通过引" -"用类名或类的实例来访问静态成员变量(不推荐“类外”情况下的第二种使用方法,会导" -"致可读性有所下降)。" +msgstr "在类内,静态函数和非静态函数都可以访问静态变量。在类外,可以通过使用类名或类" +"的实例来访问静态变量(后者并不推荐,因为可读性较低)。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1080 msgid "" @@ -107011,7 +107839,7 @@ msgstr "" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1121 msgid "Static variables can have type hints, setters and getters::" -msgstr "静态成员变量可以指定类型,设置 setter 函数和 getter 函数: ::" +msgstr "静态变量可以指定类型、设置 setter 函数和 getter 函数: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1131 msgid "A base class static variable can also be accessed via a child class::" @@ -107031,12 +107859,12 @@ msgid "" "the :ref:`@static_unload ` " "annotation if static variables don't store important data and can be reset." msgstr "" -"GDScript的类均为资源,静态成员变量会阻止脚本卸载,即便该脚本所对应的类的实例" -"及对其引用并不存在,静态成员变量依旧会阻止脚本卸载。在静态成员变量存储海量数" -"据,还含有对其他对象的引用(比如场景)的情况下,更需要引起格外重视。你可以手" -"动清理掉这些数据,亦或是使用 :ref:`@static_unload " -"` 注解,让静态成员变量在不存储重要" -"数据时得到重置。" +"GDScript 的类均为资源,而静态变量会阻止脚本资源卸载,即便该脚本所对应的类的实" +"例以及对该实例引用并不存在,静态变量依旧会阻止该脚本资源卸载。在静态变量存储" +"大量数据,同时还含有对其他对象的引用(比如场景)的情况下,更需要引起格外重视" +"。你需要手动清理掉这些数据,亦或是使用 :ref:`@static_unload " +"` " +"注解,让静态变量在不存储重要数据时得到重置。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1157 msgid "" @@ -107098,7 +107926,7 @@ msgstr "对于内置类型,如果允许,则将对其进行强制转型,否 msgid "" "Casting is also useful to have better type-safe variables when interacting " "with the scene tree::" -msgstr "与场景树进行交互时,强制转型对于获取节点也更加类型安全,十分有用: ::" +msgstr "与场景树进行交互时,在获取节点这方面,强制转型也更加类型安全,十分有用: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1209 #: ../../docs/tutorials/scripting/c_sharp/c_sharp_differences.rst:22 @@ -107159,7 +107987,7 @@ msgstr "枚举" msgid "" "Enums are basically a shorthand for constants, and are pretty useful if you " "want to assign consecutive integers to some constant." -msgstr "枚举实质上是简写的一组常量,适用于为某些常量连续赋整数值。" +msgstr "枚举实质上是常量的简写,适用于为某些常量连续赋整数值。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1263 msgid "" @@ -107191,15 +108019,16 @@ msgid "" "but is not always required (and should *not* be sent as the function's first " "argument, unlike Python)." msgstr "" -"函数始终属于 `类 `_ 。查找变量时,函数作用域的查找顺序是:局部 → 类" -"成员 → 全局。引擎始终允许用 ``self`` 作为访问本类及本类成员的关键字,但该关键" -"字在一般情况下并无添加的必要(与 Python 不同, *不* 应将 ``self`` 作为类方法的" -"首个参数传入类方法当中)。" +"函数始终属于\\ `类 `_\\ 。查找变量时,函数作用域的查找顺序是:局部 " +"→ 类成员 → 全局。引擎始终允许用 ``self`` " +"作为访问本类及本类成员的关键字,但该关键字在一般情况下并无添加的必要(与 " +"Python 不同,在 GDScript 中\\ *不应该*\\ 将 ``self`` " +"作为函数的第一个参数传递)。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1307 msgid "" "A function can ``return`` at any point. The default return value is ``null``." -msgstr "函数可以在任何时候用 ``return`` 返回值,默认的返回值为 ``null`` 。" +msgstr "函数可以在任何时候用 ``return`` 返回,默认的返回值为 ``null``\\ 。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1309 msgid "" @@ -107211,9 +108040,8 @@ msgid "" "Functions can also have type specification for the arguments and for the " "return value. Types for arguments can be added in a similar way to " "variables::" -msgstr "" -"函数也可带有参数,也可声明返回值的类型。可以使用与声明变量类似的方式添加参数" -"的类型: ::" +msgstr "也可对函数参数及函数返回值进行类型指定。可使用与声明变量类似的方式添加参数的" +"类型: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1323 msgid "" @@ -107234,9 +108062,9 @@ msgid "" "functions can return early with the ``return`` keyword, but they can't " "return any value." msgstr "" -"有返回类型的函数 **必须** 返回与返回值类型相匹配的值。若将返回值类型设置为 " -"``void`` ,则该函数不返回任何内容。无返回值函数可以使用 ``return`` 关键字提前" -"返回,但不能返回任何值。" +"有返回类型的函数\\ **必须**\\ 返回与返回值类型相匹配的值。将返回值类型设置为 " +"``void`` 表示该函数不返回任何东西。这种函数称为 void 函数,可以使用 " +"``return`` 关键字提前返回,但不能返回任何值。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1343 msgid "" @@ -107246,10 +108074,10 @@ msgid "" "``if`` block but not after it, the editor will raise an error because if the " "block is not executed, the function won't have a valid value to return." msgstr "" -"非 void 函数 **必须** 返回一个值,如果你的代码具有分支语句(例如 ``if``/" -"``else`` 构造),则所有可能的路径都必须有返回值。例如,如果在 ``if`` 块内有一" -"个 ``return``\\,但在其后没有,则编辑器将抛出一个错误,因为如果该块未执行,则" -"该函数将没有有效的值返回。" +"非 void 函数 **必须** 返回一个值,如果你的代码具有分支语句(例如 " +"``if``/``else`` 构造),则所有可能的路径都必须有返回值。例如,如果在 ``if`` " +"块内有一个 ``return``\\,但在其后没有,则编辑器将抛出一个错误,因为如果该代码" +"块未执行,那么该函数将没有值进行有效返回。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1351 msgid "Referencing functions" @@ -107272,12 +108100,12 @@ msgid "" "``()`` operator directly. This behavior is implemented to avoid performance " "issues on direct function calls." msgstr "" -"可调用体 **必须** 使用 ``call`` 方法进行调用,不能直接使用 ``()`` 运算符,以" -"避免直接调用可调用体所指向的函数而造成的性能问题。" +"可调用体\\ **必须**\\ 使用 ``call`` 方法进行调用,不能直接使用 ``()`` " +"运算符。实现这种行为是为了避免影响直接函数调用的性能。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1378 msgid "Lambda functions" -msgstr "Lambda 函数(匿名函数)" +msgstr "Lambda 函数" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1380 msgid "" @@ -107287,20 +108115,20 @@ msgid "" "pass around without polluting the class scope." msgstr "" "Lambda 函数允许声明不属于类的函数,直接创建 :ref:`Callable ` " -"对象并将其赋值给变量。该操作对于创建可传递的可调用体而不污染该类的作用范围非" -"常有用。" +"对象并将其赋值给变量,可以创建可传递的可调用体,同时又不会污染该类的作用范围" +",非常有用。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1388 msgid "Lambda functions can be named for debugging purposes::" -msgstr "Lambda 函数可用于代码调试: ::" +msgstr "Lambda 函数还可用于代码调试: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1393 msgid "" "Note that if you want to return a value from a lambda, an explicit " "``return`` is required (you can't omit ``return``)::" msgstr "" -"注意:若想要在 Lambda 函数中返回值,必须显式使用 ``return`` 关键字进行返回" -"(即无法省略 ``return`` )::" +"注意,若想要在 Lambda 函数中返回值,必须显式使用 ``return`` 关键字进行返回(" +"即无法省略 ``return``\\ )\\ ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1399 msgid "" @@ -107308,18 +108136,18 @@ msgid "" "by value, so they won't be updated in the lambda if changed in the local " "function::" msgstr "" -"Lambda 函数的函数体会自动捕获局部函数所在的函数体作用域,而局部变量是按值传递" -"的,因此,这些局部变量即便在其所在的函数体作用域内发生更改,也不会影响其在 " -"Lambda 函数中的效果: ::" +"局部变量是按值传递的,而Lambda 函数又会自动捕获其所在的函数体作用域。因此,这" +"些局部变量即便在其所在的函数体作用域内发生更改,也不会影响其在 Lambda " +"函数中的效果: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1407 msgid "" "The values of the outer scope behave like constants. Therefore, if you " "declare an array or dictionary, it can still be modified afterwards." msgstr "" -"作用在 Lambda 函数体之外的变量值对该 Lambda 函数而言就像常量一样,因此,如果" -"你给变量声明了一个数组类型或字典类型的值,则在 Lambda 函数的声明后仍可修改这" -"些值。" +"作用在 Lambda 函数体之外的变量值对该 Lambda " +"函数而言就像常量一样,如果你给变量声明了一个数组类型或字典类型的值,那么在 " +"Lambda 函数的声明后面仍可修改这些值。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1410 msgid "Static functions" @@ -107341,7 +108169,7 @@ msgstr "Lambda 函数不可声明为静态函数。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1420 msgid "See also `Static variables`_ and `Static constructor`_." -msgstr "见 `静态成员变量`_ 和 `静态构造函数`_ 。" +msgstr "见\\ `静态变量`_\\ 和\\ `静态构造函数`_\\ 。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1423 msgid "Statements and control flow" @@ -107352,9 +108180,8 @@ msgid "" "Statements are standard and can be assignments, function calls, control flow " "structures, etc (see below). ``;`` as a statement separator is entirely " "optional." -msgstr "" -"标准语句可以是赋值、函数调用以及流程控制结构等(见下方)。 ``;`` 为语句分隔" -"符,在使用时完全可选。" +msgstr "标准的语句可以是赋值、函数调用以及流程控制结构等(见下方)。 ``;`` " +"为语句分隔符,在使用时可写可略。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1430 msgid "Expressions" @@ -107366,9 +108193,8 @@ msgid "" "fashion. An expression by itself can be a statement too, though only calls " "are reasonable to use as statements since other expressions don't have side " "effects." -msgstr "" -"表达式是运算符和操作数的有序排列,尽管只有调用时才可以用作语句使用,只要其他" -"表达式没有副作用,其自身也可作为一条语句使用。" +msgstr "表达式是运算符和操作数的有序排列,尽管表达式本身可以构成一个语句,但仅函数调" +"用才适合作为语句使用,因为其他类型的表达式通常不会产生副作用。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1435 msgid "" @@ -107678,32 +108504,31 @@ msgid "" "specify a guard expression after the list of patterns with the ``when`` " "keyword::" msgstr "" -"对含相同分支条件的多个分支而言,每个 ``match`` 结构只能执行其中一条分支,一旦" -"有分支通过匹配,那么剩下的相同条件的分支都将不再执行。如果需要执行多条含相同" -"条件的分支,而避免只执行其中一条的话,可以使用模式保护语句,用 ``when`` 关键" -"字引导: ::" +"在 ``match`` 结构中,每次只能执行其中一条分支,一旦有分支通过匹配,那么剩下的" +"所有分支都将不再进行匹配。如果需要在多个分支中使用相同的匹配模式,或者想要避" +"免由于模式过于宽泛而选择了其中一条错误的分支的话,那么可以使用模式保护语句," +"用 ``when`` 关键字引导: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1761 msgid "" "If there is no matching pattern for the current branch, the guard expression " "is **not** evaluated and the patterns of the next branch are checked." -msgstr "" -"若在当前同条件多分支句中找不到匹配的模式,则模式保护语法不会对该同条件多分支" -"句起效,而是转到下一个(同条件多)分支句进行模式匹配。" +msgstr "若当前分支没有匹配的模式,则保护表达式将不会执行,程序将自动转向下一条分支的" +"模式进行匹配检查。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1763 msgid "If a matching pattern is found, the guard expression is evaluated." -msgstr "" -"若当前同条件多分支句的模式与给定值匹配,则执行多分支句里的模式保护语句。" +msgstr "一旦识别到匹配的模式,相应的保护表达式便会执行,以决定是否执行该分支下的代码" +"。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1765 msgid "" "If it's true, then the body of the branch is executed and ``match`` ends." -msgstr "若保护条件结果为真,则执行该分支下的语句并跳出 ``match`` 结构。" +msgstr "若保护表达式结果为真,则执行该分支下的语句并跳出 ``match`` 结构。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1766 msgid "If it's false, then the patterns of the next branch are checked." -msgstr "若保护条件为假,则对下一个同条件分支句的模式进行检测。" +msgstr "若保护表达式结果为假,则程序将跳过当前分支,继续检查下一条分支的模式。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1769 msgid "Classes" @@ -107827,8 +108652,8 @@ msgid "" "methods such as ``get_class()``, ``queue_free()``, etc. This is not " "supported for technical reasons." msgstr "" -"目前普遍有人想试图覆盖引擎内置的 *非虚* 方法,如 ``get_class()`` 、 " -"``queue_free()`` 等。出于技术性原因,暂不支持这种操作,理由如下。" +"开发者通常会误以为可以覆写引擎内的 *非虚* 方法,如 ``get_class()`` 、 " +"``queue_free()`` 等。出于技术性原因,暂不支持这种操作。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1906 msgid "" @@ -107836,9 +108661,9 @@ msgid "" "you call this method in GDScript. However, the engine will **not** execute " "your code if the method is called inside the engine on some event." msgstr "" -"Godot 3 里的 GDScript 允许你 *隐藏* 引擎方法,而这些被隐藏后重新定义的方法却" -"可以被其他 GDScript 脚本所调用,倘若该方法在引擎内部执行,那么引擎并不会执行" -"你所重新定义的方法。" +"Godot 3 里的 GDScript 允许开发者 *隐藏* 引擎方法," +"而这些被隐藏后重新定义的方法却可以被其他 GDScript 脚本所调用,倘若该方法在引" +"擎内部执行,那么引擎并不会执行你所“重新定义”的方法。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1909 msgid "" @@ -107848,8 +108673,8 @@ msgid "" "disabling or ignoring the warning." msgstr "" "Godot 4 对 GDScript 内置方法调用机制进行了优化,隐藏方法再重新定义一个同名方" -"法这个招数就再也不管用了。鉴于此,我们增添了 ``NATIVE_METHOD_OVERRIDE`` 警告" -"选项,默认设置为一种抛错。我们强烈建议保持该选项开启,不要作为警告而忽略之。" +"法这招彻底行不通了。鉴于此,我们增添了 ``NATIVE_METHOD_OVERRIDE`` 警告选项," +"默认设置为一种抛错。我们强烈建议保持该选项开启,不要作为警告而忽略之。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1913 msgid "" @@ -107859,10 +108684,10 @@ msgid "" "specifically for customizing engine behavior and can be overridden in " "GDScript. Signals and notifications can also be useful for these purposes." msgstr "" -"不过需要注意:对于虚方法,比如 ``_ready()``, ``_process()`` 以及其他虚方法" -"(在文档中被标为 ``virtual`` 且以下划线开头的内置方法),则会进行覆盖操作。虚" -"方法是专门用于自定义引擎行为的方法,可被 GDScript 所覆盖。信号、通知也可用于" -"自定义引擎行为。" +"不过需要注意:对于虚方法,比如 ``_ready()``, ``_process()`` 以及其他虚方法(" +"在文档中被标为 ``virtual`` 且以下划线开头的内置方法),则会进行覆写操作。虚方" +"法是专门用于自定义引擎行为的方法,可被 GDScript " +"所覆写。信号、通知也可用于自定义引擎行为。" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1919 msgid "Class constructor" @@ -107876,10 +108701,10 @@ msgid "" "called (defining the default values of class variables). ``super`` is used " "to call the explicit constructor::" msgstr "" -"类的构造函数在类进行初始化时调用,在 GDScript 中构造函数为虚函数 ``_init`` 。" -"若想要在构造函数中调用父类构造函数,同样可以使用 ``super`` 语法。需要注意:每" -"个类都有一个隐式构造函数,总是由引擎调用,用于定义类变量的默认值,而 " -"``super`` 则用于调用显式构造函数: ::" +"类的构造函数在类进行初始化时调用,在 GDScript 中构造函数为虚函数 ``_init`` " +"。若想要在构造函数中调用父类构造函数,同样可以使用 ``super`` 语法。需要注意:" +"每个类都有一个隐式构造函数,始终由引擎调用,用于定义类变量的默认值,而 " +"``super`` 则用于显式调用构造函数: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1930 msgid "This is better explained through examples. Consider this scenario::" @@ -107923,9 +108748,10 @@ msgid "" "This brings us to the fact that you can pass expressions to the base " "constructor as well, not just variables, e.g.::" msgstr "" -"如果 ``Idle.gd`` 的 ``_init`` 构造函数不接受任何参数,该构造函数即便什么也不" -"做,也仍然需要将一些值传递给 ``State.gd`` 父类。当然,我们除了可以给基类构造" -"函数传变量之外,也可以传表达式,例如: ::" +"如果 ``Idle.gd`` 的 ``_init`` " +"构造函数不接受任何参数,即便该构造函数即便什么也不做," +"也仍然需要将一些值传递给 ``State.gd`` " +"父类。当然,我们除了可以给基类构造函数传变量之外,也可以传表达式,例如: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1972 msgid "Static constructor" @@ -107936,9 +108762,8 @@ msgid "" "A static constructor is a static function ``_static_init`` that is called " "automatically when the class is loaded, after the static variables have been " "initialized::" -msgstr "" -"静态构造函数用虚函数 ``_static_init`` 表示,该函数会在类被载入时,静态类成员" -"变量初始化后自动调用: ::" +msgstr "静态构造函数用虚函数 ``_static_init`` " +"表示,该函数会在类被载入、静态变量初始化后自动调用: ::" #: ../../docs/tutorials/scripting/gdscript/gdscript_basics.rst:1982 msgid "" @@ -112242,7 +113067,7 @@ msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`JetBrains Rider `__." msgstr "" -"阅读完 \"预备知识\" 部分,就可以下载安装 `JetBrains Rider `__ 。" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:84 @@ -112276,7 +113101,7 @@ msgid "" "`Visual Studio Code `__ (aka VS " "Code)." msgstr "" -"看完 \"预备知识\" 部分,就可以下载安装 `Visual Studio Code `__ (又名 VS Code)。" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:101 @@ -112341,7 +113166,7 @@ msgid "" msgstr "" "下载并安装最新版本的 `Visual Studio `__ 。如果你选择了正确的工作负载,Visual Studio 将包含所需的 SDK," -"所以你不需要手动安装 \"预先告知\" 部分列出的内容。" +"所以你不需要手动安装 \"前置需求\" 部分列出的内容。" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_basics.rst:128 msgid "While installing Visual Studio, select this workload:" @@ -116897,9 +117722,9 @@ msgid "" "manually disconnect (using ``-=``) all the custom signals you connected as " "C# events (using ``+=``)." msgstr "" -"所有作为事件连接的引擎信号,在节点释放时会自动断开连接,但自定义信号不会。这" -"意味着:你需要手动断开(使用 ``-=`` )所有你连接为 C# 事件的自定义信号(使用 " -"``+=`` )。" +"虽然所有作为事件连接的引擎内置信号在节点释放时会自动断开连接,但自定义信号不" +"会。这意味着:你需要(使用 ``-=`` )手动断开所有你(使用 ``+=`` )连接为 C# " +"事件的自定义信号。" #: ../../docs/tutorials/scripting/c_sharp/c_sharp_signals.rst:37 msgid "Custom signals as C# events" @@ -118302,7 +119127,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0201.rst:7 msgid "GD0201" -msgstr "" +msgstr "GD0201" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0201.rst:16 msgid "" @@ -118354,7 +119179,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0202.rst:7 msgid "GD0202" -msgstr "" +msgstr "GD0202" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0202.rst:9 msgid "Breaking - If the parameter type is changed" @@ -118406,7 +119231,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0203.rst:7 msgid "GD0203" -msgstr "" +msgstr "GD0203" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0203.rst:9 msgid "Breaking - If the return type is changed" @@ -118447,7 +119272,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0301.rst:7 msgid "GD0301" -msgstr "" +msgstr "GD0301" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0301.rst:16 #, fuzzy @@ -118491,7 +119316,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0302.rst:7 msgid "GD0302" -msgstr "" +msgstr "GD0302" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0302.rst:16 msgid "" @@ -118526,11 +119351,11 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:7 msgid "GD0303" -msgstr "" +msgstr "GD0303" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:9 msgid "Not fixable" -msgstr "" +msgstr "不可修复" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0303.rst:16 msgid "This is a bug in the engine and must be reported." @@ -118561,7 +119386,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:7 msgid "GD0401" -msgstr "" +msgstr "GD0401" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0401.rst:9 msgid "Breaking - If changing the inheritance chain" @@ -118609,7 +119434,7 @@ msgstr "" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:7 msgid "GD0402" -msgstr "" +msgstr "GD0402" #: ../../docs/tutorials/scripting/c_sharp/diagnostics/GD0402.rst:16 msgid "A generic type is annotated with the ``[GlobalClass]`` attribute." @@ -118710,7 +119535,6 @@ msgid "Advantages of GDExtension" msgstr "GDExtension 的优点" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:40 -#, fuzzy msgid "" "Unlike modules, GDExtension doesn't require compiling the engine's source " "code, making it easier to distribute your work. It gives you access to most " @@ -118719,10 +119543,10 @@ msgid "" "performance code you'd like to distribute as an add-on in the :ref:`asset " "library `." msgstr "" -"与模块不同,GDNative 不需要编译引擎的源码,可以使你的作品更易于分发。它可以让" -"你访问 GDScript、C# 使用的大多数 API,让你在编写游戏逻辑时能够完全控制性能。" -"这是你在\\ :ref:`资产库 `\\ 中以插件形式分发高性能代码" -"的理想选择。" +"与模块不同,GDExtension 不需要编译引擎源码,可以让你的作品更易于分发。" +"GDExtension 可以让你访问 GDScript、C# 中的大多数 " +"可用的API,让你在编写游戏逻辑时能够完全控制性能,是你在\\ :ref:`资产库 " +"`\\ 中以插件形式分发高性能代码的理想选择。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:46 msgid "Also:" @@ -118739,26 +119563,24 @@ msgstr "" "用。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:51 -#, fuzzy msgid "" "You can use the same compiled GDExtension library in the editor and exported " "project. With C++ modules, you have to recompile all the export templates " "you plan to use if you require its functionality at run-time." msgstr "" -"你可以在编辑器和导出项目中使用相同的编译后的 GDNative 库。而对于 C++ 模块,如" -"果你想在运行时使用相关功能,就必须重新编译所有想要使用的导出模板。" +"你可以在编辑器和导出项目中使用相同的编译后的 GDExtension 库。而对于 C++ " +"模块,如果你想在运行时使用相关功能,就必须重新编译所有想要使用的导出模板。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:54 -#, fuzzy msgid "" "GDExtension only requires you to compile your library, not the whole engine. " "That's unlike C++ modules, which are statically compiled into the engine. " "Every time you change a module, you need to recompile the engine. Even with " "incremental builds, this process is slower than using GDExtension." msgstr "" -"GDNative 只需编译你自己的库,而不是整个引擎。C++ 模块则与此不同,是会静态编译" -"进引擎的。每修改一次模块,你就需要重新编译一次引擎。即使使用增量构建,这一过" -"程也比 GDNative 要慢。" +"GDExtension 只需编译你自己的库,而不需要编译整个引擎。C++ 模块则与此不同,是" +"会静态编译进引擎的。每修改一次模块,你就需要重新编译一次引擎。即使使用增量构" +"建,这一过程也比编译 GDExtension 要慢。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:60 msgid "Advantages of C++ modules" @@ -118795,6 +119617,9 @@ msgid "" "repository `__ to discuss " "implementation options for exposing the missing functionality." msgstr "" +"如果发现某些特定功能在 GDExtension 中不可用,但在自定义模块中却可以使用," +"欢迎在 `godot-cpp 仓库`__ " +"上提出新议题,探讨如何将这些缺失的功能公开化。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:78 msgid "Supported languages" @@ -118811,18 +119636,16 @@ msgid "C++ :ref:`(tutorial) `" msgstr "C++ :ref:`(教程) `" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:87 -#, fuzzy msgid "" "There are no plans to support additional languages with GDExtension " "officially. That said, the community offers several bindings for other " "languages (see below)." -msgstr "" -"没有官方支持更多 GDNative 语言的计划。不过社区提供了不少其他语言的绑定(见下" -"文)。" +msgstr "目前官方并未计划让 GDExtension " +"支持更多的编程语言,不过社区已经提供了多种其他语言的绑定(详见下文)。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:93 msgid "The bindings below are developed and maintained by the community:" -msgstr "以下绑定是由社区开发并维护的:" +msgstr "以下语言绑定是由社区开发与维护的:" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:98 #, fuzzy @@ -118856,8 +119679,9 @@ msgid "" "Also, double-check whether the binding is compatible with the Godot version " "you're using." msgstr "" -"这里列出的绑定并不都能用于生产。请在新项目中使用前先做足调查。同时,请确定该" -"绑定与你所使用的 Godot 版本兼容。" +"这里所列出的绑定并不都能用于生产。在决定采用其中任何一种语言绑定开始项目之前" +",请务必对这些语言绑定进行全面深入的研究。同时,请确定该绑定与你所使用的 " +"Godot 版本是否兼容。" #: ../../docs/tutorials/scripting/gdextension/what_is_gdextension.rst:112 msgid "Version compatibility" @@ -118882,46 +119706,48 @@ msgid "" "must also be compiled for double-precision floats. See :ref:" "`doc_large_world_coordinates` for details." msgstr "" +"GDExtension 插件的兼容性取决于引擎构建时使用的浮点精度级别,即如果您使用的是" +"双精度浮点数的引擎构建版本,那么插件也必须针对双精度浮点数进行编译。有关详细" +"信息,请参见: :ref:`doc_large_world_coordinates`\\。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:4 msgid "GDExtension C++ example" msgstr "GDExtension C++ 示例" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:9 -#, fuzzy msgid "" "The C++ bindings for GDExtension are built on top of the C GDExtension API " "and provide a nicer way to \"extend\" nodes and other built-in classes in " "Godot using C++. This new system allows the extension of Godot to nearly the " "same level as statically linked C++ modules." msgstr "" -"GDNative的C++绑定构建在NativeScript GDNative API之上, 并提供了一种使用C++在" -"Godot中 \"扩展\" 节点的更好方法. 这相当于在GDScript中编写脚本, 而是在C++中编" -"写脚本." +"GDExtension 的 C++ 绑定是在 C GDExtension API 基础之上构建的,为扩展 Godot " +"中的节点和其他内置类提供了一种更为简洁的方法。这一新系统使得通过 GDExtension " +"对 Godot 进行扩展的能力几乎可以与静态链接的 C++ 模块相媲美。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:14 -#, fuzzy msgid "" "You can download the included example in the test folder of the godot-cpp " "repository `on GitHub `__." msgstr "" -"`godot-cpp 仓库 `__\\ 的副本。" +"你可以在`Github上的 godot-cpp 仓库 `__\\中下载 \"test\" 文件夹内的内置范例。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:20 msgid "There are a few prerequisites you'll need:" -msgstr "你需要一些先决条件:" +msgstr "这里有一些前置需求是你需要的:" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:22 msgid "a Godot 4 executable," -msgstr "Godot 4 可执行文件," +msgstr "一份 Godot 4 可执行文件," #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:23 msgid "a C++ compiler," -msgstr "C++ 编译器," +msgstr "一个 C++ 编译器," #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:24 msgid "SCons as a build tool," -msgstr "SCons 作为构建工具," +msgstr "作为构建工具的 SCons ," #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:25 msgid "" @@ -118939,7 +119765,6 @@ msgstr "" "译 Godot 所需的构建工具相同。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:31 -#, fuzzy msgid "" "You can download the `godot-cpp repository `__ from GitHub or let Git do the work for you. Note that this " @@ -118947,51 +119772,46 @@ msgid "" "GDExtensions will not work in older versions of Godot (only Godot 4 and up) " "and vice versa, so make sure you download the correct branch." msgstr "" -"您可以从 GitHub 下载这些仓库,或让 Git 为您完成这些工作。请注意,这些仓库现在" -"对于不同版本的 Godot 具有不同的分支。为早期版本的 Godot 编写的 GDNative 模块" -"可以在较新版本中运行(除了 3.0 和 3.1 之间的 ARVR 接口的一次重大更改),但反" -"之则不行,因此请确保下载正确的分支。还要注意,您用于生成 ``api.json`` 的 " -"Godot 版本将成为最低版本。" +"你可以从 GitHub 下载 `godot-cpp 仓库`__\\,或者让 Git 为你完成这项工作。请注意,这个仓库为不同版本的 Godot " +"提供了不同的分支。GDExtensions 仅支持 Godot 的新版本(Godot 4 " +"及更高版本),反之亦然,因此请确保你下载的是正确的分支。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:36 -#, fuzzy msgid "" "To use `GDExtension `__ you need to use the godot-cpp branch that matches the version " "of Godot that you are targeting. For example, if you're targeting Godot 4.1, " "use the ``4.1`` branch, which is what is shown through out this tutorial." msgstr "" -"`GDExtension `__ " -"已经被合并到 godot-cpp 的 ``master`` 分支中,但它只与即将推出的 Godot 4.0 兼" -"容。因此,您需要使用 GDNative ,需使用 godot-cpp 的 ``3.x`` 分支,并按照此示" -"例进行操作。" +"要使用 `GDExtension `__\\,你需要使用与目标 Godot 版本相匹配的 godot-cpp 分支。例如," +"如果你的目标是 Godot 4.1,那么应该使用 4.1 分支,这也是本教程中所展示的版本。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:41 msgid "" "The ``master`` branch is the development branch which is updated regularly " "to work with Godot's ``master`` branch." -msgstr "" +msgstr "``master`` 分支是开发分支,它会定期更新以与 Godot 的 ``master`` " +"分支保持兼容。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:54 -#, fuzzy msgid "" "If you are versioning your project using Git, it is recommended to add it as " "a Git submodule:" -msgstr "如果您使用 Git 对项目进行版本控制,最好将它们添加为 Git 子模块:" +msgstr "如果您使用 Git 对项目进行版本控制,最好将项目添加为 Git 子模块:" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:66 msgid "Alternatively, you can also clone it to the project folder:" -msgstr "" +msgstr "也可以直接将该项目克隆到项目文件夹内:" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:76 -#, fuzzy msgid "" "If you decide to download the repository or clone it into your folder, make " "sure to keep the folder layout the same as we've setup here. Much of the " "code we'll be showcasing here assumes the project has this layout." -msgstr "" -"如果您决定只下载仓库或将它们克隆到项目文件夹中,请确保文件夹布局与此处描述的" -"相同,因为我们将在此处展示的代码假定项目遵循此布局。" +msgstr "如果您决定下载仓库或将其克隆到您的文件夹中,请确保与我们这里所设置的文件夹结" +"构相同,我们假定将在此展示的许多代码都基于这种项目结构。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:80 msgid "" @@ -119002,9 +119822,8 @@ msgstr "" "如果从介绍中指定的链接克隆示例, 子模块不会自动初始化. 你需要执行以下命令:" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:89 -#, fuzzy msgid "This will initialize the repository in your project folder." -msgstr "这会将这两个仓库克隆到您的项目文件夹中。" +msgstr "这会将该仓库克隆到您的项目文件夹中。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:92 msgid "Building the C++ bindings" @@ -119014,7 +119833,7 @@ msgstr "构建 C++ 绑定" msgid "" "Now that we've downloaded our prerequisites, it is time to build the C++ " "bindings." -msgstr "现在我们已经下载了我们的先决条件, 现在是构建C++绑定的时候了." +msgstr "现在我们已经下载了我们的前置需求, 现在是构建C++绑定的时候了." #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:97 msgid "" @@ -119026,24 +119845,23 @@ msgstr "" "绑定,只需调用 Godot 可执行文件:" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:105 -#, fuzzy msgid "" "The resulting ``extension_api.json`` file will be created in the " "executable's directory. Copy it to the project folder and add " "``custom_api_file=`` to the scons command below." msgstr "" -"将生成的 ``api.json`` 文件放在项目文件夹中, 并将 ``use_custom_api_file = yes " -"custom_api_file = .. / api.json`` 添加到下面的scons命令中." +"生成的 ``extension_api.json`` " +"文件将会出现在可执行文件的目录中,将其复制到项目文件夹中,并在下面的 scons " +"命令中添加 ``custom_api_file=`` 参数。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:109 -#, fuzzy msgid "" "To generate and compile the bindings, use this command (replacing " "```` with ``windows``, ``linux`` or ``macos`` depending on your " "OS):" msgstr "" -"要生成和编译绑定, 使用这个命令(根据你的操作系统, 用 ``windows`` , ``linux`` " -"或 ``osx`` 代替 ```` ):" +"用该命令来生成、编译绑定(取决于你的操作系统,用 ``windows`` , ``linux`` 或 " +"``macos`` 代替 ```` ):" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:112 msgid "" @@ -119052,15 +119870,17 @@ msgid "" "the end of the SCons command line where ``N`` is the number of CPU threads " "to use." msgstr "" +"构建过程会自动检测可用于并行构建的 CPU 线程数量。要指定使用的 CPU 线程数," +"请在 SCons 命令行的末尾添加 ``-jN``\\,其中 ``N`` 是您希望使用的 CPU " +"线程数量。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:122 msgid "" "This step will take a while. When it is completed, you should have static " "libraries that can be compiled into your project stored in ``godot-cpp/bin/" "``." -msgstr "" -"这一步将需要一段时间. 完成后, 你应该有一个静态库, 可以编译到你的项目中, 存储" -"在 ``godot-cpp / bin /`` 中." +msgstr "这一步将需要一段时间。完成后,你应该有一个静态库,可以编译到你的项目中," +"存储在 ``godot-cpp / bin /`` 内。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:127 msgid "You may need to add ``bits=64`` to the command on Windows or Linux." @@ -119074,58 +119894,48 @@ msgstr "创建一个简单的插件" msgid "" "Now it's time to build an actual plugin. We'll start by creating an empty " "Godot project in which we'll place a few files." -msgstr "" -"现在是构建实际插件的时候了. 我们首先创建一个空的Godot项目, 我们将在其中放置一" -"些文件." +msgstr "现在是构建实际插件的时候了。我们首先创建一个空的 Godot " +"项目,我们将在其中放置一些文件。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:135 -#, fuzzy msgid "" "Open Godot and create a new project. For this example, we will place it in a " "folder called ``demo`` inside our GDExtension's folder structure." -msgstr "" -"打开Godot并创建一个新项目. 对于这个示例, 我们将它放在我们的GDNative模块的文件" -"夹结构中名为 ``demo`` 的文件夹中." +msgstr "打开 Godot 并创建一个新项目。对于该示例,我们将其放在我们的 GDExtension " +"的文件夹结构中名为 ``demo`` 的文件夹中。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:138 msgid "" "In our demo project, we'll create a scene containing a Node called \"Main\" " "and we'll save it as ``main.tscn``. We'll come back to that later." -msgstr "" -"在我们的演示项目中, 我们将创建一个包含名为 \"Main\" 的节点的场景, 我们将其保" -"存为 ``main.tscn`` . 我们稍后再回过头来看看." +msgstr "在我们的演示项目中,我们将创建一个包含名为 \"Main\" 的节点的场景," +"我们将其保存为 ``main.tscn`` ,稍后再回过头来看看。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:141 -#, fuzzy msgid "" "Back in the top-level GDExtension module folder, we're also going to create " "a subfolder called ``src`` in which we'll place our source files." -msgstr "" -"回到顶级GDNative模块文件夹, 我们还将创建一个名为 ``src`` 的子文件夹, 我们将在" -"其中放置源文件." +msgstr "回到顶层 GDExtension 模块文件夹,我们还要创建一个名为 ``src`` " +"的子文件夹,将在其中放置源文件。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:144 -#, fuzzy msgid "" "You should now have ``demo``, ``godot-cpp``, and ``src`` directories in your " "GDExtension module." -msgstr "" -"您现在应该在您的GDNative模块中有 ``demo`` , ``godot-cpp``, ``godot_headers`` " -"和 ``src`` 目录." +msgstr "在你的 GDExtension 模块中,你现在应该有 ``demo`` 、 ``godot-cpp`` 和 ``src`` " +"这三个目录。" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:147 -#, fuzzy msgid "Your folder structure should now look like this:" -msgstr "您的场景应如下所示:" +msgstr "你的文件结构应如下所示:" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:159 -#, fuzzy msgid "" "In the ``src`` folder, we'll start with creating our header file for the " "GDExtension node we'll be creating. We will name it ``gdexample.h``:" msgstr "" -"在 ``src`` 文件夹中, 我们将首先为我们将要创建的GDNative节点创建头文件. 我们将" -"它命名为 ``gdexample.h`` :" +"在 ``src`` 文件夹中,我们将首先为我们将要创建的 GDExtension 节点创建头文件," +"将其命名为 ``gdexample.h`` :" #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:191 #, fuzzy @@ -119134,9 +119944,9 @@ msgid "" "which contains bindings to the Sprite2D class. We'll be extending this class " "in our module." msgstr "" -"以上有一些注意事项. 我们包括 ``Godot.hpp`` , 其中包含我们所有的基本定义. 之" -"后, 我们包含 ``Sprite.hpp`` , 它包含对Sprite类的绑定. 我们将在我们的模块中扩" -"展这个类." +"以上有些需要注意的地方:我们导入了 ``sprite2d.hpp`` " +",其中包含我们所有的基本定义。之后, 我们包含 ``Sprite.hpp`` , " +"它包含对Sprite类的绑定. 我们将在我们的模块中扩展这个类." #: ../../docs/tutorials/scripting/gdextension/gdextension_cpp_example.rst:195 #, fuzzy @@ -124055,35 +124865,33 @@ msgid "" "button's node path changes, and if a script uses ``get_node()`` with a hard-" "coded node path, the script will not be able to find the button anymore." msgstr "" +"在脚本中使用 ``get_node()`` 来引用节点在某些情况下可能比较脆弱。如果你把 UI " +"场景里的某个按钮移到了别的面板里,那么这个按钮的节点路径就会发生改变," +"而如果脚本中正好使用了写死的节点路径来调用 ``get_node()``\\ " +",那这样一来这个脚本就无法再找到这个按钮了。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:14 -#, fuzzy msgid "" "In situations like this, the node can be turned into a scene unique node to " "avoid having to update the script every time the node's path is changed." -msgstr "" -"在类似这样的情况下,可以将节点设为场景唯一节点,这样修改路径后就不必去修改脚" -"本了。" +msgstr "类似这种情况,可以将节点设为场景唯一节点,这样该节点的路径发生变化时就不必再" +"更新脚本了。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:19 msgid "Creation and usage" msgstr "创建与使用" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:21 -#, fuzzy msgid "" "In the Scene tree dock, right-click on a node and select **Access as Unique " "Name** in the context menu." -msgstr "" -"在场景树面板中,右键单击节点并在上下文菜单中选择\\ **作为场景唯一名称访问" -"**\\ 。" +msgstr "在场景树面板中,右键单击节点并在上下文菜单中选择\\ **作为唯一名称访问**\\ 。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:26 -#, fuzzy msgid "" "After selecting the option, the node will now have a percent symbol (**%**) " "next to its name in the scene tree:" -msgstr "勾选后,该节点在场景树中会在名称旁边显示一个百分号(\\ **%**\\ ):" +msgstr "勾选后,场景树中该节点的名称旁边就会显示一个百分号(\\ **%**\\ ):" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:31 msgid "" @@ -124091,6 +124899,9 @@ msgid "" "with a ``get_node()`` method call by typing the % symbol, followed by the " "node's name:" msgstr "" +"现在你就可以在脚本中使用这个节点了。例如先打一个 % " +"符号,在后面跟上节点的名称,这样就可以使用 ``get_node()`` " +"方法来引用这个节点:" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:47 msgid "Same-scene limitation" @@ -124102,32 +124913,34 @@ msgid "" "To demonstrate this limitation, consider this example **Player** scene that " "instances a **Sword** scene:" msgstr "" +"场景唯一节点只能获取同一场景中的节点。我们可以举些例子来演示一下," +"比如这个示例场景是在 **Player** 场景中实例化了一个 **Sword** 场景:" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:55 msgid "" "Here are the results of ``get_node()`` calls inside the **Player** script:" -msgstr "" +msgstr "以下是在 **Player** 脚本中调用 ``get_node()`` 的结果:" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:57 msgid "``get_node(\"%Eyes\")`` returns the **Eyes** node." -msgstr "" +msgstr "``get_node(\"%Eyes\")`` 会返回 **Eyes** 节点。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:58 msgid "``get_node(\"%Hilt\")`` returns ``null``." -msgstr "" +msgstr "``get_node(\"%Hilt\")`` 会返回 ``null``\\ 。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:60 msgid "" "These are the results of ``get_node()`` calls inside the **Sword** script:" -msgstr "" +msgstr "以下是在 **Sword** 脚本中调用 ``get_node()`` 的结果:" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:62 msgid "``get_node(\"%Eyes\")`` returns ``null``." -msgstr "" +msgstr "``get_node(\"%Eyes\")`` 会返回 ``null``\\ 。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:63 msgid "``get_node(\"%Hilt\")`` returns the **Hilt** node." -msgstr "" +msgstr "``get_node(\"%Hilt\")`` 会返回 **Hilt** 节点。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:65 msgid "" @@ -124137,15 +124950,19 @@ msgid "" "calls. Here are two ways to get the **Hilt** node from the **Player** script " "using scene unique nodes:" msgstr "" +"如果脚本能够获取到另一个场景中的节点,那么就可以调用该节点的 ``get_node()`` " +"来获取该节点所在场景中的场景唯一节点。你也可以在节点路径中做类似的操作," +"从而避免多次调用 ``get_node()``\\ 。以下两种方法均可从 **Player** " +"脚本中利用场景唯一节点来获取 **Hilt** 节点:" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:70 msgid "" "``get_node(\"Hand/Sword\").get_node(\"%Hilt\")`` returns the **Hilt** node." -msgstr "" +msgstr "``get_node(\"Hand/Sword\").get_node(\"%Hilt\")`` 会返回 **Hilt** 节点。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:71 msgid "``get_node(\"Hand/Sword/%Hilt\")`` also returns the **Hilt** node." -msgstr "" +msgstr "``get_node(\"Hand/Sword/%Hilt\")`` 也会返回 **Hilt** 节点。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:73 msgid "" @@ -124154,10 +124971,12 @@ msgid "" "**Sword** node is marked as a scene unique node in the **Player** scene, so " "this is possible:" msgstr "" +"场景唯一名称不止可以用在节点路径的末尾,也可以用在路径的中间来实现跳转。例如 " +"**Player** 场景中的 **Sword** 节点就是一个场景唯一节点,因此可以这样写:" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:77 msgid "``get_node(\"%Sword/%Hilt\")`` returns the **Hilt** node." -msgstr "" +msgstr "``get_node(\"%Sword/%Hilt\")`` 会返回 **Hilt** 节点。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:80 msgid "Alternatives" @@ -124167,14 +124986,16 @@ msgstr "替代方案" msgid "" "Scene unique nodes are a useful tool to navigate a scene. However, there are " "some situations where other techniques may be better." -msgstr "" +msgstr "使用场景唯一节点可以很方便地在场景中进行跳转。但是有些情况下其他写法会更好一" +"些。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:85 msgid "" "A :ref:`Group ` allows locating a node (or a group of many " "nodes) from any other node, no matter what scene the two nodes are located " "in." -msgstr "" +msgstr "使用\\ :ref:`分组 `\\ " +"可以从任意节点定位到某个节点(或一组节点),无需考虑所处的场景。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:88 msgid "" @@ -124182,6 +125003,9 @@ msgid "" "node that can be accessed directly by any node regardless of the scene. " "These are useful when some data or functionality is shared globally." msgstr "" +":ref:`单例(自动加载) `\\ 是一种始终存在的节点,任" +"何节点都可以直接访问,无需考虑所处的场景。适合需要全局共享数据或功能的时候使" +"用。" #: ../../docs/tutorials/scripting/scene_unique_nodes.rst:92 msgid "" @@ -124193,6 +125017,11 @@ msgid "" "each time the method is called, ``find_child()`` needs to check every " "descendant (every child, grandchild, and so on)." msgstr "" +":ref:`Node.find_child() ` 可以根据名称来查找节" +"点,无需知道完整路径。这种做法看上去和场景唯一节点类似,并且可以查找到嵌套场" +"景里的节点,也不需要在场景编辑器里标记节点。但是这个方法相对较慢。Godot " +"会缓存场景唯一节点,所以获取的时候比较快,而调用 ``find_child()`` " +"时则需要查找每一个后代节点(子节点、孙节点等)。" #: ../../docs/tutorials/shaders/introduction_to_shaders.rst:4 msgid "Introduction to shaders" @@ -126083,7 +126912,7 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1101 msgid "Description / Return value" -msgstr "" +msgstr "描述/返回值" #: ../../docs/tutorials/shaders/shader_reference/shading_language.rst:1103 msgid "vec_type **radians** (vec_type degrees)" @@ -127428,19 +128257,19 @@ msgstr "" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:196 msgid "**#if preprocessor versus if statement: Performance caveats**" -msgstr "" +msgstr "**#if 预处理器与 if 语句:性能注意事项**" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:198 msgid "" "The :ref:`shading language ` supports run-time ``if`` " "statements:" -msgstr "" +msgstr ":ref:`着色语言 `\\ 支持运行时 ``if`` 语句:" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:210 msgid "" "If the uniform is never changed, this behaves identical to the following " "usage of the ``#if`` preprocessor statement:" -msgstr "" +msgstr "如果 uniform 从未改变,那么行为和下面的 ``#if`` 预处理语句用法是等价的:" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:223 msgid "" @@ -127449,6 +128278,8 @@ msgid "" "within those branches may still take up register space, even if they are " "never run in practice." msgstr "" +"不过部分场合 ``#if`` 的版本会更快一些。这是因为着色器中的运行时分支仍然是会参" +"与编译的,即便运行时不会用到,这些分支中的变量仍然可能会占据寄存器空间。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:228 msgid "" @@ -127460,6 +128291,12 @@ msgid "" "caused by having too many branches) can still slow down shader execution " "significantly." msgstr "" +"现代 GPU 在执行“静态”分支时\\ `相当高效 `__\\ " +"。这里的“静态”分支指的是在一次给定的着色器调用中,对\\ *所有*\\ 像素/" +"顶点都求得相同结果的 ``if`` 语句。不过大量的 :abbr:`VGPR (Vector General-" +"Purpose Register)`\\ " +"(分支过多就可能造成这种情况)仍然会显著拖慢着色器的运行。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:235 msgid "#elif" @@ -127472,10 +128309,13 @@ msgid "" "used within an ``#if`` block. It is possible to use several ``#elif`` " "statements after an ``#if`` statement." msgstr "" +"``#elif`` 指令就是“else if”的意思,会在之前的 ``#if`` 求得 ``false`` " +"时检查条件是否成立。\\ ``#elif`` 只能在 ``#if`` 块中使用。一个 ``#if`` " +"语句后面可以使用多个 ``#elif``\\ 。" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:255 msgid "Like with ``#if``, the ``defined()`` preprocessor function can be used:" -msgstr "" +msgstr "可以和 ``#if`` 一样使用预处理器函数 ``defined()``\\ :" #: ../../docs/tutorials/shaders/shader_reference/shader_preprocessor.rst:270 msgid "#ifdef" @@ -132215,9 +133055,8 @@ msgstr "" "值." #: ../../docs/tutorials/shaders/visual_shaders.rst:96 -#, fuzzy msgid "Visual Shader node interface" -msgstr "可视化着色器节点" +msgstr "可视化着色器节点界面" #: ../../docs/tutorials/shaders/visual_shaders.rst:98 msgid "" @@ -132255,13 +133094,12 @@ msgid "Port types" msgstr "核心类型" #: ../../docs/tutorials/shaders/visual_shaders.rst:119 -#, fuzzy msgid "Scalar" -msgstr "Scale(大小)" +msgstr "Scalar" #: ../../docs/tutorials/shaders/visual_shaders.rst:120 msgid "Cyan" -msgstr "" +msgstr "青色" #: ../../docs/tutorials/shaders/visual_shaders.rst:121 msgid "Scalar is a single value." @@ -132274,11 +133112,11 @@ msgstr "" #: ../../docs/tutorials/shaders/visual_shaders.rst:123 #: ../../docs/contributing/development/core_and_modules/core_types.rst:142 msgid "Vector" -msgstr "向量" +msgstr "Vector" #: ../../docs/tutorials/shaders/visual_shaders.rst:124 msgid "Purple" -msgstr "" +msgstr "紫色" #: ../../docs/tutorials/shaders/visual_shaders.rst:125 msgid "Vector is a set of values." @@ -132290,13 +133128,12 @@ msgid "|vector|" msgstr "vector2" #: ../../docs/tutorials/shaders/visual_shaders.rst:127 -#, fuzzy msgid "Boolean" -msgstr "boolean" +msgstr "Boolean" #: ../../docs/tutorials/shaders/visual_shaders.rst:128 msgid "Blue" -msgstr "" +msgstr "蓝色" #: ../../docs/tutorials/shaders/visual_shaders.rst:129 msgid "On or off, true or false." @@ -132323,13 +133160,12 @@ msgid "|transform|" msgstr "transform2d" #: ../../docs/tutorials/shaders/visual_shaders.rst:135 -#, fuzzy msgid "Sampler" -msgstr "Sampler2D" +msgstr "Sampler" #: ../../docs/tutorials/shaders/visual_shaders.rst:136 msgid "Yellow" -msgstr "" +msgstr "黄色" #: ../../docs/tutorials/shaders/visual_shaders.rst:137 msgid "A texture sampler. It can be used to sample textures." @@ -139855,6 +140691,7 @@ msgid "Introduction to the XR system in Godot" msgstr "Godot 的 XR 系统简介" #: ../../docs/tutorials/xr/setting_up_xr.rst:9 +#, fuzzy msgid "" "Godot provides a modular XR system that abstracts many of the different XR " "platform specifics away from the user. At the core sits the :ref:`XRServer " @@ -139862,8 +140699,12 @@ msgid "" "allows users to discover interfaces and interact with the components of the " "XR system." msgstr "" +"Godot 提供了一个模块化的拓展现实系统,该系统为用户抽象出不同 XR " +"平台的工作细节。其核心是 :ref:`XRServer `,它是 XR " +"系统的中央接口,允许用户借助此发现其他接口并与 XR 系统的组件进行交互。" #: ../../docs/tutorials/xr/setting_up_xr.rst:12 +#, fuzzy msgid "" "Each supported XR platform is implemented as an :ref:`XRInterface " "`. Supported interfaces register themselves with the :ref:" @@ -139871,8 +140712,14 @@ msgid "" "method on the :ref:`XRServer `. When the desired interface " "is found it can be initialized by calling ``initialize`` on the interface." msgstr "" +"每个支持的 XR 平台都实现为一个 :ref:`XRInterface `。" +"支持的接口会在 :ref:`XRServer ` 中注册,并可以通过 :ref:`" +"XRServer ` 的 ``find_interface`` " +"方法进行查询。当找到所需的接口后,可以通过调用该接口的 ``initialize`` " +"方法来初始化它。" #: ../../docs/tutorials/xr/setting_up_xr.rst:15 +#, fuzzy msgid "" "A registered interface means nothing more than that the interface is " "available, if the interface is not supported by the host system, " @@ -139882,8 +140729,13 @@ msgid "" "plugged in their headset. You as a developer must thus react properly on an " "interface failing to initialize." msgstr "" +"一个已注册的接口仅意味着该接口可用,如果主机系统不支持该接口," +"初始化可能会失败并返回 ``false`` 。初始化失败有多种原因,不幸的是,这些原因在" +"不同平台上各不相同:可能是因为用户没有安装所需的软件,或者用户根本没有插入他" +"们的头戴设备。作为开发者,你必须对接口初始化失败做出适当的反应。" #: ../../docs/tutorials/xr/setting_up_xr.rst:17 +#, fuzzy msgid "" "Due to the special requirements for output in XR, especially for head " "mounted devices that supply different images to each eye, the :ref:`XRServer " @@ -139895,8 +140747,15 @@ msgid "" "the XR output, leaving the main Godot window available for displaying " "alternative content." msgstr "" +"由于 XR 对输出有特殊要求——尤其是头戴设备需要为每只眼睛提供不同的图像,Godot " +"中的 :ref:`XRServer ` " +"将会覆盖渲染系统中的各种功能。对于独立设备来说,这意味着最终输出由 :ref:`" +"XRInterface ` 处理,而 Godot 的常规输出系统将被禁用。" +"对于作为第二屏幕使用的桌面 XR 设备,可以专门使用一个独立的 :ref:`Viewport " +"` 来处理 XR 输出,从而使 Godot 的主窗口能够显示其他内容。" #: ../../docs/tutorials/xr/setting_up_xr.rst:20 +#, fuzzy msgid "" "Note that only one interface can be responsible for handling the output to " "an XR device, this is known as the primary interface and by default will be " @@ -139905,12 +140764,17 @@ msgid "" "uncommon, to have a secondary interface, for example to add tracking to an " "otherwise 3DOF only device." msgstr "" +"请注意,只能有一个接口负责处理输出到 XR " +"设备,这个接口被称为主接口,默认情况下将是第一个被初始化的接口。因此,Godot " +"目前仅支持具有单个头戴设备的实现。也可以使用辅助接口,例如为原本只有 3DOF " +"的设备添加追踪功能,但这种情况在实际开发中越来越少见。" #: ../../docs/tutorials/xr/setting_up_xr.rst:23 +#, fuzzy msgid "" "There are three XR specific node types that you will find in nearly all XR " "applications:" -msgstr "" +msgstr "在几乎所有的 XR 应用程序中,你会发现三种特定于 XR 的节点类型:" #: ../../docs/tutorials/xr/setting_up_xr.rst:25 msgid "" @@ -139919,6 +140783,9 @@ msgid "" "statement but we'll go into more detail later. All objects tracked in " "physical space by the XR platform are positioned in relation to this point." msgstr "" +":ref:`XROrigin3D `代表着游戏空间的中心点。这种说法易于理解" +",但有些过于简化,我们稍后会详细解释。XR " +"平台跟踪的所有物体都是相对于这一点定位的。" #: ../../docs/tutorials/xr/setting_up_xr.rst:26 msgid "" @@ -139927,6 +140794,9 @@ msgid "" "is controlled by the XR system and updated automatically using the tracking " "information provided by the XR platform." msgstr "" +":ref:`XRCamera3D `代表着在为 XR " +"设备渲染输出时使用的(立体)摄像机。该节点的定位由 XR 系统控制,并基于 XR " +"平台提供的跟踪信息自动更新。" #: ../../docs/tutorials/xr/setting_up_xr.rst:27 msgid "" @@ -139937,18 +140807,24 @@ msgid "" "by the XR system and updated automatically using the tracking information " "provided by the XR platform." msgstr "" +":ref:`XRController3D `代表玩家使用的控制器,通常有两个" +":左右手各一个。该节点提供对控制器上各种状态的访问,并在玩家按下按钮时发送信" +"号。节点的定位由 XR 系统控制,并基于 XR 平台提供的跟踪信息自动更新。" #: ../../docs/tutorials/xr/setting_up_xr.rst:29 +#, fuzzy msgid "" "There are other XR related nodes and there is much more to say about these " "three nodes, but we'll get into that later on." -msgstr "" +msgstr "还有其他与 XR " +"有关的节点。以上三个节点的内容实际上不止于此,但我们可以稍后再谈。" #: ../../docs/tutorials/xr/setting_up_xr.rst:32 msgid "Prerequisites for XR in Godot 4" -msgstr "Godot 4 中 XR 的先决条件" +msgstr "在 Godot 4 中使用 XR 的先决条件" #: ../../docs/tutorials/xr/setting_up_xr.rst:34 +#, fuzzy msgid "" "While in Godot 3 most things worked out of the box, Godot 4 needs a little " "more setup. This is mainly due to the more advanced nature of the Vulkan " @@ -139956,33 +140832,46 @@ msgid "" "that aren't enabled by default. They are very easy to turn on, simply open " "up your project settings and tick the XR shaders tickbox in the XR section:" msgstr "" +"在 Godot 3 中,大多数东西开箱即用,而 Godot 4 则需要一些设置:Vulkan " +"渲染器拥有更多高级特性,但 XR 系统所需的 Vulkan " +"渲染功能是默认关闭的。开启这些功能只需打开项目设置,在 XR 部分勾选 XR " +"着色器复选框即可:" #: ../../docs/tutorials/xr/setting_up_xr.rst:39 msgid "" "As Godot 4 is still in development, many post process effects have not yet " "been updated to support stereoscopic rendering. Using these will have " "adverse effects." -msgstr "" +msgstr "由于 Godot 4 仍在开发中,许多后期处理效果尚未更新以支持立体渲染。使用这些效果" +"将产生不良影响。" #: ../../docs/tutorials/xr/setting_up_xr.rst:42 +#, fuzzy msgid "" "Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the " "future XR desktop projects should use Forward+, and projects for stand-alone " "headsets should use Mobile. However Compatibility is the recommended " "renderer for now due to it having the best XR performance." msgstr "" +"Godot 4 有三种渲染器选项,包括 Compatibility、Mobile 和 Forward+。将来,XR " +"桌面项目应该使用 Forward+,而独立头戴设备的项目应该使用 Mobile。然而,由于 " +"Compatibility 具有最佳的 XR 性能,目前仅推荐使用它作为渲染器。" #: ../../docs/tutorials/xr/setting_up_xr.rst:46 msgid "OpenXR" msgstr "OpenXR" #: ../../docs/tutorials/xr/setting_up_xr.rst:48 +#, fuzzy msgid "" "OpenXR is a new industry standard that allows different XR platforms to " "present themselves through a standardised API to XR applications. This " "standard is an open standard maintained by the Khronos Group and thus aligns " "very well with Godot's interests." msgstr "" +"OpenXR 是一个由 Khronos Group 维护的 XR 行业开放标准,其目的是允许不同的 XR " +"平台通过共用一套标准化 API 以方便 XR 应用程序进行兼容。该标准与 Godot " +"的利益非常吻合。" #: ../../docs/tutorials/xr/setting_up_xr.rst:50 msgid "" @@ -139992,13 +140881,18 @@ msgid "" "before the XR system is setup. This was one of the main deciding factors to " "include OpenXR as a core interface." msgstr "" +"OpenXR 的 Vulkan 实现与 Vulkan 紧密集成,并接管了 Vulkan 系统的一部分。" +"这就要求在设置 XR 系统之前,需要对 Vulkan " +"渲染器中的某些核心图形功能先行集成。这是将 OpenXR " +"包含为核心接口的主要决定因素之一。" #: ../../docs/tutorials/xr/setting_up_xr.rst:52 msgid "" "This also means OpenXR needs to be enabled when Godot starts in order to set " "things up correctly. The required setting can be found in your project " "settings:" -msgstr "" +msgstr "这也意味着需要在 Godot 启动时启用 " +"OpenXR,以便正确设置。启动页面可在项目设置中找到:" #: ../../docs/tutorials/xr/setting_up_xr.rst:56 msgid "" @@ -140007,12 +140901,15 @@ msgid "" "application is running. The default settings will get us started and we will " "go into detail in another section of the documentation." msgstr "" +"你还可以在这里找到与 OpenXR 相关的其他设置。这些设置在应用程序运行时无法更改" +"。默认设置即可让我们开始工作,并且我们将在文档的另一部分详细介绍这些设置。" #: ../../docs/tutorials/xr/setting_up_xr.rst:60 msgid "Setting up the XR scene" msgstr "设置 XR 场景" #: ../../docs/tutorials/xr/setting_up_xr.rst:62 +#, fuzzy msgid "" "Every XR application needs at least an :ref:`XROrigin3D ` " "and an :ref:`XRCamera3D ` node. Most will have two :ref:" @@ -140022,12 +140919,17 @@ msgid "" "controller nodes to ``LeftHand`` and ``RightHand``, your scene should look " "something like this:" msgstr "" +"每个 XR 应用程序至少需要一个 :ref:`XROrigin3D ` 和一个 " +":ref:`XRCamera3D ` 节点。大多数还会有两个 :ref:`" +"XRController3D `——一个左手一个右手。注意相机和控制器节" +"点应当是子节点。将这些节点添加到一个新场景中,并将控制器节点重命名为 " +"LeftHand 和 RightHand,你的场景应如下所示:" #: ../../docs/tutorials/xr/setting_up_xr.rst:66 msgid "" "Next you need to configure the controllers, select the left hand and set it " "up as follows:" -msgstr "" +msgstr "接下来,你需要配置控制器。选择左手控制器,并按如下方式进行设置:" #: ../../docs/tutorials/xr/setting_up_xr.rst:70 msgid "And the right hand:" @@ -140041,6 +140943,10 @@ msgid "" "nodes to ``-0.5, 1.0, -0.5`` and ``0.5, 1.0, -0.5`` for respectively the " "left and right hand." msgstr "" +"现在,所有节点都在场景的平面上,它们将在运行时自动正确定位。为了帮助开发期间" +"的调试,可以将相机向上移动,再把 ``y`` 轴设置为 ``1.7``," +"并将控制器节点分别移动到 ``-0.5, 1.0, -0.5``(左手)和 ``0.5, 1.0, -0." +"5``(右手)。" #: ../../docs/tutorials/xr/setting_up_xr.rst:76 #, fuzzy @@ -140053,7 +140959,8 @@ msgstr "现在给主节点添加一个脚本, 并添加以下代码:" msgid "" "This code fragment assumes we are using OpenXR, if you wish to use any of " "the other interfaces you can change the ``find_interface`` call." -msgstr "" +msgstr "上述代码片段假设我们正在使用 " +"OpenXR,如果你希望使用其他接口,可以更改``find_interface`` 调用。" #: ../../docs/tutorials/xr/setting_up_xr.rst:130 msgid "" @@ -140062,10 +140969,14 @@ msgid "" "requires us to run at 90Hz or higher. If your monitor is a 60hz monitor and " "v-sync is turned on, you will limit the output to 60 frames per second." msgstr "" +"正如你看到的,我们在代码中关闭了垂直同步(DisplayServer.VSYNC_DISABLED)。" +"在使用 OpenXR 时,将渲染结果输出到一个头戴显示器(HMD)通常需要以 90Hz " +"或更高的频率运行。如果你的显示器是 60Hz 且开启了垂直同步," +"那么输出将限制在每秒 60 帧。" #: ../../docs/tutorials/xr/setting_up_xr.rst:134 msgid "XR interfaces like OpenXR perform their own sync." -msgstr "" +msgstr "像 OpenXR 这样的 XR 接口会执行它们自己的同步。" #: ../../docs/tutorials/xr/setting_up_xr.rst:136 msgid "" @@ -140073,8 +140984,12 @@ msgid "" "can result in choppy physics. You should set ``Engine." "physics_ticks_per_second`` to a higher value." msgstr "" +"同时请注意,默认情况下物理引擎以 60Hz " +"运行,渲染和物理帧数不一致可能会导致物理效果不流畅。你应该将 ``Engine." +"physics_ticks_per_second`` 设置为更高的值。" #: ../../docs/tutorials/xr/setting_up_xr.rst:139 +#, fuzzy msgid "" "If you run your project at this point in time, everything will work but you " "will be in a dark world. So to finish off our starting point add a :ref:" @@ -140083,14 +140998,20 @@ msgid "" "mesh instance as a child to each controller node just to temporarily " "visualise them. Make sure you configure a sky in your world environment." msgstr "" +"如果你此时运行项目,一切会正常工作,但是你会处在一个黑暗的世界中。因此,为了" +"完善我们的起步项目,请在场景中添加一个 :ref:`DirectionalLight3D " +"` 和一个 :ref:`WorldEnvironment " +"` 节点。你可能还希望在每个控制器节点下添加一个网格实" +"例,以便临时可视化它们。除此以外,别忘了在世界环境中配置一个天空盒。" #: ../../docs/tutorials/xr/setting_up_xr.rst:143 msgid "" "Now run your project, you should be floating somewhere in space and be able " "to look around." -msgstr "" +msgstr "完成配置后运行项目,你应该会漂浮在某个空间中,并能够四处观察。" #: ../../docs/tutorials/xr/setting_up_xr.rst:147 +#, fuzzy msgid "" "While traditional level switching can definitely be used with XR " "applications, where this scene setup is repeated in each level, most find it " @@ -140099,12 +141020,16 @@ msgid "" "not run ``initialize`` multiple times. The effect can be unpredictable " "depending on the XR interface used." msgstr "" +"虽然传统的关卡切换——即设置多个关卡场景并在每个场景中重复以上设置——可以用于 " +"XR 应用程序,但多数开发者发现:只设置一次并将关卡作为子场景加载,开发会更容易" +"一些。如果你确实需要切换场景并在每个场景中复制 XR 设置,请确保不要多次运行 " +"``initialize``。多处运行会导致不可预测的结果,具体还取决于所使用的 XR 接口。" #: ../../docs/tutorials/xr/setting_up_xr.rst:149 msgid "" "For the rest of this basic tutorial series we will create a game that uses a " "single scene." -msgstr "" +msgstr "在接下来的基础教程中,我们将创建一个只使用单场景的游戏作为练习。" #: ../../docs/tutorials/xr/deploying_to_android.rst:4 msgid "Deploying to Android" @@ -140114,13 +141039,14 @@ msgstr "部署到 Android" msgid "" "Most standalone headsets run on Android and OpenXR support is making its way " "to these platforms." -msgstr "" +msgstr "多数独立头显运行在 Android 上,并且 OpenXR 支持正在逐步推广到这些平台。" #: ../../docs/tutorials/xr/deploying_to_android.rst:10 msgid "" "Before following the OpenXR-specific instructions here, you'll need to first " "setup your system to export to Android in general, including:" -msgstr "" +msgstr "在遵循此处的 OpenXR 特定说明之前,你需要首先设置你的系统以导出到 Android " +"平台,包括:" #: ../../docs/tutorials/xr/deploying_to_android.rst:12 msgid "Installing OpenJDK 17" @@ -140142,7 +141068,7 @@ msgstr "在 Godot 中配置 Android SDK 和 debug.keystore 的位置" msgid "" "See :ref:`doc_exporting_for_android` for the full details, and return here " "when you've finished these steps." -msgstr "" +msgstr "详情请参见 :ref:`doc_exporting_for_android` ,完成所需配置后再返回此处。" #: ../../docs/tutorials/xr/deploying_to_android.rst:20 msgid "Gradle Android build" @@ -140156,12 +141082,17 @@ msgid "" "is that all vendors will adopt the official OpenXR loader, for now these " "loaders need to be added to your project." msgstr "" +"最初,官方对 Android 平台的支持并未添加到 OpenXR 规范中," +"这导致各大供应商都创建了自定义加载器以在其头戴设备上实现 " +"OpenXR。尽管从长远角度来看,所有供应商都终将转移到官方的 OpenXR " +"加载器;但就当下来说,这些加载器需要添加到你的项目中。" #: ../../docs/tutorials/xr/deploying_to_android.rst:26 msgid "" "In order to include the vendor-specific OpenXR loader into your project, you " "will need to setup a gradle Android build." -msgstr "" +msgstr "为了将特定供应商的 OpenXR 加载器包含到你的项目中,你需要先设置一个 Gradle " +"Android 构建。" #: ../../docs/tutorials/xr/deploying_to_android.rst:28 msgid "Select **Install Android Build Template...** from the **Project** menu:" @@ -140174,14 +141105,15 @@ msgid "" "installation. Godot won't show this in the editor but you can find it with a " "file browser." msgstr "" +"这将在你的项目中创建一个名为 **android** 的文件夹,包含在 Android " +"上运行所需的所有运行时文件。现在你可以自定义这个安装,Godot " +"不会在编辑器中显示这个文件夹,但你可以通过文件浏览器找到它。" #: ../../docs/tutorials/xr/deploying_to_android.rst:34 -#, fuzzy msgid "" "You can read more about gradle builds here: :ref:`doc_android_gradle_build`." -msgstr "" -"你可以在这里了解更多关于字符串格式化的内容:\\ :ref:" -"`doc_gdscript_printf`\\ 。" +msgstr "你可以在这里阅读更多关于 Gradle 构建的信息:\\ " +":ref:`doc_android_gradle_build`\\ 。" #: ../../docs/tutorials/xr/deploying_to_android.rst:37 #, fuzzy @@ -140195,6 +141127,9 @@ msgid "" "just loaders. If you've previously installed the loader plugin you need to " "delete it from the `android/plugins` folder." msgstr "" +"在 Godot 4.2 中,Android 插件的结构进行了重构,加载器插件被重命名为供应商插件" +"——因为它现在不仅仅包括加载器了。如果你安装旧版本加载器插件,需要将其从 `" +"android/plugins` 文件夹中删除。" #: ../../docs/tutorials/xr/deploying_to_android.rst:43 #, fuzzy @@ -140215,23 +141150,24 @@ msgid "" "v2.x version of the plugin `from the release page here `__." msgstr "" -"你可以在 `OpenVR GitHub 仓库 `_\\ 上找到完成的项目。" +"你可以在 OpenVR GitHub 仓库 ``" +"_\\上找到完成的项目。" #: ../../docs/tutorials/xr/deploying_to_android.rst:51 msgid "" "You will need to copy the `assets/addons/godotopenxrvendors` folder from the " "zip file into your projects `addons` folder." msgstr "" +"你需要将压缩文件中的 `assets/addons/godotopenxrvendors` " +"文件夹复制到你的项目的 `addons` 文件夹中。" #: ../../docs/tutorials/xr/deploying_to_android.rst:53 -#, fuzzy msgid "" "You can find the main repository of the vendors plugin `here `__." msgstr "" -"你可以在 `OpenVR GitHub 仓库 `_\\ 上找到完成的项目。" +"你可以在 `这里 `__ 找到 " +"vendors 插件的主仓库。" #: ../../docs/tutorials/xr/deploying_to_android.rst:56 #, fuzzy @@ -140244,6 +141180,8 @@ msgid "" "accessible. Open **Project** and select **Project Settings...**. Go to the " "**Plugins** tab. Enable the **GodotOpenXRVendors** plugin." msgstr "" +"在导出设置可访问之前,需要启用供应商插件。打开 **Project** 并选择 **Project " +"Settings...** 。转到 **Plugins** 选项卡。启用 **GodotOpenXRVendors** 插件。" #: ../../docs/tutorials/xr/deploying_to_android.rst:66 msgid "Creating the export presets" @@ -140253,7 +141191,7 @@ msgstr "创建导出预设" msgid "" "You will need to setup a separate export preset for each device, as each " "device will need its own loader included." -msgstr "" +msgstr "不同的设备有不同的加载器,因此你需要为每个设备分别准备导出预设。" #: ../../docs/tutorials/xr/deploying_to_android.rst:69 msgid "" @@ -140263,16 +141201,20 @@ msgid "" "you want to use one-click deploy (described below), ensure that **Runnable** " "is enabled." msgstr "" +"打开 **Project** 并选择 **Export...** 。点击 **Add...** 并选择 **Android** " +"。接下来,将导出预设的名称更改为你正在设置的设备的名称,比如 **Meta Quest** " +"。启用 **Use Gradle Build** 。如果你想使用一键部署(如下所述),记得启用 " +"**Runnable** 。" #: ../../docs/tutorials/xr/deploying_to_android.rst:75 msgid "" "If the loader plugins were installed correctly you should find entries for " "the different headsets, select the entry for meta:" -msgstr "" +msgstr "如果加载器插件安装正确,你应该会找到不同头戴设备的条目,选择 Meta 的条目:" #: ../../docs/tutorials/xr/deploying_to_android.rst:79 msgid "Also change the **XR Mode** to **OpenXR**." -msgstr "" +msgstr "同时将 **XR Mode** 改为 **OpenXR** 。" #: ../../docs/tutorials/xr/deploying_to_android.rst:81 msgid "" @@ -140282,16 +141224,18 @@ msgid "" "Quest and you will need to select the appropriate settings if you wish to " "use these features." msgstr "" +"滚动到列表底部,你会发现额外的 XR 功能部分,目前只有 **Meta XR Features** " +"可用。此处的手部追踪和透视设置目前仅适用于 Meta " +"Quest,如果你希望使用这些功能,需要选择适当的设置。" #: ../../docs/tutorials/xr/deploying_to_android.rst:86 -#, fuzzy msgid "Now you can repeat the same process for the other devices." -msgstr "你可以重复这个过程在场景中多建几个。" +msgstr "现在,你可以为其他设备重复相同的过程。" #: ../../docs/tutorials/xr/deploying_to_android.rst:89 msgid "" "There are separate loaders for the Meta Quest, Pico and Lynx R1 headsets." -msgstr "" +msgstr "Meta Quest、Pico 和 Lynx R1 头戴设备各有独立的加载器。" #: ../../docs/tutorials/xr/deploying_to_android.rst:91 msgid "" @@ -140299,6 +141243,9 @@ msgid "" "should work with this loader. At the moment this loader has been tested with " "the Magic Leap 2 and standalone HTC headsets." msgstr "" +"除了以上三个,第四个选项是官方 Khronos 加载器 —— 目前,这个加载器已经在 " +"Magic Leap 2 和独立的 HTC 头戴设备上进行了测试,在可预见的未来里,会有越来越" +"多的头显设备会适配该加载器。" #: ../../docs/tutorials/xr/deploying_to_android.rst:95 msgid "" @@ -140307,27 +141254,33 @@ msgid "" "the compatibility renderer (OpenGL) for the time being when targeting " "Android based XR devices." msgstr "" +"虽然 Vulkan " +"渲染器针对移动设备进行了优化,但目前我们仍在解决适配问题。就现在而言," +"强烈建议开发者在针对基于 Android 的 XR 设备时使用兼容性渲染器(OpenGL)。" #: ../../docs/tutorials/xr/deploying_to_android.rst:99 msgid "Running on your device from the Godot editor" msgstr "通过 Godot 编辑器在设备上运行" #: ../../docs/tutorials/xr/deploying_to_android.rst:100 +#, fuzzy msgid "" "If you've setup your export settings as described above, and your headset is " "connected to your computer and correctly recognized, you can launch it " "directly from the Godot editor using :ref:`doc_one-click_deploy`:" msgstr "" +"如果你按照上述说明设置了导出设置,并且你的头戴设备已连接到电脑并被正确识别," +"你可以直接从 Godot 编辑器启动它,详见 :ref:`doc_one-click_deploy`:" #: ../../docs/tutorials/xr/deploying_to_android.rst:104 msgid "" "For some devices on some platforms, you may need to perform some extra steps " "in order for your device to be recognized correctly, so be sure to check the " "developer documentation from your headset vendor." -msgstr "" +msgstr "正确识别某些平台上的某些设备,可能需要执行额外步骤,请务必查阅你头戴设备供应" +"商的开发者文档。" #: ../../docs/tutorials/xr/deploying_to_android.rst:106 -#, fuzzy msgid "" "For example, with the Meta Quest 2, you need to enable developer mode on the " "headset, and if you're on Windows, you'll need to install special ADB " @@ -140335,16 +141288,18 @@ msgid "" "developer.oculus.com/documentation/native/android/mobile-device-setup/>`_ " "for more details." msgstr "" -"只有开启开发者模式,才能够向 Meta Quest 部署游戏。这个模式可以使用手机上安装" -"的 Oculus 支持应用开启。请\\ `按照 Oculus 开发者网站上的说明操作 `__\\ 。" +"例如,对于 Meta Quest 2,你需要在头戴设备上启用开发者模式,并且如果你在 " +"Windows 上开发,还需安装特定 ADB 驱动程序。更多详细信息,请参阅`官方 Meta " +"Quest 开发者文档 `_。" #: ../../docs/tutorials/xr/deploying_to_android.rst:108 msgid "" "If you're having any issues with one-click deploy, check the :ref:" "`Troubleshooting section `." msgstr "" +"如果你在一键部署方面遇到了问题,可参考 :ref:`Troubleshooting section " +"`。" #: ../../docs/tutorials/xr/introducing_xr_tools.rst:4 msgid "Introducing XR tools" @@ -141041,7 +141996,7 @@ msgstr "" #: ../../docs/tutorials/xr/xr_action_map.rst:193 msgid "Aim pose" -msgstr "" +msgstr "瞄准姿势" #: ../../docs/tutorials/xr/xr_action_map.rst:194 msgid "" @@ -142065,7 +143020,7 @@ msgstr "完成骨架" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:89 msgid "Left hand" -msgstr "" +msgstr "左手" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:90 #, fuzzy @@ -142341,7 +143296,7 @@ msgstr "可以使用以下步骤实现:" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:174 msgid "HTC trackers" -msgstr "" +msgstr "HTC 追踪器" #: ../../docs/tutorials/xr/openxr_hand_tracking.rst:178 msgid "/user/vive_tracker_htcx/role/handheld_object" @@ -145511,12 +146466,11 @@ msgstr "" #: ../../docs/contributing/development/index.rst:22 msgid "Buildsystem and work environment" -msgstr "" +msgstr "构建系统与工作环境" #: ../../docs/contributing/development/index.rst:33 -#, fuzzy msgid "Engine architecture" -msgstr "架构" +msgstr "引擎架构" #: ../../docs/contributing/development/best_practices_for_engine_contributors.rst:4 msgid "Best practices for engine contributors" @@ -151447,7 +152401,7 @@ msgstr "" #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:108 msgid "On Windows, ``C:\\Users\\\\MyLocalNugetSource``" -msgstr "" +msgstr "在Windows系统中,``C:\\Users\\\\MyLocalNugetSource``" #: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:109 msgid "On Linux, \\*BSD, etc., ``~/MyLocalNugetSource``" @@ -152022,26 +152976,22 @@ msgid "" msgstr "" #: ../../docs/contributing/development/compiling/optimizing_for_size.rst:309 -#, fuzzy msgid "See :ref:`doc_exporting_for_web_serving_the_files` for instructions." -msgstr "详见 :ref:`doc_exporting_projects` ." +msgstr "详细步骤见 :ref:`doc_exporting_for_web_serving_the_files`\\ 。" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:4 msgid "Compiling with PCK encryption key" msgstr "使用 PCK 加密密钥编译" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:8 -#, fuzzy msgid "" "The export dialog gives you the option to encrypt your PCK file with a 256-" "bit AES key when releasing your project. This will make sure your scenes, " "scripts and other resources are not stored in plain text and can not easily " "be ripped by some script kiddie." msgstr "" -"发布项目时,导出对话框为您提供了使用 256 位 AES 密钥加密脚本的选项。这样可以" -"确保您的脚本不会以纯文本格式存储,不会被某些脚本小子轻易解包。当然,密钥需要" -"存储在二进制文件中,但是如果对其进行了编译、优化,并且不带符号,则将需要花费" -"一些功夫才能找到它。" +"发布项目时,导出对话框提供了使用 256 位 AES 密钥加密 PCK 文件的选项。这样就可" +"以确保你的场景、脚本以及其他资源不会明文存储,脚本小子无法轻易解包。" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:13 msgid "" @@ -152072,6 +153022,9 @@ msgid "" "affected by PCK encryption. To use PCK encryption on Android, enable **APK " "expansion** in the export options." msgstr "" +"默认情况下,导出的 Android 项目会将资产直接存储在 APK 文件中,不受 PCK " +"加密的影响。要在 Android 上使用 PCK 加密,请在导出选项中启用 **APK 扩展**\\ " +"。" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:34 msgid "" @@ -152104,8 +153057,7 @@ msgstr "不将输出重定向到文件也可以生成密钥,但这样能将暴 msgid "" "Set this key as environment variable in the console that you will use to " "compile Godot, like this:" -msgstr "" -"在控制台中将此处的密钥(key)设置为环境变量,编译 Godot 时会用到,如下所示:" +msgstr "在控制台中将此处的密钥设置为环境变量,编译 Godot 时会用到,如下所示:" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:70 msgid "" @@ -152114,31 +153066,28 @@ msgid "" msgstr "编译 Godot 导出模板,并在导出预设的选项中将它们设置为自定义导出模板。" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:73 -#, fuzzy msgid "Set the encryption key in the **Encryption** tab of the export preset:" -msgstr "在导出预设的\\ **脚本**\\ 选项卡中设置加密密钥:" +msgstr "在导出预设的\\ **加密**\\ 选项卡中设置加密密钥:" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:77 msgid "" "Add filters for the files/folders to encrypt. **By default**, include " "filters are empty and **nothing will be encrypted**." -msgstr "" +msgstr "添加要加密文件/文件夹的过滤器。\\ **默认情况下**\\ ,包含过滤器为空,\\ " +"**所有文件都不加密**\\ 。" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:80 -#, fuzzy msgid "" "Export the project. The project should run with the files encrypted now." -msgstr "导出项目。游戏现在应该使用加密脚本运行。" +msgstr "导出项目。项目现在应该使用加密文件运行。" #: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:85 -#, fuzzy msgid "" "If you get an error like below, it means the key wasn't properly included in " "your Godot build. Godot is encrypting PCK file during export, but can't read " "it at runtime." -msgstr "" -"如果出现如下错误, 这意味着密钥没有正确地包含在Godot构建中.Godot在导出过程中对" -"脚本进行加密, 但在运行时无法读取它们." +msgstr "如果出现类似下面的错误,就表示你的 Godot 构建中没有正确包含密钥。Godot " +"在导出时加密了 PCK 文件,但是无法在运行时读取。" #: ../../docs/contributing/development/debugging/index.rst:2 msgid "Debugging and profiling" @@ -158607,7 +159556,7 @@ msgstr "``MESSAGE``" #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:197 msgid "Prints a message." -msgstr "" +msgstr "打印一条信息." #: ../../docs/contributing/development/core_and_modules/unit_testing.rst:199 msgid "``FAIL_CHECK``" @@ -159147,6 +160096,8 @@ msgid "" "For example, the ``skeleton`` property in the MeshInstance3D node called " "``mesh`` points to its parent, ``Armature01``:" msgstr "" +"举例来说,名为``mesh``的节点``MeshInstance3D``中属性``skeleton``指向其父节点`" +"`Armature01``:" #: ../../docs/contributing/development/file_formats/tscn.rst:194 msgid "Skeleton3D" @@ -159216,6 +160167,9 @@ msgid "" "library is a collection of individual :ref:`class_Animation` resources, " "whose structure is documented :ref:`here `." msgstr "" +"class_AnimationPlayer节点与储存在class_AnimationLibrary资源中的一个或多个动画" +"库搭配使用。动画库是各个:ref:`class_Animation`资源的集合,其结构记录在:ref:" +"`此处`。" #: ../../docs/contributing/development/file_formats/tscn.rst:246 msgid "" @@ -159224,6 +160178,9 @@ msgid "" "is a common workflow in 3D animation software. See the `original pull " "request `__ for details." msgstr "" +"动画本身和动画库之间的这种分离是在Godot 4中完成的,以便动画可以与3D网格分开汇" +"入,这是3D动画软件中的常见工作流程。有关详细信息,请参阅“原始拉取请求”。" #: ../../docs/contributing/development/file_formats/tscn.rst:251 msgid "" @@ -159234,23 +160191,27 @@ msgid "" "compatibility and keeps the existing workflow if you don't want to use " "multiple animation libraries." msgstr "" +"如果库名称为空,则它充当此AnimationPlayer的唯一动画来源。这允许直接使用````从脚本播放动画。如果你命名库,则必须将其播放为``/" +"``。如果你不想使用多个动画库,这可以确保向后兼容性并保留现有" +"的工作流程。" #: ../../docs/contributing/development/file_formats/tscn.rst:261 -#, fuzzy msgid "" "Resources are components that make up the nodes. For example, a " "MeshInstance3D node will have an accompanying ArrayMesh resource. The " "ArrayMesh resource may be either internal or external to the TSCN file." msgstr "" -"资源是组成节点的组件. 例如,MeshInstance节点将具有附带的ArrayMesh资源. " -"ArrayMesh资源可以是TSCN文件的内部或外部资源." +"资源是组成各个节点的元件。举例来说,MeshInstance节点中会有附带的ArrayMesh资源" +"。该ArrayMesh资源可以在TSCN档的内部或外部。" #: ../../docs/contributing/development/file_formats/tscn.rst:265 msgid "" "References to the resources are handled by unique string-based IDs in the " "resource's heading. This is different from the ``uid`` property, which each " "external resource also has (but subresources don't)." -msgstr "" +msgstr "对资源的引用由资源标题中基于字串的唯一ID处理。这与每个外部资源也具有的「uid」" +"属性不同(但子资源没有)。" #: ../../docs/contributing/development/file_formats/tscn.rst:269 #, fuzzy @@ -159336,7 +160297,8 @@ msgid "" "An ArrayMesh consists of several surfaces contained in the ``_surfaces`` " "array (notice the leading underscore). Each surface's data is stored in a " "dictionary with the following keys:" -msgstr "" +msgstr "ArrayMesh由包含在「_surfaces」数组中的多个表面组成(注意前导底线)。每个表面" +"的数据都储存在具有以下键的字典中:" #: ../../docs/contributing/development/file_formats/tscn.rst:330 msgid "" @@ -159344,33 +160306,36 @@ msgid "" "PrimitiveType`` Godot enum. ``0`` = points, ``1`` = lines, ``2`` = line " "strip, ``3`` = triangles (most common), ``4`` = triangle strip." msgstr "" +"``aabb``:计算的可见性轴对齐边界框。``Mesh.PrimitiveType`` Godot列举。``0`` " +"=点,``1`` =线,``2`` =线带,``3`` =三角形(最常见),``4`` =三角形带。" #: ../../docs/contributing/development/file_formats/tscn.rst:333 msgid "" "``attribute_data``: Vertex attribute data, such as normals, tangents, vertex " "colors, UV1, UV2 and custom vertex data." -msgstr "" +msgstr "``attribute_data``:顶点属性数据,例如法线、切线、顶点颜色、UV1、UV2和自定义" +"顶点数据。" #: ../../docs/contributing/development/file_formats/tscn.rst:335 msgid "" "``bone_aabbs``: The axis-aligned bounding box of each bone for visibility." -msgstr "" +msgstr "``bone_aabbs``:每个骨骼的轴对齐边界框以提高可见性。" #: ../../docs/contributing/development/file_formats/tscn.rst:336 msgid "``format``: The surface's buffer format." -msgstr "" +msgstr "``format``:表面的缓冲区格式。" #: ../../docs/contributing/development/file_formats/tscn.rst:337 msgid "" "``index_count``: The number of indices in the surface. This must match " "``index_data``'s size." -msgstr "" +msgstr "``index_count``:表面中索引的数量。这必须与“index_data”的大小相符。" #: ../../docs/contributing/development/file_formats/tscn.rst:339 msgid "" "``index_data``: The index data, which determines which vertices from " "``vertex_data`` are drawn." -msgstr "" +msgstr "“index_data”:索参数据,它决定从“vertex_data”中绘制哪些顶点。" #: ../../docs/contributing/development/file_formats/tscn.rst:341 msgid "" @@ -159379,40 +160344,44 @@ msgid "" "screen space the LOD level is most suited for (edge length); the second " "value is the list of indices that should be drawn for the given LOD level." msgstr "" +"``lods``:细节变化的级别,储存为数组。每个LOD等级代表数组中的两个值。第一个值" +"是LOD等级最适合的屏幕空间百分比(边缘长度);第二个值是应为给定LOD等级绘制的" +"索引列表。" #: ../../docs/contributing/development/file_formats/tscn.rst:345 msgid "``material``: The material used when drawing the surface." -msgstr "" +msgstr "``material``:绘制表面时所使用的材质。" #: ../../docs/contributing/development/file_formats/tscn.rst:346 msgid "" "``name``: The surface's name. This can be used in scripts and is imported " "from 3D DCCs." -msgstr "" +msgstr "``name``:表面的名称。这可以在脚本中使用,并从3D DCC汇入。" #: ../../docs/contributing/development/file_formats/tscn.rst:348 msgid "``primitive``: The surface's primitive type, matching the" -msgstr "" +msgstr "``primitive``:表面的原始型别,配对" #: ../../docs/contributing/development/file_formats/tscn.rst:349 msgid "``skin_data``: Bone weight data." -msgstr "" +msgstr "``skin_data``:骨骼重量数据。" #: ../../docs/contributing/development/file_formats/tscn.rst:350 msgid "" "``vertex_count``: Number of vertices in the surface. This must match " "``vertex_data``'s size." -msgstr "" +msgstr "``vertex_count``:表面中的顶点数。这必须与“vertex_data”的大小相符。" #: ../../docs/contributing/development/file_formats/tscn.rst:351 msgid "``vertex_data``: The vertex position data." -msgstr "" +msgstr "``vertex_data``:顶点位置数据。" #: ../../docs/contributing/development/file_formats/tscn.rst:353 msgid "" "Here's an example of an ArrayMesh saved to its own ``.tres`` file. Some " "fields were shortened with ``...`` for brevity:" -msgstr "" +msgstr "这是保存到自己的." +"tres档案中的ArrayMesh的示例。为了简洁起见,一些字段被缩短为“…”:" #: ../../docs/contributing/development/file_formats/tscn.rst:385 #, fuzzy @@ -160329,8 +161298,9 @@ msgid "" "information about a feature and how it works, it doesn't exist to them. We " "should ensure that we cover everything Godot does." msgstr "" -"**功能在编写文档前是不存在的**\\ 。如果用户无法找到某个功能的信息和用法,那么" -"这个功能对于他们就不存在。我们应该保证涉及到 Godot 的方方面面。" +"**功能在编写其文档前是不存在的**\\ " +"。如果用户无法找到某个功能的信息和用法,那么这个功能对于他们来说就不存在。" +"我们应该保证文档能够涉及到 Godot 的方方面面。" #: ../../docs/contributing/documentation/content_guidelines.rst:34 msgid "" @@ -160377,7 +161347,6 @@ msgstr "" "个单词以内。" #: ../../docs/contributing/documentation/content_guidelines.rst:54 -#, fuzzy msgid "" "If the page assumes specific knowledge of other Godot features, mention it " "and link to the corresponding documentation. For instance, a page about " @@ -160387,10 +161356,11 @@ msgid "" "to an introduction to programming in the getting started guide, or a website " "that teaches math theory in the math section." msgstr "" -"如果某个页面假设读者了解引擎的另一项功能,请在开头给出介绍和能够为用户提供必" -"要信息的资源链接。如果先决条件不在文档的范畴内,你也可以链接到其他网站。例如" -"在数学章节中,你可以链接到入门指南中的编程简介章节,也可以链接到某个教授数学" -"理论的网站。" +"如果某个页面假设读者了解引擎的另一项功能,请在开头给出相关介绍以及能够为用户" +"提供必要信息的文档链接。例如,一个涉及到物理处理的页面可能使用了信号(Signals" +")功能,在这种情况下你会注意到关于信号的教程是一种前置要求。在给出相关 Godot " +"文档链接的同时你也同样可以列出来自其他网站的链接。例如,你可以在入门指南中给" +"出编程介绍的章节链接,或者是在数学运算部分给出教授对应数学理论的网站链接。" #: ../../docs/contributing/documentation/content_guidelines.rst:63 msgid "Limiting cognitive load" @@ -160423,14 +161393,12 @@ msgstr "" "更好。" #: ../../docs/contributing/documentation/content_guidelines.rst:74 -#, fuzzy msgid "" "While many people may understand more complex language and abstract " "examples, you will lose others. Understandable writing and practical " "examples benefit everyone." -msgstr "" -"虽然很多人能够理解复杂的语言和抽象的例子,你还是会失去其他人。而且,通俗易懂" -"的写作和实际的例子能让所有人都受益。" +msgstr "尽管许多人能够理解复杂的语言和抽象的例子,但还是会有其他一些人理解不了。而通" +"俗易懂的写作方式和实际的例子则能让所有人都受益。" #: ../../docs/contributing/documentation/content_guidelines.rst:78 #, fuzzy @@ -160457,7 +161425,6 @@ msgstr "" "议你在着手写作之前,先练习一下如何解释这个功能。" #: ../../docs/contributing/documentation/content_guidelines.rst:91 -#, fuzzy msgid "" "Programming fundamentals are a prerequisite for using a complex engine like " "Godot. Talking about variables, functions, or classes is acceptable. But we " @@ -160465,9 +161432,9 @@ msgid "" "\"metaprogramming\". If you need to use precise terms, be sure to define " "them." msgstr "" -"拥有编程基础是使用像 Godot 这样复杂的引擎的先决条件。你可以用到变量、函数、" -"类。不过相对于“元编程”之类的特定术语,我们应该更倾向于使用平实的语言。如果你" -"需要使用精准的术语,请一定要给出定义。" +"拥有编程基础是使用像 Godot 这样复杂引擎的前提条件。讨论变量、函数、类是可以接" +"受的,但相对于“元编程”之类的特定术语,我们应该更倾向于使用通俗易懂的语言来表" +"达它们。如果你需要使用精准的术语,请务必通过定义解释它们。" #: ../../docs/contributing/documentation/docs_writing_guidelines.rst:4 msgid "Writing guidelines" @@ -161191,7 +162158,6 @@ msgid "Format conversion" msgstr "格式转换" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:39 -#, fuzzy msgid "" "The current format for images in Godot's documentation is WebP (``.webp``). " "While some Linux programs will support saving screenshots in this format, " @@ -161204,13 +162170,14 @@ msgid "" "to get it under that size. If this results in noticable compression " "artifacts using less compression is fine, even if the file size is bigger." msgstr "" -"Godot 文档中当前的图像格式是 WebP (``.webp``)。虽然某些 Linux 程序支持以这种" -"格式保存屏幕截图,但 macOS 和 Windows 上的 Snip & Sketch 程序不支持。对于不需" -"要编辑的图像,例如精确裁剪或添加轮廓,可以使用 Squoosh。 `Squoosh `_ 是由 Google 开发的开源图片转换器,并且不会通过使用它而向 " -"Google 授予任何图像权利。选择压缩时,如果你的图片大小低于 300KB,请使用无损压" -"缩。如果大小超过 300KB,请使用强度足够大的有损压缩来使其低于该大小。如果使用" -"较强的有损压缩会导致明显的压缩伪影,则降低压缩的强度,即使文件大小较大。" +"Godot 文档中当前的图像格式是 WebP (``.webp``)。虽然某些 Linux " +"程序支持以这种格式保存屏幕截图,但 macOS 和 Windows 上的 Snip & Sketch " +"程序不支持。对于不需要编辑的图像,例如精确裁剪或添加轮廓,可以使用 Squoosh。" +"\\ `Squoosh `_ 是由 Google 开发的开源图片转换器," +"并且不会通过使用它而向 Google 授予任何图像权利。选择压缩时," +"如果你的图片大小低于 300KB,请使用无损压缩。如果大小超过 300KB,请使用强度足" +"够大的有损压缩来使其低于该大小。如果使用较强的有损压缩会导致明显的压缩伪影," +"则降低压缩的强度,即使文件大小较大。" #: ../../docs/contributing/documentation/docs_image_guidelines.rst:50 msgid ""