Sync translations with Godot 4.4

This commit is contained in:
Rémi Verschelde
2025-02-26 00:05:22 +01:00
parent 25e6cee336
commit 0277046e35
56 changed files with 10947 additions and 6888 deletions

View File

@@ -30118,9 +30118,11 @@ msgid ""
"This resource is typically used as a uniform in custom shaders. Few core "
"Godot methods make use of [Cubemap] resources.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, "
"Z- (in Godot's coordinate system, so Y+ is \"up\" and Z- is \"forward\"). You "
"can use one of the following templates as a base:\n"
"Godot Editor import presets. To create a Cubemap from code, use [method "
"ImageTextureLayered.create_from_images] on an instance of the Cubemap class.\n"
"The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate "
"system, so Y+ is \"up\" and Z- is \"forward\"). You can use one of the "
"following templates as a base:\n"
"- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/"
"tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template "
"(default layout option)[/url]\n"
@@ -30178,12 +30180,34 @@ msgid ""
"[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are "
"allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s "
"the most efficient way to store multiple [Cubemap]s.\n"
"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, "
"including the [Sky] if you set [member ProjectSettings.rendering/reflections/"
"sky_reflections/texture_array_reflections] to [code]true[/code]. To create "
"such a texture file yourself, reimport your image files using the import "
"presets of the File System dock.\n"
"[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer."
"Godot uses [CubemapArray]s internally for many effects, including the [Sky] "
"if you set [member ProjectSettings.rendering/reflections/sky_reflections/"
"texture_array_reflections] to [code]true[/code].\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets. To create a CubemapArray from code, use [method "
"ImageTextureLayered.create_from_images] on an instance of the CubemapArray "
"class.\n"
"The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate "
"system, so Y+ is \"up\" and Z- is \"forward\"). You can use one of the "
"following templates as a base:\n"
"- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/"
"tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template "
"(default layout option)[/url]\n"
"- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/"
"tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/"
"url]\n"
"- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/"
"tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/"
"url]\n"
"- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/"
"tutorials/assets_pipeline/img/cubemap_template_6x1.webp]6×1 cubemap template[/"
"url]\n"
"Multiple layers are stacked on top of each other when using the default "
"vertical import option (with the first layer at the top). Alternatively, you "
"can choose an horizontal layout in the import options (with the first layer "
"at the left).\n"
"[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer "
"due to graphics API limitations."
msgstr ""
#: doc/classes/CubemapArray.xml
@@ -46283,6 +46307,14 @@ msgid ""
"Mozilla certificate bundle[/url] will be used."
msgstr ""
#: doc/classes/EditorSettings.xml doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enable TLSv1.3 negotiation.\n"
"[b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux "
"distribution packages may be compiled against older system Mbed TLS "
"packages), otherwise the maximum supported TLS version is always TLSv1.2."
msgstr ""
#: doc/classes/EditorSettings.xml
msgid ""
"The renderer type that will be checked off by default when creating a new "
@@ -47321,7 +47353,7 @@ msgid ""
" var text = file.get_as_text()\n"
" var split_strs = text.split(\",\", false)\n"
" for s in split_strs:\n"
" msgids.append(PackedStringArray([s]))\n"
" ret.append(PackedStringArray([s]))\n"
" #print(\"Extracted string: \" + s)\n"
"\n"
" return ret\n"
@@ -61441,7 +61473,45 @@ msgid ""
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
"Each [Image] represents one [code]layer[/code].\n"
"[codeblock]\n"
"# Fill in an array of Images with different colors.\n"
"var images = []\n"
"const LAYERS = 6\n"
"for i in LAYERS:\n"
" var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)\n"
" if i % 3 == 0:\n"
" image.fill(Color.RED)\n"
" elif i % 3 == 1:\n"
" image.fill(Color.GREEN)\n"
" else:\n"
" image.fill(Color.BLUE)\n"
" images.push_back(image)\n"
"\n"
"# Create and save a 2D texture array. The array of images must have at least "
"1 Image.\n"
"var texture_2d_array = Texture2DArray.new()\n"
"texture_2d_array.create_from_images(images)\n"
"ResourceSaver.save(texture_2d_array, \"res://texture_2d_array.res\", "
"ResourceSaver.FLAG_COMPRESS)\n"
"\n"
"# Create and save a cubemap. The array of images must have exactly 6 Images.\n"
"# The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-\n"
"# (in Godot's coordinate system, so Y+ is \"up\" and Z- is \"forward\").\n"
"var cubemap = Cubemap.new()\n"
"cubemap.create_from_images(images)\n"
"ResourceSaver.save(cubemap, \"res://cubemap.res\", ResourceSaver."
"FLAG_COMPRESS)\n"
"\n"
"# Create and save a cubemap array. The array of images must have a multiple "
"of 6 Images.\n"
"# Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-\n"
"# (in Godot's coordinate system, so Y+ is \"up\" and Z- is \"forward\").\n"
"var cubemap_array = CubemapArray.new()\n"
"cubemap_array.create_from_images(images)\n"
"ResourceSaver.save(cubemap_array, \"res://cubemap_array.res\", ResourceSaver."
"FLAG_COMPRESS)\n"
"[/codeblock]"
msgstr ""
#: doc/classes/ImageTextureLayered.xml
@@ -61715,7 +61785,9 @@ msgid ""
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
"it always returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/"
"enable_accelerometer] must be enabled."
msgstr ""
#: doc/classes/Input.xml
@@ -61763,7 +61835,9 @@ msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
"it always returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/"
"enable_gravity] must be enabled."
msgstr ""
#: doc/classes/Input.xml
@@ -61772,7 +61846,9 @@ msgid ""
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
"it always returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/"
"enable_gyroscope] must be enabled."
msgstr ""
#: doc/classes/Input.xml
@@ -61850,7 +61926,9 @@ msgid ""
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
"it always returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/"
"enable_magnetometer] must be enabled."
msgstr ""
#: doc/classes/Input.xml
@@ -85196,12 +85274,6 @@ msgstr ""
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
msgstr ""
#: doc/classes/Parallax2D.xml
msgid ""
"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
"implementation may change in the future."
msgstr ""
#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml
msgid "A node used to create a parallax scrolling background."
msgstr ""
@@ -98871,16 +98943,6 @@ msgid ""
"If in doubt, leave this setting empty."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], enable TLSv1.3 negotiation.\n"
"[b]Note:[/b] This is experimental, and may cause connections to fail in some "
"cases (notably, if the remote server uses TLS handshake fragmentation).\n"
"[b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux "
"distribution packages may be compiled against older system Mbed TLS "
"packages), otherwise the maximum supported TLS version is always TLSv1.2."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"The default rotational motion damping in 2D. Damping is used to gradually "
@@ -100071,66 +100133,85 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides.\n"
"renderer. Editing this property has no effect in the default configuration, "
"as first-party platforms each have platform-specific overrides. Use those "
"overrides to configure the driver for each platform.\n"
"This can be overridden using the [code]--rendering-driver <driver>[/code] "
"command line argument.\n"
"Supported values are:\n"
"- [code]auto[/code], currently defaults to [code]opengl3[/code] on all "
"platforms.\n"
"- [code]opengl3[/code], OpenGL 3.3 on desktop platforms, OpenGL ES 3.0 on "
"mobile platforms, WebGL 2.0 on web.\n"
"- [code]opengl3_angle[/code], OpenGL ES 3.0 over ANGLE compatibility layer, "
"supported on macOS (over native OpenGL) and Windows (over Direct3D 11).\n"
"- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility "
"layer, supported on macOS (over native OpenGL) and Windows (over Direct3D "
"11).\n"
"- [code]opengl3_es[/code], OpenGL ES 3.0 on Linux/BSD.\n"
"[b]Note:[/b] The availability of these options depends on whether the engine "
"was compiled with support for them (determined by SCons options "
"[code]opengl3[/code] and [code]angle_libs[/code])."
"[code]opengl3[/code] and [code]angle_libs[/code]).\n"
"[b]Note:[/b] The actual rendering driver may be automatically changed by the "
"engine as a result of a fallback, or a user-specified command line argument. "
"To get the actual rendering driver that is used at runtime, use [method "
"RenderingServer.get_current_rendering_driver_name] instead of reading this "
"project setting's value."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Android override for [member rendering/gl_compatibility/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this "
"platform."
"Only one option is supported:\n"
"- [code]opengl3[/code], OpenGL ES 3.0 from native drivers."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"iOS override for [member rendering/gl_compatibility/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this "
"platform."
"Only one option is supported:\n"
"- [code]opengl3[/code], OpenGL ES 3.0 from native drivers."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"LinuxBSD override for [member rendering/gl_compatibility/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this "
"platform. [code]opengl3_es[/code] is available as an option, which is also "
"used as a fallback on devices that don't support OpenGL 3.3."
"Two options are supported:\n"
"- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers.\n"
"- [code]opengl3_es[/code], OpenGL ES 3.0 from native drivers. If [member "
"rendering/gl_compatibility/fallback_to_gles] is enabled, this is used as a "
"fallback if OpenGL 3.3 is not supported."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"macOS override for [member rendering/gl_compatibility/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this "
"platform. [code]opengl3_angle[/code] is available as an option if ANGLE "
"support was compiled in."
"Two options are supported:\n"
"- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member "
"rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a "
"fallback if ANGLE is configured as the preferred driver but not supported.\n"
"- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility "
"layer over native OpenGL drivers. If [member rendering/gl_compatibility/"
"fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is "
"not supported."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Web override for [member rendering/gl_compatibility/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this "
"platform."
"Only one option is supported:\n"
"- [code]opengl3[/code], WebGL 2.0. The underlying native API depends on the "
"target OS, browser, and browser configuration."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Windows override for [member rendering/gl_compatibility/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this "
"platform. [code]opengl3_angle[/code] is available as an option if ANGLE "
"supported was compiled in. In such case, ANGLE is used preferentially on "
"lower end devices with known problematic native OpenGL drivers (see [member "
"rendering/gl_compatibility/force_angle_on_devices])."
"Two options are supported:\n"
"- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member "
"rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a "
"fallback if ANGLE is configured as the preferred driver but not supported.\n"
"- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility "
"layer over native Direct3D 11 drivers. If [member rendering/gl_compatibility/"
"fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is "
"not supported. By default, ANGLE is used as the default driver for some "
"devices listed in [member rendering/gl_compatibility/force_angle_on_devices]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@@ -100777,14 +100858,13 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Sets the driver to be used by the renderer when using a RenderingDevice-based "
"renderer like the Forward+ or Mobile renderers. This property can't be edited "
"directly. Instead, set the driver using the platform-specific overrides. This "
"can be overridden using the [code]--rendering-driver <driver>[/code] command "
"line argument.\n"
"renderer like the Forward+ or Mobile renderers. Editing this property has no "
"effect in the default configuration, as first-party platforms each have "
"platform-specific overrides. Use those overrides to configure the driver for "
"each platform.\n"
"This can be overridden using the [code]--rendering-driver <driver>[/code] "
"command line argument.\n"
"Supported values are:\n"
"- [code]auto[/code], Metal on Apple Silicon Macs and iOS, Vulkan on other "
"built-in platforms. On Windows, Direct3D 12 is the default if the engine was "
"compiled without Vulkan support.\n"
"- [code]metal[/code], Metal (supported on Apple Silicon Macs and iOS).\n"
"- [code]vulkan[/code], Vulkan (supported on all desktop and mobile "
"platforms).\n"
@@ -100792,6 +100872,10 @@ msgid ""
"[b]Note:[/b] The availability of these options depends on whether the engine "
"was compiled with support for them (determined by SCons options [code]vulkan[/"
"code], [code]metal[/code], and [code]d3d12[/code]).\n"
"[b]Note:[/b] If a given platform has no registered drivers, it can fall back "
"to the Compatibility renderer (OpenGL 3) if [member rendering/"
"rendering_device/fallback_to_opengl3] is enabled. This fallback happens "
"automatically for the Web platform regardless of that property.\n"
"[b]Note:[/b] The actual rendering driver may be automatically changed by the "
"engine as a result of a fallback, or a user-specified command line argument. "
"To get the actual rendering driver that is used at runtime, use [method "
@@ -100802,8 +100886,8 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Android override for [member rendering/rendering_device/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this "
"platform.\n"
"Only one option is supported:\n"
"- [code]vulkan[/code], Vulkan from native drivers.\n"
"[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative "
"RenderingDevice driver."
msgstr ""
@@ -100811,18 +100895,16 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"iOS override for [member rendering/rendering_device/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]metal[/code] on this "
"platform.\n"
"[b]Note:[/b] If Metal was disabled at compile time, the default becomes "
"[code]vulkan[/code]. If both Metal and Vulkan were disabled at compile time, "
"there is no alternative RenderingDevice driver."
"Two options are supported:\n"
"- [code]metal[/code] (default), Metal from native drivers.\n"
"- [code]vulkan[/code], Vulkan over Metal via MoltenVK."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"LinuxBSD override for [member rendering/rendering_device/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this "
"platform.\n"
"Only one option is supported:\n"
"- [code]vulkan[/code], Vulkan from native drivers.\n"
"[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative "
"RenderingDevice driver."
msgstr ""
@@ -100830,30 +100912,31 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"macOS override for [member rendering/rendering_device/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]metal[/code] on Apple "
"Silicon Macs, and [code]vulkan[/code] (MoltenVK) on Intel Macs. Metal isn't "
"supported on Intel Macs, so even if setting [code]metal[/code] explicitly, it "
"will fallback to Vulkan on Intel Macs.\n"
"[b]Note:[/b] If Metal was disabled at compile time, the default becomes "
"[code]vulkan[/code] for both Apple Silicon and Intel Macs. If both Metal and "
"Vulkan were disabled at compile time, there is no alternative RenderingDevice "
"driver."
"Two options are supported:\n"
"- [code]metal[/code] (default), Metal from native drivers, only supported on "
"Apple Silicon Macs. On Intel Macs, it will automatically fall back to "
"[code]vulkan[/code] as Metal support is not implemented.\n"
"- [code]vulkan[/code], Vulkan over Metal via MoltenVK, supported on both "
"Apple Silicon and Intel Macs."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Windows override for [member rendering/rendering_device/driver].\n"
"The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this "
"platform.\n"
"[b]Note:[/b] If Vulkan was disabled at compile time, the default becomes "
"[code]d3d12[/code]. If both Vulkan and Direct3D 12 were disabled at compile "
"time, there is no alternative RenderingDevice driver."
"Two options are supported:\n"
"- [code]vulkan[/code] (default), Vulkan from native drivers. If [member "
"rendering/rendering_device/fallback_to_vulkan] is enabled, this is used as a "
"fallback if Direct3D 12 is not supported.\n"
"- [code]d3d12[/code], Direct3D 12 from native drivers. If [member rendering/"
"rendering_device/fallback_to_d3d12] is enabled, this is used as a fallback if "
"Vulkan is not supported."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
"Vulkan is not supported.\n"
"Vulkan is not supported. The fallback is always attempted regardless of this "
"setting if Vulkan driver support was disabled at compile time.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
@@ -100868,7 +100951,9 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the forward renderer will fall back to Vulkan if "
"Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported.\n"
"Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. The "
"fallback is always attempted regardless of this setting if Direct3D 12 "
"(Windows) or Metal (macOS) driver support was disabled at compile time.\n"
"[b]Note:[/b] This setting is implemented only on Windows and macOS."
msgstr ""
@@ -111533,10 +111618,10 @@ msgstr ""
msgid ""
"Creates a texture based on a native handle that was created outside of "
"Godot's renderer.\n"
"[b]Note:[/b] If using the rendering device renderer, using [method "
"RenderingDevice.texture_create_from_extension] rather than this method is "
"recommended. It will give you much more control over the texture's format and "
"usage."
"[b]Note:[/b] If using only the rendering device renderer, it's recommend to "
"use [method RenderingDevice.texture_create_from_extension] together with "
"[method RenderingServer.texture_rd_create], rather than this method. It will "
"give you much more control over the texture's format and usage."
msgstr ""
#: doc/classes/RenderingServer.xml
@@ -133521,7 +133606,9 @@ msgid ""
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
"Godot Editor import presets. To create a Texture2DArray from code, use "
"[method ImageTextureLayered.create_from_images] on an instance of the "
"Texture2DArray class."
msgstr ""
#: doc/classes/Texture2DArray.xml