Sync translation templates with Godot

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Rémi Verschelde
2023-12-07 11:13:23 +01:00
parent 14154f3065
commit 276a0bfb33
116 changed files with 7506 additions and 4746 deletions

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@@ -14560,52 +14560,66 @@ msgstr ""
msgid "Represents the size of the [enum TextureParam] enum."
msgstr ""
#: doc/classes/BaseMaterial3D.xml doc/classes/RenderingServer.xml
#: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml
#: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml
#: doc/classes/RenderingServer.xml doc/classes/Viewport.xml
#: doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering, but the texture will look pixelized."
"The texture filter reads from the nearest pixel only. This makes the texture "
"look pixelated from up close, and grainy from a distance (due to mipmaps not "
"being sampled)."
msgstr ""
#: doc/classes/BaseMaterial3D.xml doc/classes/RenderingServer.xml
#: doc/classes/Viewport.xml
#: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml
#: doc/classes/RenderingServer.xml doc/classes/Viewport.xml
#: doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter blends between the nearest 4 pixels. Use this when you "
"want to avoid a pixelated style, but do not want mipmaps."
"The texture filter blends between the nearest 4 pixels. This makes the "
"texture look smooth from up close, and grainy from a distance (due to "
"mipmaps not being sampled)."
msgstr ""
#: doc/classes/BaseMaterial3D.xml doc/classes/RenderingServer.xml
#: doc/classes/Viewport.xml
#: doc/classes/BaseMaterial3D.xml
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. The "
"fastest way to read from textures with mipmaps."
"The texture filter reads from the nearest pixel and blends between the "
"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
"code]). This makes the texture look pixelated from up close, and smooth from "
"a distance."
msgstr ""
#: doc/classes/BaseMaterial3D.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
"smooth out pixels that are far from the camera."
"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
"code]). This makes the texture look smooth from up close, and smooth from a "
"distance."
msgstr ""
#: doc/classes/BaseMaterial3D.xml
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level]."
"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on "
"the angle between the surface and the camera view. This makes the texture "
"look pixelated from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level]."
msgstr ""
#: doc/classes/BaseMaterial3D.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
"The texture filter blends between the nearest 4 pixels and blends between 2 "
"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
"based on the angle between the surface and the camera view. This makes the "
"texture look smooth from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level]."
msgstr ""
#: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml
@@ -17196,9 +17210,10 @@ msgstr ""
#: doc/classes/CameraAttributesPhysical.xml
msgid ""
"Time for shutter to open and close, measured in seconds. A higher value will "
"let in more light leading to a brighter image, while a lower amount will let "
"in less light leading to a darker image.\n"
"Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/"
"code] seconds. A higher value will allow less light (leading to a darker "
"image), while a lower value will allow more light (leading to a brighter "
"image).\n"
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled."
msgstr ""
@@ -18231,54 +18246,61 @@ msgstr ""
msgid "The [CanvasItem] will inherit the filter from its parent."
msgstr ""
#: doc/classes/CanvasItem.xml
#: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml
#: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering. Useful for pixel art."
"The texture filter reads from the nearest pixel and blends between the "
"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
"code]). This makes the texture look pixelated from up close, and smooth from "
"a distance.\n"
"Use this for non-pixel art textures that may be viewed at a low scale (e.g. "
"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to "
"smooth out pixels that are smaller than on-screen pixels."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter blends between the nearest four pixels. Use this for most "
"cases where you want to avoid a pixelated style."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. This "
"is the fastest way to read from textures with mipmaps."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml
#: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml
#: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at "
"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to "
"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
"code]). This makes the texture look smooth from up close, and smooth from a "
"distance.\n"
"Use this for non-pixel art textures that may be viewed at a low scale (e.g. "
"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to "
"smooth out pixels that are smaller than on-screen pixels."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level].\n"
"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on "
"the angle between the surface and the camera view. This makes the texture "
"look pixelated from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this "
"case."
msgstr ""
#: doc/classes/CanvasItem.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level].\n"
"The texture filter blends between the nearest 4 pixels and blends between 2 "
"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
"based on the angle between the surface and the camera view. This makes the "
"texture look smooth from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case."
msgstr ""
#: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml
@@ -38465,11 +38487,11 @@ msgid ""
"The icon and font color scheme to use in the editor.\n"
"- [b]Auto[/b] determines the color scheme to use automatically based on "
"[member interface/theme/base_color].\n"
"- [b]Dark[/b] makes fonts and icons light (suitable for dark themes).\n"
"- [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon "
"colors are automatically converted by the editor following [url=https://"
"github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this "
"set of rules[/url]."
"- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon "
"colors are automatically converted by the editor following the set of rules "
"defined in [url=https://github.com/godotengine/godot/blob/master/editor/"
"editor_themes.cpp]this file[/url].\n"
"- [b]Light[/b] makes fonts and icons light (suitable for dark themes)."
msgstr ""
#: doc/classes/EditorSettings.xml
@@ -60694,6 +60716,10 @@ msgid ""
"position."
msgstr ""
#: doc/classes/NavigationLink2D.xml
msgid "Returns the [RID] of this link on the [NavigationServer2D]."
msgstr ""
#: doc/classes/NavigationLink2D.xml doc/classes/NavigationLink3D.xml
msgid ""
"Sets the [member end_position] that is relative to the link from a global "
@@ -60771,6 +60797,10 @@ msgid ""
"teleporters, or gaps that can be jumped across."
msgstr ""
#: doc/classes/NavigationLink3D.xml
msgid "Returns the [RID] of this link on the [NavigationServer3D]."
msgstr ""
#: doc/classes/NavigationLink3D.xml
msgid ""
"Whether this link is currently active. If [code]false[/code], [method "
@@ -61801,6 +61831,12 @@ msgstr ""
msgid "Returns the current navigation map [RID] used by this region."
msgstr ""
#: doc/classes/NavigationRegion2D.xml
msgid ""
"Returns the [RID] of this region on the [NavigationServer2D].\n"
"[i]Deprecated.[/i] Use [method get_rid] instead."
msgstr ""
#: doc/classes/NavigationRegion2D.xml
msgid ""
"Returns the [RID] of this region on the [NavigationServer2D]. Combined with "
@@ -61917,6 +61953,12 @@ msgid ""
"disabled)."
msgstr ""
#: doc/classes/NavigationRegion3D.xml
msgid ""
"Returns the [RID] of this region on the [NavigationServer3D].\n"
"[i]Deprecated.[/i] Use [method get_rid] instead."
msgstr ""
#: doc/classes/NavigationRegion3D.xml
msgid ""
"Returns the [RID] of this region on the [NavigationServer3D]. Combined with "
@@ -95315,26 +95357,36 @@ msgstr ""
msgid "Uses the default filter mode for this [Viewport]."
msgstr ""
#: doc/classes/RenderingServer.xml doc/classes/Viewport.xml
#: doc/classes/RenderingServer.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps."
"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on "
"the angle between the surface and the camera view. This makes the texture "
"look pixelated from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate "
"in this case."
msgstr ""
#: doc/classes/RenderingServer.xml
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera."
msgstr ""
#: doc/classes/RenderingServer.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing."
"The texture filter blends between the nearest 4 pixels and blends between 2 "
"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
"based on the angle between the surface and the camera view. This makes the "
"texture look smooth from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate "
"in this case."
msgstr ""
#: doc/classes/RenderingServer.xml
@@ -120160,8 +120212,6 @@ msgid ""
"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
"GDExtension plugin.\n"
"[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization "
"remapping yet.\n"
"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
"missing architecture-specific assembly optimizations."
msgstr ""
@@ -124015,26 +124065,32 @@ msgstr ""
#: doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level].\n"
"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on "
"the angle between the surface and the camera view. This makes the texture "
"look pixelated from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
"FILTER_NEAREST_MIPMAP] is usually more appropriate in this case."
msgstr ""
#: doc/classes/VisualShaderNodeTextureParameter.xml
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level].\n"
"The texture filter blends between the nearest 4 pixels and blends between 2 "
"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
"based on the angle between the surface and the camera view. This makes the "
"texture look smooth from up close, and smooth from a distance. Anisotropic "
"filtering improves texture quality on surfaces that are almost in line with "
"the camera, but is slightly slower. The anisotropic filtering level can be "
"changed by adjusting [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
"FILTER_LINEAR_MIPMAP] is usually more appropriate in this case."
msgstr ""
#: doc/classes/VisualShaderNodeTextureParameter.xml