diff --git a/classes/af.po b/classes/af.po index 6b5df5a..b96e12c 100644 --- a/classes/af.po +++ b/classes/af.po @@ -13,6 +13,34 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "" @@ -53,6 +81,10 @@ msgstr "" msgid "Constants" msgstr "" +#: doc/tools/make_rst.py +msgid "Annotations" +msgstr "" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "" @@ -95815,10 +95847,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99664,11 +99692,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99678,9 +99703,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ar.po b/classes/ar.po index a9d9aa8..17b9f0d 100644 --- a/classes/ar.po +++ b/classes/ar.po @@ -46,6 +46,34 @@ msgstr "" "&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" "X-Generator: Weblate 5.2\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "الوصف" @@ -86,6 +114,11 @@ msgstr "حسابات" msgid "Constants" msgstr "ثوابت" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "حسابات" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "أوصاف المُلكية" @@ -97274,10 +97307,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101171,11 +101200,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101185,9 +101211,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ca.po b/classes/ca.po index 792ba86..2fde69d 100644 --- a/classes/ca.po +++ b/classes/ca.po @@ -22,6 +22,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.0-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descripció" @@ -63,6 +91,11 @@ msgstr "Enumeracions" msgid "Constants" msgstr "Constants" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumeracions" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descripcions de la Propietat" @@ -96279,10 +96312,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -100143,11 +100172,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -100157,9 +100183,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/classes.pot b/classes/classes.pot index 40f00cf..2aa4da1 100644 --- a/classes/classes.pot +++ b/classes/classes.pot @@ -14,6 +14,34 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "" @@ -54,6 +82,10 @@ msgstr "" msgid "Constants" msgstr "" +#: doc/tools/make_rst.py +msgid "Annotations" +msgstr "" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "" @@ -95323,10 +95355,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is called." @@ -99150,11 +99178,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if " "that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. " -"This ensures that both scenes aren't running at the same time, while still " -"freeing the previous scene in a safe way similar to [method Node.queue_free]. " -"As such, you won't be able to access the loaded scene immediately after the " -"[method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99164,9 +99189,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. " -"You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/cs.po b/classes/cs.po index f3de8a7..1e4e64e 100644 --- a/classes/cs.po +++ b/classes/cs.po @@ -36,6 +36,34 @@ msgstr "" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Popis" @@ -76,6 +104,11 @@ msgstr "Výčty" msgid "Constants" msgstr "Konstanty" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Výčty" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Popisy vlastnosti" @@ -98019,10 +98052,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101933,11 +101962,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101947,9 +101973,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/de.po b/classes/de.po index 80fa6cc..51aa093 100644 --- a/classes/de.po +++ b/classes/de.po @@ -91,6 +91,36 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.3-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "Globaler Maßstab." + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Other objects" +msgstr "Ein getracktes Objekt." + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Beschreibung" @@ -131,6 +161,11 @@ msgstr "Enumerationen" msgid "Constants" msgstr "Konstanten" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerationen" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Eigenschaften-Beschreibung" @@ -106033,10 +106068,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -110138,11 +110169,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -110152,9 +110180,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/el.po b/classes/el.po index 6962e5c..ea50769 100644 --- a/classes/el.po +++ b/classes/el.po @@ -27,6 +27,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 4.18-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Περιγραφή" @@ -67,6 +95,11 @@ msgstr "απαρίθμηση" msgid "Constants" msgstr "σταθερές" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "απαρίθμηση" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Περιγραφές ιδιοτήτων" @@ -96791,10 +96824,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -100682,11 +100711,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -100696,9 +100722,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/es.po b/classes/es.po index d62eeff..600de07 100644 --- a/classes/es.po +++ b/classes/es.po @@ -80,6 +80,36 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1.1\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "Escala global." + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Recursos" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Other objects" +msgstr "Un objeto rastreado." + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descripción" @@ -120,6 +150,11 @@ msgstr "Enumeraciones" msgid "Constants" msgstr "Constantes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumeraciones" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descripciones de Propiedades" @@ -116291,10 +116326,6 @@ msgstr "" "veces como se desee). Los recursos pueden guardarse externamente en el disco " "o agruparse en otro objeto, como un [Node] u otro recurso." -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Recursos" - #: doc/classes/Resource.xml #, fuzzy msgid "" @@ -120912,11 +120943,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" "Cambia la escena en curso a la que se encuentra en la [code]path[/code] " "dada, después de cargarla en un [PackedScene] y crear una nueva instancia.\n" @@ -120925,22 +120953,25 @@ msgstr "" "ERR_CANT_CREATE] si esa escena no puede ser instanciada." #: doc/classes/SceneTree.xml -#, fuzzy msgid "" "Changes the running scene to a new instance of the given [PackedScene] " "(which must be valid).\n" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" -"Cambia la escena en curso a la que se encuentra en la [code]path[/code] " -"dada, después de cargarla en un [PackedScene] y crear una nueva instancia.\n" -"Devuelve [constant OK] en el éxito, [constant ERR_CANT_OPEN] si el " -"[code]path[/code] no puede ser cargado en un [PackedScene], o [constant " -"ERR_CANT_CREATE] si esa escena no puede ser instanciada." #: doc/classes/SceneTree.xml #, fuzzy diff --git a/classes/et.po b/classes/et.po index 0ef4fbd..6bb469e 100644 --- a/classes/et.po +++ b/classes/et.po @@ -21,6 +21,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Resurssid" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Kirjeldus" @@ -61,6 +89,11 @@ msgstr "Loetelud" msgid "Constants" msgstr "Konstantid" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Loetelud" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Atribuutide kirjeldused" @@ -95834,10 +95867,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Resurssid" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99683,11 +99712,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99697,9 +99723,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/fa.po b/classes/fa.po index 2ad9126..52d763f 100644 --- a/classes/fa.po +++ b/classes/fa.po @@ -40,6 +40,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.3-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "منابع" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "تعریف" @@ -80,6 +108,11 @@ msgstr "شمارش‌ها" msgid "Constants" msgstr "ثابت‌ها" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "شمارش‌ها" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "توضیحات خصیصه" @@ -217,8 +250,8 @@ msgid "" "There is currently no description for this method. Please help us by :ref:" "`contributing one `!" msgstr "" -"درحال حاضر هیچ توضیحی برای این مِتُد وجود ندارد. لطفا با :ref:`به ما کمک " -"کنید. `!" +"درحال حاضر هیچ توضیحی برای این مِتُد وجود ندارد. لطفا با :ref:`به ما کمک کنید. " +"`!" #: doc/tools/make_rst.py msgid "" @@ -96941,10 +96974,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "منابع" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -100802,11 +100831,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -100816,9 +100842,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/fi.po b/classes/fi.po index 32f1c4f..aca9e65 100644 --- a/classes/fi.po +++ b/classes/fi.po @@ -26,6 +26,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Kuvaus" @@ -66,6 +94,11 @@ msgstr "Luettelot" msgid "Constants" msgstr "Vakiot" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Luettelot" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Ominaisuuksien kuvaukset" @@ -96904,10 +96937,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -100796,11 +100825,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -100810,9 +100836,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/fil.po b/classes/fil.po index 6f9d4f3..1e8e24f 100644 --- a/classes/fil.po +++ b/classes/fil.po @@ -22,6 +22,34 @@ msgstr "" "|| n % 10 == 6 || n % 10 == 9);\n" "X-Generator: Weblate 4.13-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Paglalarawan" @@ -63,6 +91,11 @@ msgstr "Mga Enumeration" msgid "Constants" msgstr "Mga Constant" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Mga Enumeration" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Mga Paglalarawan sa Property" @@ -95840,10 +95873,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99689,11 +99718,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99703,9 +99729,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/fr.po b/classes/fr.po index 642b1e1..718dc91 100644 --- a/classes/fr.po +++ b/classes/fr.po @@ -104,6 +104,37 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.2-dev\n" +#: doc/tools/make_rst.py +#, fuzzy +msgid "All classes" +msgstr "Toutes les démos" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "L'échelle globale." + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Ressources" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Other objects" +msgstr "Un objet suivi." + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Description" @@ -144,6 +175,11 @@ msgstr "Énumérations" msgid "Constants" msgstr "Constantes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Énumérations" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descriptions des propriétés" @@ -115445,10 +115481,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Ressources" - #: doc/classes/Resource.xml #, fuzzy msgid "" @@ -119724,11 +119756,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -119738,9 +119767,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/gl.po b/classes/gl.po index 40309df..241e0b4 100644 --- a/classes/gl.po +++ b/classes/gl.po @@ -23,6 +23,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descrición" @@ -64,6 +92,10 @@ msgstr "" msgid "Constants" msgstr "Constantes" +#: doc/tools/make_rst.py +msgid "Annotations" +msgstr "" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrición de Propiedades" @@ -95830,10 +95862,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99679,11 +99707,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99693,9 +99718,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/hi.po b/classes/hi.po index 7846737..56285c3 100644 --- a/classes/hi.po +++ b/classes/hi.po @@ -23,6 +23,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "विवरण" @@ -63,6 +91,11 @@ msgstr "गणना" msgid "Constants" msgstr "A" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "गणना" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "कखगघचछ" @@ -95828,10 +95861,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99677,11 +99706,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99691,9 +99717,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/hu.po b/classes/hu.po index 4f656e7..5cedbdf 100644 --- a/classes/hu.po +++ b/classes/hu.po @@ -30,6 +30,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Leírás" @@ -70,6 +98,11 @@ msgstr "Felsorolások" msgid "Constants" msgstr "Állandók" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Felsorolások" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Tulajdonság leírásai" @@ -96412,10 +96445,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -100270,11 +100299,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -100284,9 +100310,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/id.po b/classes/id.po index 89f5e49..2b6f99a 100644 --- a/classes/id.po +++ b/classes/id.po @@ -40,6 +40,34 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.2\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Deskripsi" @@ -80,6 +108,11 @@ msgstr "Enumerasi" msgid "Constants" msgstr "Konstanta" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerasi" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Deskripsi Properti" @@ -97284,10 +97317,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101167,11 +101196,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101181,9 +101207,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/is.po b/classes/is.po index eb17eae..2525ec5 100644 --- a/classes/is.po +++ b/classes/is.po @@ -19,6 +19,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n % 10 != 1 || n % 100 == 11;\n" "X-Generator: Weblate 4.10-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Lýsing" @@ -61,6 +89,11 @@ msgstr "Upptalningartög" msgid "Constants" msgstr "Fasti" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Upptalningartög" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Lýsing á Breytum" @@ -95827,10 +95860,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99676,11 +99705,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99690,9 +99716,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/it.po b/classes/it.po index 4e1e7e8..13a2d68 100644 --- a/classes/it.po +++ b/classes/it.po @@ -45,6 +45,35 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "Scala globale." + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descrizione" @@ -85,6 +114,11 @@ msgstr "Enumerazioni" msgid "Constants" msgstr "Costanti" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerazioni" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrizioni delle proprietà" @@ -98858,10 +98892,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -102780,11 +102810,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -102794,9 +102821,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ja.po b/classes/ja.po index 983d5fc..f49f336 100644 --- a/classes/ja.po +++ b/classes/ja.po @@ -37,6 +37,34 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.1\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "説明" @@ -77,6 +105,11 @@ msgstr "列挙" msgid "Constants" msgstr "定数" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "列挙" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "プロパティの説明" @@ -101892,10 +101925,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -105961,11 +105990,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -105975,9 +106001,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ka.po b/classes/ka.po index 0041407..3bb62d2 100644 --- a/classes/ka.po +++ b/classes/ka.po @@ -19,6 +19,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.0-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "რესურსები" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "აღწერა" @@ -59,6 +87,11 @@ msgstr "ჩამონათვალები" msgid "Constants" msgstr "კონსტანტები" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "ჩამონათვალები" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "თვისების აღწერები" @@ -95821,10 +95854,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "რესურსები" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99670,11 +99699,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99684,9 +99710,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ko.po b/classes/ko.po index 12a92d0..fc8ad4b 100644 --- a/classes/ko.po +++ b/classes/ko.po @@ -41,6 +41,34 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "설명" @@ -81,6 +109,11 @@ msgstr "열거형" msgid "Constants" msgstr "상수" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "열거형" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "속성 설명" @@ -97600,10 +97633,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101498,11 +101527,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101512,9 +101538,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/lt.po b/classes/lt.po index 7ae786b..7461078 100644 --- a/classes/lt.po +++ b/classes/lt.po @@ -21,6 +21,34 @@ msgstr "" "1 : 2);\n" "X-Generator: Weblate 4.13-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Aprašymas" @@ -62,6 +90,11 @@ msgstr "Enumeracijos" msgid "Constants" msgstr "Konstantos" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumeracijos" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Savybių aprašymai" @@ -95827,10 +95860,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99676,11 +99705,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99690,9 +99716,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/lv.po b/classes/lv.po index e15ae5c..f6d1168 100644 --- a/classes/lv.po +++ b/classes/lv.po @@ -24,6 +24,34 @@ msgstr "" "19) ? 0 : ((n % 10 == 1 && n % 100 != 11) ? 1 : 2);\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Apraksts" @@ -65,6 +93,11 @@ msgstr "Uzskaites" msgid "Constants" msgstr "Konstantes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Uzskaites" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Iestatījumu apraksti" @@ -95835,10 +95868,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99684,11 +99713,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99698,9 +99724,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/mr.po b/classes/mr.po index 7ba3429..ab4ea56 100644 --- a/classes/mr.po +++ b/classes/mr.po @@ -19,6 +19,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 4.13-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "" @@ -60,6 +88,11 @@ msgstr "गणने" msgid "Constants" msgstr "स्थिरांक (कॉन्स्टन्ट)" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "गणने" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "" @@ -95824,10 +95857,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99673,11 +99702,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99687,9 +99713,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/nb.po b/classes/nb.po index 8e7298b..41900e2 100644 --- a/classes/nb.po +++ b/classes/nb.po @@ -23,6 +23,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 4.17-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Beskrivelse" @@ -64,6 +92,11 @@ msgstr "Opplistinger" msgid "Constants" msgstr "Konstanter" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Opplistinger" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "" @@ -95830,10 +95863,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99679,11 +99708,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99693,9 +99719,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ne.po b/classes/ne.po index 15fad9a..523e1c0 100644 --- a/classes/ne.po +++ b/classes/ne.po @@ -19,6 +19,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 4.10.1\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "विवरण" @@ -59,6 +87,10 @@ msgstr "" msgid "Constants" msgstr "" +#: doc/tools/make_rst.py +msgid "Annotations" +msgstr "" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "" @@ -95823,10 +95855,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99672,11 +99700,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99686,9 +99711,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/nl.po b/classes/nl.po index 7b8a39d..ba939bb 100644 --- a/classes/nl.po +++ b/classes/nl.po @@ -28,6 +28,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.2\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Beschrijving" @@ -68,6 +96,11 @@ msgstr "Enumeraties" msgid "Constants" msgstr "Constanten" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumeraties" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Eigenschapbeschrijvingen" @@ -96002,10 +96035,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99853,11 +99882,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99867,9 +99893,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/pl.po b/classes/pl.po index 43bdb8e..2dea5ef 100644 --- a/classes/pl.po +++ b/classes/pl.po @@ -53,6 +53,34 @@ msgstr "" "|| n%100>=20) ? 1 : 2;\n" "X-Generator: Weblate 5.2\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Opis" @@ -93,6 +121,11 @@ msgstr "Wyliczenia" msgid "Constants" msgstr "Stałe" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Wyliczenia" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Opisy właściwości" @@ -98587,10 +98620,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -102526,11 +102555,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -102540,9 +102566,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/pt.po b/classes/pt.po index 181736e..9ecebad 100644 --- a/classes/pt.po +++ b/classes/pt.po @@ -40,6 +40,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Recursos" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descrição" @@ -80,6 +108,11 @@ msgstr "Enumerações" msgid "Constants" msgstr "Constantes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerações" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrições de propriedades" @@ -98941,10 +98974,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Recursos" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -102866,11 +102895,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -102880,9 +102906,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/pt_BR.po b/classes/pt_BR.po index 2ae14cc..ea3dbcc 100644 --- a/classes/pt_BR.po +++ b/classes/pt_BR.po @@ -71,6 +71,35 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 5.0.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "Escala global." + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Recursos" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descrição" @@ -111,6 +140,11 @@ msgstr "Enumerações" msgid "Constants" msgstr "Constantes" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerações" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrições da Propriedade" @@ -100262,10 +100296,6 @@ msgstr "" "que os recursos não utilizados permanecerão por um tempo antes de serem " "removidos." -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Recursos" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -104215,11 +104245,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -104229,9 +104256,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ro.po b/classes/ro.po index 0cad9a6..06e7d7d 100644 --- a/classes/ro.po +++ b/classes/ro.po @@ -26,6 +26,34 @@ msgstr "" "20)) ? 1 : 2;\n" "X-Generator: Weblate 4.18-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Descriere" @@ -67,6 +95,11 @@ msgstr "Enumerări" msgid "Constants" msgstr "Constante" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerări" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrieri Proprietate" @@ -95947,10 +95980,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99796,11 +99825,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99810,9 +99836,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/ru.po b/classes/ru.po index 87766be..839d448 100644 --- a/classes/ru.po +++ b/classes/ru.po @@ -99,6 +99,37 @@ msgstr "" "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" "X-Generator: Weblate 5.3-dev\n" +#: doc/tools/make_rst.py +#, fuzzy +msgid "All classes" +msgstr "Все демонстрации" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "Глобальный масштаб." + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Ресурсы" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Other objects" +msgstr "Отслеживаемый объект." + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Описание" @@ -139,6 +170,11 @@ msgstr "Перечисления" msgid "Constants" msgstr "Константы" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Перечисления" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Описания свойств" @@ -101415,10 +101451,6 @@ msgstr "" "используются. Это означает, что неиспользуемые ресурсы будут существовать " "некоторое время, прежде чем будут удалены." -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Ресурсы" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -105463,11 +105495,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -105477,9 +105506,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/sk.po b/classes/sk.po index bb40fa6..755a53c 100644 --- a/classes/sk.po +++ b/classes/sk.po @@ -24,6 +24,34 @@ msgstr "" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n" "X-Generator: Weblate 5.1-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "Zdroje" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Popis" @@ -64,6 +92,11 @@ msgstr "Enumerácie" msgid "Constants" msgstr "Konštanty" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerácie" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Popisy Vlastností" @@ -95837,10 +95870,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "Zdroje" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99686,11 +99715,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99700,9 +99726,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/sr_Cyrl.po b/classes/sr_Cyrl.po index 50dc5cf..18a3c32 100644 --- a/classes/sr_Cyrl.po +++ b/classes/sr_Cyrl.po @@ -23,6 +23,34 @@ msgstr "" "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" "X-Generator: Weblate 5.0.2\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Опис" @@ -66,6 +94,11 @@ msgstr "Пописивање" msgid "Constants" msgstr "Непроменљиве" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Пописивање" + #: doc/tools/make_rst.py #, fuzzy msgid "Property Descriptions" @@ -95838,10 +95871,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99687,11 +99716,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99701,9 +99727,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/sv.po b/classes/sv.po index dda62ee..074f1da 100644 --- a/classes/sv.po +++ b/classes/sv.po @@ -25,6 +25,34 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.2-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Beskrivning" @@ -65,6 +93,11 @@ msgstr "Enumerationer" msgid "Constants" msgstr "Begränsningar" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Enumerationer" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Egendomsbeskrivning" @@ -95868,10 +95901,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -99717,11 +99746,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -99731,9 +99757,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/th.po b/classes/th.po index 3bf4830..05805df 100644 --- a/classes/th.po +++ b/classes/th.po @@ -27,6 +27,34 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.0.2\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "รายละเอียด" @@ -67,6 +95,11 @@ msgstr "ค่าคงที่แบบมีความหมาย" msgid "Constants" msgstr "ค่าคงที่" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "ค่าคงที่แบบมีความหมาย" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "รายละเอียดของคุณสมบัติ" @@ -97132,10 +97165,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101011,11 +101040,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101025,9 +101051,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/tl.po b/classes/tl.po index f19a29b..921d6a5 100644 --- a/classes/tl.po +++ b/classes/tl.po @@ -20,6 +20,34 @@ msgstr "" "|| n % 10 == 6 || n % 10 == 9);\n" "X-Generator: Weblate 4.12-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Paglalarawan" @@ -61,6 +89,11 @@ msgstr "Mga Enumerasyon" msgid "Constants" msgstr "Mga Konstant" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Mga Enumerasyon" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Mga Paglalarawan ng Katangian" @@ -97449,10 +97482,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101367,11 +101396,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101381,9 +101407,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/tr.po b/classes/tr.po index 5ad56f2..b967dae 100644 --- a/classes/tr.po +++ b/classes/tr.po @@ -44,6 +44,35 @@ msgstr "" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.1\n" +#: doc/tools/make_rst.py +#, fuzzy +msgid "All classes" +msgstr "Bütün Demolar" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Tanım" @@ -84,6 +113,11 @@ msgstr "Numaralandırmalar" msgid "Constants" msgstr "Sabitler" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Numaralandırmalar" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Özellik Tanımlamaları" @@ -97153,10 +97187,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101008,11 +101038,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101022,9 +101049,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/uk.po b/classes/uk.po index 3488501..31a72a8 100644 --- a/classes/uk.po +++ b/classes/uk.po @@ -34,6 +34,34 @@ msgstr "" "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" "X-Generator: Weblate 5.2-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Опис" @@ -74,6 +102,11 @@ msgstr "Переліки" msgid "Constants" msgstr "Константи" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Переліки" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Описи властивостей" @@ -101244,10 +101277,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -105146,11 +105175,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -105160,9 +105186,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/vi.po b/classes/vi.po index 4d340d2..cac0ec6 100644 --- a/classes/vi.po +++ b/classes/vi.po @@ -27,6 +27,34 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.2-dev\n" +#: doc/tools/make_rst.py +msgid "All classes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Globals" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Other objects" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "Mô tả" @@ -67,6 +95,11 @@ msgstr "Tập hợp hằng số" msgid "Constants" msgstr "Các hằng số" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "Tập hợp hằng số" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Các mô tả thuộc tính" @@ -97670,10 +97703,6 @@ msgid "" "will linger on for a while before being removed." msgstr "" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -101569,11 +101598,8 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" #: doc/classes/SceneTree.xml @@ -101583,9 +101609,18 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" #: doc/classes/SceneTree.xml diff --git a/classes/zh_CN.po b/classes/zh_CN.po index ac4e6b7..93a0e6b 100644 --- a/classes/zh_CN.po +++ b/classes/zh_CN.po @@ -97,6 +97,37 @@ msgstr "" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Weblate 5.2.1-rc\n" +#: doc/tools/make_rst.py +#, fuzzy +msgid "All classes" +msgstr "所有演示" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "全局缩放。" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "资源" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Other objects" +msgstr "追踪对象。" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "描述" @@ -137,6 +168,11 @@ msgstr "枚举" msgid "Constants" msgstr "常量" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "枚举" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "属性说明" @@ -37803,8 +37839,8 @@ msgid "" msgstr "" "设置定向阴影圆斑的大小。该圆斑偏移了阴影的相机视锥体的起点,为阴影提供更高的" "有效深度分辨率。但是,较大的圆斑大小会导致靠近视锥体边缘的大型物体的阴影出现" -"伪影。减少该圆斑的大小会有所帮助。将大小设置为 [code]0[/code] " -"会关闭该圆斑效果。" +"伪影。减少该圆斑的大小会有所帮助。将大小设置为 [code]0[/code] 会关闭该圆斑效" +"果。" #: doc/classes/DirectionalLight3D.xml msgid "" @@ -126297,10 +126333,6 @@ msgstr "" "[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" "行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "资源" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -131479,17 +131511,15 @@ msgstr "" "set_deferred] 类似。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Changes the running scene to the one at the given [param path], after " "loading it into a [PackedScene] and creating a new instance.\n" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" "将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后" "将正在运行的场景修改为这个场景。\n" @@ -131507,15 +131537,19 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" -"将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n" -"成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场" -"景无效时返回 [constant ERR_INVALID_PARAMETER]。\n" -"[b]注意:[/b]新的场景节点会在当前帧的末尾添加到场景树中。无法在调用 [method " -"change_scene_to_packed] 后立即访问到它。" #: doc/classes/SceneTree.xml msgid "" diff --git a/classes/zh_TW.po b/classes/zh_TW.po index c276ad8..e4f2417 100644 --- a/classes/zh_TW.po +++ b/classes/zh_TW.po @@ -40,6 +40,37 @@ msgstr "" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 5.2\n" +#: doc/tools/make_rst.py +#, fuzzy +msgid "All classes" +msgstr "所有演示" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Globals" +msgstr "全域縮放。" + +#: doc/tools/make_rst.py +msgid "Nodes" +msgstr "" + +#: doc/tools/make_rst.py +msgid "Resources" +msgstr "資源" + +#: doc/tools/make_rst.py +msgid "Editor-only" +msgstr "" + +#: doc/tools/make_rst.py +#, fuzzy +msgid "Other objects" +msgstr "追蹤對象。" + +#: doc/tools/make_rst.py +msgid "Variant types" +msgstr "" + #: doc/tools/make_rst.py msgid "Description" msgstr "說明" @@ -80,6 +111,11 @@ msgstr "列舉" msgid "Constants" msgstr "常數" +#: doc/tools/make_rst.py +#, fuzzy +msgid "Annotations" +msgstr "列舉" + #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "屬性說明" @@ -16376,8 +16412,8 @@ msgid "" "get_output_latency] every frame." msgstr "" "傳回音訊驅動程式的有效輸出延遲。這是基於[member ProjectSettings.audio/driver/" -"output_latency],但確切的傳回值將根據作業系統和音訊驅動程式的不同而有所不同。" -"\n" +"output_latency],但確切的傳回值將根據作業系統和音訊驅動程式的不同而有所不" +"同。\n" "[b]注意:[/b]這可能很昂貴;不建議每影格呼叫[method get_output_latency]。" #: doc/classes/AudioServer.xml @@ -16940,9 +16976,8 @@ msgid "" "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" -"如果[code]true[/code],音訊播放完畢後將從指定的[member " -"loop_offset]再次播放。對於環境聲音和背景音樂很有用。 ,“ " -"“,““,“錯誤的”,”,”,”,”" +"如果[code]true[/code],音訊播放完畢後將從指定的[member loop_offset]再次播放。" +"對於環境聲音和背景音樂很有用。 ,“ “,““,“錯誤的”,”,”,”,”" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Contains the raw Ogg data for this stream." @@ -20625,9 +20660,9 @@ msgid "" "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" -"[bool] 是內建 [Variant] 型別,只能儲存兩個值之一:[code]true[/code] 或 [code]" -"false[/code]你可以把它想像成一個可以打開或關閉的開關,或者是一個可以是1或0的" -"二進制數字。\n" +"[bool] 是內建 [Variant] 型別,只能儲存兩個值之一:[code]true[/code] 或 " +"[code]false[/code]你可以把它想像成一個可以打開或關閉的開關,或者是一個可以是1" +"或0的二進制數字。\n" "布林值可以直接用在[code]if[/code]和其他條件敘述:\n" "[codeblocks]\n" "[gdscript]\n" @@ -20642,11 +20677,11 @@ msgstr "" " LaunchBullet();\n" "}\n" "[/csharp]\n" -"[/codeblocks]所有比較運算子都傳回布林值([code]==[/code]、[code]>[/code]、[co" -"de]<=[/code] 等) 。因此,沒有必要比較布林值本身。您不需要新增 [code]== " +"[/codeblocks]所有比較運算子都傳回布林值([code]==[/code]、[code]>[/code]、" +"[code]<=[/code] 等) 。因此,沒有必要比較布林值本身。您不需要新增 [code]== " "true[/code] 或 [code]== false[/code]。\n" -"布林值可以與邏輯運算子 [code]and[/code]、[code]or[/code]、[code]not[/code] " -"組合來建立複雜的條件:\n" +"布林值可以與邏輯運算子 [code]and[/code]、[code]or[/code]、[code]not[/code] 組" +"合來建立複雜的條件:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" @@ -20671,10 +20706,9 @@ msgstr "" "值沒有影響,則將跳過所有剩餘條件。這個概念被稱為[url=https://en.wikipedia." "org/wiki/Short-Circuit_evaluation]短路評估[/url],可用於避免在某些性能關鍵的" "情況下評估昂貴的條件。\n" -"[b]注意:[/b] " -"依照慣例,傳回布林值的內建方法和屬性通常定義為是非問題、單一形容詞或類似的([" -"method String.is_empty]、[method Node.can_process]、 [member Camera2D. " -"enabled]等)。" +"[b]注意:[/b] 依照慣例,傳回布林值的內建方法和屬性通常定義為是非問題、單一形" +"容詞或類似的([method String.is_empty]、[method Node.can_process]、 [member " +"Camera2D. enabled]等)。" #: doc/classes/bool.xml msgid "Constructs a [bool] set to [code]false[/code]." @@ -33360,11 +33394,11 @@ msgid "" "finish processing. You can use the [signal finished] signal to be notified " "once all active particles finish processing." msgstr "" -"如果 [code]true[/code],則正在發射粒子。[member emitting] " -"可用於啟動和停止粒子發射。但是,如果 [member one_shot] 為 [code]true [/code] " -"將[member emitting] 設為[code]true[/code] 直到所有活動粒子完成處理後才會重新" -"啟動發射週期。一旦所有活動粒子都完成,您可以使用[signal finish] " -"訊號來通知粒子完成處理。" +"如果 [code]true[/code],則正在發射粒子。[member emitting] 可用於啟動和停止粒" +"子發射。但是,如果 [member one_shot] 為 [code]true [/code] 將[member " +"emitting] 設為[code]true[/code] 直到所有活動粒子完成處理後才會重新啟動發射週" +"期。一旦所有活動粒子都完成,您可以使用[signal finish] 訊號來通知粒子完成處" +"理。" #: doc/classes/CPUParticles2D.xml doc/classes/CPUParticles3D.xml #: doc/classes/GPUParticles2D.xml @@ -43015,10 +43049,10 @@ msgid "" "time. When combining Godot with Fastlane or other build pipelines, you may " "want to set this to [code]true[/code]." msgstr "" -"如果 [code]true[/code],匯出 iOS專案檔案而不建構 XCArchive 或 [code]." -"ipa[/code] 檔案。如果 [code]false[/code],匯出iOS " -"專案檔案並同時建置XCArchive 和[code].ipa[/code] 檔案。當Godot 與Fastlane " -"或其他建置管道結合使用時,您可能需要將其設為[code]true[/code]。" +"如果 [code]true[/code],匯出 iOS專案檔案而不建構 XCArchive 或 [code].ipa[/" +"code] 檔案。如果 [code]false[/code],匯出iOS 專案檔案並同時建置XCArchive 和" +"[code].ipa[/code] 檔案。當Godot 與Fastlane 或其他建置管道結合使用時,您可能需" +"要將其設為[code]true[/code]。" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -44479,12 +44513,11 @@ msgid "" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" -"由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的Android 依賴項集。" -"每個傳回的Android 依賴項應具有Android 遠端二進位依賴項的格式: [code]org." -"godot.example:my-plugin:0.0.0[/code]\n" -"有關更多信息,請參閱 [url=https://developer.android.com/build/" -"dependency?agpversion=4.1#dependency-types]有關依賴項的 Android 文件[/url]。" -"\n" +"由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的Android 依賴項集。每" +"個傳回的Android 依賴項應具有Android 遠端二進位依賴項的格式: [code]org.godot." +"example:my-plugin:0.0.0[/code]\n" +"有關更多信息,請參閱 [url=https://developer.android.com/build/dependency?" +"agpversion=4.1#dependency-types]有關依賴項的 Android 文件[/url]。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" @@ -44504,8 +44537,8 @@ msgstr "" "由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的 Android 依賴項集的 " "Maven 儲存庫的 URL。\n" "有關更多信息,請參閱 [url=https://docs.gradle.org/current/userguide/" -"dependency_management.html#sec:maven_repo]有關依賴管理的 Gradle 檔案[/url]。" -"\n" +"dependency_management.html#sec:maven_repo]有關依賴管理的 Gradle 檔案[/" +"url]。\n" "[b]注意:[/b] Google 的 Maven 儲存庫和 Maven Central 儲存庫已預設包含在內。\n" "[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" @@ -44526,11 +44559,11 @@ msgid "" msgstr "" "由使用者重寫的虛擬方法。呼叫此方法是為了檢索此外掛程式提供的 Android 庫存檔 " "(AAR) 檔案的本機路徑。\n" -"[b]注意:[/b]相對路徑[b]必須[/b]相對於Godot的[code]res://addons/" -"[/code]目錄。例如,位於 [code]res://addons/hello_world_plugin/HelloWorld." -"release.aar[/code] 下的 AAR 檔案可以使用 [code]res://addons/" -"hello_world_plugin/HelloWorld.release 作為絕對路徑返回.aar[/code] " -"或使用[code]hello_world_plugin/HelloWorld.release.aar[/code] 的相對路徑。\n" +"[b]注意:[/b]相對路徑[b]必須[/b]相對於Godot的[code]res://addons/[/code]目錄。" +"例如,位於 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/" +"code] 下的 AAR 檔案可以使用 [code]res://addons/hello_world_plugin/HelloWorld." +"release 作為絕對路徑返回.aar[/code] 或使用[code]hello_world_plugin/" +"HelloWorld.release.aar[/code] 的相對路徑。\n" "[b] 注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build]。" @@ -50786,8 +50819,8 @@ msgid "" "To enable this feature for your specific project, use [member " "ProjectSettings.filesystem/import/fbx/enabled]." msgstr "" -"FBX2glTF 執行檔的路徑,用於在匯入期間將 Autodesk FBX 3D 場景檔案 [code]." -"fbx[/code] 轉換為 glTF 2.0 格式。\n" +"FBX2glTF 執行檔的路徑,用於在匯入期間將 Autodesk FBX 3D 場景檔案 [code].fbx[/" +"code] 轉換為 glTF 2.0 格式。\n" "若要為您的特定專案啟用此功能,請使用[member ProjectSettings.filesystem/" "import/fbx/enabled]。" @@ -60953,11 +60986,11 @@ msgstr "" "匯出過程的一部分。此方法在 [method _convert_scene_node] 之後和 [method " "_export_node] 之前執行。\n" "傳回可以由此擴充保存/匯出的影像格式的陣列。只有當 [GLTFDocument] 的 [member " -"GLTFDocument.image_format] 在此陣列中時,才會選擇此擴充功能作為影像匯出器。" -"如果選擇此 [GLTFDocumentExtension] 作為映像匯出器,則接下來將執行 [method " -"_save_image_at_path] 或 [method _serialize_image_to_bytes] 方法之一," -"否則接下來將執行 [method _export_node]。如果格式名稱包含 [code]\"Lossy\"" -"[/code],將顯示有損品質滑桿。" +"GLTFDocument.image_format] 在此陣列中時,才會選擇此擴充功能作為影像匯出器。如" +"果選擇此 [GLTFDocumentExtension] 作為映像匯出器,則接下來將執行 [method " +"_save_image_at_path] 或 [method _serialize_image_to_bytes] 方法之一,否則接下" +"來將執行 [method _export_node]。如果格式名稱包含 [code]\"Lossy\"[/code],將顯" +"示有損品質滑桿。" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml msgid "" @@ -74532,10 +74565,10 @@ msgid "" "width_curve] at the beginning. This is an implementation detail that might " "change in a future version." msgstr "" -"如果 [code]true[/code] 且折線有超過 2 " -"個點,則最後一個點和第一個點將透過線段連接。\n" -"[b]注意:[/b]如果提供了[member width_curve],則不保證閉合線段的形狀是無縫的。" -"\n" +"如果 [code]true[/code] 且折線有超過 2 個點,則最後一個點和第一個點將透過線段" +"連接。\n" +"[b]注意:[/b]如果提供了[member width_curve],則不保證閉合線段的形狀是無縫" +"的。\n" "[b]注意:[/b]首先繪製結束線段和第一線段之間的連接點,並在開始時對[member " "gradient]和[member width_curve]進行取樣。這是未來版本中可能會變更的實作細節。" @@ -76516,9 +76549,9 @@ msgid "" "get_surface_override_material] instead." msgstr "" "傳回給定表面中的[Material]。表面是使用此材質渲染的。\n" -"[b]注意:[/b] 這將傳回 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] " -"的表面材質覆蓋屬性關聯的 [Material]。若要取得與 [MeshInstance3D] " -"的表面材質覆蓋屬性相關的 [Material],請改用 [method MeshInstance3D." +"[b]注意:[/b] 這將傳回 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面" +"材質覆蓋屬性關聯的 [Material]。若要取得與 [MeshInstance3D] 的表面材質覆蓋屬性" +"相關的 [Material],請改用 [method MeshInstance3D." "get_surface_override_material]。" #: doc/classes/Mesh.xml @@ -76532,9 +76565,9 @@ msgid "" "set_surface_override_material] instead." msgstr "" "設定為給定表面[Material]。表面將使用此材質渲染。\n" -"[b]注意:[/b] 這會分配 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] " -"的表面材質覆蓋屬性關聯的 [Material]。若要設定與 [MeshInstance3D] " -"的表面材質覆蓋屬性相關的 [Material],請使用 [method MeshInstance3D." +"[b]注意:[/b] 這會分配 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面" +"材質覆蓋屬性關聯的 [Material]。若要設定與 [MeshInstance3D] 的表面材質覆蓋屬性" +"相關的 [Material],請使用 [method MeshInstance3D." "set_surface_override_material]。" #: doc/classes/Mesh.xml @@ -85207,9 +85240,9 @@ msgid "" "its [member Viewport.gui_disable_input] is [code]false[/code] and regardless " "if it's currently focused or not." msgstr "" -"當滑鼠遊標進入[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或[W" -"indow]遮擋,只要其[member Viewport.gui_disable_input] " -"為[code]false[/code],不論目前是否獲得焦點。" +"當滑鼠遊標進入[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或" +"[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/" +"code],不論目前是否獲得焦點。" #: doc/classes/Node.xml msgid "" @@ -85218,9 +85251,9 @@ msgid "" "its [member Viewport.gui_disable_input] is [code]false[/code] and regardless " "if it's currently focused or not." msgstr "" -"當滑鼠遊標離開[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或[W" -"indow]遮擋,只要其[member Viewport.gui_disable_input] " -"為[code]false[/code],不論目前是否獲得焦點。" +"當滑鼠遊標離開[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或" +"[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/" +"code],不論目前是否獲得焦點。" #: doc/classes/Node.xml msgid "" @@ -89405,8 +89438,8 @@ msgid "" msgstr "" "傳回指定名稱的OpenXR函式的函式指針,轉換為整數。如果指定名稱的函式不存在,則" "該方法傳回[code]0[/code]。\n" -"[b]注意:[/b] [code]openxr/util.h[/code] 包含用於取得OpenXR " -"函式的實用宏,例如[code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。" +"[b]注意:[/b] [code]openxr/util.h[/code] 包含用於取得OpenXR 函式的實用宏,例" +"如[code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml msgid "Returns the timing for the next frame." @@ -89477,10 +89510,10 @@ msgid "" "information." msgstr "" "如果提供的 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/" -"XrResult.html]XrResult[/url](轉換為整數)成功則回傳[code]true[/code]。" -"否則返回 [code]false[/code] 並列印 [url=https://registry.khronos.org/OpenXR/" -"specs/1.0/man/html/XrResult.html]XrResult[/url] " -"轉換為字串,帶有指定的附加資訊。" +"XrResult.html]XrResult[/url](轉換為整數)成功則回傳[code]true[/code]。否則返" +"回 [code]false[/code] 並列印 [url=https://registry.khronos.org/OpenXR/" +"specs/1.0/man/html/XrResult.html]XrResult[/url] 轉換為字串,帶有指定的附加資" +"訊。" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml msgid "Allows clients to implement OpenXR extensions with GDExtension." @@ -89937,11 +89970,11 @@ msgid "" "and currently only available on some stand alone headsets. For Vulkan set " "[member Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop." msgstr "" -"傳回 [code]true[/code] 如果支援 OpenXRs foveation " -"擴充,則必須在傳回有效值之前初始化介面。\n" +"傳回 [code]true[/code] 如果支援 OpenXRs foveation 擴充,則必須在傳回有效值之" +"前初始化介面。\n" "[b]注意:[/b] 此功能僅在相容性渲染器上可用,並且目前僅在某些獨立耳機上可用。" -"對於 Vulkan,在桌面上將 [member Viewport.vrs_mode] 設定為 " -"[code]VRS_XR[/code]。" +"對於 Vulkan,在桌面上將 [member Viewport.vrs_mode] 設定為 [code]VRS_XR[/" +"code]。" #: modules/openxr/doc_classes/OpenXRInterface.xml #, fuzzy @@ -105851,9 +105884,9 @@ msgid "" "using the [b]Disabled[/b] stretch mode, this scale factor is applied as-is. " "This can be adjusted to make the UI easier to read on certain displays." msgstr "" -"用於2D 元素的比例因子乘數。這將乘以由[member display/window/stretch/mode] " -"確定的最終比例因子。如果使用[b]Disabled[/b] 拉伸模式,此比例因子按原樣應用。" -"可以對其進行調整以使UI 在某些顯示器上更易於閱讀。" +"用於2D 元素的比例因子乘數。這將乘以由[member display/window/stretch/mode] 確" +"定的最終比例因子。如果使用[b]Disabled[/b] 拉伸模式,此比例因子按原樣應用。可" +"以對其進行調整以使UI 在某些顯示器上更易於閱讀。" #: doc/classes/ProjectSettings.xml msgid "" @@ -106286,8 +106319,8 @@ msgid "" "ResourceImporterDynamicFont.antialiasing])." msgstr "" "預設專案字形的字形抗鋸齒模式。請參閱[member FontFile.antialiasing]。\n" -"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] " -"停靠列(請參閱[member ResourceImporterDynamicFont.antialiasing])。" +"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠" +"列(請參閱[member ResourceImporterDynamicFont.antialiasing])。" #: doc/classes/ProjectSettings.xml msgid "" @@ -106318,8 +106351,8 @@ msgid "" "ResourceImporterDynamicFont.hinting])." msgstr "" "預設專案字型的字型提示模式。請參閱[member FontFile.hinting]。\n" -"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] " -"停靠列(請參閱[member ResourceImporterDynamicFont.hinting])。" +"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠" +"列(請參閱[member ResourceImporterDynamicFont.hinting])。" #: doc/classes/ProjectSettings.xml msgid "" @@ -106354,8 +106387,8 @@ msgid "" msgstr "" "預設專案字型的字型字字形子像素定位模式。請參閱[member FontFile." "subpixel_positioning]。\n" -"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] " -"停靠列(請參閱[member ResourceImporterDynamicFont.subpixel_positioning])。" +"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠" +"列(請參閱[member ResourceImporterDynamicFont.subpixel_positioning])。" #: doc/classes/ProjectSettings.xml msgid "" @@ -113109,17 +113142,16 @@ msgid "" "if both [member position] and [member size] are zero (equal to [constant " "Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" -"[Rect2]內建[Variant]型別表示二維空間中的軸對齊矩形。它由其[member 位置]和[" -"member 大小]定義,分別是[Vector2]。常用於快速重疊測試(參見[method intersects" -"])。雖然[Rect2]本身是軸對齊的,但它可以與[Transform2D]組合來表示旋轉或傾斜的" -"矩形。\n" +"[Rect2]內建[Variant]型別表示二維空間中的軸對齊矩形。它由其[member 位置]和" +"[member 大小]定義,分別是[Vector2]。常用於快速重疊測試(參見[method " +"intersects])。雖然[Rect2]本身是軸對齊的,但它可以與[Transform2D]組合來表示旋" +"轉或傾斜的矩形。\n" "對於整數座標,請使用 [Rect2i]。與 [Rect2] 等效的 3D 是 [AABB]。\n" -"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2] " -"方法都無法正常運作。使用 [method abs] 取得具有非負大小的等效 [Rect2]。\n" -"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] " -"均為零(等於[constant Vector2.ZERO]),則[Rect2] " -"的計算結果為[code]false[/code] )。否則,它的計算結果始終為 " -"[code]true[/code]。" +"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2] 方法都" +"無法正常運作。使用 [method abs] 取得具有非負大小的等效 [Rect2]。\n" +"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] 均為零(等" +"於[constant Vector2.ZERO]),則[Rect2] 的計算結果為[code]false[/code] )。否" +"則,它的計算結果始終為 [code]true[/code]。" #: doc/classes/Rect2.xml msgid "" @@ -113167,8 +113199,8 @@ msgid "" "negative, as most other methods in Godot assume that the [member position] " "is the top-left corner, and the [member end] is the bottom-right corner." msgstr "" -"傳回與此矩形等效的[Rect2],其寬度和高度修改為非負值,其[member " -"position]為矩形的左上角。\n" +"傳回與此矩形等效的[Rect2],其寬度和高度修改為非負值,其[member position]為矩" +"形的左上角。\n" "[codeblocks]\n" "[gdscript]\n" "var rect = Rect2(25, 25, -100, -50)\n" @@ -113179,9 +113211,8 @@ msgstr "" "var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]當[member " -"大小]為負數時,建議使用此方法,因為Godot中的大多數其他方法都假設[member " -"position]是左上角,[member end]是右下角。" +"[b]注意:[/b]當[member 大小]為負數時,建議使用此方法,因為Godot中的大多數其他" +"方法都假設[member position]是左上角,[member end]是右下角。" #: doc/classes/Rect2.xml msgid "" @@ -113254,8 +113285,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] " -"會縮小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n" +"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會" +"縮小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n" "[codeblocks]\n" "[gdscript]\n" "var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n" @@ -113404,9 +113435,9 @@ msgid "" msgstr "" "矩形的寬度和高度,從 [member position] 開始。設定此值也會影響 [member 結束] " "點。\n" -"[b]注意:[/b]建議將寬度和高度設為非負值,因為Godot中的大多數方法都假設[" -"member position]是左上角,[member " -"end]是底部-右上角。若要獲得非負大小的等效矩形,請使用[method abs]。" +"[b]注意:[/b]建議將寬度和高度設為非負值,因為Godot中的大多數方法都假設" +"[member position]是左上角,[member end]是底部-右上角。若要獲得非負大小的等效" +"矩形,請使用[method abs]。" #: doc/classes/Rect2.xml msgid "" @@ -113463,16 +113494,14 @@ msgid "" "code]." msgstr "" "[Rect2i] 內建 [Variant] 型別表示 2D 空間中的軸對齊矩形,使用整數座標。它由其 " -"[member position] 和 [member size] " -"定義,即[Vector2i],由於它不會旋轉,所以常用於快速重疊測試(參見[method " -"intersects])。\n" +"[member position] 和 [member size] 定義,即[Vector2i],由於它不會旋轉,所以常" +"用於快速重疊測試(參見[method intersects])。\n" "浮點座標,請參見[Rect2]。\n" -"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2i] " -"方法都無法正常運作。使用 [method abs] 獲得具有非負大小的等效 [Rect2i]。\n" -"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] " -"均為零(等於[constant Vector2i.ZERO]),則[Rect2i] " -"的計算結果為[code]false[/code] )。否則,它的計算結果始終為 " -"[code]true[/code]。" +"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2i] 方法都" +"無法正常運作。使用 [method abs] 獲得具有非負大小的等效 [Rect2i]。\n" +"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] 均為零(等" +"於[constant Vector2i.ZERO]),則[Rect2i] 的計算結果為[code]false[/code] )。" +"否則,它的計算結果始終為 [code]true[/code]。" #: doc/classes/Rect2i.xml msgid "" @@ -113522,8 +113551,8 @@ msgid "" "negative, as most other methods in Godot assume that the [member position] " "is the top-left corner, and the [member end] is the bottom-right corner." msgstr "" -"傳回與此矩形等效的[Rect2i],其寬度和高度修改為非負值,其[member " -"position]為矩形的左上角。\n" +"傳回與此矩形等效的[Rect2i],其寬度和高度修改為非負值,其[member position]為矩" +"形的左上角。\n" "[codeblocks]\n" "[gdscript]\n" "var rect = Rect2i(25, 25, -100, -50)\n" @@ -113534,9 +113563,8 @@ msgstr "" "var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]當[member " -"size]為負數時,建議使用此方法,因為Godot中的大多數其他方法都假設[member " -"position]是左上角,[member end]是右下角。" +"[b]注意:[/b]當[member size]為負數時,建議使用此方法,因為Godot中的大多數其他" +"方法都假設[member position]是左上角,[member end]是右下角。" #: doc/classes/Rect2i.xml msgid "" @@ -113604,8 +113632,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] " -"會縮小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n" +"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會" +"縮小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n" "[codeblocks]\n" "[gdscript]\n" "var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n" @@ -123192,18 +123220,16 @@ msgid "" "Compatibility renderer as the GL Compatibility renderer always renders in " "low dynamic range for performance reasons." msgstr "" -"如果[code]true[/code],2D 渲染將使用與3D " -"影格緩衝區的位元深度配對的高動態範圍(HDR) 格式影格緩衝區。使用Forward+ " -"渲染器時,這將是[code]RGBA16[/code] " -"影格緩衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] " -"影格緩衝區。此外,2D 渲染將在線性顏色空間中進行,並將轉換為sRGB " -"空間緊接在blitting 到螢幕之前(如果Viewport 附加到螢幕)。實際上," -"這表示Viewport 的最終結果不會被限制在[code]0-1[/code] 範圍內,並且可以使用在 " -"3D 渲染中無需調整色彩空間。這允許 2D 渲染利用需要高動態範圍的效果(例如 2D " -"發光),並顯著改善需要高度詳細漸變的效果的外觀。此設定與 [member Viewport." -"use_hdr_2d]。\n" -"[b]注意:[/b] 使用GL 相容性渲染器時,此設定無效,因為出於效能原因,GL " -"相容性渲染器始終在低動態範圍內渲染。" +"如果[code]true[/code],2D 渲染將使用與3D 影格緩衝區的位元深度配對的高動態範圍" +"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩" +"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 渲" +"染將在線性顏色空間中進行,並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果" +"Viewport 附加到螢幕)。實際上,這表示Viewport 的最終結果不會被限制在" +"[code]0-1[/code] 範圍內,並且可以使用在 3D 渲染中無需調整色彩空間。這允許 2D " +"渲染利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效" +"果的外觀。此設定與 [member Viewport.use_hdr_2d]。\n" +"[b]注意:[/b] 使用GL 相容性渲染器時,此設定無效,因為出於效能原因,GL 相容性" +"渲染器始終在低動態範圍內渲染。" #: doc/classes/RenderingServer.xml msgid "" @@ -126002,10 +126028,6 @@ msgstr "" "[b]注意:[/b]在 C# 中,資源不再被使用後不會立即被釋放。相反,垃圾回收將定期運" "行,並釋放不再使用的資源。這意味著未使用的資源在被刪除之前會停留一段時間。" -#: doc/classes/Resource.xml -msgid "Resources" -msgstr "資源" - #: doc/classes/Resource.xml msgid "" "Override this method to return a custom [RID] when [method get_rid] is " @@ -126459,11 +126481,11 @@ msgid "" "\"disabled\" (bit is [code]false[/code])." msgstr "" "用於產生點陣圖的資料來源。\n" -"[b]黑白:[/b] HSV 值大於[member threshold]的像素將被視為「已啟用」(位元為[co" -"de]true[/code])。如果像素低於或等於閾值,則將被視為「停用」(位元為[code]fal" -"se[/code])。\n" -"[b]Alpha:[/b] Alpha 值大於[member threshold]的像素將被視為「啟用」(位元為[c" -"ode]true[/code])。如果像素低於或等於閾值,則將被視為“已停用”(位元為 " +"[b]黑白:[/b] HSV 值大於[member threshold]的像素將被視為「已啟用」(位元為" +"[code]true[/code])。如果像素低於或等於閾值,則將被視為「停用」(位元為" +"[code]false[/code])。\n" +"[b]Alpha:[/b] Alpha 值大於[member threshold]的像素將被視為「啟用」(位元為" +"[code]true[/code])。如果像素低於或等於閾值,則將被視為“已停用”(位元為 " "[code]false[/code])。" #: doc/classes/ResourceImporterBitMap.xml @@ -126639,13 +126661,12 @@ msgstr "" "[b]灰度[/b]的抗鋸齒效果-建立並且字形以其預期大小的整數倍使用。如果像素藝術字" "形在其預期大小下外觀不佳,請嘗試將 [member subpixel_positioning] 設定為 " "[b]Disabled[/b]。\n" -"[b]灰階:[/b]使用灰階抗鋸齒。這是 macOS、Android 和 iOS " -"上的作業系統所使用的方法。\n" +"[b]灰階:[/b]使用灰階抗鋸齒。這是 macOS、Android 和 iOS 上的作業系統所使用的" +"方法。\n" "[b]LCD 子像素:[/b] 使用子像素模式的抗鋸齒功能使 LCD 顯示器上的字形更加清晰。" -"這是 Windows 和大多數 Linux " -"發行版上的作業系統所使用的方法。缺點是這可能會在邊緣引入“邊緣”," -"尤其是在不使用標準 RGB 子像素的顯示技術(例如 OLED 顯示器)上。 LCD " -"子像素佈局由 [member ProjectSettings.gui/theme/lcd_subpixel_layout] " +"這是 Windows 和大多數 Linux 發行版上的作業系統所使用的方法。缺點是這可能會在" +"邊緣引入“邊緣”,尤其是在不使用標準 RGB 子像素的顯示技術(例如 OLED 顯示器)" +"上。 LCD 子像素佈局由 [member ProjectSettings.gui/theme/lcd_subpixel_layout] " "全域控制,這也允許退回到灰階抗鋸齒。" #: doc/classes/ResourceImporterDynamicFont.xml @@ -126667,9 +126688,9 @@ msgid "" "[url=https://freetype.org/]FreeType[/url]'s autohinter. This will make " "[member hinting] effective with fonts that don't include hinting data." msgstr "" -"如果 [code]true[/code],則使用 [url=https://freetype.org/]FreeType[/url] " -"的自動提示器強制產生字型的提示資料。這將使[member " -"hinting]對不包含提示資料的字形有效。" +"如果 [code]true[/code],則使用 [url=https://freetype.org/]FreeType[/url] 的自" +"動提示器強制產生字型的提示資料。這將使[member hinting]對不包含提示資料的字形" +"有效。" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" @@ -126795,8 +126816,9 @@ msgid "" "Override the list of language scripts supported by this font. If left empty, " "this is supplied by the font metadata. There is usually no need to change " "this. See also [member language_support]." -msgstr "覆寫此字形支援的語言腳本列表。如果留空,則由字形元資料提供。通常不需要更改它" -"。另請參閱[member language_support]。" +msgstr "" +"覆寫此字形支援的語言腳本列表。如果留空,則由字形元資料提供。通常不需要更改" +"它。另請參閱[member language_support]。" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" @@ -126885,11 +126907,11 @@ msgid "" msgstr "" "從字形影像匯入的字元範圍。這是一個對應影像上每個位置的陣列(以圖塊座標,而不" "是像素為單位)。字型合集從左到右走訪從上到下。字元可以用十進位數(127)、十六進" -"位數([code]0x007f[/code]) 或單引號之間([code]'~'[/code]) " -"來指定。範圍可以用字元之間的連字符。\n" -"例如,[code]0-127[/code](或[code]0x0000-0x007f[/code])表示完整的 ASCII " -"範圍。再例如,[code]' '-'~'[/code] 等價於 " -"[code]32-127[/code],表示可列印(可見)ASCII 字元的範圍。\n" +"位數([code]0x007f[/code]) 或單引號之間([code]'~'[/code]) 來指定。範圍可以用字" +"元之間的連字符。\n" +"例如,[code]0-127[/code](或[code]0x0000-0x007f[/code])表示完整的 ASCII 範" +"圍。再例如,[code]' '-'~'[/code] 等價於 [code]32-127[/code],表示可列印(可" +"見)ASCII 字元的範圍。\n" "確保 [member character_ranges] 不超過定義的 [member columns] * [member rows] " "的數量。否則,字形將無法匯入。" @@ -126995,11 +127017,11 @@ msgid "" msgstr "" "如果[code]true[/code],在桌面平台上使用BPTC 壓縮,在行動平台上使用ASTC 壓縮。" "使用BPTC 時,BC7 用於SDR 紋理,BC6H 用於HDR紋理。\n" -"如果 [code]false[/code],則在桌面平台上使用速度更快但品質較低的 S3TC " -"壓縮,在行動裝置/Web 平台上使用 ETC2。使用 S3TC 時,DXT1 (BC1) " -"用於不透明紋理,DXT5 (BC3) 用於透明或法線貼圖 (RGTC) 紋理。\n" -"BPTC 和 ASTC 支援 HDR 紋理的 VRAM 壓縮,但 S3TC 和 ETC2 不支援(請參閱[" -"member compress/hdr_compression])。" +"如果 [code]false[/code],則在桌面平台上使用速度更快但品質較低的 S3TC 壓縮,在" +"行動裝置/Web 平台上使用 ETC2。使用 S3TC 時,DXT1 (BC1) 用於不透明紋理,DXT5 " +"(BC3) 用於透明或法線貼圖 (RGTC) 紋理。\n" +"BPTC 和 ASTC 支援 HDR 紋理的 VRAM 壓縮,但 S3TC 和 ETC2 不支援(請參閱" +"[member compress/hdr_compression])。" #: doc/classes/ResourceImporterLayeredTexture.xml #: doc/classes/ResourceImporterTexture.xml @@ -127124,10 +127146,10 @@ msgid "" "[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes " "without having to reimport the audio." msgstr "" -"音軌中單一節拍內的小節數量。這僅與希望利用互動音樂功能(尚未實作)的音樂相關" -",與音效無關。\n" -"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member bar_beats] " -"編輯器,因為它可以讓您預覽變更而無需重新匯入音訊。" +"音軌中單一節拍內的小節數量。這僅與希望利用互動音樂功能(尚未實作)的音樂相" +"關,與音效無關。\n" +"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member bar_beats] 編輯器,因為它" +"可以讓您預覽變更而無需重新匯入音訊。" #: modules/minimp3/doc_classes/ResourceImporterMP3.xml #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml @@ -127187,11 +127209,11 @@ msgid "" "without having to reimport the audio." msgstr "" "確定播放到音訊結尾後音訊將開始循環的位置。這可用於僅循環音訊檔案的一部分,這" -"對於某些環境聲音很有用或音樂。該值以相對於音訊開頭的秒數確定。[code]0." -"0[/code] 值將循環整個音訊檔案。\n" +"對於某些環境聲音很有用或音樂。該值以相對於音訊開頭的秒數確定。[code]0.0[/" +"code] 值將循環整個音訊檔案。\n" "僅當[member loop]為[code]true[/code]時才有效。\n" -"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member " -"loop_offset]編輯器,因為它可以讓您預覽變更而無需重新匯入音訊。" +"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member loop_offset]編輯器,因為它" +"可以讓您預覽變更而無需重新匯入音訊。" #: doc/classes/ResourceImporterOBJ.xml msgid "Imports an OBJ 3D model as a standalone [Mesh] or scene." @@ -127447,8 +127469,8 @@ msgid "" msgstr "" "控制烘焙光照貼圖上每個紋素的大小。較小的值會導致更精確的光照貼圖,但代價是更" "大的光照貼圖大小和更長的烘焙時間。\n" -"[b]注意:[/b]僅當[member meshes/" -"light_baking]設定為[b]靜態光照貼圖[/b]時有效。" +"[b]注意:[/b]僅當[member meshes/light_baking]設定為[b]靜態光照貼圖[/b]時有" +"效。" #: doc/classes/ResourceImporterScene.xml msgid "" @@ -127458,9 +127480,9 @@ msgid "" "[code]false[/code], [member nodes/root_scale] will multiply the scale of the " "root node instead." msgstr "" -"如果[code]true[/code],[member nodes/root_scale]將套用於後代節點、網格、動畫" -"、骨骼等。這表示如果您新增稍後在匯入的場景中新增子節點時,它將不會縮放。如果[" -"code]false[/code],[member nodes/root_scale] 將乘以根節點的縮放比例。" +"如果[code]true[/code],[member nodes/root_scale]將套用於後代節點、網格、動" +"畫、骨骼等。這表示如果您新增稍後在匯入的場景中新增子節點時,它將不會縮放。如" +"果[code]false[/code],[member nodes/root_scale] 將乘以根節點的縮放比例。" #: doc/classes/ResourceImporterScene.xml msgid "" @@ -127476,9 +127498,8 @@ msgid "" "code] will not perform any rescaling. See [member nodes/apply_root_scale] " "for details of how this scale is applied." msgstr "" -"用於場景根的均勻比例。[code]1." -"0[/code]的預設值將不會執行任何重新縮放。有關如何執行的詳細信息,請參閱[" -"member nodes/apply_root_scale]套用此比例。" +"用於場景根的均勻比例。[code]1.0[/code]的預設值將不會執行任何重新縮放。有關如" +"何執行的詳細信息,請參閱[member nodes/apply_root_scale]套用此比例。" #: doc/classes/ResourceImporterScene.xml msgid "" @@ -127514,21 +127535,20 @@ msgid "" "from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as " "is common in models exported from other tools such as Maya." msgstr "" -"如果選中,則使用命名的 [Skin] 進行動畫。[MeshInstance3D] 節點包含 3 " -"個相關屬性:指向 [Skeleton3D] 節點的骨架 [NodePath](通常是 " -"[code]..[/code])、網格和皮膚:\n" +"如果選中,則使用命名的 [Skin] 進行動畫。[MeshInstance3D] 節點包含 3 個相關屬" +"性:指向 [Skeleton3D] 節點的骨架 [NodePath](通常是 [code]..[/code])、網格和" +"皮膚:\n" "- [Skeleton3D] 節點包含骨骼列表,其中包含名稱、姿勢和休息、名稱和父骨骼。\n" "- 網格是顯示網格所需的所有原始頂點資料。就網格而言,它知道如何對頂點進行權重" "繪製,並使用通常從 3D 建模軟體匯入的一些內部編號。\n" -"- 皮膚包含將此網格物件綁定到此 Skeleton3D 上所需的資訊。對於 3D " -"建模軟體選擇的每一個內部骨骼 ID,它都包含兩件事。首先是一個稱為綁定姿勢矩陣、" -"逆綁定矩陣或簡稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member " -"Skins/use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] " -"列表中的索引(如果[member Skins/use_named_skins] 為[code]false[/code])。\n" -"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] " -"節點中的骨骼姿勢來渲染每個 [MeshInstance3D] " -"的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在從Blender " -"匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] " +"- 皮膚包含將此網格物件綁定到此 Skeleton3D 上所需的資訊。對於 3D 建模軟體選擇" +"的每一個內部骨骼 ID,它都包含兩件事。首先是一個稱為綁定姿勢矩陣、逆綁定矩陣或" +"簡稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member Skins/" +"use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如" +"果[member Skins/use_named_skins] 為[code]false[/code])。\n" +"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來渲染" +"每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在" +"從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] " "對象,這在從其他工具(例如Maya)匯出的模型中很常見。" #: doc/classes/ResourceImporterShaderFile.xml @@ -127606,8 +127626,8 @@ msgid "" msgstr "" "這會變更偵測到紋理在 3D 中使用時所使用的 [member compress/mode] 選項。\n" "只有當偵測到紋理正在 3D 中使用時,變更此匯入選項才會生效。將其變更為[b]停用[/" -"b],然後重新匯入不會變更紋理上的現有壓縮模式(如果偵測到在3D " -"中使用),但選擇[b]VRAM 壓縮[/b] 或[b]Basis Universal[/b]將。" +"b],然後重新匯入不會變更紋理上的現有壓縮模式(如果偵測到在3D 中使用),但選擇" +"[b]VRAM 壓縮[/b] 或[b]Basis Universal[/b]將。" #: doc/classes/ResourceImporterTexture.xml msgid "" @@ -127690,12 +127710,11 @@ msgid "" "images will cause the resulting image to look too dark, so leave this on " "[code]false[/code] if unsure." msgstr "" -"您可以在網路上找到的一些 HDR 映像可能已損壞並包含 sRGB " -"顏色資料(而不是線性顏色資料)。建議不要使用這些檔案。如果絕對必要,請啟用[" -"member process/hdr_as_srgb] 將使它們看起來正確。\n" -"[b]警告:[/b]在格式良好的HDR 影像上啟用[member process/hdr_as_srgb] " -"將導致產生的影像看起來太暗,因此如果不確定,請將其保留在[code]false[/code] " -"上。" +"您可以在網路上找到的一些 HDR 映像可能已損壞並包含 sRGB 顏色資料(而不是線性顏" +"色資料)。建議不要使用這些檔案。如果絕對必要,請啟用[member process/" +"hdr_as_srgb] 將使它們看起來正確。\n" +"[b]警告:[/b]在格式良好的HDR 影像上啟用[member process/hdr_as_srgb] 將導致產" +"生的影像看起來太暗,因此如果不確定,請將其保留在[code]false[/code] 上。" #: doc/classes/ResourceImporterTexture.xml msgid "" @@ -127710,14 +127729,13 @@ msgid "" "materials in extreme cases). Enabling [member process/hdr_clamp_exposure] " "can resolve this." msgstr "" -"如果[code]true[/code],則使用智慧型夾緊公式夾緊匯入的高動態範圍影像中的曝光(" -"不引入[i]visible[/i] 剪切)。\n" -"您可以在網路上找到的一些 HDR " -"全景影像可能包含極其明亮的像素,因為這些影像取自現實生活來源,沒有任何剪輯。" -"\n" +"如果[code]true[/code],則使用智慧型夾緊公式夾緊匯入的高動態範圍影像中的曝光" +"(不引入[i]visible[/i] 剪切)。\n" +"您可以在網路上找到的一些 HDR 全景影像可能包含極其明亮的像素,因為這些影像取自" +"現實生活來源,沒有任何剪輯。\n" "雖然這些 HDR 全景影像準確反映現實生活,但這可能會導致 Godot 產生的輻射圖在用" -"作背景天空時包含閃光。這可以在材料反射中看到(即使在極端情況下在粗糙材料上)" -"。啟用[member process/hdr_clamp_exposure]可以解決此問題。" +"作背景天空時包含閃光。這可以在材料反射中看到(即使在極端情況下在粗糙材料" +"上)。啟用[member process/hdr_clamp_exposure]可以解決此問題。" #: doc/classes/ResourceImporterTexture.xml msgid "" @@ -127919,9 +127937,8 @@ msgid "" "audio file as the end loop point." msgstr "" "當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 " -"[b]Backward[/b] " -"時所使用的結束循環點。此設定以音訊檔案開始後的秒為單位。[code]-1[/code] " -"值使用音訊檔案的結尾作為結束循環點。" +"[b]Backward[/b] 時所使用的結束循環點。此設定以音訊檔案開始後的秒為單位。" +"[code]-1[/code] 值使用音訊檔案的結尾作為結束循環點。" #: doc/classes/ResourceImporterWAV.xml msgid "" @@ -127966,10 +127983,10 @@ msgid "" "played back. A fade-in/fade-out period of 500 samples is also used during " "trimming to avoid audible pops." msgstr "" -"如果[code]true[/code],如果標準化後音訊低於-50 " -"dB,則自動修剪音訊的開頭和結尾(請參閱[member edit/normalize])。這防止檔案在" -"開頭或結尾處靜音,這不必要地增加了檔案的大小,並增加了播放時的延遲。" -"在修剪過程中還使用了 500 個樣本的淡入/淡出週期,以避免聽到爆音。" +"如果[code]true[/code],如果標準化後音訊低於-50 dB,則自動修剪音訊的開頭和結尾" +"(請參閱[member edit/normalize])。這防止檔案在開頭或結尾處靜音,這不必要地增" +"加了檔案的大小,並增加了播放時的延遲。在修剪過程中還使用了 500 個樣本的淡入/" +"淡出週期,以避免聽到爆音。" #: doc/classes/ResourceImporterWAV.xml msgid "" @@ -131198,17 +131215,15 @@ msgstr "" "set_deferred] 類似。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Changes the running scene to the one at the given [param path], after " "loading it into a [PackedScene] and creating a new instance.\n" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " "if that scene cannot be instantiated.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. This ensures that both scenes aren't running at the same time, while " -"still freeing the previous scene in a safe way similar to [method Node." -"queue_free]. As such, you won't be able to access the loaded scene " -"immediately after the [method change_scene_to_file] call." +"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " +"operations." msgstr "" "將位於給定路徑 [param path] 的場景載入進一個 [PackedScene] 並新建其實例,然後" "將正在運作的場景修改為這個場景。\n" @@ -131227,15 +131242,19 @@ msgid "" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" -"[b]Note:[/b] The new scene node is added to the tree at the end of the " -"frame. You won't be able to access it immediately after the [method " -"change_scene_to_packed] call." +"[b]Note:[/b] Operations happen in the following order when [method " +"change_scene_to_packed] is called:\n" +"1. The current scene node is immediately removed from the tree. From that " +"point, [method Node.get_tree] called on the current (outgoing) scene will " +"return [code]null[/code]. [member current_scene] will be [code]null[/code], " +"too, because the new scene is not available yet.\n" +"2. At the end of the frame, the formerly current scene, already removed from " +"the tree, will be deleted (freed from memory) and then the new scene will be " +"instantiated and added to the tree. [method Node.get_tree] and [member " +"current_scene] will be back to working as usual.\n" +"This ensures that both scenes aren't running at the same time, while still " +"freeing the previous scene in a safe way similar to [method Node.queue_free]." msgstr "" -"將正在運作的場景改變為給定 [PackedScene] (必須有效)的一個新實例。\n" -"成功時返回 [constant OK],場景無法產生實體時返回 [constant ERR_CANT_CREATE]," -"場景無效時返回 [constant ERR_INVALID_PARAMETER]。\n" -"[b]注意:[/b]場景改變是延遲的,即新的場景節點會在目前影格的末尾新增到場景樹" -"中。無法在呼叫 [method change_scene_to_packed] 後立即存取到它。" #: doc/classes/SceneTree.xml msgid "" @@ -132651,12 +132670,12 @@ msgid "" "editor, it is also emitted for [member shader] changes." msgstr "" "使用自訂 [Shader] 程式渲染視覺專案(畫布專案、網格、天空、霧)或處理粒子的材" -"質。與其他材質相比,[ShaderMaterial] 給予對產生的著色器程式碼進行更深入的控制" -"。有關更多信息,請參閱下面的著色器檔案索引。\n" +"質。與其他材質相比,[ShaderMaterial] 給予對產生的著色器程式碼進行更深入的控" +"制。有關更多信息,請參閱下面的著色器檔案索引。\n" "多個[ShaderMaterial]可以使用相同的著色器並為著色器製服配置不同的值。\n" -"[b]注意:[/b]基於效能原因,僅當[member Resource.resource_name]變更時才會發出[" -"signal Resource.changed]訊號。僅在編輯器中,它也會針對 [member shader] " -"變更發出。" +"[b]注意:[/b]基於效能原因,僅當[member Resource.resource_name]變更時才會發出" +"[signal Resource.changed]訊號。僅在編輯器中,它也會針對 [member shader] 變更" +"發出。" #: doc/classes/ShaderMaterial.xml msgid "" @@ -135536,8 +135555,8 @@ msgid "" "increase the body's ability to bend. The value can be between [code]0.0[/" "code] and [code]1.0[/code] (inclusive)." msgstr "" -"較高的值會導致身體更僵硬,而較低的值將增加身體的彎曲能力。該值可在[code]0." -"0[/code] 和[code]1.0 [/code](包含)。" +"較高的值會導致身體更僵硬,而較低的值將增加身體的彎曲能力。該值可在[code]0.0[/" +"code] 和[code]1.0 [/code](包含)。" #: doc/classes/SoftBody3D.xml msgid "" @@ -147564,14 +147583,15 @@ msgid "" "update will be done at the end of the frame as usual (unless you call " "[method update_internals])." msgstr "" -"通知呼叫[method _use_tile_data_runtime_update]或[method _tile_data_runtime_up" -"date]的TileMap節點將導致不同的結果。這將因此觸發TileMap更新。\n" -"如果提供了 [param layer],則僅通知給定層的變更。出於效能原因,通常首選提供 [" -"param layer] 參數(如果適用)。\n" +"通知呼叫[method _use_tile_data_runtime_update]或[method " +"_tile_data_runtime_update]的TileMap節點將導致不同的結果。這將因此觸發TileMap" +"更新。\n" +"如果提供了 [param layer],則僅通知給定層的變更。出於效能原因,通常首選提供 " +"[param layer] 參數(如果適用)。\n" "[b]警告:[/b] 更新 TileMap 的運算成本很高,並且可能會影響效能。盡量限制該函式" "的呼叫次數,以避免不必要的更新。\n" -"[b]注意:[/b]這不會觸發 TileMap 的直接更新,更新將照常在影格末尾完成(" -"除非您呼叫 [method update_internals])。" +"[b]注意:[/b]這不會觸發 TileMap 的直接更新,更新將照常在影格末尾完成(除非您" +"呼叫 [method update_internals])。" #: doc/classes/TileMap.xml msgid "Removes the layer at index [param layer]." @@ -147825,11 +147845,9 @@ msgid "" "system, the quadrant's \"square shape\" might not look like square in the " "TileMap's local coordinate system." msgstr "" -"TileMap " -"的象限大小。象限是在單一畫布專案上繪製在一起的一組圖塊,用於優化目的。[" -"member rendering_quadrant_size] " -"定義正方形邊長,以形成象限的地圖座標系。因此,預設象限大小將[code]16 * 16 = " -"256[/code] 個圖塊組合在一起。\n" +"TileMap 的象限大小。象限是在單一畫布專案上繪製在一起的一組圖塊,用於優化目" +"的。[member rendering_quadrant_size] 定義正方形邊長,以形成象限的地圖座標系。" +"因此,預設象限大小將[code]16 * 16 = 256[/code] 個圖塊組合在一起。\n" "象限大小不適用於 Y 排序圖層,因為在這種情況下,圖塊會依 Y 位置群組。\n" "[b]注意:[/b] 由於象限是根據地圖坐標系建立的,因此象限的“正方形形狀”在 " "TileMap 的本地坐標系中可能看起來不像正方形。" @@ -159000,9 +159018,9 @@ msgid "" "each other to control the flow of the shader. The visual shader graph is " "converted to a script shader behind the scenes." msgstr "" -"這類提供了一個類似圖形的視覺化編輯器,用於建立[Shader]。雖然[VisualShader] " -"不需要編碼,但它們與腳本著色器共用相同的邏輯。它們使用[VisualShaderNode] " -"可以相互連接以控制著色器的流程。視覺著色器圖在幕後轉換為腳本著色器。" +"這類提供了一個類似圖形的視覺化編輯器,用於建立[Shader]。雖然[VisualShader] 不" +"需要編碼,但它們與腳本著色器共用相同的邏輯。它們使用[VisualShaderNode] 可以相" +"互連接以控制著色器的流程。視覺著色器圖在幕後轉換為腳本著色器。" #: doc/classes/VisualShader.xml doc/classes/VisualShaderNode.xml msgid "Using VisualShaders" @@ -165480,8 +165498,8 @@ msgid "" "affects how [member content_scale_factor] is applied, in addition to the " "automatic scale factor determined by [member content_scale_size]." msgstr "" -"用於確定 2D 元素的最終比例因子的策略。除了由 [member content_scale_size] " -"確定的自動比例因子之外,這還會影響 [member content_scale_factor] 的應用方式。" +"用於確定 2D 元素的最終比例因子的策略。除了由 [member content_scale_size] 確定" +"的自動比例因子之外,這還會影響 [member content_scale_factor] 的應用方式。" #: doc/classes/Window.xml msgid "The screen the window is currently on." @@ -165830,8 +165848,8 @@ msgid "" "currently focused or not." msgstr "" "當滑鼠遊標進入[Window]的可見區域時發出,該區域未被其他[Control]或視窗遮擋,前" -"提是其[member Viewport.gui_disable_input]為[code]false " -"[/code],不論目前是否處於焦點狀態。" +"提是其[member Viewport.gui_disable_input]為[code]false [/code],不論目前是否" +"處於焦點狀態。" #: doc/classes/Window.xml msgid "" @@ -165841,8 +165859,8 @@ msgid "" "currently focused or not." msgstr "" "當滑鼠遊標離開[Window]的可見區域時發出,該區域未被其他[Control]或視窗遮擋,前" -"提是其[member Viewport.gui_disable_input]為[code]false " -"[/code],不論目前是否處於焦點狀態。" +"提是其[member Viewport.gui_disable_input]為[code]false [/code],不論目前是否" +"處於焦點狀態。" #: doc/classes/Window.xml msgid "" @@ -167633,9 +167651,8 @@ msgid "" "data for the [member pose] being tracked. The [param tracking] argument " "indicates whether the tracker is getting updated tracking data." msgstr "" -"當[member tracker]開始或停止接收正在追蹤的[member " -"pose]的更新追蹤資料時發出。[param " -"tracking]參數指示追蹤器是否正在取得更新的追蹤資料。" +"當[member tracker]開始或停止接收正在追蹤的[member pose]的更新追蹤資料時發出。" +"[param tracking]參數指示追蹤器是否正在取得更新的追蹤資料。" #: doc/classes/XROrigin3D.xml msgid "The origin point in AR/VR." diff --git a/editor/af.po b/editor/af.po index 890d9d3..dbcd12c 100644 --- a/editor/af.po +++ b/editor/af.po @@ -18931,27 +18931,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Opnoemings:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18960,13 +18950,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18976,6 +18970,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ar.po b/editor/ar.po index cfc71a9..aceb894 100644 --- a/editor/ar.po +++ b/editor/ar.po @@ -18489,36 +18489,16 @@ msgstr "إضافة معلمة تظليل العالمية" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"يستخدم هذا المشروع مجسمات ذات تنسيق مجسمي قديم من إصدارات جودات السابقة. " -"يحتاج المحرك إلى تحديث التنسيق لاستخدام تلك المجسمات.\n" -"\n" -"اضغط على \"إعادة التشغيل والترقية\" لتشغيل أداة ترقية السطح التي ستقوم " -"بتحديث جميع المجسمات والمشاهد وإعادة حفظها. سيقوم هذا التحديث بإعادة تشغيل " -"المحرر وقد يستغرق عدة دقائق. ستؤدي الترقية إلى جعل المجسمات غير متوافقة مع " -"الإصدارات السابقة من جودات.\n" -"\n" -"اضغط على \"ترقية فقط\" لمواصلة فتح المشهد كالمعتاد. سيقوم المحرك بتحديث كل " -"مجسم في الذاكرة، ولكن لن يتم حفظ التحديث. سيؤدي اختيار هذا الخيار إلى إبطاء " -"أوقات التحميل في كل مرة يتم فيها تحميل هذا المشروع." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "إعادة التشغيل والترقية" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "ترقية فقط" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18528,6 +18508,11 @@ msgstr "ترقية كافة المجسمات في المشروع" msgid "Attempting to re-save " msgstr "محاولة إعادة الحفظ. " +#: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "محاولة إعادة الحفظ. " + #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "" @@ -18535,7 +18520,7 @@ msgid "" "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18556,6 +18541,10 @@ msgstr "" "مجسم في الذاكرة، ولكن لن يتم حفظ التحديث. سيؤدي اختيار هذا الخيار إلى إبطاء " "أوقات التحميل في كل مرة يتم فيها تحميل هذا المشروع." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "إعادة التشغيل والترقية" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "اجعل هذه اللوحة عائمة على الشاشة %d." diff --git a/editor/az.po b/editor/az.po index 0cff140..39ff304 100644 --- a/editor/az.po +++ b/editor/az.po @@ -18268,27 +18268,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "İzah:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18297,13 +18287,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18313,6 +18307,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/be.po b/editor/be.po index b7aa672..7c72d43 100644 --- a/editor/be.po +++ b/editor/be.po @@ -17649,24 +17649,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17677,13 +17668,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17693,6 +17688,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/bg.po b/editor/bg.po index 51160d8..61b5eb5 100644 --- a/editor/bg.po +++ b/editor/bg.po @@ -18520,27 +18520,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Само оператори" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18550,13 +18540,17 @@ msgstr "Изнасяне на всички ресурси в проекта" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18566,6 +18560,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/bn.po b/editor/bn.po index 70da246..7b7cb75 100644 --- a/editor/bn.po +++ b/editor/bn.po @@ -19859,27 +19859,17 @@ msgstr "গেটার (Getter) এর বৈশিষ্ট্যে যুক msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "সিদ্ধান্তসমূহ" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19889,13 +19879,17 @@ msgstr "প্রকল্পের সকল রিসোর্স এক্স msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19905,6 +19899,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/br.po b/editor/br.po index 3cf59df..f3b083f 100644 --- a/editor/br.po +++ b/editor/br.po @@ -18,8 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=5; plural=(n % 10 == 1 && n % 100 != 11 && n % 100 != " "71 && n % 100 != 91) ? 0 : ((n % 10 == 2 && n % 100 != 12 && n % 100 != 72 " -"&& n % 100 != 92) ? 1 : ((((n % 10 == 3 || n % 10 == 4) || n % 10 == 9) && (" -"n % 100 < 10 || n % 100 > 19) && (n % 100 < 70 || n % 100 > 79) && (n % 100 " +"&& n % 100 != 92) ? 1 : ((((n % 10 == 3 || n % 10 == 4) || n % 10 == 9) && " +"(n % 100 < 10 || n % 100 > 19) && (n % 100 < 70 || n % 100 > 79) && (n % 100 " "< 90 || n % 100 > 99)) ? 2 : ((n != 0 && n % 1000000 == 0) ? 3 : 4)));\n" "X-Generator: Weblate 5.2.1-rc\n" @@ -18076,24 +18076,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -18104,13 +18095,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18120,6 +18115,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ca.po b/editor/ca.po index 7b76fec..5b0ae68 100644 --- a/editor/ca.po +++ b/editor/ca.po @@ -19495,27 +19495,17 @@ msgstr "Afegeix una Propietat Global" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Operador de superposició." - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19525,13 +19515,17 @@ msgstr "Exporta tots els recursos del projecte" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19541,6 +19535,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/cs.po b/editor/cs.po index 407bd3f..25f0e59 100644 --- a/editor/cs.po +++ b/editor/cs.po @@ -19288,27 +19288,17 @@ msgstr "Přidat globální vlastnost" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Operátor překrytí." - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19318,13 +19308,17 @@ msgstr "Exportovat včechny zdroje tohoto projektu" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19334,6 +19328,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/cy.po b/editor/cy.po index b000780..fd7f7f8 100644 --- a/editor/cy.po +++ b/editor/cy.po @@ -17640,24 +17640,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17668,13 +17659,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17684,6 +17679,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/da.po b/editor/da.po index e86c65e..341f2d7 100644 --- a/editor/da.po +++ b/editor/da.po @@ -19335,27 +19335,17 @@ msgstr "Tilføj Global Property" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Tællinger:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19364,13 +19354,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19380,6 +19374,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/de.po b/editor/de.po index 7fbe7e0..4728b92 100644 --- a/editor/de.po +++ b/editor/de.po @@ -18783,39 +18783,16 @@ msgstr "Globalen Parameter für Shader hinzufügen" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"Dieses Projekt verwendet Meshes mit einem veralteten Mesh-Format aus " -"früheren Godot-Versionen. Die Engine muss das Format aktualisieren, um diese " -"Meshes verwenden zu können.\n" -"\n" -"Drücken Sie \"Neustart & Upgrade\", um das Oberflächen-Upgrade-Tool " -"auszuführen, das alle Meshes und Szenen aktualisiert und neu speichert. " -"Diese Aktualisierung führt zu einem Neustart des Editors und kann einige " -"Minuten dauern. Durch die Aktualisierung werden die Meshes mit früheren " -"Godot-Versionen inkompatibel.\n" -"\n" -"Drücken Sie auf \"Nur Upgraden\", um die Szene wie gewohnt zu öffnen. Die " -"Engine wird jedes Mesh im Speicher aktualisieren, aber die Aktualisierung " -"wird nicht gespeichert. Wenn Sie diese Option wählen, werden die Ladezeiten " -"bei jedem Laden des Projekts länger." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "Neustart & Upgrade" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "Nur Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18826,12 +18803,18 @@ msgid "Attempting to re-save " msgstr "Versuche neuzuspeichern " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "Versuche neuzuspeichern " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18855,6 +18838,10 @@ msgstr "" "gespeichert. Wenn Sie diese Option wählen, werden die Ladezeiten bei jedem " "Laden des Projekts langsamer." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "Neustart & Upgrade" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Dieses Panel schwebend machen auf Bildschirm %d." diff --git a/editor/editor.pot b/editor/editor.pot index 55ef9d1..2182511 100644 --- a/editor/editor.pot +++ b/editor/editor.pot @@ -17558,25 +17558,15 @@ msgstr "" #: editor/surface_upgrade_tool.cpp msgid "" "This project uses meshes with an outdated mesh format from previous Godot " -"versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine will " -"update each mesh in memory, but the update will not be saved. Choosing this " -"option will lead to slower load times every time this project is loaded." +"versions. The engine needs to update the format in order to use those meshes. " +"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " +"You can ignore this message and keep using outdated meshes, but keep in mind " +"that this leads to increased load times every time you load the project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17587,13 +17577,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format in " "order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17603,6 +17597,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/el.po b/editor/el.po index 47320e4..59a780d 100644 --- a/editor/el.po +++ b/editor/el.po @@ -19457,27 +19457,17 @@ msgstr "Προσθήκη καθολικής ιδιότητας" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Τελεστές Μόνο" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19487,13 +19477,17 @@ msgstr "Εξαγωγή όλων των πόρων στο έργο" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19503,6 +19497,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/eo.po b/editor/eo.po index 9318416..22234d6 100644 --- a/editor/eo.po +++ b/editor/eo.po @@ -19131,27 +19131,17 @@ msgstr "Aldoni mallokan atributon" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Versio:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19160,13 +19150,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19176,6 +19170,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/es.po b/editor/es.po index 149ef1e..38784a9 100644 --- a/editor/es.po +++ b/editor/es.po @@ -18782,39 +18782,16 @@ msgstr "Añadir Parámetro Global en el Shader" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"Este proyecto utiliza mallas con un formato de malla obsoleto de versiones " -"anteriores de Godot. El motor necesita actualizar el formato para poder " -"utilizar esas mallas.\n" -"\n" -"Pulsa 'Reiniciar y Actualizar' para ejecutar la herramienta de actualización " -"de superficies que actualizará y volverá a guardar todas las mallas y " -"escenas. Esta actualización reiniciará el editor y puede tardar varios " -"minutos. La actualización hará que las mallas sean incompatibles con " -"versiones anteriores de Godot.\n" -"\n" -"Pulsa 'Sólo Actualizar' para continuar abriendo la escena normalmente. El " -"motor actualizará cada malla en memoria, pero la actualización no se " -"guardará. Elegir esta opción provocará tiempos de carga más lentos cada vez " -"que se cargue este proyecto." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "Reiniciar y Actualizar" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "Sólo Actualizar" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18825,12 +18802,18 @@ msgid "Attempting to re-save " msgstr "Intentar volver a guardar " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "Intentar volver a guardar " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18854,6 +18837,10 @@ msgstr "" "opción hará que los tiempos de carga sean más lentos cada vez que se cargue " "este proyecto." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "Reiniciar y Actualizar" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Haz que este panel flote en pantalla %d." diff --git a/editor/es_AR.po b/editor/es_AR.po index a298237..9b51e60 100644 --- a/editor/es_AR.po +++ b/editor/es_AR.po @@ -19452,27 +19452,17 @@ msgstr "Agregar Propiedad Global" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Iterador" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19482,13 +19472,17 @@ msgstr "Exportar todos los recursos en el proyecto" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19498,6 +19492,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/et.po b/editor/et.po index 89d697e..254f00d 100644 --- a/editor/et.po +++ b/editor/et.po @@ -18432,27 +18432,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Ainult Operaatorid" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18462,13 +18452,17 @@ msgstr "Eksportige kõik projekti ressursid" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18478,6 +18472,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/eu.po b/editor/eu.po index 08a599b..4da3b01 100644 --- a/editor/eu.po +++ b/editor/eu.po @@ -18465,27 +18465,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Enumerazioak" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18494,13 +18484,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18510,6 +18504,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/fa.po b/editor/fa.po index 9955ab3..27744a8 100644 --- a/editor/fa.po +++ b/editor/fa.po @@ -18844,27 +18844,17 @@ msgstr "افزودن ویژگی سراسری" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "عملگر" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18874,13 +18864,17 @@ msgstr "خروجی گرفتن همه منابع در پروژه" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18890,6 +18884,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/fi.po b/editor/fi.po index e60fd77..8de132c 100644 --- a/editor/fi.po +++ b/editor/fi.po @@ -18783,27 +18783,17 @@ msgstr "Lisää yleinen ominaisuus" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Vain Operaattorit" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18813,13 +18803,17 @@ msgstr "Vie kaikki projektin resurssit" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18829,6 +18823,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/fil.po b/editor/fil.po index 4c96ef4..3288e18 100644 --- a/editor/fil.po +++ b/editor/fil.po @@ -18169,27 +18169,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Paglalarawan" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18198,13 +18188,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18214,6 +18208,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/fr.po b/editor/fr.po index 13bc1ca..4801c64 100644 --- a/editor/fr.po +++ b/editor/fr.po @@ -19022,40 +19022,16 @@ msgstr "Ajouter une propriété globale" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"Ce projet utilise des maillages dont le format est obsolète et qui " -"proviennent de versions antérieures de Godot. Le moteur doit mettre à jour " -"le format afin d'utiliser ces maillages.\n" -"\n" -"Appuyez sur \" Redémarrer et mettre à jour \" pour lancer l'outil de mise à " -"jour de la surface qui mettra à jour et réenregistrera tous les maillages et " -"toutes les scènes. Cette mise à jour redémarre l'éditeur et peut prendre " -"plusieurs minutes. La mise à jour rendra les maillages incompatibles avec " -"les versions précédentes de Godot.\n" -"\n" -"Appuyez sur \"Mettre à jour seulement\" pour continuer à ouvrir la scène " -"normalement. Le moteur mettra à jour chaque mesh en mémoire, mais la mise à " -"jour ne sera pas sauvegardée. Le choix de cette option entraînera des temps " -"de chargement plus lents à chaque fois que ce projet sera chargé." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "Redémarrer et mettre à jour" - -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Opérateurs seulement" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp #, fuzzy @@ -19066,6 +19042,11 @@ msgstr "Exporter toutes les ressources du projet" msgid "Attempting to re-save " msgstr "Tentative de ré-enregistrer " +#: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "Tentative de ré-enregistrer " + #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "" @@ -19073,7 +19054,7 @@ msgid "" "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19097,6 +19078,10 @@ msgstr "" "jour ne sera pas sauvegardée. Le choix de cette option entraînera des temps " "de chargement plus lents à chaque fois que ce projet sera chargé." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "Redémarrer et mettre à jour" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Rendre ce panneau flottant sur l'écran %d." diff --git a/editor/ga.po b/editor/ga.po index 9e64e15..262e301 100644 --- a/editor/ga.po +++ b/editor/ga.po @@ -18084,27 +18084,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Cuntas:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18113,13 +18103,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18129,6 +18123,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/gl.po b/editor/gl.po index 9db641c..0449c04 100644 --- a/editor/gl.po +++ b/editor/gl.po @@ -18888,27 +18888,17 @@ msgstr "Engadir Propiedade Global" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Opcións" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18918,13 +18908,17 @@ msgstr "Exportar tódolos recursos no proxecto" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18934,6 +18928,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/he.po b/editor/he.po index 03125e2..fe22e92 100644 --- a/editor/he.po +++ b/editor/he.po @@ -19233,27 +19233,17 @@ msgstr "הוספת מאפיין גלובלי" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "מונים:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19262,13 +19252,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19278,6 +19272,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/hi.po b/editor/hi.po index 0513fe4..d724e22 100644 --- a/editor/hi.po +++ b/editor/hi.po @@ -18933,27 +18933,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "संस्करण:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18962,13 +18952,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18978,6 +18972,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/hr.po b/editor/hr.po index d852e34..48585e7 100644 --- a/editor/hr.po +++ b/editor/hr.po @@ -18451,27 +18451,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Opis:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18480,13 +18470,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18496,6 +18490,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ht.po b/editor/ht.po index 59971b1..5d4bb4b 100644 --- a/editor/ht.po +++ b/editor/ht.po @@ -17594,24 +17594,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17622,13 +17613,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17638,6 +17633,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/hu.po b/editor/hu.po index 44fef6d..621093d 100644 --- a/editor/hu.po +++ b/editor/hu.po @@ -19089,27 +19089,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Felsorolások:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19118,13 +19108,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19134,6 +19128,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/id.po b/editor/id.po index 0c2dc7e..17c2f32 100644 --- a/editor/id.po +++ b/editor/id.po @@ -18904,27 +18904,17 @@ msgstr "Tambah Properti Global" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Hanya Operator" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18934,13 +18924,17 @@ msgstr "Ekspor semua resource dalam proyek" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18950,6 +18944,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ig.po b/editor/ig.po index 704293e..b7bbe2c 100644 --- a/editor/ig.po +++ b/editor/ig.po @@ -17637,24 +17637,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17665,13 +17656,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17681,6 +17676,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/it.po b/editor/it.po index 1052514..c9eca6e 100644 --- a/editor/it.po +++ b/editor/it.po @@ -19054,27 +19054,17 @@ msgstr "Aggiungi un parametro globale dello shader" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Solo gli operatori" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19084,13 +19074,17 @@ msgstr "Esporta tutte le risorse nel progetto" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19100,6 +19094,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ja.po b/editor/ja.po index 7713271..22c4026 100644 --- a/editor/ja.po +++ b/editor/ja.po @@ -10384,9 +10384,8 @@ msgid "" "visible (as a short flash) in the running project.\n" "This is useful to troubleshoot low processor mode." msgstr "" -"このオプションを有効にすると、2D " -"オブジェクトの再描画リクエストが実行中のプロジェクトに (短いフラッシュとして)" -" 表示されるようになります。\n" +"このオプションを有効にすると、2D オブジェクトの再描画リクエストが実行中のプロ" +"ジェクトに (短いフラッシュとして) 表示されるようになります。\n" "これは、低プロセッサモードのトラブルシューティングに役立ちます。" #: editor/plugins/debugger_editor_plugin.cpp @@ -18496,39 +18495,16 @@ msgstr "シェーダーグローバルパラメーターを追加" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"このプロジェクトでは、以前の Godot " -"バージョンの古いメッシュ形式のメッシュが使用されています。 これらのメッシュを" -"使用するには、エンジンでフォーマットを更新する必要があります。\n" -"\n" -"「再起動とアップグレード」を押してサーフェスアップグレードツールを実行し、す" -"べてのメッシュとシーンを更新して再保存します。 " -"この更新によりエディタが再起動され、数分かかる場合があります。 " -"アップグレードすると、メッシュは Godot " -"の以前のバージョンと互換性がなくなります。\n" -"\n" -"通常どおりシーンを開き続けるには、「アップグレードのみ」を押します。 " -"エンジンはメモリ内の各メッシュを更新しますが、更新は保存されません。 このオプ" -"ションを選択すると、このプロジェクトがロードされるたびにロード時間が遅くなり" -"ます。" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "再起動とアップグレード" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "アップグレードのみ" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18539,12 +18515,18 @@ msgid "Attempting to re-save " msgstr "再保存を思考中 " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "再保存を思考中 " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18553,20 +18535,22 @@ msgid "" "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Godot 4.2 ではメッシュ形式が変更され、インポートされたメッシュと Godot " -"内で作成されたメッシュの両方に影響します。 これらのメッシュを使用するには、エ" -"ンジンでフォーマットを更新する必要があります。\n" +"Godot 4.2 ではメッシュ形式が変更され、インポートされたメッシュと Godot 内で作" +"成されたメッシュの両方に影響します。 これらのメッシュを使用するには、エンジン" +"でフォーマットを更新する必要があります。\n" "\n" -"プロジェクトが Godot 4.2 よりも古く、メッシュが含まれている場合は、この 1 " -"回限りの変換ツールを実行することをお勧めします。 " -"この更新によりエディタが再起動され、数分かかる場合があります。 " -"アップグレードすると、メッシュは Godot " -"の以前のバージョンと互換性がなくなります。\n" +"プロジェクトが Godot 4.2 よりも古く、メッシュが含まれている場合は、この 1 回" +"限りの変換ツールを実行することをお勧めします。 この更新によりエディタが再起動" +"され、数分かかる場合があります。 アップグレードすると、メッシュは Godot の以" +"前のバージョンと互換性がなくなります。\n" "\n" -"既存のメッシュをそのまま使用できます。 " -"エンジンはメモリ内の各メッシュを更新しますが、更新は保存されません。 このオプ" -"ションを選択すると、このプロジェクトがロードされるたびにロード時間が遅くなり" -"ます。" +"既存のメッシュをそのまま使用できます。 エンジンはメモリ内の各メッシュを更新し" +"ますが、更新は保存されません。 このオプションを選択すると、このプロジェクトが" +"ロードされるたびにロード時間が遅くなります。" + +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "再起動とアップグレード" #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." @@ -19463,7 +19447,8 @@ msgstr "C#/.NET を使用する場合の Android へのエクスポートは実 #: platform/android/export/export_plugin.cpp msgid "Android architecture %s not supported in C# projects." -msgstr "Android アーキテクチャ %s は C# プロジェクトではサポートされていません。" +msgstr "" +"Android アーキテクチャ %s は C# プロジェクトではサポートされていません。" #: platform/android/export/export_plugin.cpp msgid "" @@ -19669,7 +19654,8 @@ msgstr "Androidプロジェクトの構築(gradle)" #: platform/android/export/export_plugin.cpp msgid "Building of Android project failed, check output for the error:" -msgstr "Android プロジェクトのビルドに失敗しました。エラー出力を確認してください:" +msgstr "" +"Android プロジェクトのビルドに失敗しました。エラー出力を確認してください:" #: platform/android/export/export_plugin.cpp msgid "Moving output" @@ -19778,8 +19764,9 @@ msgstr "" #: platform/ios/export/export_plugin.cpp msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS." -msgstr "C#/.NET を使用する場合の iOS へのエクスポートは実験的であり、macOS " -"が必要です。" +msgstr "" +"C#/.NET を使用する場合の iOS へのエクスポートは実験的であり、macOS が必要で" +"す。" #: platform/ios/export/export_plugin.cpp msgid "Exporting to iOS when using C#/.NET is experimental." @@ -20031,8 +20018,8 @@ msgid "" "'rcodesign' doesn't support signing applications with embedded dynamic " "libraries (GDExtension or .NET)." msgstr "" -"「rcodesign」は、組み込み動的ライブラリ (GDExtension または .NET) " -"を使用したアプリケーションの署名をサポートしていません。" +"「rcodesign」は、組み込み動的ライブラリ (GDExtension または .NET) を使用した" +"アプリケーションの署名をサポートしていません。" #: platform/macos/export/export_plugin.cpp msgid "Code signing is required for App Store distribution." @@ -20282,8 +20269,9 @@ msgstr "" msgid "" "'rcodesign' doesn't support signing applications with embedded dynamic " "libraries." -msgstr "「rcodesign」は、組み込み動的ライブラリを使用したアプリケーションの署名をサポ" -"ートしていません。" +msgstr "" +"「rcodesign」は、組み込み動的ライブラリを使用したアプリケーションの署名をサ" +"ポートしていません。" #: platform/macos/export/export_plugin.cpp msgid "Could not create entitlements file." @@ -20854,10 +20842,10 @@ msgid "" "This may lead to unwanted behaviors, as a layer that is not Y-sorted will be " "Y-sorted as a whole." msgstr "" -"TileMap ノードは Y ソートとして設定されていますが、TileMap " -"のどのレイヤーでも Y ソートが有効になっていません。\n" -"Y ソートされていないレイヤーも含め全体として Y " -"ソートされるため、望ましくない動作が発生する可能性があります。" +"TileMap ノードは Y ソートとして設定されていますが、TileMap のどのレイヤーで" +"も Y ソートが有効になっていません。\n" +"Y ソートされていないレイヤーも含め全体として Y ソートされるため、望ましくない" +"動作が発生する可能性があります。" #: scene/2d/tile_map.cpp msgid "" @@ -21621,8 +21609,9 @@ msgstr "選択したノードを自動的に配置します。" msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " "to work correctly inside a container." -msgstr "コンテナ内で正しく動作させるため、自動ラッピングが有効になっているラベルには" -"、カスタム最小サイズの設定が必要です。" +msgstr "" +"コンテナ内で正しく動作させるため、自動ラッピングが有効になっているラベルに" +"は、カスタム最小サイズの設定が必要です。" #: scene/gui/label.cpp msgid "" diff --git a/editor/ka.po b/editor/ka.po index 465162b..8d96b2b 100644 --- a/editor/ka.po +++ b/editor/ka.po @@ -18130,27 +18130,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "ფუნქციის შექმნა" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18159,13 +18149,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18175,6 +18169,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/km.po b/editor/km.po index 97e77df..76be5f8 100644 --- a/editor/km.po +++ b/editor/km.po @@ -17802,24 +17802,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17830,13 +17821,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17846,6 +17841,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ko.po b/editor/ko.po index 9f7d307..77d7b32 100644 --- a/editor/ko.po +++ b/editor/ko.po @@ -18447,27 +18447,17 @@ msgstr "셰이더 전역 파라미터 추가" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "연산자만 표시" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18477,13 +18467,17 @@ msgstr "프로젝트의 모든 리소스 내보내기" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18493,6 +18487,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "이 패널을 화면 %d 위에 창으로 띄웁니다." diff --git a/editor/lt.po b/editor/lt.po index 861ec35..aeffd2b 100644 --- a/editor/lt.po +++ b/editor/lt.po @@ -18756,27 +18756,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Versija:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18785,13 +18775,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18801,6 +18795,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/lv.po b/editor/lv.po index 5e904c2..dbad46b 100644 --- a/editor/lv.po +++ b/editor/lv.po @@ -18686,27 +18686,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Opcijas" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18715,13 +18705,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18731,6 +18725,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/lzh.po b/editor/lzh.po index 60a9f71..f761c08 100644 --- a/editor/lzh.po +++ b/editor/lzh.po @@ -17593,24 +17593,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17621,13 +17612,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17637,6 +17632,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/mk.po b/editor/mk.po index 00bb1b0..c8173db 100644 --- a/editor/mk.po +++ b/editor/mk.po @@ -17942,27 +17942,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Уреди" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -17971,13 +17961,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17987,6 +17981,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ml.po b/editor/ml.po index 9de9228..1339b9a 100644 --- a/editor/ml.po +++ b/editor/ml.po @@ -17975,27 +17975,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "പ്രവൃത്തികൾ:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18004,13 +17994,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18020,6 +18014,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/mr.po b/editor/mr.po index ac42806..f9b04f9 100644 --- a/editor/mr.po +++ b/editor/mr.po @@ -17943,27 +17943,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "संक्रमण: " - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -17972,13 +17962,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17988,6 +17982,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ms.po b/editor/ms.po index 431ae56..d3a7af5 100644 --- a/editor/ms.po +++ b/editor/ms.po @@ -18924,27 +18924,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Versi:" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18954,13 +18944,17 @@ msgstr "Eksport semua sumber dalam projek" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18970,6 +18964,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/nb.po b/editor/nb.po index 73e8787..f867f61 100644 --- a/editor/nb.po +++ b/editor/nb.po @@ -19393,27 +19393,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Innstillinger" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19423,13 +19413,17 @@ msgstr "Eksporter alle ressurser i prosjektet" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19439,6 +19433,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/nl.po b/editor/nl.po index ae9ca98..2fcd1f6 100644 --- a/editor/nl.po +++ b/editor/nl.po @@ -19373,27 +19373,17 @@ msgstr "Globale eigenschap toevoegen" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Overlap operator." - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19403,13 +19393,17 @@ msgstr "Exporteer alle bestanden naar het project" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19419,6 +19413,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/nn.po b/editor/nn.po index b432ecb..478f78d 100644 --- a/editor/nn.po +++ b/editor/nn.po @@ -17621,24 +17621,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17649,13 +17640,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17665,6 +17660,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/pl.po b/editor/pl.po index c721623..909b92c 100644 --- a/editor/pl.po +++ b/editor/pl.po @@ -18602,37 +18602,16 @@ msgstr "Dodaj parametr globalny shadera" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"Ten projekt używa siatek z nieaktualnym formatem siatek z poprzednich wersji " -"Godota. Silnik potrzebuje zaktualizować format, żeby używać tych siatek.\n" -"\n" -"Wciśnij \"Zrestartuj i zaktualizuj\", by uruchomić narzędzie aktualizacji " -"siatek, które zaktualizuje i zapisze ponownie wszystkie siatki i sceny. Ta " -"aktualizacja zrestartuje edytor i może zająć kilka minut. Aktualizacja " -"uczyni siatki niekompatybilnymi z poprzednimi wersjami Godota.\n" -"\n" -"Wciśnij \"Tylko zaktualizuj\", by otworzyć scenę normalnie. Silnik " -"zaktualizuje każdą siatkę w pamięci, ale aktualizacja nie będzie zapisana. " -"Wybranie tej opcji prowadzi do wolniejszego wczytywania przy każdym " -"załadowaniu tego projektu." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "Zrestartuj i zaktualizuj" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "Tylko aktualizuj" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18643,12 +18622,18 @@ msgid "Attempting to re-save " msgstr "Próba ponownego zapisania " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "Próba ponownego zapisania " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18672,6 +18657,10 @@ msgstr "" "Wybranie tej opcji spowoduje wolniejsze wczytywanie przy każdym ładowaniu " "tego projektu." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "Zrestartuj i zaktualizuj" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Uczyń ten panel pływającym na ekranie %d." diff --git a/editor/pt.po b/editor/pt.po index e91475b..e228a1e 100644 --- a/editor/pt.po +++ b/editor/pt.po @@ -18671,27 +18671,17 @@ msgstr "Adicionar Parâmetro Global Shader" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Apenas Operadores" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18701,13 +18691,17 @@ msgstr "Exportar todos os recursos do projeto" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18717,6 +18711,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Transforma esse painel em flutuante na tela %d." diff --git a/editor/pt_BR.po b/editor/pt_BR.po index caf9e2c..ee71da5 100644 --- a/editor/pt_BR.po +++ b/editor/pt_BR.po @@ -18781,27 +18781,17 @@ msgstr "Adicionar Parâmetro Global Shader" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Apenas Operadores" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18811,13 +18801,17 @@ msgstr "Exportar todos os recursos do projeto" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18827,6 +18821,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Faça este painel flutuar na tela %d." diff --git a/editor/ro.po b/editor/ro.po index 8e69128..71e6459 100644 --- a/editor/ro.po +++ b/editor/ro.po @@ -19262,27 +19262,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Enumerări:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19291,13 +19281,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19307,6 +19301,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ru.po b/editor/ru.po index 513916f..09b4668 100644 --- a/editor/ru.po +++ b/editor/ru.po @@ -18712,37 +18712,16 @@ msgstr "Добавить глобальный параметр шейдера" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"Этот проект использует сетки с устаревшим форматом из предыдущих версий " -"Godot. Для использования этих сеток необходимо обновить формат.\n" -"\n" -"Нажмите 'Перезапустить и обновить', чтобы запустить инструмент обновления " -"поверхности, который обновит и пересохранил все сетки и сцены. Это " -"обновление перезапустит редактор и может занять несколько минут. После " -"обновления сетки станут несовместимыми с предыдущими версиями Godot.\n" -"\n" -"Нажмите 'Только обновление', чтобы продолжить открытие сцены как обычно. " -"Движок обновит каждую сетку в памяти, но обновление не будет сохранено. " -"Выбор этой опции приведет к более медленным временам загрузки при каждом " -"открытии проекта." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "Перезапустить и обновить" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "Только обновление" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18753,12 +18732,18 @@ msgid "Attempting to re-save " msgstr "Попытка повторного сохранения " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "Попытка повторного сохранения " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18780,6 +18765,10 @@ msgstr "" "обновит каждую сетку в памяти, но обновление не будет сохранено. Выбор этой " "опции приведет к замедлению загрузки каждый раз при загрузке этого проекта." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "Перезапустить и обновить" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Сделать эту панель плавающей на экране %d." diff --git a/editor/si.po b/editor/si.po index 1f31ef7..7e556ce 100644 --- a/editor/si.po +++ b/editor/si.po @@ -18214,27 +18214,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "ශ්‍රිත:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18243,13 +18233,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18259,6 +18253,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/sk.po b/editor/sk.po index 4826aa8..5056937 100644 --- a/editor/sk.po +++ b/editor/sk.po @@ -18908,27 +18908,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Iba Operátory" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18938,13 +18928,17 @@ msgstr "Exportovať všetky zdroje v projekte" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18954,6 +18948,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/sl.po b/editor/sl.po index b8835ca..55460bc 100644 --- a/editor/sl.po +++ b/editor/sl.po @@ -19465,27 +19465,17 @@ msgstr "Dodaj Globalno Lastnost" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Oštevilčenja:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19494,13 +19484,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19510,6 +19504,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/sq.po b/editor/sq.po index 245e1e4..2f7dde5 100644 --- a/editor/sq.po +++ b/editor/sq.po @@ -19016,27 +19016,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Enumeracionet:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19045,13 +19035,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19061,6 +19055,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/sr_Cyrl.po b/editor/sr_Cyrl.po index 2201584..2614273 100644 --- a/editor/sr_Cyrl.po +++ b/editor/sr_Cyrl.po @@ -20495,27 +20495,17 @@ msgstr "Додај Глобалну Особину" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Прекриј оператор." - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -20525,13 +20515,17 @@ msgstr "Извези све ресурсе у пројекту" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -20541,6 +20535,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/sr_Latn.po b/editor/sr_Latn.po index 31486ae..b2ae480 100644 --- a/editor/sr_Latn.po +++ b/editor/sr_Latn.po @@ -18359,27 +18359,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Odvajanje:" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18388,13 +18378,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18404,6 +18398,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/sv.po b/editor/sv.po index 0c59a5a..1c911ca 100644 --- a/editor/sv.po +++ b/editor/sv.po @@ -18661,27 +18661,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Alternativ" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18691,13 +18681,17 @@ msgstr "Exportera alla resurser i projektet" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18707,6 +18701,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/te.po b/editor/te.po index 54ea6c4..dae4138 100644 --- a/editor/te.po +++ b/editor/te.po @@ -17809,27 +17809,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "గణనలు" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -17838,13 +17828,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17854,6 +17848,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/th.po b/editor/th.po index 4dd0a5d..64a6278 100644 --- a/editor/th.po +++ b/editor/th.po @@ -19192,27 +19192,17 @@ msgstr "เพิ่มคุณสมบัติทั่วไป" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "ดำเนินการ Overlay" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19222,13 +19212,17 @@ msgstr "ส่งออกทรัพยากรทั้งหมดในโ msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19238,6 +19232,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/tl.po b/editor/tl.po index 1b9f6fc..0542669 100644 --- a/editor/tl.po +++ b/editor/tl.po @@ -18648,27 +18648,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Mga Enumerasyon" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18677,13 +18667,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18693,6 +18687,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/tr.po b/editor/tr.po index 41c746f..7802ac2 100644 --- a/editor/tr.po +++ b/editor/tr.po @@ -18667,39 +18667,16 @@ msgstr "Gölgelendirici Genel Parametresi Ekle" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"Bu proje, eski Godot sürümlerinin kullandığı eski bir örgü biçimine sahip " -"örgüler kullanmaktadır. Bu örgüleri kullanabilmek için, motorun biçimlerini " -"güncellemesi gerekiyor.\n" -"\n" -"Tüm örgüleri ve sahneleri güncelleyip yeniden kaydedecek olan yüzey " -"güncelleme aracını çalıştırmak için, 'Yeniden Başlat ve Güncelle' düğmesine " -"basın. Bu güncelleme, düzenleyiciyi yeniden başlatır ve birkaç dakika " -"sürebilir. Bu güncelleme, bu örgüleri Godot'un önceki sürümleriyle uyumsuz " -"hale getirecektir.\n" -"\n" -"Sahneyi normal şekilde açmaya devam etmek için 'Sadece Güncelle' ye basın. " -"Motor, örgülerin güncellemesini bellekte yapacak ancak bu güncellemeleri " -"kaydetmeyecektir. Bu seçeneği seçmek, projenin her açılmasında daha yavaş " -"yüklenmesine sebep olacaktır." #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "Yeniden Başlat ve Güncelle" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "Yalnızca Güncelleme" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18710,12 +18687,18 @@ msgid "Attempting to re-save " msgstr "Yeniden kaydetme deneniyor " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "Yeniden kaydetme deneniyor " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18738,6 +18721,10 @@ msgstr "" "Bu seçeneğin seçilmesi, projenin her açılmasında daha yavaş yükleme " "sürelerine yol açacaktır." +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "Yeniden Başlat ve Güncelle" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "Bu paneli %d ekranında yüzer hale getir." diff --git a/editor/uk.po b/editor/uk.po index 8ba8152..64ebd05 100644 --- a/editor/uk.po +++ b/editor/uk.po @@ -18799,27 +18799,17 @@ msgstr "Додати глобальний параметр шейдера" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Тільки оператори" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18829,13 +18819,17 @@ msgstr "Експортувати усі ресурси у проєкті" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18845,6 +18839,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/ur_PK.po b/editor/ur_PK.po index 82b5bb6..c49f918 100644 --- a/editor/ur_PK.po +++ b/editor/ur_PK.po @@ -18583,27 +18583,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr ".تمام کا انتخاب" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -18612,13 +18602,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18628,6 +18622,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/uz.po b/editor/uz.po index 618330c..ef466e1 100644 --- a/editor/uz.po +++ b/editor/uz.po @@ -17593,24 +17593,15 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -17621,13 +17612,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -17637,6 +17632,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/vi.po b/editor/vi.po index d041454..89c7df1 100644 --- a/editor/vi.po +++ b/editor/vi.po @@ -19290,27 +19290,17 @@ msgstr "Thêm Thuộc tính Toàn cục" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "Thao tác" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -19320,13 +19310,17 @@ msgstr "Xuất ra tất cả tài nguyên dùng trong dự án" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19336,6 +19330,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/zh_CN.po b/editor/zh_CN.po index 168a728..0d6a8bb 100644 --- a/editor/zh_CN.po +++ b/editor/zh_CN.po @@ -18127,34 +18127,16 @@ msgstr "添加着色器全局参数" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" -"这个项目使用了以前版本 Godot 的过时网格格式。引擎需要对格式进行升级才能使用这" -"些网格。\n" -"\n" -"点击“重启并升级”运行表面升级工具,会将所有网格和场景进行更新并重新保存。升级" -"时将会重启编辑器,可能需要几分钟时间。更新后的网格不再兼容以前版本的 " -"Godot。\n" -"\n" -"点击“仅升级”继续正常打开场景。引擎会在内存中升级各个网格,但是不会保存更新。" -"选择这个选项将会使得每次加载这个项目的时间变长。" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" -msgstr "重启并升级" - -#: editor/surface_upgrade_tool.cpp -msgid "Upgrade Only" -msgstr "仅升级" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." +msgstr "" #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" @@ -18165,12 +18147,18 @@ msgid "Attempting to re-save " msgstr "正在尝试重新保存 " #: editor/surface_upgrade_tool.cpp +#, fuzzy +msgid "Attempting to remove " +msgstr "正在尝试重新保存 " + +#: editor/surface_upgrade_tool.cpp +#, fuzzy msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18179,16 +18167,20 @@ msgid "" "mesh in memory, but the update will not be saved. Choosing this option will " "lead to slower load times every time this project is loaded." msgstr "" -"Godot 4.2 更改了网格的格式,导入的网格和在 Godot " -"中制作的网格都会受到影响。引擎需要对格式进行升级才能使用这些网格。\n" +"Godot 4.2 更改了网格的格式,导入的网格和在 Godot 中制作的网格都会受到影响。引" +"擎需要对格式进行升级才能使用这些网格。\n" "\n" "如果你的项目包含网格,并且是在 Godot 4.2 之前创建的,我们建议运行这个一次性转" -"换工具。升级时将会重启编辑器,可能需要几分钟时间。" -"更新后的网格不再兼容以前版本的 Godot。\n" +"换工具。升级时将会重启编辑器,可能需要几分钟时间。更新后的网格不再兼容以前版" +"本的 Godot。\n" "\n" "你仍然可以保留现有网格。引擎会在内存中升级各个网格,但是不会保存更新。选择这" "个选项将会使得每次加载这个项目的时间变长。" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "重启并升级" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "让这个面板在屏幕 %d 中浮动。" diff --git a/editor/zh_HK.po b/editor/zh_HK.po index 9bb56c2..4432f2f 100644 --- a/editor/zh_HK.po +++ b/editor/zh_HK.po @@ -19161,27 +19161,17 @@ msgstr "" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "選項" - #: editor/surface_upgrade_tool.cpp msgid "Upgrading All Meshes in Project" msgstr "" @@ -19190,13 +19180,17 @@ msgstr "" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -19206,6 +19200,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "" diff --git a/editor/zh_TW.po b/editor/zh_TW.po index a5a0f6a..4c9d24d 100644 --- a/editor/zh_TW.po +++ b/editor/zh_TW.po @@ -18100,27 +18100,17 @@ msgstr "新增著色器全域參數" msgid "" "This project uses meshes with an outdated mesh format from previous Godot " "versions. The engine needs to update the format in order to use those " -"meshes.\n" -"\n" -"Press 'Restart & Upgrade' to run the surface upgrade tool which will update " -"and re-save all meshes and scenes. This update will restart the editor and " -"may take several minutes. Upgrading will make the meshes incompatible with " -"previous versions of Godot.\n" -"\n" -"Press 'Upgrade Only' to continue opening the scene as normal. The engine " -"will update each mesh in memory, but the update will not be saved. Choosing " -"this option will lead to slower load times every time this project is loaded." +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp -msgid "Restart & Upgrade" +msgid "" +"This project uses meshes with an outdated mesh format. Check the output log." msgstr "" -#: editor/surface_upgrade_tool.cpp -#, fuzzy -msgid "Upgrade Only" -msgstr "僅運算子" - #: editor/surface_upgrade_tool.cpp #, fuzzy msgid "Upgrading All Meshes in Project" @@ -18130,13 +18120,17 @@ msgstr "匯出專案內所有資源" msgid "Attempting to re-save " msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Attempting to remove " +msgstr "" + #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " "and meshes authored inside of Godot. The engine needs to update the format " "in order to use those meshes.\n" "\n" -"If your project predates Godot 4.2 and contains meshes we recommend you run " +"If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " "take several minutes. Upgrading will make the meshes incompatible with " "previous versions of Godot.\n" @@ -18146,6 +18140,10 @@ msgid "" "lead to slower load times every time this project is loaded." msgstr "" +#: editor/surface_upgrade_tool.cpp +msgid "Restart & Upgrade" +msgstr "" + #: editor/window_wrapper.cpp msgid "Make this panel floating in the screen %d." msgstr "讓這個面板在螢幕 %d 中浮動。" diff --git a/godot b/godot index 7022271..c17d73f 160000 --- a/godot +++ b/godot @@ -1 +1 @@ -Subproject commit 7022271291a3d2a9cbd6a223d22a29fd775dfc5d +Subproject commit c17d73f140e56470f98c5a325cd6475aae899cbb diff --git a/properties/br.po b/properties/br.po index 33bfecd..6550bd9 100644 --- a/properties/br.po +++ b/properties/br.po @@ -18,8 +18,8 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=5; plural=(n % 10 == 1 && n % 100 != 11 && n % 100 != " "71 && n % 100 != 91) ? 0 : ((n % 10 == 2 && n % 100 != 12 && n % 100 != 72 " -"&& n % 100 != 92) ? 1 : ((((n % 10 == 3 || n % 10 == 4) || n % 10 == 9) && (" -"n % 100 < 10 || n % 100 > 19) && (n % 100 < 70 || n % 100 > 79) && (n % 100 " +"&& n % 100 != 92) ? 1 : ((((n % 10 == 3 || n % 10 == 4) || n % 10 == 9) && " +"(n % 100 < 10 || n % 100 > 19) && (n % 100 < 70 || n % 100 > 79) && (n % 100 " "< 90 || n % 100 > 99)) ? 2 : ((n != 0 && n % 1000000 == 0) ? 3 : 4)));\n" "X-Generator: Weblate 5.2.1-rc\n" diff --git a/properties/nl.po b/properties/nl.po index 9868e5a..e3369e0 100644 --- a/properties/nl.po +++ b/properties/nl.po @@ -72,8 +72,8 @@ msgstr "" "POT-Creation-Date: \n" "PO-Revision-Date: 2023-11-27 01:40+0000\n" "Last-Translator: Gert-dev \n" -"Language-Team: Dutch \n" +"Language-Team: Dutch \n" "Language: nl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n"