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Sync translation templates with Godot
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187
classes/et.po
187
classes/et.po
@@ -3778,14 +3778,17 @@ msgstr ""
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#: doc/classes/@GlobalScope.xml
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msgid ""
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"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
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"information of how to use MIDI inputs."
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"MIDI note OFF message. Not all MIDI devices send this event; some send "
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"[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the "
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"documentation of [InputEventMIDI] for information of how to use MIDI inputs."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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msgid ""
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"MIDI note ON message. See the documentation of [InputEventMIDI] for "
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"information of how to use MIDI inputs."
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"MIDI note ON message. Some MIDI devices send this event with velocity zero "
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"instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See "
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"the documentation of [InputEventMIDI] for information of how to use MIDI "
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"inputs."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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@@ -4393,13 +4396,11 @@ msgid "The property is read-only in the [EditorInspector]."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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msgid "Default usage (storage, editor and network)."
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msgid "Default usage (storage and editor)."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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msgid ""
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"Default usage but without showing the property in the editor (storage, "
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"network)."
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msgid "Default usage but without showing the property in the editor (storage)."
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msgstr ""
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#: doc/classes/@GlobalScope.xml
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@@ -40376,9 +40377,11 @@ msgstr ""
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msgid ""
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"A script implemented in the GDScript programming language. The script "
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"extends the functionality of all objects that instantiate it.\n"
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"[method new] creates a new instance of the script. [method Object."
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"Calling [method new] creates a new instance of the script. [method Object."
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"set_script] extends an existing object, if that object's class matches one "
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"of the script's base classes."
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"of the script's base classes.\n"
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"If you are looking for GDScript's built-in functions, see [@GDScript] "
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"instead."
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msgstr ""
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#: modules/gdscript/doc_classes/GDScript.xml
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@@ -48113,8 +48116,10 @@ msgid ""
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"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, "
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"therefore your code should treat the input as stopped if some period of time "
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"has passed.\n"
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"For more information, see the MIDI message status byte list chart linked "
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"above."
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"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero "
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"velocity instead of [constant MIDI_MESSAGE_NOTE_OFF].\n"
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"For more information, see the note in [member velocity] and the MIDI message "
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"status byte list chart linked above."
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msgstr ""
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#: doc/classes/InputEventMIDI.xml
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@@ -48134,10 +48139,14 @@ msgstr ""
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msgid ""
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"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
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"piano, this corresponds to how quickly the key was pressed, and is rarely "
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"above about 110 in practice. Note that some MIDI devices may send a "
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"[constant MIDI_MESSAGE_NOTE_ON] message with zero velocity and expect this "
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"to be treated the same as a [constant MIDI_MESSAGE_NOTE_OFF] message, but "
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"device implementations vary so Godot reports event data exactly as received."
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"above about 110 in practice.\n"
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"[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] "
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"message with zero velocity and expect this to be treated the same as a "
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"[constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so "
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"Godot reports event data exactly as received. Depending on the hardware and "
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"the needs of the game/app, this MIDI quirk can be handled robustly with a "
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"couple lines of script (check for [constant MIDI_MESSAGE_NOTE_ON] with "
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"velocity zero)."
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msgstr ""
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#: doc/classes/InputEventMouse.xml
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@@ -55104,6 +55113,7 @@ msgid ""
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msgstr ""
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#: doc/classes/Mutex.xml doc/classes/Semaphore.xml doc/classes/Thread.xml
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#: doc/classes/WorkerThreadPool.xml
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msgid "Using multiple threads"
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msgstr ""
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@@ -69132,7 +69142,10 @@ msgid ""
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"purposes or positioning of other elements). This allows reducing the "
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"exported PCK's size significantly.\n"
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"- When this subclass is missing due to using a different engine version or "
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"build (e.g. modules disabled)."
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"build (e.g. modules disabled).\n"
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"[b]Note:[/b] This is not intended to be used as an actual texture for "
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"rendering. It is not guaranteed to work like one in shaders or materials "
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"(for example when calculating UV)."
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msgstr ""
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#: doc/classes/PlaceholderCubemapArray.xml
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@@ -69148,7 +69161,10 @@ msgid ""
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"purposes or positioning of other elements). This allows reducing the "
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"exported PCK's size significantly.\n"
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"- When this subclass is missing due to using a different engine version or "
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"build (e.g. modules disabled)."
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"build (e.g. modules disabled).\n"
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"[b]Note:[/b] This is not intended to be used as an actual texture for "
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"rendering. It is not guaranteed to work like one in shaders or materials "
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"(for example when calculating UV)."
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msgstr ""
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#: doc/classes/PlaceholderMaterial.xml
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@@ -69201,7 +69217,10 @@ msgid ""
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"purposes or positioning of other elements). This allows reducing the "
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"exported PCK's size significantly.\n"
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"- When this subclass is missing due to using a different engine version or "
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"build (e.g. modules disabled)."
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"build (e.g. modules disabled).\n"
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"[b]Note:[/b] This is not intended to be used as an actual texture for "
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"rendering. It is not guaranteed to work like one in shaders or materials "
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"(for example when calculating UV)."
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msgstr ""
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#: doc/classes/PlaceholderTexture2D.xml doc/classes/PlaceholderTexture3D.xml
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@@ -69226,7 +69245,10 @@ msgid ""
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"purposes or positioning of other elements). This allows reducing the "
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"exported PCK's size significantly.\n"
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"- When this subclass is missing due to using a different engine version or "
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"build (e.g. modules disabled)."
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"build (e.g. modules disabled).\n"
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"[b]Note:[/b] This is not intended to be used as an actual texture for "
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"rendering. It is not guaranteed to work like one in shaders or materials "
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"(for example when calculating UV)."
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msgstr ""
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#: doc/classes/PlaceholderTextureLayered.xml
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@@ -69238,7 +69260,10 @@ msgid ""
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"purposes or positioning of other elements). This allows reducing the "
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"exported PCK's size significantly.\n"
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"- When this subclass is missing due to using a different engine version or "
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"build (e.g. modules disabled)."
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"build (e.g. modules disabled).\n"
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"[b]Note:[/b] This is not intended to be used as an actual texture for "
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"rendering. It is not guaranteed to work like one in shaders or materials "
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"(for example when calculating UV)."
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msgstr ""
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#: doc/classes/PlaceholderTextureLayered.xml
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@@ -101065,7 +101090,7 @@ msgid ""
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"This is a current limitation of the GDScript debugger."
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msgstr ""
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#: doc/classes/Thread.xml
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#: doc/classes/Thread.xml doc/classes/WorkerThreadPool.xml
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msgid "Thread-safe APIs"
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msgstr ""
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@@ -109357,11 +109382,7 @@ msgstr ""
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#: doc/classes/ViewportTexture.xml
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msgid ""
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"The path to the [Viewport] node to display. This is relative to the scene "
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"root, not to the node which uses the texture.\n"
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"[b]Note:[/b] In the editor, it is automatically updated when the target "
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"viewport's node path changes due to renaming or moving the viewport or its "
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"ancestors. At runtime, it may not be able to automatically update due to the "
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"inability to determine the scene root."
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"root, not to the node which uses the texture."
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msgstr ""
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#: doc/classes/VisibleOnScreenEnabler2D.xml
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@@ -115155,6 +115176,118 @@ msgid ""
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"transparent] is enabled."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"A singleton that allocates some [Thread]s on startup, used to offload tasks "
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"to these threads."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"The [WorkerThreadPool] singleton allocates a set of [Thread]s (called worker "
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"threads) on project startup and provides methods for offloading tasks to "
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"them. This can be used for simple multithreading without having to create "
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"[Thread]s.\n"
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"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can "
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"be used to create regular tasks, which will be taken by one worker thread, "
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"or group tasks, which can be distributed between multiple worker threads. "
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"Group tasks execute the [Callable] multiple times, which makes them useful "
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"for iterating over a lot of elements, such as the enemies in an arena.\n"
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"Here's a sample on how to offload an expensive function to worker threads:\n"
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"[codeblocks]\n"
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"[gdscript]\n"
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"var enemies = [] # An array to be filled with enemies.\n"
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"\n"
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"func process_enemy_ai(enemy_index):\n"
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" var processed_enemy = enemies[enemy_index]\n"
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" # Expensive logic...\n"
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"\n"
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"func _process(delta):\n"
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" var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies."
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"size())\n"
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" # Other code...\n"
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" WorkerThreadPool.wait_for_group_task_completion(task_id)\n"
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" # Other code that depends on the enemy AI already being processed.\n"
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"[/gdscript]\n"
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"[csharp]\n"
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"private List<Node> _enemies = new List<Node>(); // A list to be filled with "
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"enemies.\n"
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"\n"
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"private void ProcessEnemyAI(int enemyIndex)\n"
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"{\n"
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" Node processedEnemy = _enemies[enemyIndex];\n"
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" // Expensive logic here.\n"
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"}\n"
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"\n"
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"public override void _Process(double delta)\n"
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"{\n"
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" long taskId = WorkerThreadPool.AddGroupTask(Callable."
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"From<int>(ProcessEnemyAI), _enemies.Count);\n"
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" // Other code...\n"
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" WorkerThreadPool.WaitForGroupTaskCompletion(taskId);\n"
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" // Other code that depends on the enemy AI already being processed.\n"
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"}\n"
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"[/csharp]\n"
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"[/codeblocks]\n"
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"The above code relies on the number of elements in the [code]enemies[/code] "
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"array remaining constant during the multithreaded part.\n"
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"[b]Note:[/b] Using this singleton could affect performance negatively if the "
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"task being distributed between threads is not computationally expensive."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"Adds [param action] as a group task to be executed by the worker threads. "
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"The [Callable] will be called a number of times based on [param elements], "
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"with the first thread calling it with the value [code]0[/code] as a "
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"parameter, and each consecutive execution incrementing this value by 1 until "
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"it reaches [code]element - 1[/code].\n"
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"The number of threads the task is distributed to is defined by [param "
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"tasks_needed], where the default value [code]-1[/code] means it is "
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"distributed to all worker threads. [param high_priority] determines if the "
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"task has a high priority or a low priority (default). You can optionally "
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"provide a [param description] to help with debugging.\n"
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"Returns a group task ID that can be used by other methods."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"Adds [param action] as a task to be executed by a worker thread. [param "
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"high_priority] determines if the task has a high priority or a low priority "
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"(default). You can optionally provide a [param description] to help with "
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"debugging.\n"
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"Returns a task ID that can be used by other methods."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"Returns how many times the [Callable] of the group task with the given ID "
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"has already been executed by the worker threads.\n"
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"[b]Note:[/b] If a thread has started executing the [Callable] but is yet to "
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"finish, it won't be counted."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"Returns [code]true[/code] if the group task with the given ID is completed."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid "Returns [code]true[/code] if the task with the given ID is completed."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"Pauses the thread that calls this method until the group task with the given "
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"ID is completed."
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msgstr ""
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#: doc/classes/WorkerThreadPool.xml
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msgid ""
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"Pauses the thread that calls this method until the task with the given ID is "
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"completed."
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msgstr ""
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#: doc/classes/World2D.xml
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msgid "Class that has everything pertaining to a 2D world."
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msgstr ""
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