Sync translation templates with Godot

This commit is contained in:
Rémi Verschelde
2023-05-19 08:56:14 +02:00
parent 71cce2a30f
commit 6783307574
47 changed files with 7447 additions and 1840 deletions

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