From 9a0ddaba03e30489f2df148fba85ef65457fc8b2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 8 Sep 2025 16:16:44 +0200 Subject: [PATCH] Merge and export translations for Godot 4.5 --- classes/af.po | 558 ++++++++++++++++++--------- classes/ar.po | 568 +++++++++++++++++---------- classes/bn.po | 558 ++++++++++++++++++--------- classes/ca.po | 564 +++++++++++++++++---------- classes/classes.pot | 545 +++++++++++++++++--------- classes/cs.po | 570 +++++++++++++++++---------- classes/de.po | 611 +++++++++++++++++++---------- classes/el.po | 568 +++++++++++++++++---------- classes/es.po | 632 ++++++++++++++++++++---------- classes/et.po | 558 ++++++++++++++++++--------- classes/fa.po | 565 +++++++++++++++++---------- classes/fi.po | 568 +++++++++++++++++---------- classes/fil.po | 558 ++++++++++++++++++--------- classes/fr.po | 619 +++++++++++++++++++----------- classes/ga.po | 665 +++++++++++++++++++++----------- classes/gl.po | 558 ++++++++++++++++++--------- classes/hi.po | 558 ++++++++++++++++++--------- classes/hu.po | 567 +++++++++++++++++---------- classes/id.po | 568 +++++++++++++++++---------- classes/is.po | 558 ++++++++++++++++++--------- classes/it.po | 693 +++++++++++++++++++++------------ classes/ja.po | 570 +++++++++++++++++---------- classes/ka.po | 558 ++++++++++++++++++--------- classes/ko.po | 571 +++++++++++++++++---------- classes/lt.po | 558 ++++++++++++++++++--------- classes/lv.po | 558 ++++++++++++++++++--------- classes/mr.po | 558 ++++++++++++++++++--------- classes/nb.po | 558 ++++++++++++++++++--------- classes/ne.po | 558 ++++++++++++++++++--------- classes/nl.po | 558 ++++++++++++++++++--------- classes/pl.po | 568 +++++++++++++++++---------- classes/pt.po | 569 +++++++++++++++++---------- classes/pt_BR.po | 571 +++++++++++++++++---------- classes/ro.po | 560 +++++++++++++++++---------- classes/ru.po | 744 +++++++++++++++++++++++------------- classes/sk.po | 558 ++++++++++++++++++--------- classes/sr_Cyrl.po | 558 ++++++++++++++++++--------- classes/sv.po | 560 +++++++++++++++++---------- classes/ta.po | 687 +++++++++++++++++++++------------ classes/th.po | 576 ++++++++++++++++++---------- classes/tk.po | 558 ++++++++++++++++++--------- classes/tl.po | 570 +++++++++++++++++---------- classes/tok.po | 558 ++++++++++++++++++--------- classes/tr.po | 562 +++++++++++++++++---------- classes/uk.po | 741 ++++++++++++++++++++++------------- classes/vi.po | 568 +++++++++++++++++---------- classes/zh_CN.po | 701 +++++++++++++++++++++------------ classes/zh_TW.po | 651 ++++++++++++++++++++----------- editor/af.po | 64 +++- editor/ar.po | 67 +++- editor/az.po | 66 +++- editor/be.po | 63 ++- editor/bg.po | 67 +++- editor/bn.po | 66 +++- editor/br.po | 63 ++- editor/bs.po | 60 ++- editor/ca.po | 65 +++- editor/cs.po | 70 +++- editor/cy.po | 64 +++- editor/da.po | 64 +++- editor/de.po | 69 +++- editor/editor.pot | 60 ++- editor/el.po | 65 +++- editor/eo.po | 64 +++- editor/es.po | 70 +++- editor/es_AR.po | 67 +++- editor/et.po | 64 +++- editor/eu.po | 63 ++- editor/fa.po | 66 +++- editor/fi.po | 69 +++- editor/fil.po | 63 ++- editor/fr.po | 70 +++- editor/ga.po | 70 +++- editor/gl.po | 63 ++- editor/he.po | 64 +++- editor/hi.po | 63 ++- editor/hr.po | 63 ++- editor/ht.po | 60 ++- editor/hu.po | 65 +++- editor/id.po | 67 +++- editor/ig.po | 60 ++- editor/io.po | 60 ++- editor/it.po | 69 +++- editor/ja.po | 70 +++- editor/ka.po | 67 +++- editor/km.po | 63 ++- editor/kmr.po | 60 ++- editor/ko.po | 68 +++- editor/lt.po | 67 +++- editor/lv.po | 64 +++- editor/lzh.po | 60 ++- editor/mk.po | 63 ++- editor/ml.po | 63 ++- editor/mr.po | 66 +++- editor/ms.po | 64 +++- editor/nb.po | 64 +++- editor/nl.po | 66 +++- editor/nn.po | 64 +++- editor/pl.po | 70 +++- editor/pt.po | 69 +++- editor/pt_BR.po | 69 +++- editor/ro.po | 65 +++- editor/ru.po | 70 +++- editor/si.po | 63 ++- editor/sk.po | 64 +++- editor/sl.po | 64 +++- editor/sq.po | 63 ++- editor/sr_Cyrl.po | 65 +++- editor/sr_Latn.po | 63 ++- editor/sv.po | 67 +++- editor/sw.po | 60 ++- editor/ta.po | 70 +++- editor/te.po | 63 ++- editor/th.po | 66 +++- editor/tk.po | 63 ++- editor/tl.po | 64 +++- editor/tlh.po | 63 ++- editor/tok.po | 65 +++- editor/tr.po | 70 +++- editor/uk.po | 70 +++- editor/ur_PK.po | 63 ++- editor/uz.po | 60 ++- editor/vi.po | 68 +++- editor/zh_CN.po | 68 +++- editor/zh_HK.po | 64 +++- editor/zh_TW.po | 68 +++- extractable/af.po | 9 + extractable/ar.po | 9 + extractable/az.po | 8 + extractable/be.po | 8 + extractable/bg.po | 9 + extractable/bn.po | 9 + extractable/ca.po | 9 + extractable/cs.po | 9 + extractable/cy.po | 8 + extractable/da.po | 9 + extractable/de.po | 9 + extractable/el.po | 9 + extractable/eo.po | 9 + extractable/es.po | 9 + extractable/es_AR.po | 9 + extractable/et.po | 9 + extractable/eu.po | 9 + extractable/extractable.pot | 8 + extractable/fa.po | 9 + extractable/fi.po | 9 + extractable/fr.po | 9 + extractable/gl.po | 9 + extractable/he.po | 9 + extractable/hi.po | 9 + extractable/hr.po | 9 + extractable/hu.po | 9 + extractable/id.po | 9 + extractable/it.po | 9 + extractable/ja.po | 9 + extractable/ka.po | 8 + extractable/ko.po | 9 + extractable/lt.po | 8 + extractable/lv.po | 9 + extractable/ml.po | 8 + extractable/mr.po | 8 + extractable/ms.po | 9 + extractable/nb.po | 9 + extractable/nl.po | 9 + extractable/pl.po | 9 + extractable/pt.po | 9 + extractable/pt_BR.po | 9 + extractable/ro.po | 9 + extractable/ru.po | 9 + extractable/sk.po | 9 + extractable/sl.po | 9 + extractable/sq.po | 9 + extractable/sr_Cyrl.po | 9 + extractable/sr_Latn.po | 8 + extractable/sv.po | 9 + extractable/th.po | 9 + extractable/tl.po | 9 + extractable/tr.po | 9 + extractable/uk.po | 9 + extractable/vi.po | 9 + extractable/zh_CN.po | 9 + extractable/zh_HK.po | 9 + extractable/zh_TW.po | 9 + godot | 2 +- properties/af.po | 23 +- properties/ar.po | 23 +- properties/az.po | 23 +- properties/be.po | 23 +- properties/bg.po | 23 +- properties/bn.po | 23 +- properties/br.po | 23 +- properties/bs.po | 23 +- properties/ca.po | 23 +- properties/cs.po | 23 +- properties/da.po | 23 +- properties/de.po | 25 +- properties/el.po | 23 +- properties/eo.po | 23 +- properties/es.po | 23 +- properties/es_AR.po | 23 +- properties/et.po | 23 +- properties/eu.po | 23 +- properties/fa.po | 23 +- properties/fi.po | 23 +- properties/fil.po | 23 +- properties/fr.po | 23 +- properties/ga.po | 23 +- properties/gl.po | 23 +- properties/he.po | 23 +- properties/hi.po | 25 +- properties/hr.po | 23 +- properties/hu.po | 23 +- properties/id.po | 25 +- properties/ig.po | 23 +- properties/it.po | 25 +- properties/ja.po | 23 +- properties/ka.po | 23 +- properties/km.po | 23 +- properties/ko.po | 23 +- properties/lt.po | 23 +- properties/lv.po | 23 +- properties/lzh.po | 23 +- properties/mk.po | 23 +- properties/ml.po | 23 +- properties/mr.po | 23 +- properties/ms.po | 23 +- properties/nb.po | 23 +- properties/nl.po | 23 +- properties/ota.po | 23 +- properties/pl.po | 23 +- properties/properties.pot | 23 +- properties/pt.po | 25 +- properties/pt_BR.po | 25 +- properties/ro.po | 23 +- properties/ru.po | 23 +- properties/si.po | 23 +- properties/sk.po | 23 +- properties/sl.po | 23 +- properties/sq.po | 23 +- properties/sr_Cyrl.po | 23 +- properties/sr_Latn.po | 23 +- properties/sv.po | 23 +- properties/ta.po | 25 +- properties/te.po | 23 +- properties/th.po | 23 +- properties/tk.po | 23 +- properties/tl.po | 23 +- properties/tok.po | 23 +- properties/tr.po | 25 +- properties/uk.po | 23 +- properties/ur.po | 23 +- properties/ur_PK.po | 23 +- properties/vi.po | 25 +- properties/zh_CN.po | 23 +- properties/zh_HK.po | 23 +- properties/zh_TW.po | 25 +- 256 files changed, 24461 insertions(+), 10916 deletions(-) diff --git a/classes/af.po b/classes/af.po index c171012..3f003f1 100644 --- a/classes/af.po +++ b/classes/af.po @@ -12006,8 +12006,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12332,8 +12333,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12443,8 +12445,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20929,7 +20932,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20940,6 +20967,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23154,7 +23185,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23291,12 +23327,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29498,7 +29538,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33476,7 +33516,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33488,6 +33528,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36282,13 +36324,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37159,7 +37201,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37381,6 +37423,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38336,6 +38429,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40008,9 +40114,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40027,10 +40135,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50353,7 +50464,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65528,10 +65639,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65996,20 +66103,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66095,7 +66200,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66112,7 +66239,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66572,7 +66717,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69584,7 +69731,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72501,39 +72652,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79992,13 +80143,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80007,24 +80158,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80033,15 +80176,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88050,7 +88196,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93308,6 +93479,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97812,7 +97993,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97825,8 +98006,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101238,7 +101418,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102496,7 +102680,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107376,19 +107560,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108303,9 +108486,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116156,10 +116342,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118333,19 +118524,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122623,33 +122813,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124891,7 +125068,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131944,7 +132122,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135522,30 +135706,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146301,7 +146461,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151827,11 +151991,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152154,11 +152329,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152358,18 +152533,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159078,7 +159253,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ar.po b/classes/ar.po index 1504f40..be17588 100644 --- a/classes/ar.po +++ b/classes/ar.po @@ -12548,8 +12548,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12880,8 +12881,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12991,8 +12993,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21606,7 +21609,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21617,6 +21644,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23842,7 +23874,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23985,14 +24022,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "يُرجع قيمة الجذر التربيعي للمَعلم." #: doc/classes/ClassDB.xml #, fuzzy @@ -30264,7 +30306,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34321,7 +34363,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34333,6 +34375,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37251,13 +37295,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38136,7 +38180,7 @@ msgstr "يُرجع جيب المَعلم." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38370,6 +38414,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39343,6 +39440,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41039,9 +41149,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41058,10 +41170,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51496,7 +51611,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -66939,10 +67054,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67420,20 +67531,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67519,7 +67628,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67536,7 +67667,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -67998,7 +68147,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71090,7 +71241,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74056,39 +74211,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -81834,13 +81989,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -81849,24 +82004,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -81875,15 +82022,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90016,7 +90166,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -95344,6 +95519,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -99942,7 +100129,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -99955,8 +100142,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103406,7 +103592,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -104676,7 +104866,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109569,19 +109759,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110505,9 +110694,12 @@ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118475,10 +118667,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -120679,19 +120876,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -125015,35 +125211,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "يُرجع قيمة ظل الزاوية للمَعلم." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -127313,7 +127495,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134547,7 +134730,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -138169,31 +138358,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -149287,7 +149451,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -155091,11 +155259,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155424,11 +155603,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -155628,18 +155807,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162555,7 +162734,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/bn.po b/classes/bn.po index cffea8c..1b0f1d6 100644 --- a/classes/bn.po +++ b/classes/bn.po @@ -12019,8 +12019,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12345,8 +12346,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12456,8 +12458,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20942,7 +20945,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20953,6 +20980,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23167,7 +23198,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23304,12 +23340,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29511,7 +29551,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33489,7 +33529,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33501,6 +33541,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36296,13 +36338,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37173,7 +37215,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37395,6 +37437,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38350,6 +38443,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40022,9 +40128,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40041,10 +40149,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50367,7 +50478,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65542,10 +65653,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66010,20 +66117,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66109,7 +66214,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66126,7 +66253,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66586,7 +66731,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69598,7 +69745,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72515,39 +72666,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80006,13 +80157,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80021,24 +80172,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80047,15 +80190,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88064,7 +88210,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93322,6 +93493,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97826,7 +98007,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97839,8 +98020,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101252,7 +101432,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102510,7 +102694,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107390,19 +107574,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108317,9 +108500,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116170,10 +116356,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118347,19 +118538,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122637,33 +122827,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124905,7 +125082,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131958,7 +132136,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135536,30 +135720,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146315,7 +146475,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151841,11 +152005,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152168,11 +152343,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152372,18 +152547,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159092,7 +159267,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ca.po b/classes/ca.po index 113efab..d0f0aa8 100644 --- a/classes/ca.po +++ b/classes/ca.po @@ -12286,8 +12286,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12613,8 +12614,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12724,8 +12726,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21263,7 +21266,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21274,6 +21301,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23493,7 +23525,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23633,14 +23670,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/ClassDB.xml msgid "Returns the parent class of [param class]." @@ -29872,7 +29914,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33900,7 +33942,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33912,6 +33954,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36746,13 +36790,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37625,7 +37669,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37852,6 +37896,58 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38815,6 +38911,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40504,9 +40613,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40523,10 +40634,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50912,7 +51026,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -66242,10 +66356,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66713,20 +66823,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66812,7 +66920,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66829,7 +66959,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -67290,7 +67438,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -70349,7 +70499,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -73295,39 +73449,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80883,13 +81037,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80898,24 +81052,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80924,15 +81070,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88998,7 +89147,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -94292,6 +94466,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -98860,7 +99044,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -98873,8 +99057,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -102298,7 +102481,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -103559,7 +103746,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -108447,19 +108634,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -109381,9 +109567,12 @@ msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -117287,10 +117476,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -119479,19 +119673,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -123803,34 +123996,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Retorna el sinus hiperbòlic invers del paràmetre." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -126078,7 +126258,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -133236,7 +133417,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -136829,31 +137016,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Retorna el sinus hiperbòlic invers del paràmetre." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -147720,7 +147882,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -153470,11 +153636,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -153797,11 +153974,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -154001,18 +154178,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -160753,7 +160930,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/classes.pot b/classes/classes.pot index 4d1cdb4..ae01c69 100644 --- a/classes/classes.pot +++ b/classes/classes.pot @@ -11944,8 +11944,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish." msgstr "" @@ -12267,8 +12268,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish." msgstr "" @@ -12376,8 +12378,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and [param " "to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20822,7 +20825,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20833,6 +20860,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23036,7 +23067,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not part " +"of [ClassDB], so they will not return reflection data such as a method or " +"property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23171,13 +23207,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit from " -"[param class]." +"Returns the names of all engine classes that directly or indirectly inherit " +"from [param class]." msgstr "" #: doc/classes/ClassDB.xml @@ -29349,7 +29389,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33299,7 +33339,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33311,6 +33351,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36095,13 +36137,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -36970,7 +37012,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps won't " "be able to capture an image. It should not be used as a DRM or security " @@ -37192,6 +37234,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI theme " +"elements to match viewport scale and font oversampling. See also [member " +"ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) and " +"[member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38144,6 +38237,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, it " +"may result in slower application startup because the native libraries must be " +"extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -39800,9 +39906,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -39819,10 +39927,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to the " -"App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50085,7 +50196,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65165,10 +65276,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65630,20 +65737,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -65728,7 +65833,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -65745,7 +65872,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66203,7 +66348,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69192,7 +69339,12 @@ msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" -"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly." +"[b]Note:[/b] Setting this property updates [member visible_ratio] " +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72097,39 +72249,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member OS.delta_smoothing] " +"if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79558,13 +79710,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their logic " +"with physics ticks. [param delta] is the logical time between physics ticks " +"in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -79573,24 +79725,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -79599,15 +79743,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member OS.delta_smoothing] " +"if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -87579,7 +87726,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended to " +"call it on a separate thread using [Thread]. This allows the engine to keep " +"running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not be " +"called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -92805,6 +92977,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97277,7 +97459,7 @@ msgid "" "using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97290,8 +97472,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -100675,7 +100856,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when a variable, constant, or parameter has an implicitly " -"inferred static type.\n" +"inferred static type. In GDScript, type inference is performed by declaring a " +"variable with [code]:=[/code] instead of [code]=[/code] and leaving out the " +"type specifier. For example, [code]var x := 1[/code] will [i]infer[/i] the " +"[int] type, while [code]var x: int = 1[/code] explicitly declares the " +"variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the type " "explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher " @@ -101928,7 +102113,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -106786,19 +106971,18 @@ msgstr "" msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format framebuffer " -"matching the bit depth of the 3D framebuffer. When using the Forward+ " -"renderer this will be an [code]RGBA16[/code] framebuffer, while when using " -"the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. " +"matching the bit depth of the 3D framebuffer. When using the Forward+ or " +"Compatibility renderer, this will be an [code]RGBA16[/code] framebuffer. When " +"using the Mobile renderer, it will be an [code]RGB10_A2[/code] framebuffer.\n" "Additionally, 2D rendering will take place in linear color space and will be " -"converted to sRGB space immediately before blitting to the screen. " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" "Practically speaking, this means that the end result of the Viewport will not " -"be clamped into the [code]0-1[/code] range and can be used in 3D rendering " +"be clamped to the [code]0-1[/code] range and can be used in 3D rendering " "without color space adjustments. This allows 2D rendering to take advantage " "of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -107703,9 +107887,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], [member " -"value] will first be rounded to a multiple of this property's value, then " -"rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -115522,10 +115709,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -117689,19 +117881,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when " -"using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" "Additionally, 2D rendering will take place in linear color space and will be " "converted to sRGB space immediately before blitting to the screen (if the " -"Viewport is attached to the screen). Practically speaking, this means that " -"the end result of the Viewport will not be clamped into the [code]0-1[/code] " -"range and can be used in 3D rendering without color space adjustments. This " -"allows 2D rendering to take advantage of effects requiring high dynamic range " -"(e.g. 2D glow) as well as substantially improves the appearance of effects " -"requiring highly detailed gradients. This setting has the same effect as " -"[member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will not " +"be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -121959,33 +122150,21 @@ msgid "" msgstr "" #: doc/classes/ResourceImporterSVG.xml -msgid "Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +msgid "" +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124222,7 +124401,8 @@ msgid "" "center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131227,7 +131407,12 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See [member " -"region_rect]." +"region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region defined " +"in [member region_rect] instead. See [url=$DOCS_URL/tutorials/shaders/" +"shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -134789,30 +134974,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are automatically " -"re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -145500,7 +145661,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -150993,11 +151158,22 @@ msgid "" "might be completely black or outdated if used too early, especially when used " "in e.g. [method Node._ready]. To make sure the texture you get is correct, " "you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -151317,11 +151493,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -151520,18 +151696,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when " -"using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" "Additionally, 2D rendering will take place in linear color space and will be " "converted to sRGB space immediately before blitting to the screen (if the " -"Viewport is attached to the screen). Practically speaking, this means that " -"the end result of the Viewport will not be clamped into the [code]0-1[/code] " -"range and can be used in 3D rendering without color space adjustments. This " -"allows 2D rendering to take advantage of effects requiring high dynamic range " -"(e.g. 2D glow) as well as substantially improves the appearance of effects " -"requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will not " +"be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -158195,7 +158371,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps won't " "be able to capture an image. It should not be used as a DRM or security " diff --git a/classes/cs.po b/classes/cs.po index 1d93ca0..aefd56a 100644 --- a/classes/cs.po +++ b/classes/cs.po @@ -13193,8 +13193,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13525,8 +13526,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13636,8 +13638,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -22283,7 +22286,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -22294,6 +22321,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Vrátí tangens parametru." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -24527,7 +24559,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -24673,14 +24710,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Vrátí odmocninu parametru." #: doc/classes/ClassDB.xml #, fuzzy @@ -31079,7 +31121,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -35141,7 +35183,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -35153,6 +35195,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -38228,13 +38272,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -39114,7 +39158,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -39356,6 +39400,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Vrátí zbytek po dělení dvou vektorů." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Vrátí sinus parametru." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -40328,6 +40425,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -42024,9 +42134,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -42043,10 +42155,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -52507,7 +52622,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67999,10 +68114,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -68480,20 +68591,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -68579,7 +68688,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -68596,7 +68727,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -69058,7 +69207,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -72172,7 +72323,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -75145,39 +75300,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -82977,13 +83132,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -82992,24 +83147,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -83018,15 +83165,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -91198,7 +91348,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -96591,6 +96766,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Vrátí arkus sinus parametru." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Hmotnost tělesa." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -101218,7 +101405,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -101231,8 +101418,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -104696,7 +104882,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -105968,7 +106158,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -110876,19 +111066,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -111829,9 +112018,12 @@ msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false. #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -119876,10 +120068,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -122083,19 +122280,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -126418,35 +126614,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Vrátí sinus parametru." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -128795,7 +128977,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -136148,10 +136331,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Je-li [code]true[/code], textura je vyříznuta z větší atlasové textury. Viz " -"[member region_rect]." #: doc/classes/Sprite2D.xml msgid "" @@ -139789,31 +139976,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Vrátí zbytek po dělení dvou vektorů." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -150959,7 +151121,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -156789,11 +156955,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -157125,11 +157302,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -157330,18 +157507,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -164229,7 +164406,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/de.po b/classes/de.po index 12c9389..557ffaa 100644 --- a/classes/de.po +++ b/classes/de.po @@ -17905,8 +17905,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18476,8 +18477,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18657,8 +18659,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -28812,7 +28815,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -28823,6 +28850,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Wird ausgegeben, wenn eine Vorlage hinzugefügt wird." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -31127,7 +31159,12 @@ msgid "A class information repository." msgstr "Ein Klassen-Informations-Repository." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -31307,14 +31344,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Gibt die Quadratwurzel des Parameters zurück." #: doc/classes/ClassDB.xml #, fuzzy @@ -37901,7 +37943,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -42125,7 +42167,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -42137,6 +42179,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -45316,13 +45360,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -46208,7 +46252,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -46461,6 +46505,60 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Gibt die Liste der Farben in den Vorlagen des Farbwählers zurück." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +#, fuzzy +msgid "Resizes the texture to the specified dimensions." +msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Gibt den gegebenen Übergang zurück." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -47446,6 +47544,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -49170,9 +49281,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -49189,10 +49302,13 @@ msgstr "Unterstützte Gerätefamilie." #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -59758,7 +59874,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -75466,11 +75582,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Resizes the texture to the specified dimensions." -msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -75967,20 +76078,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -76047,6 +76156,7 @@ msgid "" msgstr "" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -76066,7 +76176,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "Gibt [code]true[/code] zurück, wenn der Benutzer [i]begonnen hat[/i], das " "Aktionsereignis im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur " @@ -76093,6 +76203,53 @@ msgstr "" "Aktionsstatus des aktuellen Ereignisses abzufragen." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"Gibt [code]true[/code] zurück, wenn der Benutzer [i]begonnen hat[/i], das " +"Aktionsereignis im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur " +"[code]true[/code] in dem Frame oder Tick zurückgegeben, in dem der Benutzer " +"die Aktion gedrückt hat.\n" +"Dies ist nützlich für Code, der nur einmal ausgeführt werden muss, wenn eine " +"Aktion gedrückt wird, anstatt bei jedem Frame, während sie gedrückt gelassen " +"wird.\n" +"Wenn [param exact_match] [code]false[/code] ist, werden zusätzliche " +"Eingabemodifikatoren für [InputEventKey]- und [InputEventMouseButton]-" +"Ereignisse sowie die Richtung für [InputEventJoypadMotion]-Ereignisse " +"ignoriert.\n" +"[b]Hinweis:[/b] Die Rückgabe von [code]true[/code] bedeutet nicht, dass die " +"Aktion [i]noch[/i] gedrückt ist. Eine Aktion kann schnell gedrückt und " +"wieder losgelassen werden, und [code]true[/code] wird trotzdem " +"zurückgegeben, um keine Eingabe zu verpassen.\n" +"[b]Hinweis:[/b] Aufgrund von Tastatur-Ghosting kann [method " +"is_action_just_pressed] auch dann [code]false[/code] zurückgeben, wenn eine " +"der Tasten der Aktion gedrückt ist. Siehe [url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]Eingabebeispiele[/url] in der " +"Dokumentation für weitere Informationen.\n" +"[b]Hinweis:[/b] Verwenden Sie bei der Eingabeverarbeitung (z.B. [Methode " +"Node._input]) stattdessen [Methode InputEvent.is_action_pressed], um den " +"Aktionsstatus des aktuellen Ereignisses abzufragen." + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -76106,7 +76263,40 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn der Benutzer [i]aufhört[/i], das Aktions-" +"Event im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur dann " +"[code]true[/code] zurückgegeben, wenn der Benutzer die Taste loslässt.\n" +"[b]Hinweis:[/b] Die Rückgabe von [code]true[/code] bedeutet nicht, dass die " +"Aktion [i]noch[/i] nicht gedrückt ist. Eine Aktion kann schnell losgelassen " +"und wieder gedrückt werden, und [code]true[/code] wird trotzdem " +"zurückgegeben, um keine Eingabe zu verpassen.\n" +"Wenn [param exact_match] [code]false[/code] ist, werden zusätzliche " +"Eingabemodifikatoren für die Ereignisse [InputEventKey] und " +"[InputEventMouseButton] sowie die Richtung für die Ereignisse " +"[InputEventJoypadMotion] ignoriert.\n" +"[b]Hinweis:[/b] Verwenden Sie bei der Eingabeverarbeitung (z.B. [method " +"Node._input]) stattdessen [method InputEvent.is_action_released], um den " +"Aktionsstatus des aktuellen Ereignisses abzufragen." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "Gibt [code]true[/code] zurück, wenn der Benutzer [i]aufhört[/i], das Aktions-" "Event im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur dann " @@ -76659,7 +76849,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -79897,7 +80089,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -82964,39 +83160,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -91037,13 +91233,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -91052,24 +91248,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -91078,15 +91266,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -99414,7 +99605,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -104948,6 +105164,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Ruft den Typ einer Spur ab." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Ruft den Typ einer Spur ab." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -109640,7 +109868,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -109653,8 +109881,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -113213,7 +113440,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -114552,7 +114783,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -119476,19 +119707,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -120474,9 +120704,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -128650,10 +128883,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -130943,19 +131181,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -135303,35 +135540,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Wenn [code]true[/code], sind gespeicherte Farbvorlagen sichtbar." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Gibt den gegebenen Übergang zurück." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -137666,7 +137889,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -145247,7 +145471,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -148971,31 +149201,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Gibt die Liste der Farben in den Vorlagen des Farbwählers zurück." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -160441,7 +160646,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -166566,11 +166775,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -166903,11 +167123,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -167110,18 +167330,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -174204,7 +174424,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/el.po b/classes/el.po index 7de55eb..985740e 100644 --- a/classes/el.po +++ b/classes/el.po @@ -12161,8 +12161,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12493,8 +12494,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12604,8 +12606,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21210,7 +21213,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21221,6 +21248,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23446,7 +23478,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23589,14 +23626,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Επιστρέφει την τετραγωνική ρίζα της παραμέτρου." #: doc/classes/ClassDB.xml #, fuzzy @@ -29850,7 +29892,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33907,7 +33949,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33919,6 +33961,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36836,13 +36880,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37720,7 +37764,7 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37952,6 +37996,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38924,6 +39021,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40620,9 +40730,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40639,10 +40751,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51077,7 +51192,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -66484,10 +66599,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66965,20 +67076,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67064,7 +67173,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67081,7 +67212,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -67543,7 +67692,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -70611,7 +70762,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -73577,39 +73732,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -81293,13 +81448,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -81308,24 +81463,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -81334,15 +81481,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -89473,7 +89623,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -94789,6 +94964,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -99385,7 +99572,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -99398,8 +99585,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -102848,7 +103034,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -104118,7 +104308,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109011,19 +109201,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -109947,9 +110136,12 @@ msgstr "Επιστρέφει το συνημίτονο της παραμέτρο #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -117917,10 +118109,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -120121,19 +120318,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -124455,35 +124651,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -126753,7 +126935,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -133981,7 +134164,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -137597,31 +137786,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -148713,7 +148877,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -154325,11 +154493,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -154658,11 +154837,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -154862,18 +155041,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -161672,7 +161851,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/es.po b/classes/es.po index 5b36c4f..9b58044 100644 --- a/classes/es.po +++ b/classes/es.po @@ -16829,8 +16829,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17342,8 +17343,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17482,8 +17484,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -27583,7 +27586,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -27599,6 +27626,11 @@ msgstr "" "Emitida cuando se retira una [CameraFeed] (por ejemplo, se desenchufa una " "cámara web)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Emitida cuando el resto se actualiza." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "La imagen de la cámara RGBA." @@ -30315,9 +30347,13 @@ msgid "A class information repository." msgstr "Un repositorio de información de clases." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" -"Proporciona acceso a los metadatos almacenados para cada clase disponible." #: doc/classes/ClassDB.xml msgid "" @@ -30502,12 +30538,17 @@ msgstr "" "[code]value[/code]." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Devuelve los nombres de todas las clases disponibles." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Devuelve los nombres de todas las clases que directa o indirectamente " @@ -38262,7 +38303,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -43278,7 +43319,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -43293,6 +43334,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -46697,13 +46740,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -47789,7 +47832,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -48047,6 +48090,62 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Una [Texture2D] escalable basada en una imagen SVG." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"Crea un nuevo [SVGTexture] y lo inicializa asignando y estableciendo los " +"datos SVG a partir de una cadena." + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "Devuelve el código fuente SVG." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "Redimensiona la [ImageTexture] a las dimensiones especificadas." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "Establece el código fuente SVG." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Devuelve la orientación del texto." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Clase de ayuda para implementar un servidor DTLS." @@ -49138,6 +49237,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -51142,9 +51254,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51161,10 +51275,13 @@ msgstr "Familia de dispositivos compatibles." #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -63214,7 +63331,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -81741,10 +81858,6 @@ msgstr "" "Si quieres actualizar la imagen, pero no necesitas cambiar sus parámetros " "(formato, tamaño), usa [method update] en su lugar para un mejor rendimiento." -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "Redimensiona la [ImageTexture] a las dimensiones especificadas." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -82318,20 +82431,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -82423,7 +82534,35 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" +"Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " +"acción, lo que significa que es [code]true[/code] sólo en el marco en el que " +"el usuario ha pulsado el botón.\n" +"Esto es útil para el código que necesita ejecutarse sólo una vez cuando se " +"presiona una acción, en lugar de cada marco mientras se presiona." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " "acción, lo que significa que es [code]true[/code] sólo en el marco en el que " @@ -82446,7 +82585,31 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " +"acción, lo que significa que es [code]true[/code] sólo en el marco en el que " +"el usuario ha pulsado el botón.\n" +"Esto es útil para el código que necesita ejecutarse sólo una vez cuando se " +"presiona una acción, en lugar de cada marco mientras se presiona." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " "acción, lo que significa que es [code]true[/code] sólo en el marco en el que " @@ -83082,10 +83245,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"Devuelve [code]true[/code] si el tipo de este evento de entrada es uno que " -"puede ser asignado a una acción de entrada." #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -86938,12 +87101,17 @@ msgstr "" "y relleno." #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "El número de caracteres que se mostrarán. Si se establece en [code]-1[/" "code], se mostrarán todos los caracteres. Esto puede ser útil al animar el " @@ -90721,39 +90889,39 @@ msgstr "Llamado una vez durante la inicialización." #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -99535,13 +99703,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -99550,24 +99718,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -99576,15 +99736,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -109631,7 +109794,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -115942,6 +116130,18 @@ msgstr "" "Posición del centro de masa del cuerpo en el sistema de coordenadas local " "del cuerpo." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Establece la prioridad de colisión del cuerpo." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "La masa del cuerpo." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -121638,7 +121838,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -121651,8 +121851,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -126051,7 +126250,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -127577,7 +127780,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -133577,26 +133780,42 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" +"Si es [code]true[/code], el renderizado 2D usará un framebuffer de formato " +"de alto rango dinámico (HDR) que coincida con la profundidad de bits del " +"framebuffer 3D. Cuando se utiliza el renderizador Forward+, este será un " +"framebuffer [code]RGBA16[/code], mientras que cuando se utiliza el " +"renderizador Mobile, será un framebuffer [code]RGB10_A2[/code]. Además, el " +"renderizado 2D tendrá lugar en el espacio de color lineal y se convertirá al " +"espacio sRGB inmediatamente antes de blitting a la pantalla (si el Viewport " +"está adjunto a la pantalla). En la práctica, esto significa que el resultado " +"final del Viewport no se sujetará al rango [code]0-1[/code] y se podrá " +"utilizar en el renderizado 3D sin ajustes del espacio de color. Esto permite " +"que el renderizado 2D aproveche los efectos que requieren un alto rango " +"dinámico (por ejemplo, el brillo 2D), así como mejora sustancialmente la " +"apariencia de los efectos que requieren gradientes muy detallados.\n" +"[b]Nota:[/b] Esta configuración no tendrá ningún efecto cuando se utilice el " +"renderizador Compatibility, que siempre renderiza en bajo rango dinámico por " +"razones de rendimiento." #: doc/classes/ProjectSettings.xml msgid "" @@ -134767,9 +134986,12 @@ msgstr "" #, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "Si es mayor de 0, el valor [code]value[/code] siempre se redondeará a un " "múltiplo de [code]step[/code]. Si [code]rounded[/code] es también " @@ -144338,10 +144560,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -147153,23 +147380,39 @@ msgid "" msgstr "" #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" +"Si es [code]true[/code], el renderizado 2D usará un framebuffer de formato " +"de alto rango dinámico (HDR) que coincida con la profundidad de bits del " +"framebuffer 3D. Cuando se utiliza el renderizador Forward+, este será un " +"framebuffer [code]RGBA16[/code], mientras que cuando se utiliza el " +"renderizador Mobile, será un framebuffer [code]RGB10_A2[/code]. Además, el " +"renderizado 2D tendrá lugar en el espacio de color lineal y se convertirá al " +"espacio sRGB inmediatamente antes de blitting a la pantalla (si el Viewport " +"está adjunto a la pantalla). En la práctica, esto significa que el resultado " +"final del Viewport no se sujetará al rango [code]0-1[/code] y se podrá " +"utilizar en el renderizado 3D sin ajustes del espacio de color. Esto permite " +"que el renderizado 2D aproveche los efectos que requieren un alto rango " +"dinámico (por ejemplo, el brillo 2D), así como mejora sustancialmente la " +"apariencia de los efectos que requieren gradientes muy detallados.\n" +"[b]Nota:[/b] Esta configuración no tendrá ningún efecto cuando se utilice el " +"renderizador Compatibility, que siempre renderiza en bajo rango dinámico por " +"razones de rendimiento." #: doc/classes/RenderingServer.xml msgid "" @@ -152585,35 +152828,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Si es [code]true[/code], no se producirá ninguna colisión." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Devuelve la orientación del texto." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -155313,7 +155542,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -164054,10 +164284,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Si es [code]true[/code], la textura se corta de una textura de atlas más " -"grande. Véase [member region_rect]." #: doc/classes/Sprite2D.xml #, fuzzy @@ -168385,35 +168619,6 @@ msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" "Cada vértice individual puede ser influenciado por hasta 8 pesos de hueso." -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Una [Texture2D] escalable basada en una imagen SVG." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" -"Un [Texture2D] escalable basado en una imagen SVG. Las [SVGTexture]s se " -"vuelven arasterizar automáticamente para coincidir con el sobremuestreo de " -"la fuente." - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"Crea un nuevo [SVGTexture] y lo inicializa asignando y estableciendo los " -"datos SVG a partir de una cadena." - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "Devuelve el código fuente SVG." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "Establece el código fuente SVG." - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -181852,9 +182057,12 @@ msgstr "" "kbd] o [kbd]Space[/kbd] en el teclado)." #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" -"Emitida cuando un objeto se colapsa por un clic en la flecha de plegado." #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -189596,17 +189804,29 @@ msgstr "" "diferir [i]significativamente[/i]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -190120,12 +190340,13 @@ msgstr "" "msaa_3d] y [method RenderingServer.viewport_set_msaa_3d]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" "Si es [code]true[/code] y se cumple una de las siguientes condiciones: se " "establecen [member SubViewport.size_2d_override_stretch] y [member " @@ -190461,21 +190682,22 @@ msgstr "" "use_debanding] y [method RenderingServer.viewport_set_use_debanding]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "Si es [code]true[/code], el renderizado 2D usará un framebuffer de formato " "de alto rango dinámico (HDR) que coincida con la profundidad de bits del " @@ -199711,12 +199933,14 @@ msgstr "" "[b]Nota:[/b] Esta bandera solo está implementada en Windows (11)." #: doc/classes/Window.xml +#, fuzzy msgid "" "Windows is excluded from screenshots taken by [method " "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/et.po b/classes/et.po index 74d69fd..63bc9c8 100644 --- a/classes/et.po +++ b/classes/et.po @@ -12019,8 +12019,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12345,8 +12346,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12456,8 +12458,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20942,7 +20945,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20953,6 +20980,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23167,7 +23198,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23304,12 +23340,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29511,7 +29551,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33489,7 +33529,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33501,6 +33541,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36295,13 +36337,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37172,7 +37214,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37394,6 +37436,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38349,6 +38442,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40021,9 +40127,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40040,10 +40148,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50366,7 +50477,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65541,10 +65652,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66009,20 +66116,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66108,7 +66213,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66125,7 +66252,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66585,7 +66730,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69597,7 +69744,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72514,39 +72665,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80005,13 +80156,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80020,24 +80171,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80046,15 +80189,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88063,7 +88209,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93321,6 +93492,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97825,7 +98006,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97838,8 +98019,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101251,7 +101431,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102509,7 +102693,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107389,19 +107573,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108316,9 +108499,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116169,10 +116355,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118346,19 +118537,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122636,33 +122826,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124904,7 +125081,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131958,7 +132136,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135536,30 +135720,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146315,7 +146475,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151841,11 +152005,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152168,11 +152343,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152372,18 +152547,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159093,7 +159268,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/fa.po b/classes/fa.po index 854c2bf..8011b16 100644 --- a/classes/fa.po +++ b/classes/fa.po @@ -12758,8 +12758,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13087,8 +13088,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13198,8 +13200,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21826,7 +21829,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21837,6 +21864,13 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -24110,7 +24144,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -24250,12 +24289,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -30510,7 +30553,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34614,7 +34657,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34626,6 +34669,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37599,13 +37644,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38484,7 +38529,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38723,6 +38768,58 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "اندازهٔ نوشتار را برمی‌گرداند." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39702,6 +39799,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41419,9 +41529,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41438,10 +41550,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51938,7 +52053,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67394,10 +67509,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67869,20 +67980,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67968,7 +68077,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67985,7 +68116,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -68448,7 +68597,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71564,7 +71715,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74555,39 +74710,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -82415,13 +82570,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -82430,24 +82585,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -82456,15 +82603,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90924,7 +91074,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -96234,6 +96409,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "رنگ مه." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "ماتریس ترادیسی بدن." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -100847,7 +101034,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -100860,8 +101047,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -104313,7 +104499,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -105607,7 +105797,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -110511,19 +110701,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -111472,9 +111661,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -119420,10 +119612,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -121624,19 +121821,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -125952,25 +126148,16 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." @@ -125978,10 +126165,6 @@ msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -128231,7 +128414,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -135535,7 +135719,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -139133,31 +139323,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "اندازهٔ نوشتار را برمی‌گرداند." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -150135,7 +150300,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -155925,11 +156094,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -156252,11 +156432,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -156456,18 +156636,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -163231,7 +163411,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/fi.po b/classes/fi.po index 209a0d8..8f4f10d 100644 --- a/classes/fi.po +++ b/classes/fi.po @@ -12249,8 +12249,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12581,8 +12582,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12692,8 +12694,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21302,7 +21305,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21313,6 +21340,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Palauttaa parametrin tangentin." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23538,7 +23570,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23681,14 +23718,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Palauttaa parametrin neliöjuuren." #: doc/classes/ClassDB.xml #, fuzzy @@ -29944,7 +29986,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34001,7 +34043,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34013,6 +34055,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36930,13 +36974,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37814,7 +37858,7 @@ msgstr "Laskee kahden vektorin ristitulon." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38048,6 +38092,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Palauttaa kahden vektorin jäännöksen." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Palauttaa parametrin sinin." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39020,6 +39117,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40716,9 +40826,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40735,10 +40847,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51180,7 +51295,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -66617,10 +66732,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67098,20 +67209,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67197,7 +67306,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67214,7 +67345,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -67676,7 +67825,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -70760,7 +70911,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -73726,39 +73881,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -81443,13 +81598,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -81458,24 +81613,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -81484,15 +81631,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -89624,7 +89774,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -94943,6 +95118,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Palauttaa parametrin arkussinin." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Palauttaa parametrin arkussinin." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -99539,7 +99726,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -99552,8 +99739,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103003,7 +103189,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -104273,7 +104463,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109166,19 +109356,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110102,9 +110291,12 @@ msgstr "Palauttaa parametrin kosinin." #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118072,10 +118264,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -120276,19 +120473,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -124610,35 +124806,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Palauttaa parametrin kosinin." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Palauttaa parametrin sinin." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -126910,7 +127092,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134147,7 +134330,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -137764,31 +137953,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Palauttaa kahden vektorin jäännöksen." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -148896,7 +149060,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -154673,11 +154841,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155006,11 +155185,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -155210,18 +155389,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162027,7 +162206,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/fil.po b/classes/fil.po index db2c923..47739bb 100644 --- a/classes/fil.po +++ b/classes/fil.po @@ -12021,8 +12021,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12347,8 +12348,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12458,8 +12460,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20944,7 +20947,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20955,6 +20982,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23169,7 +23200,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23306,12 +23342,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29513,7 +29553,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33491,7 +33531,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33503,6 +33543,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36297,13 +36339,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37174,7 +37216,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37396,6 +37438,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38351,6 +38444,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40023,9 +40129,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40042,10 +40150,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50368,7 +50479,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65546,10 +65657,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66014,20 +66121,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66113,7 +66218,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66130,7 +66257,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66590,7 +66735,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69602,7 +69749,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72519,39 +72670,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80010,13 +80161,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80025,24 +80176,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80051,15 +80194,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88068,7 +88214,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93326,6 +93497,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97830,7 +98011,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97843,8 +98024,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101256,7 +101436,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102514,7 +102698,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107394,19 +107578,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108321,9 +108504,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116174,10 +116360,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118351,19 +118542,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122641,33 +122831,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124909,7 +125086,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131963,7 +132141,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135541,30 +135725,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146320,7 +146480,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151846,11 +152010,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152173,11 +152348,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152377,18 +152552,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159098,7 +159273,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/fr.po b/classes/fr.po index 0bd8673..2edf5fc 100644 --- a/classes/fr.po +++ b/classes/fr.po @@ -18258,6 +18258,7 @@ msgid "Returns an array of all point IDs." msgstr "Renvoie un tableau de tous les identifiants des points." #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -18265,8 +18266,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18830,6 +18832,7 @@ msgstr "" "[/codeblocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -18837,8 +18840,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -19014,6 +19018,7 @@ msgstr "" "[bool], [code]weight_scale[/code] : [float]) dans une [param region]." #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -19021,8 +19026,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -31419,12 +31425,32 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" -"Si [code]true[/code], le serveur surveille activement les flux de caméra " -"disponibles.\n" -"Cela a un coût de performance, donc définissez seulement cela à [code]true[/" -"code] lorsque vous accédez activement à la caméra." #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." @@ -31436,6 +31462,11 @@ msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "Émis lorsqu'un [CameraFeed] est retiré (par ex. une webcam est débranchée)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Émis lorsque la pose de repos est mise à jour." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "L’image de la caméra RGBA." @@ -34526,9 +34557,13 @@ msgid "A class information repository." msgstr "Un dépôt d'informations de classes." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" -"Fournis un accès au méta-données enregistrées dans chaque classe disponible." #: doc/classes/ClassDB.xml msgid "" @@ -34718,12 +34753,17 @@ msgstr "" "à [param value]." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Renvoie le nom de toutes les classes disponibles." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Renvoie le nom de toutes les classes qui héritent directement ou " @@ -43142,7 +43182,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -48745,10 +48785,11 @@ msgid "" msgstr "" #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -48760,12 +48801,15 @@ msgstr "" "Pour les autres plates-formes, la méthode renvoie 0." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -52139,14 +52183,17 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" +"Le serveur d'affichage supporte le changement de l'orientation de l'écran. " +"[b]Android, iOS[/b]" #: doc/classes/DisplayServer.xml msgid "Native file selection dialog supports MIME types as filters." @@ -53041,7 +53088,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -53321,6 +53368,65 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Une [Texture2D] basée sur une [Image]." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Retourne le mode des cellules de la colonne." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "Redimensionne la texture aux dimensions spécifiées." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" +"Échelle de la texture SVG. [code]1.0[/code] est la taille SVG originale. Des " +"valeurs plus élevées résultent en une image plus grande." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" +"Si défini, ré-associe les couleurs de la texture SVG selon l'association " +"[Color]-[Color]." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "Redéfinit la saturation de la texture." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Une classe d'aide pour implémenter un serveur DTLS." @@ -54392,6 +54498,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -56166,9 +56285,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -56185,10 +56306,13 @@ msgstr "Famille d'appareils pris en charge." #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -68208,7 +68332,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -87527,10 +87651,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "Redimensionne la texture aux dimensions spécifiées." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -88133,20 +88253,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -88234,7 +88352,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -88251,7 +88391,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -88782,7 +88940,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -92372,7 +92532,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -96325,39 +96489,39 @@ msgstr "Appelé une fois lors de l’initialisation." #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -105962,13 +106126,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -105977,24 +106141,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -106003,15 +106159,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -117127,7 +117286,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -124215,6 +124399,18 @@ msgstr "" "La position du centre de masse du corps dans le système de coordonnées local " "du corps." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Définit la priorité de collision du corps." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "La masse du corps." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -129782,13 +129978,14 @@ msgstr "" "que [member shape_rid]." #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -129801,8 +129998,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -129821,30 +130017,30 @@ msgstr "" "optimiser pour les performances en utilisant l'API Servers :\n" "[codeblocks]\n" "[gdscript]\n" -"var rid_forme = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" -"var rayon = 2.0\n" -"PhysicsServer3D.shape_set_data(rid_forme, rayon)\n" +"var rid_forme = PhysicsServer2D.circle_shape_create()\n" +"var rayon = 64\n" +"PhysicsServer2D.shape_set_data(rid_forme, rayon)\n" "\n" -"var parametres = PhysicsShapeQueryParameters3D.new()\n" +"var parametres = PhysicsShapeQueryParameters2D.new()\n" "parametres.shape_rid = rid_forme\n" "\n" "# Exécuter les requêtes de physique ici...\n" "\n" "# Libérer la forme lorsque les requêtes de physiques sont faites.\n" -"PhysicsServer3D.free_rid(shape_rid)\n" +"PhysicsServer2D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID ridForme = PhysicsServer3D.CircleShapeCreate();\n" -"float rayon = 2.0f;\n" -"PhysicsServer3D.ShapeSetData(ridForme, rayon);\n" +"RID ridForme = PhysicsServer2D.CircleShapeCreate();\n" +"int rayon = 64;\n" +"PhysicsServer2D.ShapeSetData(ridForme, rayon);\n" "\n" -"var parametres = new PhysicsShapeQueryParameters3D();\n" +"var parametres = new PhysicsShapeQueryParameters2D();\n" "parametres.ShapeRid = ridForme;\n" "\n" "// Exécuter les requêtes de physique ici...\n" "\n" "// Libérer la forme lorsque les requêtes de physiques sont faites.\n" -"PhysicsServer3D.FreeRid(ridForme);\n" +"PhysicsServer2D.FreeRid(ridForme);\n" "[/csharp]\n" "[/codeblocks]" @@ -134460,10 +134656,15 @@ msgstr "" "devient aussi un Variant." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -136421,9 +136622,10 @@ msgstr "" "Taille maximale de l'historique annuler/refaire pour les champs [TextEdit]." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -143330,19 +143532,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -144580,9 +144781,12 @@ msgstr "" #, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "Si supérieure à 0, [code]value[/code] sera toujours arrondie à un multiple " "de [code]step[/code]. Si [code]rounded[/code] est également [code]true[/" @@ -153296,10 +153500,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -155894,19 +156103,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -160515,40 +160723,24 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "Cet importeur importe des ressources [SVGTexture]. Voir aussi " "[ResourceImporterTexture] et [ResourceImporterImage]." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" -"Échelle de la texture SVG. [code]1.0[/code] est la taille SVG originale. Des " -"valeurs plus élevées résultent en une image plus grande." - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" -"Si défini, ré-associe les couleurs de la texture SVG selon l'association " -"[Color]-[Color]." - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" "Si [code]true[/code], utilise une compression sans perte pour la source SVG." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "Redéfinit la saturation de la texture." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "Importe une image pour utiliser dans le rendu 2D ou 3D." @@ -163158,6 +163350,7 @@ msgstr "" "pas de mouvement. Voir [member sleeping]." #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -163166,7 +163359,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "Le centre de masse personnalisé du corps, relatif à la position d'origine du " "corps, quand [member center_of_mass_mode] est défini à [constant " @@ -172433,10 +172627,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Si [code]true[/code], la texture est une partie d'une plus grande texture " -"atlas. Voir [member region_rect]." #: doc/classes/Sprite2D.xml #, fuzzy @@ -177467,32 +177665,6 @@ msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" "Chaque somment individuel peut être influencé uniquement par 8 poids d'os." -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Une [Texture2D] basée sur une [Image]." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Retourne le mode des cellules de la colonne." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -189858,9 +190030,12 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" -"Émis quand un élément est réduit via un clic sur le flèche de réduction." #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -197449,11 +197624,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -197815,11 +198001,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -198028,18 +198214,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -205688,7 +205874,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ga.po b/classes/ga.po index a122fae..27f9fb8 100644 --- a/classes/ga.po +++ b/classes/ga.po @@ -17805,8 +17805,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18364,8 +18365,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18544,8 +18546,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -30731,7 +30734,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -30746,6 +30773,11 @@ msgstr "" "Astaítear nuair a bhaintear [CameraFeed] (m.sh. ceamara gréasáin " "díphlugáilte)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Astaítear nuair a chuirtear réamhshocrú leis." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "Íomhá ceamara RGBA." @@ -34051,10 +34083,13 @@ msgid "A class information repository." msgstr "Stór faisnéise ranga." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" -"Soláthraíonn sé rochtain ar mheiteashonraí stóráilte do gach rang atá ar " -"fáil." #: doc/classes/ClassDB.xml msgid "" @@ -34245,12 +34280,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "Socraíonn [airí param] luach [param oibiacht] go [luach param]." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Seoltar ar ais ainmneacha na ranganna go léir atá ar fáil." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Seoltar ar ais ainmneacha na n-aicmí go léir a fhaigheann oidhreacht go " @@ -43198,7 +43238,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -48945,10 +48985,11 @@ msgstr "" "bhfuil san áireamh." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -48960,12 +49001,15 @@ msgstr "" "Ar ardáin eile, filleann an modh 0." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -53210,16 +53254,19 @@ msgid "" msgstr "" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" +"Tacaíonn freastalaí taispeána le hábhar fuinneoige a leathnú go dtí an " +"teideal. Féach ar [WINDOW_FLAG_EXTEND_TO_TITLE leanúnach]. [b]macOS[/b]" #: doc/classes/DisplayServer.xml #, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" "Tacaíonn freastalaí taispeána le hathrú ar dheilbhín na fuinneoige (de " "ghnáth taispeántar sa chúinne uachtarach ar chlé). [b]Windows, macOS, Linux " @@ -54300,7 +54347,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -54612,6 +54659,63 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "Shroich an chaint teorainn focal nó abairte." +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "A [Uigeacht2D] bunaithe ar [Íomhá]." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"Cruthaítear [ImageTexture] nua agus cuireann sé tús leis trí na sonraí ó " +"[Íomhá] a leithdháileadh agus a shocrú." + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Filleann sé modh cille an cholúin." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "Athraíonn sé an uigeacht go dtí na toisí sonraithe." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Filleann treoshuíomh téacs." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Rang cúntóir chun freastalaí DTLS a chur i bhfeidhm." @@ -55938,6 +56042,19 @@ msgstr "" "úsáidtear i leagan Gradle. Má fhágtar folamh é, úsáidtear an teimpléad " "réamhshocraithe." +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -58265,10 +58382,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "Leagan feidhmchláir infheicthe ag an úsáideoir, ní féidir ach carachtair " "uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/code]) a bheith ann. " @@ -58288,11 +58408,15 @@ msgstr "Teaghlach gléas tacaithe." #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "Ní féidir ach carachtair uimhriúla ([code]0-9[/code]) agus tréimhsí ([code]." "[/code]) a bheith sa leagan feidhmchláir atá inléite ag meaisín, san " @@ -73362,7 +73486,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -95408,10 +95532,6 @@ msgstr "" "(formáid, méid) a athrú, bain úsáid as [nuashonrú modh] ina ionad sin le " "haghaidh feidhmíochta níos fearr." -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "Athraíonn sé an uigeacht go dtí na toisí sonraithe." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -96082,20 +96202,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "Seoltar foclóir ar ais ina bhfuil faisnéis bhreise a bhaineann go sonrach " "leis an bhfeiste, m.sh. an t-ainm gamepad amh ón OS nó an t-innéacs Ionchuir " @@ -96205,6 +96323,7 @@ msgstr "" "a shárú le bheith cibé rud is mian leat (ar an raon 0 go 1)." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -96224,7 +96343,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "Filleann sé [code]true[/code] nuair a [i]thosaigh an t-úsáideoir[/i] an t-" "imeacht gníomhaíochta a bhrú sa fhráma reatha nó tic fisice. Ní thabharfaidh " @@ -96249,6 +96368,51 @@ msgstr "" "an imeachta reatha a cheistiú." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"Filleann sé [code]true[/code] nuair a [i]thosaigh an t-úsáideoir[/i] an t-" +"imeacht gníomhaíochta a bhrú sa fhráma reatha nó tic fisice. Ní thabharfaidh " +"sé ar ais ach [code]true[/code] ar an bhfráma nó cuir tic leis gur bhrúigh " +"an t-úsáideoir síos an cnaipe.\n" +"Tá sé seo úsáideach le haghaidh cód nach mór a rith ach uair amháin nuair a " +"bhíonn gníomh brúite, in ionad gach fráma agus é brúite.\n" +"Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar " +"mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus " +"[InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].\n" +"[b]Nóta:[/b] Má sheoltar ar ais [code]true[/code], ní thugtar le tuiscint go " +"bhfuil an gníomh [i]fós[/i] brúite. Is féidir gníomh a bhrú agus a " +"scaoileadh arís go tapa, agus cuirfear [code]true[/code] ar ais go fóill " +"ionas nach gcaillfear ionchur.\n" +"[b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method " +"is_action_just_pressed] [code]false[/code] a thabhairt ar ais fiú má tá " +"ceann d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le " +"haghaidh tuilleadh faisnéise.\n" +"[b]Nóta:[/b] Le linn láimhsiú ionchuir (m.sh. [method Node._input]), úsáid " +"[method InputEvent.is_action_pressed] ina ionad sin chun staid gníomhaíochta " +"an imeachta reatha a cheistiú." + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -96262,7 +96426,40 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"Filleann sé [code]true[/code] nuair a stopann an t-úsáideoir [i][/i] ag brú " +"ar an imeacht gníomhaíochta sa fhráma reatha nó san fhisic tic. Ní " +"thabharfaidh sé ar ais ach [code]true[/code] ar an bhfráma nó cuir tic le go " +"scaoileann an t-úsáideoir an cnaipe.\n" +"[b]Nóta:[/b] Má sheoltar ar ais [code]true[/code], ní thugtar le tuiscint " +"nach bhfuil an gníomh [i]fós[/i] brúite. Is féidir gníomh a scaoileadh agus " +"a bhrú arís go tapa, agus cuirfear [code]true[/code] ar ais fós ionas nach " +"gcaillfear ionchur.\n" +"Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar " +"mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus " +"[InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].\n" +"[b]Nóta:[/b] Le linn láimhsiú ionchuir (m.sh. [method Node._input]), úsáid " +"[method InputEvent.is_action_released] ina ionad sin chun staid " +"gníomhaíochta an imeachta reatha a cheistiú." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "Filleann sé [code]true[/code] nuair a stopann an t-úsáideoir [i][/i] ag brú " "ar an imeacht gníomhaíochta sa fhráma reatha nó san fhisic tic. Ní " @@ -97006,10 +97203,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"Filleann sé [code]true[/code] más cineál an teagmhais ionchuir seo ceann is " -"féidir a shannadh do ghníomh ionchuir." #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -101396,12 +101593,17 @@ msgstr "" "ar cheann de na tairisigh [enum IngearachAilíniú]." #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "Líon na gcarachtar le taispeáint. Má tá sé socraithe go [code]-1[/code], " "taispeántar na carachtair go léir. Is féidir é seo a bheith úsáideach agus " @@ -105461,39 +105663,39 @@ msgstr "Glaodh uair amháin le linn thúsaithe." #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -116339,13 +116541,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -116354,24 +116556,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -116380,15 +116574,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -128390,6 +128587,7 @@ msgid "" msgstr "" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card, as a [PackedStringArray]. See also [method " @@ -128401,7 +128599,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "Seoltar ar ais ainm thiománaí an oiriúntóra físeáin agus leagan do chárta " "grafaice an úsáideora atá gníomhach faoi láthair, mar [PackedStringArray]. " @@ -136152,6 +136375,18 @@ msgid "" msgstr "" "Ionad mais an chomhlachta i gcóras comhordaithe áitiúil an chomhlachta." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Socraíonn sé tosaíocht imbhuailte an chomhlachta." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "mais an choirp." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -142437,13 +142672,14 @@ msgstr "" "é seo a úsáid thar [member shape_rid]." #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -142456,8 +142692,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -142476,30 +142711,30 @@ msgstr "" "bharrfheabhsú ag baint úsáide as an Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = FisicServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" -"ga var = 2.0\n" -"PhysicsServer3D.shape_set_data(cruth_rid, ga)\n" +"var shape_rid = FisicServer2D.circle_shape_create()\n" +"ga var = 64\n" +"PhysicsServer2D.shape_set_data(cruth_rid, ga)\n" "\n" -"var params = FisicShapeQueryParameters3D.new()\n" +"var params = FisicShapeQueryParameters2D.new()\n" "params.shape_rid = cruth_rid\n" "\n" "# Déan fiosruithe fisice anseo...\n" "\n" "# Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.\n" -"PhysicsServer3D.free_rid(cruth_rid)\n" +"PhysicsServer2D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = FisicServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" -"ga snámhphointe = 2.0f;\n" -"PhysicsServer3D.ShapeSetData(shapeRid, ga);\n" +"RID shapeRid = FisicServer2D.CircleShapeCreate();\n" +"ga slánuimhir = 64;\n" +"PhysicsServer2D.ShapeSetData(shapeRid, ga);\n" "\n" -"var params = nua PhysicsShapeQueryParameters3D();\n" +"var params = nua PhysicsShapeQueryParameters2D();\n" "params.ShapeRid = shapeRid;\n" "\n" "// Déan ceisteanna fisice anseo...\n" "\n" "// Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.\n" -"PhysicsServer3D.FreeRid(shapeRid);\n" +"PhysicsServer2D.FreeRid(shapeRid);\n" "[/csharp]\n" "[/codeblocks]" @@ -147497,10 +147732,15 @@ msgstr "" "freisin Athrú." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -149406,7 +149646,7 @@ msgstr "Uasmhéid na staire cealaigh/athdhéan do réimsí [TextEdit]." #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -156494,19 +156734,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -157851,11 +158090,15 @@ msgstr "" "tslánuimhir is gaire i gcónaí." #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "Más mó ná 0 é, déanfar [ballluach] a shlánú i gcónaí go iolraí de luach an " "mhaoine seo. Más [code]true[/code] é [ball slánaithe] freisin, déanfar " @@ -169109,10 +169352,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -172393,22 +172641,21 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" -"Más [code]true[/code], úsáidfidh rindreáil 2T fráma-maolán formáide ard-" -"raoin dinimiciúil (HDR) a mheaitseálann doimhneacht ghiotán an mhaoláin " +"Más rud é [code]true[/code], úsáidfidh rindreáil 2T fráma-maolán formáide " +"ard-raoin dinimiciúil (HDR) a mheaitseálann doimhneacht ghiotán an mhaoláin " "fhráma 3D. Agus an rindreálaí Forward+ á úsáid beidh sé seo ina mhaolán " "fráma [code]RGBA16[/code], agus nuair a bheidh an rindreálaí Soghluaiste in " "úsáid beidh sé ina mhaolán fráma [code]RGB10_A2[/code]. Ina theannta sin, " @@ -172418,9 +172665,8 @@ msgstr "" "deiridh an Viewport a chlampáil isteach sa raon [code]0-1[/code] agus gur " "féidir é a úsáid i rindreáil 3D gan coigeartuithe spáis datha. Ligeann sé " "seo do rindreáil 2D leas a bhaint as éifeachtaí óna dteastaíonn raon ard " -"dinimiciúil (m.sh. glow 2D) agus feabhsaíonn sé go mór cuma éifeachtaí óna " -"dteastaíonn grádáin an-mhionsonraithe. Tá an éifeacht chéanna ag an socrú " -"seo agus atá ag [comhalta Viewport.use_hdr_2d].\n" +"dinimiciúil (m.sh. glow 2D) chomh maith le feabhas suntasach a chur ar chuma " +"na n-éifeachtaí óna dteastaíonn grádáin an-mhionsonraithe.\n" "[b]Nóta:[/b] Ní bheidh aon éifeacht ag an socrú seo agus an rindreálaí " "Comhoiriúnachta GL á úsáid mar rindreálaí Comhoiriúnachta GL i raon íseal " "dinimiciúil i gcónaí ar chúiseanna feidhmíochta." @@ -178361,13 +178607,14 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "Allmhairítear íomhá le húsáid i rindreáil 2T nó 3D." #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "Iompórtálann an t-allmhaireoir seo acmhainní [CompressedTexture2D]. Más gá " @@ -178375,16 +178622,6 @@ msgstr "" "[ResourceImporterImage] ina ionad sin. Féach freisin " "[ResourceImporterLayeredTexture]." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." @@ -178392,11 +178629,6 @@ msgstr "" "Más [code]true[/code], úsáidtear comhbhrú gan chailliúint le haghaidh " "acmhainní dénártha." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Filleann treoshuíomh téacs." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "Allmhairítear íomhá le húsáid i rindreáil 2T nó 3D." @@ -181617,6 +181849,7 @@ msgstr "" "isteach nuair nach mbíonn aon ghluaiseacht ann. Féach [codladh ball]." #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -181625,7 +181858,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "Lárionad mais saincheaptha an chomhlachta, i gcoibhneas le suíomh " "tionscnaimh an chomhlachta, nuair a shocraítear [member centre_of_mass_mode] " @@ -191753,10 +191987,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Más [code]true[/code], gearrtar uigeacht as uigeacht atlais níos mó. Féach " -"ar [ball region_rect]." #: doc/classes/Sprite2D.xml #, fuzzy @@ -197181,35 +197419,6 @@ msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" "Féadfaidh suas le 8 gcnámh meáchain tionchar a bheith ag gach rinn aonair." -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "A [Uigeacht2D] bunaithe ar [Íomhá]." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"Cruthaítear [ImageTexture] nua agus cuireann sé tús leis trí na sonraí ó " -"[Íomhá] a leithdháileadh agus a shocrú." - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Filleann sé modh cille an cholúin." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -212369,8 +212578,12 @@ msgstr "" "[kbd]Cuir isteach[/kbd] nó [kbd]Space[/kbd] ar an méarchlár)." #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "Astaítear nuair a thiteann mír trí chliceáil ar an tsaighead fillte." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." +msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -220705,11 +220918,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -221209,11 +221433,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -221537,18 +221761,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "Más rud é [code]true[/code], úsáidfidh rindreáil 2T fráma-maolán formáide " "ard-raoin dinimiciúil (HDR) a mheaitseálann doimhneacht ghiotán an mhaoláin " @@ -230998,7 +231222,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/gl.po b/classes/gl.po index 4d588fd..ca6e3c5 100644 --- a/classes/gl.po +++ b/classes/gl.po @@ -12013,8 +12013,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12339,8 +12340,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12450,8 +12452,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20936,7 +20939,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20947,6 +20974,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23161,7 +23192,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23298,12 +23334,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29505,7 +29545,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33484,7 +33524,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33496,6 +33536,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36290,13 +36332,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37167,7 +37209,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37389,6 +37431,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38344,6 +38437,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40016,9 +40122,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40035,10 +40143,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50361,7 +50472,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65536,10 +65647,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66004,20 +66111,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66103,7 +66208,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66120,7 +66247,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66580,7 +66725,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69592,7 +69739,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72509,39 +72660,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80000,13 +80151,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80015,24 +80166,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80041,15 +80184,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88058,7 +88204,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93316,6 +93487,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97820,7 +98001,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97833,8 +98014,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101246,7 +101426,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102504,7 +102688,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107384,19 +107568,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108311,9 +108494,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116164,10 +116350,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118341,19 +118532,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122631,33 +122821,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124899,7 +125076,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131953,7 +132131,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135531,30 +135715,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146310,7 +146470,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151836,11 +152000,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152163,11 +152338,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152367,18 +152542,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159088,7 +159263,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/hi.po b/classes/hi.po index f35652c..5d13639 100644 --- a/classes/hi.po +++ b/classes/hi.po @@ -12319,8 +12319,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12645,8 +12646,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12756,8 +12758,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21242,7 +21245,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21253,6 +21280,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23467,7 +23498,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23604,12 +23640,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29811,7 +29851,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33789,7 +33829,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33801,6 +33841,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36595,13 +36637,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37472,7 +37514,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37694,6 +37736,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38649,6 +38742,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40321,9 +40427,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40340,10 +40448,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50666,7 +50777,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65841,10 +65952,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66309,20 +66416,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66408,7 +66513,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66425,7 +66552,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66885,7 +67030,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69897,7 +70044,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72814,39 +72965,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80305,13 +80456,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80320,24 +80471,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80346,15 +80489,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88363,7 +88509,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93621,6 +93792,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -98125,7 +98306,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -98138,8 +98319,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101551,7 +101731,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102809,7 +102993,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107689,19 +107873,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108616,9 +108799,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116469,10 +116655,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118646,19 +118837,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122936,33 +123126,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -125204,7 +125381,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -132258,7 +132436,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135836,30 +136020,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146615,7 +146775,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -152141,11 +152305,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152468,11 +152643,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152672,18 +152847,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159394,7 +159569,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/hu.po b/classes/hu.po index 88788a6..ee4a554 100644 --- a/classes/hu.po +++ b/classes/hu.po @@ -12424,8 +12424,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12753,8 +12754,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12864,8 +12866,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21470,7 +21473,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21481,6 +21508,13 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23713,7 +23747,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23853,12 +23892,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -30129,7 +30172,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34248,7 +34291,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34260,6 +34303,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37256,13 +37301,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38139,7 +38184,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38378,6 +38423,60 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39366,6 +39465,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41095,9 +41207,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41114,10 +41228,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51623,7 +51740,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67044,10 +67161,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67518,20 +67631,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67617,7 +67728,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67634,7 +67767,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -68097,7 +68248,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71178,7 +71331,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74167,39 +74324,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -81949,13 +82106,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -81964,24 +82121,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -81990,15 +82139,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90170,7 +90322,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -95464,6 +95641,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -100085,7 +100272,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -100098,8 +100285,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103538,7 +103724,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -104811,7 +105001,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109718,19 +109908,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110663,9 +110852,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118603,10 +118795,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -120810,19 +121007,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -125133,25 +125329,16 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." @@ -125159,10 +125346,6 @@ msgstr "" "Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " "rendezés kikapcsolva." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -127420,7 +127603,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134730,7 +134914,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -138324,33 +138514,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "" -"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " -"rendezés kikapcsolva." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -149347,7 +149510,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -154933,11 +155100,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155260,11 +155438,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -155464,18 +155642,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162249,7 +162427,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/id.po b/classes/id.po index 2b0a820..5326c14 100644 --- a/classes/id.po +++ b/classes/id.po @@ -13227,8 +13227,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13559,8 +13560,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13670,8 +13672,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -22270,7 +22273,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -22281,6 +22308,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -24505,7 +24537,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -24648,14 +24685,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/ClassDB.xml #, fuzzy @@ -30916,7 +30958,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34963,7 +35005,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34975,6 +35017,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37886,13 +37930,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38770,7 +38814,7 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -39002,6 +39046,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39965,6 +40062,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41657,9 +41767,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41676,10 +41788,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -52098,7 +52213,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67510,10 +67625,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67987,20 +68098,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -68086,7 +68195,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -68103,7 +68234,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -68564,7 +68713,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71658,7 +71809,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74616,39 +74771,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -82307,13 +82462,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -82322,24 +82477,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -82348,15 +82495,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90473,7 +90623,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -95802,6 +95977,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -100394,7 +100581,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -100407,8 +100594,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103847,7 +104033,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -105109,7 +105299,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -110000,19 +110190,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110949,9 +111138,12 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118912,10 +119104,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -121111,19 +121308,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -125444,35 +125640,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -127733,7 +127915,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134938,7 +135121,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -138543,31 +138732,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -149612,7 +149776,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -155381,11 +155549,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155710,11 +155889,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -155914,18 +156093,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162701,7 +162880,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/is.po b/classes/is.po index d2e49c7..dd93724 100644 --- a/classes/is.po +++ b/classes/is.po @@ -12011,8 +12011,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12337,8 +12338,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12448,8 +12450,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20934,7 +20937,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20945,6 +20972,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23159,7 +23190,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23296,12 +23332,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29503,7 +29543,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33481,7 +33521,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33493,6 +33533,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36287,13 +36329,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37164,7 +37206,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37386,6 +37428,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38341,6 +38434,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40013,9 +40119,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40032,10 +40140,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50358,7 +50469,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65533,10 +65644,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66001,20 +66108,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66100,7 +66205,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66117,7 +66244,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66577,7 +66722,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69589,7 +69736,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72506,39 +72657,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79997,13 +80148,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80012,24 +80163,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80038,15 +80181,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88055,7 +88201,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93313,6 +93484,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97817,7 +97998,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97830,8 +98011,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101243,7 +101423,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102501,7 +102685,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107381,19 +107565,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108308,9 +108491,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116161,10 +116347,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118338,19 +118529,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122628,33 +122818,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124896,7 +125073,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131950,7 +132128,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135528,30 +135712,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146307,7 +146467,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151833,11 +151997,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152160,11 +152335,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152364,18 +152539,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159085,7 +159260,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/it.po b/classes/it.po index dfaa6f7..a7bb4cb 100644 --- a/classes/it.po +++ b/classes/it.po @@ -18100,6 +18100,7 @@ msgid "Returns an array of all point IDs." msgstr "Restituisce un array di tutti gli ID dei punti." #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -18107,8 +18108,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18594,6 +18596,7 @@ msgstr "" "[/codeblocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -18601,8 +18604,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18780,6 +18784,7 @@ msgstr "" "[code]weight_scale[/code]: [float]) all'interno della regione [param region]." #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -18787,8 +18792,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -31092,7 +31098,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -31107,6 +31137,11 @@ msgstr "" "Emesso quando un [CameraFeed] viene rimosso (ad esempio una webcam è " "scollegata)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Emesso quando le pose di riposo vengono aggiornate." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "L'immagine nel formato RGBA della fotocamera." @@ -34379,8 +34414,13 @@ msgid "A class information repository." msgstr "Un archivio di informazioni sulle classi." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." -msgstr "Fornisce l'accesso ai metadati registrati per ogni classe disponibile." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." +msgstr "" #: doc/classes/ClassDB.xml msgid "" @@ -34570,12 +34610,17 @@ msgstr "" "[param object] a [param value]." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Restituisce i nomi di tutte le classi disponibili." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Restituisce i nomi di tutte le classi che ereditano dalla classe [param " @@ -43694,11 +43739,12 @@ msgid "Right-to-left layout direction." msgstr "Direzione di layout da destra a sinistra." #: doc/classes/Control.xml +#, fuzzy msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -49564,10 +49610,11 @@ msgstr "" "vengono convertiti in formati specifici del motore durante l'esportazione." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -49578,12 +49625,15 @@ msgstr "" "Su altre piattaforme, il metodo restituisce 0." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -53815,17 +53865,19 @@ msgstr "" "window_start_drag] e [method window_start_resize]." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" "Il server di visualizzazione supporta il flag di finestra [constant " "WINDOW_FLAG_EXCLUDE_FROM_CAPTURE]." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" "Il server di visualizzazione supporta l'incoporamento di una finestra da un " "altro processo. [b]Windows, Linux (X11)[/b]" @@ -54918,7 +54970,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -55226,6 +55278,61 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "L'enunciazione ha raggiunto il limite di una parola o di una frase." +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Una [Texture2D] ridimensionabile basata su un immagine SVG." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"Crea una nuova [SVGTexture] e la inizializza allocando e impostando i dati " +"SVG da una stringa." + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "Restituisce il codice SVG sorgente." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "Ridimensiona la texture alle dimensioni specificate." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "Sostituisce la saturazione della texture." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Classe di supporto per implementare un server DTLS." @@ -56786,6 +56893,19 @@ msgstr "" "utilizzato in una build Gradle. Se lasciato vuoto, viene utilizzato il " "modello predefinito." +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -59264,10 +59384,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "Versione dell'applicazione visibile all'utente, può contenere solo caratteri " "numerici ([code]0-9[/code]) e punti ([code].[/code]). Se lasciato vuoto, " @@ -59287,11 +59410,15 @@ msgstr "Famiglia di dispositivi supportati." #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "La versione dell'applicazione leggibile dalla macchina, nel formato " "[code]major.minor.patch[/code], può contenere solo caratteri numerici " @@ -74541,7 +74668,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -97009,10 +97136,6 @@ msgstr "" "parametri (formato, dimensione), usare [method update] per migliori " "prestazioni." -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "Ridimensiona la texture alle dimensioni specificate." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -97725,23 +97848,22 @@ msgstr "" "[code]__XINPUT_DEVICE__[/code], perché le loro mappature sono le stesse." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "Restituisce un dizionario con ulteriori informazioni sul dispositivo, " "specifiche per la piattaforma, ad esempio il nome grezzo del gamepad dal " @@ -97861,6 +97983,7 @@ msgstr "" "(nell'intervallo da 0 a 1)." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -97880,7 +98003,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "Restituisce [code]true[/code] quando l'utente ha [i]iniziato[/i] a premere " "l'evento d'azione nel frame o nel tick di fisica attuale. Restituirà " @@ -97905,6 +98028,51 @@ msgstr "" "interrogare lo stato dell'azione dell'evento attuale." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"Restituisce [code]true[/code] quando l'utente ha [i]iniziato[/i] a premere " +"l'evento d'azione nel frame o nel tick di fisica attuale. Restituirà " +"[code]true[/code] solo sul frame o sul tick in cui l'utente ha premuto il " +"pulsante.\n" +"Questo è utile per codice che bisogna eseguire solo una volta quando viene " +"premuta un'azione, anziché a ogni frame mentre viene premuta.\n" +"Se [param exact_match] è [code]false[/code], ignora i modificatori " +"aggiuntivi di input per gli eventi [InputEventKey] e [InputEventMouseButton] " +"e la direzione per gli eventi [InputEventJoypadMotion].\n" +"[b]Nota:[/b] Restituire [code]true[/code] non significa che l'azione sia " +"[i]ancora[/i] premuta. Un'azione può essere premuta e rilasciata di nuovo " +"rapidamente e [code]true[/code] verrà comunque restituito per non perdere " +"gli input.\n" +"[b]Nota:[/b] A causa di ghosting per le tastiere, [method " +"is_action_just_pressed] potrebbe restituire [code]false[/code] anche se " +"viene premuto uno dei tasti dell'azione. Consulta [url=$DOCS_URL/tutorials/" +"inputs/input_examples.html#keyboard-events]Esempi di input[/url] nella " +"documentazione per maggiori informazioni.\n" +"[b]Nota:[/b] Durante la gestione degli input (ad esempio [method " +"Node._input]), usa [method InputEvent.is_action_pressed] invece per " +"interrogare lo stato dell'azione dell'evento attuale." + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -97918,7 +98086,40 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"Restituisce [code]true[/code] quando l'utente ha [i]finito[/i] di premere " +"l'evento azione nel frame o nel tick di fisica attuale. Restituirà " +"[code]true[/code] solo sul frame o sul tick in cui l'utente ha rilasciato il " +"pulsante.\n" +"[b]Nota:[/b] Restituire [code]true[/code] non significa che l'azione non sia " +"[i]ancora[/i] premuta. Un'azione può essere premuta e rilasciata di nuovo " +"rapidamente e [code]true[/code] verrà comunque restituito per non perdere " +"gli input.\n" +"Se [param exact_match] è [code]false[/code], ignora i modificatori " +"aggiuntivi di input per gli eventi [InputEventKey] e [InputEventMouseButton] " +"e la direzione per gli eventi [InputEventJoypadMotion].\n" +"[b]Nota:[/b] Durante la gestione degli input (ad esempio [method " +"Node._input]), usa [method InputEvent.is_action_released] invece per " +"interrogare lo stato dell'azione dell'evento attuale." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "Restituisce [code]true[/code] quando l'utente ha [i]finito[/i] di premere " "l'evento azione nel frame o nel tick di fisica attuale. Restituirà " @@ -98656,10 +98857,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"Restituisce [code]true[/code] se il tipo di questo evento di input è uno che " -"può essere assegnato a un'azione di input." #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -103113,12 +103314,17 @@ msgstr "" "e riempi." #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "Il numero di caratteri da visualizzare. Se impostato su [code]-1[/code], " "sono visualizzati tutti i caratteri. Può essere utile quando si anima il " @@ -107338,70 +107544,40 @@ msgstr "Chiamato una volta durante l'inizializzazione." #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" -"Chiamato ogni frame di fisica con il tempo trascorso dall'ultimo frame di " -"fisica come argomento ([param delta], in secondi). Equivalente a [method " -"Node._physics_process].\n" -"Se implementato, il metodo deve restituire un valore booleano. [code]true[/" -"code] termina il ciclo principale, mentre [code]false[/code] lo fa procedere " -"al frame successivo.\n" -"[b]Nota:[/b] [param delta] sarà maggiore del previsto se in esecuzione a un " -"frame rate inferiore a [member Engine.physics_ticks_per_second] diviso per " -"[member Engine.max_physics_steps_per_frame] FPS. Ciò avviene per evitare " -"scenari di \"spirale mortale\", in cui le prestazioni crollerebbero a causa " -"di un numero sempre crescente di passaggi di fisica per ogni frame. Questo " -"comportamento riguarda sia [method _process] sia [method _physics_process]. " -"Di conseguenza, evitare di utilizzare [param delta] per misurare il tempo in " -"secondi reali. Per questo scopo utilizzare invece i metodi del singleton " -"[Time], ad esempio [method Time.get_ticks_usec]." #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" -"Chiamato ogni frame di processo (inattività) con il tempo trascorso " -"dall'ultimo frame di processo come argomento ([param delta], in secondi). " -"Equivalente a [method Node_process].\n" -"Se implementato, il metodo deve restituire un valore booleano. [code]true[/" -"code] termina il ciclo principale, mentre [code]false[/code] lo fa procedere " -"al frame successivo.\n" -"[b]Nota:[/b] [param delta] sarà maggiore del previsto se in esecuzione a un " -"frame rate inferiore a [member Engine.physics_ticks_per_second] diviso per " -"[member Engine.max_physics_steps_per_frame] FPS. Ciò avviene per evitare " -"scenari di \"spirale mortale\", in cui le prestazioni crollerebbero a causa " -"di un numero sempre crescente di passaggi di fisica per ogni frame. Questo " -"comportamento riguarda sia [method _process] sia [method _physics_process]. " -"Di conseguenza, evitare di utilizzare [param delta] per misurare il tempo in " -"secondi reali. Per questo scopo utilizzare invece i metodi del singleton " -"[Time], ad esempio [method Time.get_ticks_usec]." #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." @@ -118367,14 +118543,15 @@ msgstr "" "di scene (ovvero se non è orfano)." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -118383,15 +118560,7 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" "Chiamato durante la fase di elaborazione della fisica nel ciclo principale. " "L'elaborazione della fisica significa che il frame rate è sincronizzato con " @@ -118420,12 +118589,13 @@ msgstr "" "[Time], ad esempio [method Time.get_ticks_usec]." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -118434,15 +118604,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" "Chiamato durante la fase di elaborazione del ciclo principale. " "L'elaborazione avviene a ogni frame e il più velocemente possibile, quindi " @@ -130635,6 +130808,7 @@ msgstr "" "sistemi operativi, restituisce lo stesso valore di [method get_version]." #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card, as a [PackedStringArray]. See also [method " @@ -130646,7 +130820,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "Restituisce il nome e la versione del driver della scheda video per la " "scheda grafica attualmente attiva dell'utente, come [PackedStringArray]. " @@ -138587,6 +138786,18 @@ msgstr "" "Posizione del centro di massa del corpo nel sistema di coordinate locale del " "corpo." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Imposta la priorità di collisione del corpo." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "La massa del corpo." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -144930,13 +145141,14 @@ msgstr "" "sempre preferibile utilizzare questo anziché [member shape_rid]." #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -144949,8 +145161,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -144969,31 +145180,30 @@ msgstr "" "ottimizzare le prestazioni attraverso l'API del server:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" -"var radius = 2.0\n" -"PhysicsServer3D.shape_set_data(shape_rid, radius)\n" +"var shape_rid = PhysicsServer2D.circle_shape_create()\n" +"var radius = 64\n" +"PhysicsServer2D.shape_set_data(shape_rid, radius)\n" "\n" -"var params = PhysicsShapeQueryParameters3D.new()\n" +"var params = PhysicsShapeQueryParameters2D.new()\n" "params.shape_rid = shape_rid\n" "\n" "# Esegui le interrogazioni di fisica qui...\n" "\n" "# Rilascia la forma quando hai finito con le interrogazioni di fisica.\n" -"PhysicsServer3D.free_rid(shape_rid)\n" +"PhysicsServer2D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" -"float radius = 2.0f;\n" -"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" +"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n" +"int radius = 64;\n" +"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n" "\n" -"var params = new PhysicsShapeQueryParameters3D();\n" +"var params = new PhysicsShapeQueryParameters2D();\n" "params.ShapeRid = shapeRid;\n" "\n" "// Esegui le interrogazioni di fisica qui...\n" "\n" "// Rilascia la forma quando hai finito con le interrogazioni di fisica.\n" -"PhysicsServer3D.FreeRid(shapeRid);\n" +"PhysicsServer2D.FreeRid(shapeRid);\n" "[/csharp]\n" "[/codeblocks]" @@ -150080,10 +150290,15 @@ msgstr "" "tipo statico." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -151999,7 +152214,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -159648,19 +159863,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -161094,11 +161308,15 @@ msgstr "" "vicino." #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "Se maggiore di 0, [member value] sarà sempre arrotondato a un multiplo del " "valore di questa proprietà. Se [member rounded] è anche [code]true[/code], " @@ -172611,15 +172829,21 @@ msgstr "" "il RenderingServer direttamente." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "Returns the name of the current rendering driver. This can be [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" "Restituisce il nome del driver di rendering attuale. Può essere " "[code]vulkan[/code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/" @@ -175940,22 +176164,22 @@ msgstr "" "screen_space_aa] o [member Viewport.screen_space_aa]." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" "Se [code]true[/code], il rendering 2D utilizzerà un framebuffer in formato " "HDR (High Dynamic Range, o \"alta gamma dinamica\") corrispondente alla " @@ -175970,8 +176194,7 @@ msgstr "" "lo spazio colore. Ciò consente al rendering 2D di sfruttare gli effetti che " "richiedono un'elevata gamma dinamica (ad esempio, il bagliore 2D) e migliora " "sostanzialmente l'aspetto degli effetti che richiedono gradienti molto " -"dettagliati. Questa impostazione ha lo stesso effetto di [member " -"Viewport.use_hdr_2d].\n" +"dettagliati.\n" "[b]Nota:[/b] Questa impostazione non avrà alcun effetto quando si utilizza " "il renderer Compatibilità, il quale renderizza sempre in una gamma dinamica " "bassa per motivi di prestazioni." @@ -182037,39 +182260,27 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" "Importa un file SVG come texture ridimensionabile da utilizzare nel " "rendering 2D o 3D." #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "Questo importatore importa risorse [SVGTexture]. Vedi anche " "[ResourceImporterTexture] e [ResourceImporterImage]." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" "Se [code]true[/code], utilizza la compressione senza perdita di dati per la " "sorgente SVG." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "Sostituisce la saturazione della texture." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "Importa un'immagine da utilizzare nel rendering 2D o 3D." @@ -185342,6 +185553,7 @@ msgstr "" "c'è movimento. Vedi [member sleeping]." #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -185350,7 +185562,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "Il centro di massa personalizzato del corpo, relativo alla posizione di " "origine del corpo, quando [member center_of_mass_mode] è impostato su " @@ -195558,10 +195771,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Se [code]true[/code], la texture è ritagliata da una texture più grande " -"dell'atlante. Vedi [member region_rect]." #: doc/classes/Sprite2D.xml msgid "" @@ -201027,32 +201244,6 @@ msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" "Ogni singolo vertice può essere influenzato da un massimo di 8 pesi di ossa." -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Una [Texture2D] ridimensionabile basata su un immagine SVG." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"Crea una nuova [SVGTexture] e la inizializza allocando e impostando i dati " -"SVG da una stringa." - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "Restituisce il codice SVG sorgente." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -216431,9 +216622,12 @@ msgstr "" "o [kbd]Spazio[/kbd] sulla tastiera)." #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" -"Emesso quando un elemento viene ridotto cliccando sulla freccia di riduzione." #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -224657,17 +224851,29 @@ msgstr "" "[i]significativamente[/i]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -225186,11 +225392,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -225521,18 +225727,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "Se [code]true[/code], il rendering 2D utilizzerà un framebuffer in formato " "HDR (High Dynamic Range, o \"alta gamma dinamica\") corrispondente alla " @@ -235103,7 +235309,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ja.po b/classes/ja.po index d638814..2f6fffb 100644 --- a/classes/ja.po +++ b/classes/ja.po @@ -14568,8 +14568,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -15029,8 +15030,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -15161,8 +15163,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -24683,7 +24686,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -24696,6 +24723,11 @@ msgstr "プロパティがインスペクタから削除されたときに発信 msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "プロパティがインスペクタから削除されたときに発信。" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "インスペクタでリソースが選択されたときに発信。" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -26958,7 +26990,12 @@ msgid "A class information repository." msgstr "オーディオストリームの基底クラスです。" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -27135,14 +27172,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "パラメータの平方根を返します。" #: doc/classes/ClassDB.xml #, fuzzy @@ -33608,7 +33650,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -37813,7 +37855,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -37825,6 +37867,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -40851,13 +40895,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -41740,7 +41784,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -41984,6 +42028,60 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +#, fuzzy +msgid "Resizes the texture to the specified dimensions." +msgstr "指定された入力に接続されているノードを切断します。" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "指定された遷移を返します。" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -42959,6 +43057,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -44667,9 +44778,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -44686,10 +44799,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -55242,7 +55358,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -70875,11 +70991,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Resizes the texture to the specified dimensions." -msgstr "指定された入力に接続されているノードを切断します。" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -71369,20 +71480,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -71468,7 +71577,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -71485,7 +71616,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -71958,7 +72107,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -75098,7 +75249,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -78152,39 +78307,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -86082,13 +86237,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -86097,24 +86252,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -86123,15 +86270,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -94401,7 +94551,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -99841,6 +100016,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "トラックの種類を取得します。" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "トラックの種類を取得します。" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -104511,7 +104698,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -104524,8 +104711,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -108081,7 +108267,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -109415,7 +109605,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -114327,19 +114517,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -115301,9 +115490,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -123425,10 +123617,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -125691,19 +125888,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -130061,35 +130257,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "指定された遷移を返します。" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -132414,7 +132596,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -139904,7 +140087,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -143572,31 +143761,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -154945,7 +155109,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -160850,11 +161018,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -161187,11 +161366,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -161394,18 +161573,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -168449,7 +168628,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ka.po b/classes/ka.po index 0565257..f405cd9 100644 --- a/classes/ka.po +++ b/classes/ka.po @@ -12005,8 +12005,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12331,8 +12332,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12442,8 +12444,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20928,7 +20931,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20939,6 +20966,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23153,7 +23184,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23290,12 +23326,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29498,7 +29538,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33476,7 +33516,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33488,6 +33528,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36282,13 +36324,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37160,7 +37202,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37382,6 +37424,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38337,6 +38430,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40009,9 +40115,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40028,10 +40136,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50354,7 +50465,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65529,10 +65640,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65997,20 +66104,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66096,7 +66201,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66113,7 +66240,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66573,7 +66718,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69585,7 +69732,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72502,39 +72653,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79993,13 +80144,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80008,24 +80159,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80034,15 +80177,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88051,7 +88197,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93309,6 +93480,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97813,7 +97994,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97826,8 +98007,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101239,7 +101419,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102497,7 +102681,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107377,19 +107561,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108304,9 +108487,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116157,10 +116343,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118334,19 +118525,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122624,33 +122814,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124892,7 +125069,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131945,7 +132123,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135523,30 +135707,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146303,7 +146463,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151829,11 +151993,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152156,11 +152331,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152360,18 +152535,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159080,7 +159255,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ko.po b/classes/ko.po index c214a60..9370314 100644 --- a/classes/ko.po +++ b/classes/ko.po @@ -15621,8 +15621,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -15965,8 +15966,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -16083,8 +16085,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -24861,7 +24864,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -24872,6 +24899,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "매개변수의 탄젠트 값을 반환합니다." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -27101,7 +27133,12 @@ msgid "A class information repository." msgstr "클래스 정보 저장소." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -27244,14 +27281,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "매개변수의 제곱근을 반환합니다." #: doc/classes/ClassDB.xml #, fuzzy @@ -33591,7 +33633,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -37666,7 +37708,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -37678,6 +37720,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -40602,13 +40646,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -41487,7 +41531,7 @@ msgstr "매개변수의 사인 값을 반환합니다." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -41716,6 +41760,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "두 벡터의 나머지를 반환합니다." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "매개변수의 탄젠트 값을 반환합니다." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -42849,6 +42946,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -44552,9 +44662,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -44571,10 +44683,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -55033,10 +55148,13 @@ msgid "" msgstr "" #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" +"[@GlobalScope]에 있는 것과 같은 전역 함수에 대한 GDScript 문법 강조 표시 텍스" +"트 색상 (예: [code]preload()[/code])." #: doc/classes/EditorSettings.xml msgid "" @@ -70626,10 +70744,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -71108,20 +71222,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -71207,7 +71319,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -71224,7 +71358,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -71687,7 +71839,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -74770,7 +74924,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -77727,39 +77885,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -85537,13 +85695,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -85552,24 +85710,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -85578,15 +85728,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -93783,7 +93936,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -99115,6 +99293,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "바디의 콜리전 우선순위를 반환합니다." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "바디의 콜리전 우선순위를 반환합니다." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -103703,7 +103893,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -103716,8 +103906,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -107169,7 +107358,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -108442,7 +108635,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -113344,19 +113537,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -114291,9 +114483,12 @@ msgstr "매개변수의 코사인 값을 반환합니다." #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -122272,10 +122467,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -124476,19 +124676,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -128811,35 +129010,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "매개변수의 코사인 값을 반환합니다." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "매개변수의 탄젠트 값을 반환합니다." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -131110,7 +131295,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -138352,7 +138538,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -141981,31 +142173,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "두 벡터의 나머지를 반환합니다." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -153187,7 +153354,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -159129,11 +159300,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -159461,11 +159643,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -159665,18 +159847,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -166448,7 +166630,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/lt.po b/classes/lt.po index fc2ae6e..326accc 100644 --- a/classes/lt.po +++ b/classes/lt.po @@ -12019,8 +12019,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12345,8 +12346,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12456,8 +12458,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20942,7 +20945,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20953,6 +20980,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23167,7 +23198,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23304,12 +23340,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29511,7 +29551,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33489,7 +33529,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33501,6 +33541,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36298,13 +36340,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37175,7 +37217,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37397,6 +37439,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38352,6 +38445,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40027,9 +40133,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40046,10 +40154,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50387,7 +50498,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65565,10 +65676,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66033,20 +66140,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66132,7 +66237,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66149,7 +66276,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66609,7 +66754,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69621,7 +69768,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72538,39 +72689,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80032,13 +80183,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80047,24 +80198,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80073,15 +80216,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88093,7 +88239,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93351,6 +93522,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97855,7 +98036,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97868,8 +98049,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101281,7 +101461,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102539,7 +102723,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107419,19 +107603,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108346,9 +108529,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116199,10 +116385,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118376,19 +118567,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122669,33 +122859,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124937,7 +125114,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131994,7 +132172,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135572,30 +135756,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146357,7 +146517,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151883,11 +152047,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152210,11 +152385,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152414,18 +152589,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159135,7 +159310,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/lv.po b/classes/lv.po index 55affe3..a56f2d6 100644 --- a/classes/lv.po +++ b/classes/lv.po @@ -12017,8 +12017,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12343,8 +12344,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12454,8 +12456,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20940,7 +20943,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20951,6 +20978,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23165,7 +23196,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23302,12 +23338,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29509,7 +29549,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33487,7 +33527,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33499,6 +33539,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36293,13 +36335,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37170,7 +37212,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37392,6 +37434,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38347,6 +38440,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40019,9 +40125,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40038,10 +40146,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50364,7 +50475,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65542,10 +65653,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66010,20 +66117,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66109,7 +66214,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66126,7 +66253,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66586,7 +66731,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69598,7 +69745,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72515,39 +72666,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80006,13 +80157,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80021,24 +80172,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80047,15 +80190,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88064,7 +88210,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93322,6 +93493,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97826,7 +98007,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97839,8 +98020,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101252,7 +101432,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102510,7 +102694,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107390,19 +107574,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108317,9 +108500,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116170,10 +116356,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118347,19 +118538,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122637,33 +122827,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124905,7 +125082,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131959,7 +132137,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135537,30 +135721,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146316,7 +146476,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151842,11 +152006,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152169,11 +152344,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152373,18 +152548,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159094,7 +159269,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/mr.po b/classes/mr.po index 4d9060d..ffd357d 100644 --- a/classes/mr.po +++ b/classes/mr.po @@ -12007,8 +12007,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12333,8 +12334,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12444,8 +12446,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20930,7 +20933,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20941,6 +20968,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23155,7 +23186,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23292,12 +23328,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29499,7 +29539,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33477,7 +33517,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33489,6 +33529,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36283,13 +36325,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37160,7 +37202,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37382,6 +37424,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38337,6 +38430,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40009,9 +40115,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40028,10 +40136,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50354,7 +50465,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65529,10 +65640,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65997,20 +66104,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66096,7 +66201,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66113,7 +66240,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66573,7 +66718,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69585,7 +69732,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72502,39 +72653,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79994,13 +80145,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80009,24 +80160,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80035,15 +80178,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88052,7 +88198,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93310,6 +93481,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97814,7 +97995,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97827,8 +98008,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101240,7 +101420,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102498,7 +102682,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107378,19 +107562,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108305,9 +108488,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116158,10 +116344,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118335,19 +118526,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122625,33 +122815,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124893,7 +125070,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131947,7 +132125,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135525,30 +135709,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146304,7 +146464,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151830,11 +151994,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152157,11 +152332,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152361,18 +152536,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159082,7 +159257,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/nb.po b/classes/nb.po index 9af5960..f999e62 100644 --- a/classes/nb.po +++ b/classes/nb.po @@ -12015,8 +12015,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12341,8 +12342,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12452,8 +12454,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20938,7 +20941,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20949,6 +20976,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23163,7 +23194,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23300,12 +23336,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29508,7 +29548,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33486,7 +33526,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33498,6 +33538,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36292,13 +36334,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37170,7 +37212,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37392,6 +37434,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38347,6 +38440,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40019,9 +40125,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40038,10 +40146,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50364,7 +50475,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65539,10 +65650,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66007,20 +66114,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66106,7 +66211,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66123,7 +66250,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66583,7 +66728,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69595,7 +69742,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72512,39 +72663,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80003,13 +80154,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80018,24 +80169,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80044,15 +80187,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88061,7 +88207,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93319,6 +93490,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97824,7 +98005,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97837,8 +98018,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101251,7 +101431,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102509,7 +102693,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107389,19 +107573,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108316,9 +108499,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116169,10 +116355,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118346,19 +118537,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122636,33 +122826,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124904,7 +125081,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131958,7 +132136,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135536,30 +135720,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146315,7 +146475,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151841,11 +152005,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152168,11 +152343,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152372,18 +152547,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159093,7 +159268,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ne.po b/classes/ne.po index 2c23c52..0c52842 100644 --- a/classes/ne.po +++ b/classes/ne.po @@ -12008,8 +12008,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12334,8 +12335,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12445,8 +12447,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20931,7 +20934,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20942,6 +20969,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23156,7 +23187,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23293,12 +23329,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29500,7 +29540,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33478,7 +33518,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33490,6 +33530,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36284,13 +36326,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37161,7 +37203,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37383,6 +37425,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38338,6 +38431,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40010,9 +40116,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40029,10 +40137,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50355,7 +50466,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65530,10 +65641,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65998,20 +66105,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66097,7 +66202,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66114,7 +66241,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66574,7 +66719,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69586,7 +69733,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72503,39 +72654,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79994,13 +80145,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80009,24 +80160,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80035,15 +80178,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88052,7 +88198,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93310,6 +93481,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97814,7 +97995,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97827,8 +98008,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101240,7 +101420,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102498,7 +102682,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107378,19 +107562,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108305,9 +108488,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116158,10 +116344,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118335,19 +118526,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122625,33 +122815,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124893,7 +125070,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131946,7 +132124,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135524,30 +135708,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146303,7 +146463,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151829,11 +151993,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152156,11 +152331,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152360,18 +152535,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159080,7 +159255,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/nl.po b/classes/nl.po index 487681d..d937bf1 100644 --- a/classes/nl.po +++ b/classes/nl.po @@ -12209,8 +12209,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12535,8 +12536,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12646,8 +12648,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21132,7 +21135,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21143,6 +21170,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23357,7 +23388,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23494,12 +23530,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29701,7 +29741,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33679,7 +33719,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33691,6 +33731,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36486,13 +36528,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37363,7 +37405,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37587,6 +37629,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38542,6 +38635,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40214,9 +40320,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40233,10 +40341,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50560,7 +50671,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65773,10 +65884,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66241,20 +66348,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66340,7 +66445,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66357,7 +66484,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66817,7 +66962,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69850,7 +69997,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72767,39 +72918,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80260,13 +80411,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80275,24 +80426,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80301,15 +80444,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88322,7 +88468,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93587,6 +93758,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -98091,7 +98272,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -98104,8 +98285,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101517,7 +101697,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102775,7 +102959,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107655,19 +107839,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108582,9 +108765,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116435,10 +116621,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118612,19 +118803,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122902,33 +123092,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -125172,7 +125349,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -132226,7 +132404,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135804,30 +135988,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146583,7 +146743,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -152333,11 +152497,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152660,11 +152835,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152864,18 +153039,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159586,7 +159761,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/pl.po b/classes/pl.po index cae160b..a3dbaad 100644 --- a/classes/pl.po +++ b/classes/pl.po @@ -14060,8 +14060,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -14394,8 +14395,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -14505,8 +14507,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -23195,7 +23198,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -23206,6 +23233,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Zwraca tangens parametru." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -25500,7 +25532,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -25646,14 +25683,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Zwraca pierwiastek kwadratowy parametru." #: doc/classes/ClassDB.xml #, fuzzy @@ -32024,7 +32066,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -36149,7 +36191,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -36161,6 +36203,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -39190,13 +39234,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -40077,7 +40121,7 @@ msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -40317,6 +40361,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Zwraca resztę z dwóch wektorów." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Zwraca obecną długość spring arm." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -41305,6 +41402,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -43026,9 +43136,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -43045,10 +43157,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -53607,7 +53722,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -69179,10 +69294,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -69660,20 +69771,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -69759,7 +69868,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -69776,7 +69907,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -70243,7 +70392,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -73388,7 +73539,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -76391,39 +76546,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -84279,13 +84434,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -84294,24 +84449,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -84320,15 +84467,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -92559,7 +92709,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -97926,6 +98101,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Zwraca arcus sinus parametru." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Masa ciała." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -102545,7 +102732,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -102558,8 +102745,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -106039,7 +106225,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -107333,7 +107523,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -112253,19 +112443,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -113225,9 +113414,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -121308,10 +121500,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -123558,19 +123755,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -127910,25 +128106,16 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." @@ -127936,11 +128123,6 @@ msgstr "" "Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " "wyłączone." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Zwraca obecną długość spring arm." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -130249,7 +130431,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -137539,7 +137722,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -141225,31 +141414,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Zwraca resztę z dwóch wektorów." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -152509,7 +152673,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -158347,11 +158515,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -158682,11 +158861,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -158889,18 +159068,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -165781,7 +165960,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/pt.po b/classes/pt.po index 091aa47..6fa0028 100644 --- a/classes/pt.po +++ b/classes/pt.po @@ -14085,8 +14085,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -14427,8 +14428,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -14558,8 +14560,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -23274,7 +23277,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -23285,6 +23312,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Emitido quando um ficheiro é selecionado." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -25548,7 +25580,12 @@ msgid "A class information repository." msgstr "Emissor de partículas 2D baseado em CPU." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -25693,13 +25730,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Retorna os nomes de todas as classes disponíveis." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "Retorna os nomes de todas as classes disponíveis." @@ -32048,7 +32089,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -36151,7 +36192,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -36163,6 +36204,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -39183,13 +39226,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -40075,7 +40118,7 @@ msgstr "Retorna o tipo do nó em at [code]idx[/code]." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -40317,6 +40360,60 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Uma [Texture] baseada numa [Image]." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Retorna o comprimento atual do braço da mola." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -41297,6 +41394,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -42998,9 +43108,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -43017,10 +43129,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -53559,7 +53674,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -69145,10 +69260,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -69623,20 +69734,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -69722,7 +69831,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -69739,7 +69870,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -70208,7 +70357,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -73342,7 +73493,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -76347,39 +76502,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -84197,13 +84352,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -84212,24 +84367,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -84238,15 +84385,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -92467,7 +92617,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -97824,6 +97999,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Retorna a categoria do nó." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Retorna a categoria do nó." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -102428,7 +102615,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -102441,8 +102628,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -105908,7 +106094,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -107185,7 +107375,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -112274,19 +112464,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -113230,9 +113419,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -121282,10 +121474,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -123485,19 +123682,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -127841,35 +128037,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Se [code]true[/code], não se produzirá colisões." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Retorna o comprimento atual do braço da mola." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -130160,7 +130342,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -137447,7 +137630,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -141086,32 +141275,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Uma [Texture] baseada numa [Image]." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Retorna o seno do parâmetro." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -152334,7 +152497,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -158159,11 +158326,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -158491,11 +158669,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -158695,18 +158873,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -165579,7 +165757,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/pt_BR.po b/classes/pt_BR.po index d44969e..fa23053 100644 --- a/classes/pt_BR.po +++ b/classes/pt_BR.po @@ -14057,8 +14057,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -14389,8 +14390,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -14500,8 +14502,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -23253,7 +23256,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -23264,6 +23291,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Emitido quando um arquivo é selecionado." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -25593,7 +25625,12 @@ msgid "A class information repository." msgstr "Uma classe base para emissores de partículas." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -25741,13 +25778,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Retorna os nomes de todas as classes disponíveis." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "Retorna os nomes de todas as classes disponíveis." @@ -32454,7 +32495,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -36567,7 +36608,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -36579,6 +36620,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -39603,13 +39646,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -40495,7 +40538,7 @@ msgstr "Retorna o tipo do nó em at [code]idx[/code]." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -40737,6 +40780,61 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Uma [Texture] baseada em uma [Image]." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Retorna o número de nós nesta [SceneTree]." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +#, fuzzy +msgid "Resizes the texture to the specified dimensions." +msgstr "Retorna o valor padrão da propriedade especificada." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Retorna o comprimento atual do braço da mola." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -41719,6 +41817,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -43428,9 +43539,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -43447,10 +43560,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -53964,7 +54080,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -69566,11 +69682,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Resizes the texture to the specified dimensions." -msgstr "Retorna o valor padrão da propriedade especificada." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -70054,20 +70165,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -70153,7 +70262,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -70170,7 +70301,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -70635,7 +70784,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -73771,7 +73922,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -76851,39 +77006,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -84816,13 +84971,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -84831,24 +84986,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -84857,15 +85004,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -93185,7 +93335,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -98566,6 +98741,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Retorna a categoria do nó." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Retorna a categoria do nó." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -103179,7 +103366,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -103192,8 +103379,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -106674,7 +106860,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -107951,7 +108141,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -112967,19 +113157,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -113951,9 +114140,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -122112,10 +122304,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -124358,19 +124555,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -128757,35 +128953,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Se [code]true[/code], não se produzirá colisões." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Retorna o comprimento atual do braço da mola." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -131082,7 +131264,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -138575,7 +138758,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -142253,32 +142442,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Uma [Texture] baseada em uma [Image]." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Retorna o número de nós nesta [SceneTree]." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -153594,7 +153757,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -159666,11 +159833,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -160004,11 +160182,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -160211,18 +160389,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -167146,7 +167324,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ro.po b/classes/ro.po index 1718a0d..edf80f0 100644 --- a/classes/ro.po +++ b/classes/ro.po @@ -12139,8 +12139,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12465,8 +12466,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12576,8 +12578,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21087,7 +21090,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21098,6 +21125,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23316,7 +23347,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23454,12 +23490,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29663,7 +29703,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33675,7 +33715,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33687,6 +33727,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36498,13 +36540,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37376,7 +37418,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37603,6 +37645,58 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38565,6 +38659,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40251,9 +40358,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40270,10 +40379,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50623,7 +50735,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65863,10 +65975,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66333,20 +66441,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66432,7 +66538,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66449,7 +66577,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66910,7 +67056,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69946,7 +70094,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72882,39 +73034,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80414,13 +80566,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80429,24 +80581,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80455,15 +80599,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88499,7 +88646,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93776,6 +93948,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -98319,7 +98501,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -98332,8 +98514,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101749,7 +101930,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -103007,7 +103192,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107887,19 +108072,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108815,9 +108999,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116669,10 +116856,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118855,19 +119047,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -123155,33 +123346,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -125423,7 +125601,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -132540,7 +132719,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -136122,31 +136307,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Singletonul [AudioServer]." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146951,7 +147111,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -152678,11 +152842,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -153005,11 +153180,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -153209,18 +153384,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159948,7 +160123,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ru.po b/classes/ru.po index d50488f..45072f9 100644 --- a/classes/ru.po +++ b/classes/ru.po @@ -18075,6 +18075,7 @@ msgid "Returns an array of all point IDs." msgstr "Возвращает массив всех идентификаторов точек." #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -18082,8 +18083,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18640,6 +18642,7 @@ msgstr "" "[/codeblocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -18647,8 +18650,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18822,6 +18826,7 @@ msgstr "" "[code]weight_scale[/code]: [float]) в области [param]." #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -18829,8 +18834,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -31038,11 +31044,32 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" -"Если [code]true[/code], сервер активно отслеживает доступные каналы камеры.\n" -"Это имеет издержки производительности, поэтому устанавливайте его на " -"[code]true[/code] только при активном доступе к камере." #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." @@ -31054,6 +31081,11 @@ msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "Выдается при отключении [CameraFeed] (например, при отключении веб-камеры)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Выдается при обновлении rest данных." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "Изображение с камеры RGBA." @@ -34434,9 +34466,13 @@ msgid "A class information repository." msgstr "Хранилище информации о классах." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" -"Предоставляет доступ к метаданным, хранящимся для каждого доступного класса." #: doc/classes/ClassDB.xml msgid "" @@ -34617,12 +34653,17 @@ msgstr "" "value]." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Возвращает имена всех доступных классов." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Возвращает имена всех классов, которые напрямую или косвенно наследуют от " @@ -43733,11 +43774,12 @@ msgid "Right-to-left layout direction." msgstr "Направление раскладки справа налево." #: doc/classes/Control.xml +#, fuzzy msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -49625,10 +49667,11 @@ msgstr "" "экспорте преобразуются в форматы, специфичные для движка." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -49639,12 +49682,15 @@ msgstr "" "На других платформах метод возвращает 0." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -53948,17 +53994,19 @@ msgstr "" "[method window_start_resize]." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" "Сервер отображения поддерживает флаг окна [constant " "WINDOW_FLAG_EXCLUDE_FROM_CAPTURE]." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" "Дисплейный сервер поддерживает внедрение окна из другого процесса. " "[b]Windows, Linux (X11)[/b]" @@ -55059,10 +55107,11 @@ msgstr "" "[b]Примечание:[/b] Этот флаг реализован только в Windows (11)." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -55366,6 +55415,67 @@ msgstr "Высказывание было отменено, или служба msgid "Utterance reached a word or sentence boundary." msgstr "Высказывание достигло границы слова или предложения." +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Масштабируемая [Texture2D] на основе изображения SVG." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"Создает новую [SVGTexture] и инициализирует ее, выделяя и устанавливая " +"данные SVG из строки." + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "Возвращает исходный код SVG." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "Изменяет размер текстуры до указанных размеров." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "Устанавливает исходный код SVG." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" +"Масштаб текстуры SVG. [code]1.0[/code] — исходный размер SVG. Более высокие " +"значения приводят к большему размеру изображения." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" +"Если установлено, переназначает цвета текстуры SVG в соответствии с картой " +"[Color]-[Color]." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "Переопределяет насыщенность текстуры." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Вспомогательный класс для реализации сервера DTLS." @@ -56899,6 +57009,19 @@ msgstr "" "используемого в сборке Gradle. Если оставить пустым, будет использоваться " "шаблон по умолчанию." +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -59276,10 +59399,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "Версия приложения, видимая пользователю, может содержать только числовые " "символы ([code]0-9[/code]) и точки ([code].[/code]). Возвращается к [member " @@ -59300,11 +59426,15 @@ msgstr "Поддерживаемое семейство устройств." #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "Машиночитаемая версия приложения в формате [code]major.minor.patch[/code] " "может содержать только числовые символы ([code]0-9[/code]) и точки ([code].[/" @@ -74557,9 +74687,10 @@ msgstr "" "(например, [code]$\"Sprite\"[/code] и [code]%\"Sprite\"[/code]])." #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" "Цвет текста подсветки синтаксиса GDScript для литералов [StringName] " "(например, [code]>\"example\"[/code])." @@ -96889,10 +97020,6 @@ msgstr "" "Если вы хотите обновить изображение, но не хотите менять его параметры " "(формат, размер), используйте [method update] для лучшей производительности." -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "Изменяет размер текстуры до указанных размеров." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -97605,23 +97732,22 @@ msgstr "" "[code]__XINPUT_DEVICE__[/code], поскольку их сопоставления одинаковы." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "Возвращает словарь с дополнительной платформенно-специфической информацией " "об устройстве, например, необработанное имя геймпада из ОС или индекс ввода " @@ -97736,6 +97862,7 @@ msgstr "" "она была любой, которую вы хотите (в диапазоне от 0 до 1)." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -97755,7 +97882,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "Возвращает [code]true[/code], когда пользователь [i]начал[/i] нажатие " "события действия в текущем кадре или такте физики. Он вернет [code]true[/" @@ -97779,6 +97906,50 @@ msgstr "" "запросить состояние действия текущего события." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"Возвращает [code]true[/code], когда пользователь [i]начал[/i] нажатие " +"события действия в текущем кадре или такте физики. Он вернет [code]true[/" +"code] только в кадре или такте, когда пользователь нажал кнопку.\n" +"Это полезно для кода, который должен запускаться только один раз при нажатии " +"действия, а не каждый кадр, пока оно нажато.\n" +"Если [param exact_match] равен [code]false[/code], он игнорирует " +"дополнительные модификаторы ввода для событий [InputEventKey] и " +"[InputEventMouseButton], а также направление для событий " +"[InputEventJoypadMotion].\n" +"[b]Примечание:[/b] Возврат [code]true[/code] не означает, что действие " +"[i]все еще[/i] нажато. Действие можно быстро нажать и отпустить, и " +"[code]true[/code] все равно будет возвращено, чтобы не пропустить ввод.\n" +"[b]Примечание:[/b] Из-за фантомных нажатий клавиатуры [method " +"is_action_just_pressed] может возвращать [code]false[/code], даже если " +"нажата одна из клавиш действия. Для получения дополнительной информации см. " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Примеры " +"ввода[/url] в документации.\n" +"[b]Примечание:[/b] Во время обработки ввода (например, [method Node._input]) " +"используйте [method InputEvent.is_action_pressed] вместо этого, чтобы " +"запросить состояние действия текущего события." + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -97792,7 +97963,39 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"Возвращает [code]true[/code], когда пользователь [i]перестает[/i] нажимать " +"событие действия в текущем кадре или такте физики. Он вернет [code]true[/" +"code] только в кадре или такте, когда пользователь отпускает кнопку.\n" +"[b]Примечание:[/b] Возвращение [code]true[/code] не означает, что действие " +"[i]еще[/i] не нажато. Действие можно быстро отпустить и снова нажать, и " +"[code]true[/code] все равно будет возвращено, чтобы не пропустить ввод.\n" +"Если [param exact_match] равен [code]false[/code], он игнорирует " +"дополнительные модификаторы ввода для событий [InputEventKey] и " +"[InputEventMouseButton], а также направление для событий " +"[InputEventJoypadMotion].\n" +"[b]Примечание:[/b] Во время обработки ввода (например, [method Node._input]) " +"используйте [method InputEvent.is_action_released] вместо запроса состояния " +"действия текущего события." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "Возвращает [code]true[/code], когда пользователь [i]перестает[/i] нажимать " "событие действия в текущем кадре или такте физики. Он вернет [code]true[/" @@ -98529,10 +98732,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"Возвращает [code]true[/code], если тип этого входного события может быть " -"назначен входному действию." #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -102901,12 +103104,17 @@ msgstr "" "заполнение." #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "Количество отображаемых символов. Если установлено значение [code]-1[/code], " "отображаются все символы. Это может быть полезно при анимации текста, " @@ -107093,71 +107301,40 @@ msgstr "Вызывается один раз во время инициализ #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" -"Вызывается каждый физический кадр со временем с момента последнего " -"физического кадра в качестве аргумента ([param delta], в секундах). " -"Эквивалентно [method Node._physics_process].\n" -"Если метод реализован, он должен возвращать логическое значение. [code]true[/" -"code] завершает основной цикл, а [code]false[/code] позволяет ему перейти к " -"следующему кадру.\n" -"[b]Примечание:[/b] [param delta] будет больше ожидаемого, если будет " -"работать с частотой кадров ниже, чем [member " -"Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. Это делается для того, чтобы " -"избежать сценариев «спирали смерти», когда производительность резко упадет " -"из-за постоянно растущего числа физических шагов на кадр. Такое поведение " -"влияет как на [method _process], так и на [method _physics_process]. В " -"результате избегайте использования [param delta] для измерения времени в " -"реальных секундах. Вместо этого используйте для этой цели методы синглтона " -"[Time], например [method Time.get_ticks_usec]." #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" -"Вызывается каждый кадр процесса (бездействия) со временем с момента " -"последнего кадра процесса в качестве аргумента (в секундах). Эквивалентно " -"[method Node._process].\n" -"Если реализован, метод должен возвращать логическое значение. [code]true[/" -"code] завершает основной цикл, а [code]false[/code] позволяет ему перейти к " -"следующему кадру.\n" -"[b]Примечание:[/b] [param delta] будет больше ожидаемого, если частота " -"кадров будет ниже, чем [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. Это делается для того, чтобы " -"избежать сценариев «спирали смерти», когда производительность резко упадет " -"из-за постоянно растущего числа шагов физики на кадр. Такое поведение влияет " -"как на [method _process], так и на [method _physics_process]. В результате " -"избегайте использования [param delta] для измерения времени в реальных " -"секундах. Вместо этого используйте для этой цели методы синглтона [Time], " -"например [method Time.get_ticks_usec]." #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." @@ -117981,14 +118158,15 @@ msgstr "" "присутствует в дереве сцены (т. е. если он не является сиротой)." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -117997,15 +118175,7 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" "Вызывается на этапе обработки физики основного цикла. Обработка физики " "означает, что частота кадров синхронизируется с физикой, т. е. параметр " @@ -118033,12 +118203,13 @@ msgstr "" "например [method Time.get_ticks_usec]." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -118047,15 +118218,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" "Вызывается на этапе обработки основного цикла. Обработка происходит в каждом " "кадре и как можно быстрее, поэтому время [param delta] с момента предыдущего " @@ -130430,6 +130604,7 @@ msgstr "" "[method get_version]." #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card, as a [PackedStringArray]. See also [method " @@ -130441,7 +130616,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "Возвращает имя и версию драйвера видеоадаптера для текущей активной " "видеокарты пользователя в виде [PackedStringArray]. См. также [method " @@ -138291,6 +138491,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "Положение центра масс тела в локальной системе координат тела." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Устанавливает приоритет столкновения тела." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Масса тела." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -144488,13 +144700,14 @@ msgstr "" "предпочитайте использовать его вместо [member shape_rid]." #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -144507,8 +144720,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -144527,31 +144739,30 @@ msgstr "" "хотите оптимизировать производительность с помощью API серверов:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" -"var radius = 2.0\n" -"PhysicsServer3D.shape_set_data(shape_rid, radius)\n" +"var shape_rid = PhysicsServer2D.circle_shape_create()\n" +"var radius = 64\n" +"PhysicsServer2D.shape_set_data(shape_rid, radius)\n" "\n" -"var params = PhysicsShapeQueryParameters3D.new()\n" +"var params = PhysicsShapeQueryParameters2D.new()\n" "params.shape_rid = shape_rid\n" "\n" "# Выполняйте физические запросы здесь...\n" "\n" -"# Освободите форму после завершения запросов по физике.\n" -"PhysicsServer3D.free_rid(shape_rid)\n" +"# Освободите форму после завершения физических запросов.\n" +"PhysicsServer2D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" -"float radius = 2.0f;\n" -"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" +"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n" +"int radius = 64;\n" +"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n" "\n" -"var params = new PhysicsShapeQueryParameters3D();\n" +"var params = new PhysicsShapeQueryParameters2D();\n" "params.ShapeRid = shapeRid;\n" "\n" "// Выполняйте физические запросы здесь...\n" "\n" -"// Освободите форму после завершения запросов по физике.\n" -"PhysicsServer3D.FreeRid(shapeRid);\n" +"// Освободите форму после завершения физических запросов.\n" +"PhysicsServer2D.FreeRid(shapeRid);\n" "[/csharp]\n" "[/codeblocks]" @@ -149572,10 +149783,15 @@ msgstr "" "тип также Variant." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -151492,9 +151708,10 @@ msgid "Maximum undo/redo history size for [TextEdit] fields." msgstr "Максимальный размер истории отмен/повторов для полей [TextEdit]." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -159091,23 +159308,23 @@ msgstr "" "100." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -160528,11 +160745,15 @@ msgstr "" "ближайшего целого числа." #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "Если больше 0, [member value] всегда будет округляться до кратного значению " "этого свойства. Если [member rounded] также [code]true[/code], [member " @@ -171981,15 +172202,21 @@ msgstr "" "памятью не происходит автоматически при прямом использовании RenderingServer." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "Returns the name of the current rendering driver. This can be [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" "Возвращает имя текущего драйвера рендеринга. Это может быть [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " @@ -175266,38 +175493,36 @@ msgstr "" "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" -"Если [code]true[/code], 2D-рендеринг будет использовать кадровый буфер " -"формата с высоким динамическим диапазоном (HDR), соответствующий битовой " -"глубине 3D-кадрового буфера. При использовании рендерера Forward+ это будет " -"кадровый буфер [code]RGBA16[/code], а при использовании мобильного рендерера " -"это будет кадровый буфер [code]RGB10_A2[/code]. Кроме того, 2D-рендеринг " -"будет выполняться в линейном цветовом пространстве и будет преобразован в " -"пространство sRGB непосредственно перед выводом на экран (если Viewport " -"прикреплен к экрану). Практически это означает, что конечный результат " -"Viewport не будет ограничен диапазоном [code]0-1[/code] и может " -"использоваться в 3D-рендеринге без корректировки цветового пространства. Это " -"позволяет 2D-рендерингу использовать преимущества эффектов, требующих " -"высокого динамического диапазона (например, 2D-свечение), а также " -"существенно улучшает внешний вид эффектов, требующих высокодетализированных " -"градиентов. Этот параметр имеет тот же эффект, что и [member " -"Viewport.use_hdr_2d].\n" +"Если [code]true[/code], 2D-рендеринг будет использовать фреймбуфер формата " +"HDR, соответствующий битовой глубине 3D-фреймбуфера. При использовании " +"рендерера Forward+ это будет фреймбуфер [code]RGBA16[/code], а при " +"использовании мобильного рендерера — фреймбуфер [code]RGB10_A2[/code]. Кроме " +"того, 2D-рендеринг будет выполняться в линейном цветовом пространстве и " +"будет преобразован в пространство sRGB непосредственно перед выводом на " +"экран (если область просмотра подключена к экрану). На практике это " +"означает, что конечный результат области просмотра не будет ограничен " +"диапазоном [code]0-1[/code] и может использоваться в 3D-рендеринге без " +"корректировки цветового пространства. Это позволяет 2D-рендерингу " +"использовать преимущества эффектов, требующих широкого динамического " +"диапазона (например, 2D-свечение), а также существенно улучшает внешний вид " +"эффектов, требующих высокодетализированных градиентов.\n" "[b]Примечание:[/b] Этот параметр не будет иметь никакого эффекта при " "использовании рендерера совместимости, который всегда выполняет рендеринг в " "низком динамическом диапазоне из соображений производительности." @@ -181388,43 +181613,28 @@ msgstr "" "[i]не[/i] обрабатывает файлы [code].gdshader[/code]." #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" "Импортирует SVG-файл как масштабируемую текстуру для использования в 2D- или " "3D-рендеринге." #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "Этот импортер импортирует ресурсы [SVGTexture]. См. также " "[ResourceImporterTexture] и [ResourceImporterImage]." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" -"Масштаб текстуры SVG. [code]1.0[/code] — исходный размер SVG. Более высокие " -"значения приводят к большему размеру изображения." - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" -"Если установлено, переназначает цвета текстуры SVG в соответствии с картой " -"[Color]-[Color]." - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" "Если [code]true[/code], используется сжатие без потерь для исходного SVG." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "Переопределяет насыщенность текстуры." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "Импортирует изображение для использования в 2D- или 3D-рендеринге." @@ -184825,6 +185035,7 @@ msgstr "" "Смотрите [member sleep]." #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -184833,7 +185044,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "Пользовательский центр масс тела относительно исходного положения тела, " "когда [member center_of_mass_mode] установлен на [constant " @@ -195202,10 +195414,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Если [code]true[/code], текстура вырезается из текстуры атласа большего " -"размера. См. [member region_rect]." #: doc/classes/Sprite2D.xml msgid "" @@ -200615,34 +200831,6 @@ msgstr "На каждую отдельную вершину могут влия msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "На каждую отдельную вершину может влиять до 8 весов костей." -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Масштабируемая [Texture2D] на основе изображения SVG." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" -"Масштабируемая [Texture2D] на основе изображения SVG. [SVGTexture] " -"автоматически перерастрируются для соответствия избыточной выборке шрифта." - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"Создает новую [SVGTexture] и инициализирует ее, выделяя и устанавливая " -"данные SVG из строки." - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "Возвращает исходный код SVG." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "Устанавливает исходный код SVG." - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -215752,8 +215940,12 @@ msgstr "" "kbd] на клавиатуре)." #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "Вызывается при сворачивании элемента щелчком по стрелке сворачивания." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." +msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -224017,17 +224209,29 @@ msgstr "" "[i]значительно[/i]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -224543,12 +224747,13 @@ msgstr "" "[method RenderingServer.viewport_set_msaa_3d]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" "Если [code]true[/code] и одно из следующих условий истинно: заданы [member " "SubViewport.size_2d_override_stretch] и [member " @@ -224873,21 +225078,22 @@ msgstr "" "use_debanding] и [method RenderingServer.viewport_set_use_debanding]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "Если [code]true[/code], 2D-рендеринг будет использовать фреймбуфер формата " "HDR, соответствующий битовой глубине 3D-фреймбуфера. При использовании " @@ -234311,12 +234517,14 @@ msgstr "" "[b]Примечание:[/b] Этот флаг реализован только в Windows (11)." #: doc/classes/Window.xml +#, fuzzy msgid "" "Windows is excluded from screenshots taken by [method " "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/sk.po b/classes/sk.po index 9ab60b2..26c2391 100644 --- a/classes/sk.po +++ b/classes/sk.po @@ -12015,8 +12015,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12341,8 +12342,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12452,8 +12454,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20938,7 +20941,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20949,6 +20976,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23163,7 +23194,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23300,12 +23336,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29507,7 +29547,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33485,7 +33525,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33497,6 +33537,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36291,13 +36333,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37168,7 +37210,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37390,6 +37432,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38345,6 +38438,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40017,9 +40123,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40036,10 +40144,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50362,7 +50473,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65540,10 +65651,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66008,20 +66115,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66107,7 +66212,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66124,7 +66251,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66584,7 +66729,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69596,7 +69743,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72513,39 +72664,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80004,13 +80155,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80019,24 +80170,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80045,15 +80188,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88062,7 +88208,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93320,6 +93491,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97824,7 +98005,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97837,8 +98018,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101250,7 +101430,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102508,7 +102692,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107388,19 +107572,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108315,9 +108498,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116168,10 +116354,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118345,19 +118536,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122635,33 +122825,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124903,7 +125080,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131956,7 +132134,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135534,30 +135718,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146314,7 +146474,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151840,11 +152004,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152167,11 +152342,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152371,18 +152546,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159091,7 +159266,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/sr_Cyrl.po b/classes/sr_Cyrl.po index 7cb4214..cb84fdf 100644 --- a/classes/sr_Cyrl.po +++ b/classes/sr_Cyrl.po @@ -12019,8 +12019,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12345,8 +12346,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12456,8 +12458,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20942,7 +20945,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20953,6 +20980,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23167,7 +23198,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23304,12 +23340,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29511,7 +29551,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33489,7 +33529,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33501,6 +33541,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36295,13 +36337,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37172,7 +37214,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37394,6 +37436,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38349,6 +38442,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40021,9 +40127,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40040,10 +40148,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50366,7 +50477,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65544,10 +65655,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66012,20 +66119,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66111,7 +66216,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66128,7 +66255,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66588,7 +66733,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69600,7 +69747,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72517,39 +72668,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80008,13 +80159,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80023,24 +80174,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80049,15 +80192,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88066,7 +88212,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93324,6 +93495,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97828,7 +98009,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97841,8 +98022,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101254,7 +101434,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102512,7 +102696,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107392,19 +107576,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108319,9 +108502,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116172,10 +116358,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118349,19 +118540,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122639,33 +122829,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124907,7 +125084,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131961,7 +132139,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135539,30 +135723,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146318,7 +146478,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151844,11 +152008,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152171,11 +152346,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152375,18 +152550,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159096,7 +159271,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/sv.po b/classes/sv.po index d420529..b918e75 100644 --- a/classes/sv.po +++ b/classes/sv.po @@ -12124,8 +12124,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12450,8 +12451,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12561,8 +12563,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21065,7 +21068,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21076,6 +21103,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23293,7 +23324,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23431,12 +23467,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29651,7 +29691,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33666,7 +33706,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33678,6 +33718,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36489,13 +36531,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37366,7 +37408,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37589,6 +37631,58 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Returnerar listan av valda noder." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38552,6 +38646,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40238,9 +40345,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40257,10 +40366,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50611,7 +50723,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65811,10 +65923,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -66281,20 +66389,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66380,7 +66486,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66397,7 +66525,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66858,7 +67004,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69876,7 +70024,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72812,39 +72964,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -80331,13 +80483,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80346,24 +80498,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80372,15 +80516,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88417,7 +88564,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93693,6 +93865,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -98239,7 +98421,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -98252,8 +98434,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101669,7 +101850,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102927,7 +103112,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107807,19 +107992,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108734,9 +108918,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116588,10 +116775,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118774,19 +118966,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -123074,33 +123265,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -125343,7 +125521,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -132459,7 +132638,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -136042,31 +136227,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Returnerar listan av valda noder." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146866,7 +147026,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -152399,11 +152563,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152726,11 +152901,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152930,18 +153105,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159668,7 +159843,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/ta.po b/classes/ta.po index 479ede1..f5c16df 100644 --- a/classes/ta.po +++ b/classes/ta.po @@ -17189,6 +17189,7 @@ msgid "Returns an array of all point IDs." msgstr "அனைத்து புள்ளி ஐடிகளின் வரிசையை வழங்குகிறது." #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -17196,8 +17197,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17744,6 +17746,7 @@ msgstr "" " [/codeBlocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -17751,8 +17754,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17924,6 +17928,7 @@ msgstr "" "[மிதவை]) ஒரு [பரம் பிராந்தியத்திற்குள்]." #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -17931,8 +17936,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -29649,12 +29655,32 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், கிடைக்கக்கூடிய கேமரா ஊட்டங்களை சேவையகம் தீவிரமாக " -"கண்காணிக்கிறது. \n" -"இது செயல்திறன் செலவைக் கொண்டுள்ளது, எனவே நீங்கள் கேமராவை தீவிரமாக அணுகும்போது அதை " -"[குறியீடு] உண்மை [/குறியீடு] என மட்டுமே அமைக்கவும்." #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." @@ -29665,6 +29691,11 @@ msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "ஒரு [கேமராஃபீட்] அகற்றப்படும் போது உமிழப்படும் (எ.கா. ஒரு வெப்கேம் அவிழ்க்கப்படுகிறது)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "மீதமுள்ளவை புதுப்பிக்கப்படும் போது உமிழப்படும்." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "RGBA கேமரா படம்." @@ -32794,9 +32825,13 @@ msgid "A class information repository." msgstr "ஒரு வகுப்பு செய்தி களஞ்சியம்." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" -"கிடைக்கக்கூடிய ஒவ்வொரு வகுப்பிற்கும் சேமிக்கப்பட்ட மெட்டாடேட்டாவிற்கான அணுகலை வழங்குகிறது." #: doc/classes/ClassDB.xml msgid "" @@ -32975,12 +33010,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "[பாரம் பொருளின்] மதிப்பை [பாரம் மதிப்பு] க்கு அமைக்கிறது." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "கிடைக்கக்கூடிய அனைத்து வகுப்புகளின் பெயர்களையும் வழங்குகிறது." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "[பரம் வகுப்பிலிருந்து] நேரடியாகவோ அல்லது மறைமுகமாகவோ பெறும் அனைத்து வகுப்புகளின் " @@ -41681,11 +41721,12 @@ msgid "Right-to-left layout direction." msgstr "வலது-இடது தளவமைப்பு திசை." #: doc/classes/Control.xml +#, fuzzy msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -47357,10 +47398,11 @@ msgstr "" "." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -47372,12 +47414,15 @@ msgstr "" " மற்ற தளங்களில், முறை 0 ஐ வழங்குகிறது." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -51421,16 +51466,18 @@ msgstr "" "பார்க்கவும்." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" "காட்சி சேவையகம் ஆதரிக்கிறது [நிலையான சாளரம்_எக்ச் கிளூட்_ஃப்ரோம்_காப்சர்] சாளரக் கொடி." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" "காட்சி சேவையகம் மற்றொரு செயல்முறையிலிருந்து ஒரு சாளரத்தை உட்பொதிப்பதை ஆதரிக்கிறது. " "[b] சாளரங்கள், லினக்ச் (x11) [/b]" @@ -52475,7 +52522,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -52770,6 +52817,67 @@ msgstr "சொல் ரத்து செய்யப்பட்டது, msgid "Utterance reached a word or sentence boundary." msgstr "சொல் ஒரு சொல் அல்லது வாக்கிய எல்லையை எட்டியது." +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "ஒரு எச்.வி.சி படத்தின் அடிப்படையில் அளவிடக்கூடிய [அமைப்பு 2 டி]." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"ஒரு புதிய [SVGTexture] ஐ உருவாக்கி, SVG தரவை சரத்திலிருந்து ஒதுக்கி அமைப்பதன் மூலம் " +"அதைத் தொடங்குகிறது." + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "எச்.வி.சி மூலக் குறியீட்டை வழங்குகிறது." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "குறிப்பிட்ட பரிமாணங்களுக்கு அமைப்பை மறுஅளவிடுகிறது." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "எச்.வி.சி மூலக் குறியீட்டை அமைக்கிறது." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" +"எச்.வி.சி அமைப்பு அளவு. [குறியீடு] 1.0 [/குறியீடு] என்பது அசல் எச்.வி.சி அளவு. அதிக " +"மதிப்புகள் ஒரு பெரிய படத்தை விளைவிக்கின்றன." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" +"அமைக்கப்பட்டால், [வண்ணம்]-[வண்ண] வரைபடத்தின் படி SVG அமைப்பு வண்ணங்களை மறுபரிசீலனை " +"செய்யுங்கள்." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "அமைப்பு செறிவூட்டலை மீறுகிறது." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "டி.டி.எல்.எச் சேவையகத்தை செயல்படுத்த உதவி வகுப்பு." @@ -54242,6 +54350,19 @@ msgstr "" "கிரேடில் கட்டமைப்பில் பயன்படுத்தப்படும் ஏற்றுமதி வார்ப்புருவுக்கான மூலத்தை வைத்திருக்கும் " "சிப் கோப்பிற்கான பாதை. காலியாக இருந்தால், இயல்புநிலை வார்ப்புரு பயன்படுத்தப்படுகிறது." +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -56591,10 +56712,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "பயன்பாட்டு பதிப்பு பயனருக்குத் தெரியும், எண் எழுத்துக்கள் ([குறியீடு] 0-9 [/குறியீடு]) " "மற்றும் காலங்கள் ([குறியீடு]. [/குறியீடு]) மட்டுமே இருக்க முடியும். காலியாக விடப்பட்டால் " @@ -56613,11 +56737,15 @@ msgstr "ஆதரிக்கப்பட்ட சாதன குடும் #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "[குறியீடு] மேசர்.மினோர்.பாட்ச் [/குறியீடு] வடிவத்தில் இயந்திர-படிக்கக்கூடிய பயன்பாட்டு " "பதிப்பு, எண் எழுத்துக்கள் ([குறியீடு] 0-9 [/குறியீடு]) மற்றும் காலங்கள் ([குறியீடு]. [/" @@ -71167,7 +71295,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -92380,10 +92508,6 @@ msgstr "" " நீங்கள் படத்தைப் புதுப்பிக்க விரும்பினால், ஆனால் அதன் அளவுருக்களை (வடிவம், அளவு) மாற்றத் " "தேவையில்லை என்றால், சிறந்த செயல்திறனுக்கு பதிலாக [முறை புதுப்பிப்பு] ஐப் பயன்படுத்தவும்." -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "குறிப்பிட்ட பரிமாணங்களுக்கு அமைப்பை மறுஅளவிடுகிறது." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -93042,23 +93166,22 @@ msgstr "" "__ [/code] என மீறப்படும், ஏனெனில் அவற்றின் மேப்பிங்ச் ஒன்றே." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "சாதனத்தைப் பற்றிய கூடுதல் இயங்குதள-குறிப்பிட்ட தகவலுடன் ஒரு அகராதியை வழங்குகிறது, " "எ.கா. OS அல்லது நீராவி உள்ளீட்டு குறியீட்டிலிருந்து மூல கேம்பேட் பெயர். \n" @@ -93166,6 +93289,7 @@ msgstr "" "இருப்பினும், நீங்கள் எதை வேண்டுமானாலும் (0 முதல் 1 வரம்பில்) இருக்க டெட்சோனை மேலெழுதலாம்." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -93185,7 +93309,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "பயனர் [i] தொடங்கியதும் [/i] தற்போதைய சட்டகம் அல்லது இயற்பியல் டிக்கில் செயல் நிகழ்வை " "அழுத்தும் போது [குறியீடு] உண்மை [/குறியீடு] திரும்பும். இது சட்டகத்தில் [குறியீடு] உண்மை " @@ -93200,6 +93324,41 @@ msgstr "" " ." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"பயனர் [i] தொடங்கியதும் [/i] தற்போதைய சட்டகம் அல்லது இயற்பியல் டிக்கில் செயல் நிகழ்வை " +"அழுத்தும் போது [குறியீடு] உண்மை [/குறியீடு] திரும்பும். இது சட்டகத்தில் [குறியீடு] உண்மை " +"[/குறியீட்டை] மட்டுமே திரும்பும் அல்லது பயனர் பொத்தானை அழுத்தியதாக டிக்.\n" +" ஒவ்வொரு சட்டகத்திற்கும் பதிலாக, ஒவ்வொரு சட்டகத்திற்கும் பதிலாக, ஒரு செயல் அழுத்தும்போது " +"ஒரு முறை மட்டுமே இயங்க வேண்டிய குறியீட்டிற்கு இது பயனுள்ளதாக இருக்கும்.\n" +" .\n" +" . ஒரு செயலை அழுத்தி மீண்டும் விரைவாக வெளியிடலாம், மேலும் [குறியீடு] உண்மை [/" +"குறியீடு] உள்ளீட்டைத் தவறவிடாமல் திரும்பும்.\n" +" . மேலும் தகவலுக்கு ஆவணத்தில் [url = $ docs_url/டுடோரியல்கள்/உள்ளீடுகள்/உள்ளீட்டுகள்/" +"உள்ளீடு_எக்ச்எம்எல்ச்.\n" +" ." + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -93213,7 +93372,33 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"பயனர் [i] நிறுத்தும்போது [குறியீடு] உண்மை [/குறியீடு] [/i] தற்போதைய சட்டகம் அல்லது " +"இயற்பியல் டிக்கில் செயல் நிகழ்வை அழுத்துகிறது. இது சட்டகத்தில் [குறியீடு] உண்மை [/" +"குறியீட்டை] மட்டுமே திரும்பும் அல்லது பயனர் பொத்தானை வெளியிடுகிறது.\n" +" . ஒரு செயலை வெளியிட்டு மீண்டும் விரைவாக அழுத்தலாம், மேலும் [குறியீடு] உண்மை [/" +"குறியீடு] உள்ளீட்டைத் தவறவிடாமல் திரும்பும்.\n" +" .\n" +" ." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "பயனர் [i] நிறுத்தும்போது [குறியீடு] உண்மை [/குறியீடு] [/i] தற்போதைய சட்டகம் அல்லது " "இயற்பியல் டிக்கில் செயல் நிகழ்வை அழுத்துகிறது. இது சட்டகத்தில் [குறியீடு] உண்மை [/" @@ -93893,10 +94078,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"இந்த உள்ளீட்டு நிகழ்வு வகை உள்ளீட்டு செயலுக்கு ஒதுக்கக்கூடிய ஒன்றாகும் என்றால் [குறியீடு] " -"உண்மை [/குறியீடு]." #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -98120,12 +98305,17 @@ msgstr "" "ஆகியவற்றை ஆதரிக்கிறது." #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "காண்பிக்க வேண்டிய எழுத்துகளின் எண்ணிக்கை. [குறியீடு] -1 [/குறியீடு] என அமைக்கப்பட்டால், " "அனைத்து எழுத்துக்களும் காட்டப்படும். உரையாடல் பெட்டியில் தோன்றும் உரையை அனிமேசன் செய்யும் " @@ -102074,62 +102264,40 @@ msgstr "துவக்கத்தின் போது ஒரு முறை #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" -"ஒவ்வொரு இயற்பியல் சட்டத்தையும் கடைசி இயற்பியல் சட்டகத்திலிருந்து வாதமாக ([பரம் டெல்டா], " -"நொடிகளில்) நேரத்துடன் அழைக்கப்படுகிறது. [முறை node._physics_process] க்கு சமம். \n" -"செயல்படுத்தப்பட்டால், முறை ஒரு பூலியன் மதிப்பை வழங்க வேண்டும். [குறியீடு] உண்மை [/" -"குறியீடு] முதன்மையான வளையத்தை முடிக்கிறது, அதே நேரத்தில் [குறியீடு] பொய் [/குறியீடு] " -"அடுத்த சட்டகத்திற்கு செல்ல அனுமதிக்கிறது. \n" -". \"சுழல் ஆஃப் டெத்\" காட்சிகளைத் தவிர்ப்பதற்காக இது செய்யப்படுகிறது, அங்கு ஒரு " -"சட்டகத்திற்கு தொடர்ந்து அதிகரித்து வரும் இயற்பியல் படிகள் காரணமாக செயல்திறன் " -"வீழ்ச்சியடையும். இந்த நடத்தை [முறை _ செயல்முறை] மற்றும் [முறை _PHYSICS_PROCESS] " -"இரண்டையும் பாதிக்கிறது. இதன் விளைவாக, நிச உலக நொடிகளில் நேர அளவீடுகளுக்கு [பரம் " -"டெல்டா] பயன்படுத்துவதைத் தவிர்க்கவும். [முறை] சிங்கிள்டனின் முறைகளைப் பயன்படுத்தவும், " -"அதற்கு பதிலாக [முறை நேரம்." #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" -"ஒவ்வொரு செயல்முறையும் (செயலற்ற) சட்டகத்தை கடைசி செயல்முறை சட்டத்திலிருந்து வாதமாக " -"(நொடிகளில்) நேரத்துடன் அழைக்கப்படுகிறது. [முறை node._process] க்கு சமம். \n" -"செயல்படுத்தப்பட்டால், முறை ஒரு பூலியன் மதிப்பை வழங்க வேண்டும். [குறியீடு] உண்மை [/" -"குறியீடு] முதன்மையான வளையத்தை முடிக்கிறது, அதே நேரத்தில் [குறியீடு] பொய் [/குறியீடு] " -"அடுத்த சட்டகத்திற்கு செல்ல அனுமதிக்கிறது. \n" -". \"சுழல் ஆஃப் டெத்\" காட்சிகளைத் தவிர்ப்பதற்காக இது செய்யப்படுகிறது, அங்கு ஒரு " -"சட்டகத்திற்கு தொடர்ந்து அதிகரித்து வரும் இயற்பியல் படிகள் காரணமாக செயல்திறன் " -"வீழ்ச்சியடையும். இந்த நடத்தை [முறை _ செயல்முறை] மற்றும் [முறை _PHYSICS_PROCESS] " -"இரண்டையும் பாதிக்கிறது. இதன் விளைவாக, நிச உலக நொடிகளில் நேர அளவீடுகளுக்கு [பரம் " -"டெல்டா] பயன்படுத்துவதைத் தவிர்க்கவும். [முறை] சிங்கிள்டனின் முறைகளைப் பயன்படுத்தவும், " -"அதற்கு பதிலாக [முறை நேரம்." #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." @@ -112385,14 +112553,15 @@ msgstr "" "(அதாவது இது அனாதை இல்லையென்றால்)." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -112401,15 +112570,7 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" "முதன்மையான வளையத்தின் இயற்பியல் செயலாக்க படியின் போது அழைக்கப்படுகிறது. இயற்பியல் " "செயலாக்கம் என்பது பிரேம் வீதம் இயற்பியலுடன் ஒத்திசைக்கப்படுகிறது, அதாவது [பரம் டெல்டா] " @@ -112433,12 +112594,13 @@ msgstr "" "அதற்கு பதிலாக [முறை நேரம்." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -112447,15 +112609,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" "முதன்மையான வளையத்தின் செயலாக்க படியின் போது அழைக்கப்படுகிறது. செயலாக்கம் ஒவ்வொரு " "சட்டத்திலும், முடிந்தவரை விரைவாகவும் நிகழ்கிறது, எனவே [பரம் டெல்டா] முந்தைய சட்டகம் " @@ -124122,6 +124287,7 @@ msgstr "" "வழங்குகிறது." #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card, as a [PackedStringArray]. See also [method " @@ -124133,7 +124299,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "பயனரின் தற்போது செயலில் உள்ள கிராபிக்ச் அட்டைக்கான வீடியோ அடாப்டர் டிரைவர் பெயர் மற்றும் " "பதிப்பை [பேக்ச்டிரிங்அரே] என வழங்குகிறது. [முறை " @@ -131569,6 +131760,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "உடலின் உள்ளக ஒருங்கிணைப்பு அமைப்பில் உடலின் வெகுசன நிலையின் நடுவண்." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "உடலின் மோதல் முன்னுரிமையை அமைக்கிறது." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "உடலின் நிறை." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -137506,13 +137709,14 @@ msgstr "" "தவிர்க்கிறது, எனவே இதை எப்போதும் [உறுப்பினர் வடிவம்_ரிட்] பயன்படுத்த விரும்புகிறது." #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -137525,8 +137729,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -137545,32 +137748,30 @@ msgstr "" "[உறுப்பினர் வடிவம்]:\n" " [கோட் பிளாக்ச்]\n" " [GDSCRIPT]\n" -" var shate_rid = இயற்பியல் சேவையகம் 3d.shape_create (இயற்பியல் சேவையகம் " -"3d.shape_sphere)\n" -" var ஆரம் = 2.0\n" -" இயற்பியல் சேவையகம் 3D.SHAPE_SET_DATA (வடிவம்_ரிட், ஆரம்)\n" +" var shate_rid = இயற்பியல் சேவையகம் 2d.circle_shape_create ()\n" +" var ஆரம் = 64\n" +" இயற்பியல் server2d.shape_set_data (வடிவம்_ரிட், ஆரம்)\n" "\n" -" var params = இயற்பியல் பகிர்வு parameters3d.new ()\n" +" var params = இயற்பியல் பகிர்வு parameters2d.new ()\n" " params.shape_rid = shate_rid\n" "\n" " # இயற்பியல் வினவல்களை இங்கே இயக்கவும் ...\n" "\n" " # இயற்பியல் வினவல்களுடன் செய்யும்போது வடிவத்தை வெளியிடுங்கள்.\n" -" இயற்பியல் சேவையகம் 3d.free_rid (shate_rid)\n" +" இயற்பியல் server2d.free_rid (shate_rid)\n" " [/gdscript]\n" " [csharp]\n" -" Rid shaperid = இயற்பியல் சேவையகம் 3d.shapecreate (இயற்பியல் சேவையகம் " -"3d.shapetype.sphere);\n" -" மிதவை ஆரம் = 2.0 எஃப்;\n" -" இயற்பியல் சேவையகம் 3 டி.\n" +" Rid shaperid = இயற்பியல் சேவையகம் 2d.circleshapecreate ();\n" +" int ஆரம் = 64;\n" +" இயற்பியல் சேவையகம் 2 டி.\n" "\n" -" var params = புதிய இயற்பியல் பகிர்வு parameters3d ();\n" +" var params = புதிய இயற்பியல் பகிர்வு parameters2d ();\n" " params.shaperid = சேப்பரிட்;\n" "\n" " // இயற்பியல் வினவல்களை இங்கே இயக்கவும் ...\n" "\n" " // இயற்பியல் வினவல்களுடன் செய்யும்போது வடிவத்தை வெளியிடுங்கள்.\n" -" இயற்பியல் சேவையகம் 3D.freerid (சேப்பரிட்);\n" +" இயற்பியல் சேவையகம் 2 டி. ஃபிரீரிட் (சேப்பரிட்);\n" " [/csharp]\n" " [/codeBlocks]" @@ -142352,10 +142553,15 @@ msgstr "" "வகையாகவும் இருக்க வைக்கிறது மாறுபாடு." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -144184,9 +144390,10 @@ msgid "Maximum undo/redo history size for [TextEdit] fields." msgstr "[டெக்ச்டெடிட்] புலங்களுக்கான அதிகபட்ச செயல்தவிர்/மீண்டும் வரலாற்று அளவு." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -151197,19 +151404,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -152564,11 +152770,15 @@ msgstr "" "எண்ணுக்கு வட்டமிடப்படும்." #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "0 ஐ விட அதிகமாக இருந்தால், [உறுப்பினர் மதிப்பு] எப்போதும் இந்த சொத்தின் மதிப்பின் " "பலத்திற்கு வட்டமிடப்படும். [உறுப்பினர் வட்டமானது] [குறியீடு] உண்மை [/குறியீடு] என்றால், " @@ -163477,15 +163687,21 @@ msgstr "" "இது ஒரு பொருளைப் பயன்படுத்திய பிறகு அழைக்கப்பட வேண்டும்." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "Returns the name of the current rendering driver. This can be [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" "தற்போதைய வழங்குதல் டிரைவரின் பெயரை வழங்குகிறது. இது [குறியீடு] வல்கான் [/குறியீடு], " "[குறியீடு] D3D12 [/குறியீடு], [குறியீடு] மெட்டல் [/குறியீடு], [குறியீடு] ஓபன்சிஎல் 3 " @@ -166570,22 +166786,22 @@ msgstr "" "வியூபோர்ட்டின் திரை-விண்வெளி ஆன்டிலியாசிங் பயன்முறையை அமைக்கிறது. [உறுப்பினர் திட்டங்கள்." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" "[குறியீடு] உண்மை [/குறியீடு] என்றால், 2 டி வழங்குதல் 3D பிரேம் பஃபரின் பிட் ஆழத்துடன் " "பொருந்தக்கூடிய உயர் மாறும் ரேஞ்ச் (எச்டிஆர்) வடிவமைப்பைப் பயன்படுத்தும். முன்னோக்கி+ " @@ -166597,8 +166813,7 @@ msgstr "" "குறியீடு] வரம்பில் பிணைக்கப்படாது, மேலும் வண்ண விண்வெளி மாற்றங்கள் இல்லாமல் 3D ரெண்டரிங்கில் " "பயன்படுத்தலாம். இது 2 டி வழங்குதல் உயர் மாறும் வரம்பு (எ.கா. 2 டி பளபளப்பு) தேவைப்படும் " "விளைவுகளைப் பயன்படுத்த அனுமதிக்கிறது, அத்துடன் மிகவும் விரிவான சாய்வு தேவைப்படும் " -"விளைவுகளின் தோற்றத்தை கணிசமாக மேம்படுத்துகிறது. இந்த அமைப்பு [உறுப்பினர் " -"ViewPort.use_hdr_2d] அதே விளைவைக் கொண்டுள்ளது. \n" +"விளைவுகளின் தோற்றத்தை கணிசமாக மேம்படுத்துகிறது. \n" "[b] குறிப்பு: [/b] பொருந்தக்கூடிய ரெண்டரரைப் பயன்படுத்தும் போது இந்த அமைப்பு எந்த " "விளைவையும் ஏற்படுத்தாது, இது செயல்திறன் காரணங்களுக்காக எப்போதும் குறைந்த மாறும் வரம்பில் " "வழங்குகிறது." @@ -172362,43 +172577,27 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" "2 டி அல்லது 3 டி ரெண்டரிங்கில் பயன்படுத்த அளவிடக்கூடிய அமைப்பாக ஒரு எச்.வி.சி கோப்பை " "இறக்குமதி செய்கிறது." #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "இந்த இறக்குமதியாளர் [SVGTexture] வளங்களை இறக்குமதி செய்கிறார். " "[Resourceimportertexture] மற்றும் [resourceimporterimage] ஐயும் காண்க." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" -"எச்.வி.சி அமைப்பு அளவு. [குறியீடு] 1.0 [/குறியீடு] என்பது அசல் எச்.வி.சி அளவு. அதிக " -"மதிப்புகள் ஒரு பெரிய படத்தை விளைவிக்கின்றன." - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" -"அமைக்கப்பட்டால், [வண்ணம்]-[வண்ண] வரைபடத்தின் படி SVG அமைப்பு வண்ணங்களை மறுபரிசீலனை " -"செய்யுங்கள்." - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" "[குறியீடு] உண்மை [/குறியீடு] என்றால், எச்.வி.சி மூலத்திற்கு இழப்பற்ற சுருக்கத்தைப் " "பயன்படுத்துகிறது." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "அமைப்பு செறிவூட்டலை மீறுகிறது." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "2D அல்லது 3D வழங்குதல் பயன்படுத்த ஒரு படத்தை இறக்குமதி செய்கிறது." @@ -175580,6 +175779,7 @@ msgstr "" "முடியும். [உறுப்பினர் தூங்க] பார்க்கவும்." #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -175588,7 +175788,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "[உறுப்பினர் மையம்_ஓஎஃப்_மாச்_மோட்] [நிலையான மையம்_எஃப்_மாச்_மோட்_கச்டம்] என அமைக்கப்படும் " "போது, உடலின் வம்சாவளியுடன் தொடர்புடைய உடலின் தனிப்பயன் நடுவண். இது உடலின் சீரான புள்ளி, " @@ -185386,10 +185587,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், ஒரு பெரிய அட்லச் அமைப்பிலிருந்து அமைப்பு " -"வெட்டப்படுகிறது. [உறுப்பினர் பிராந்திய_ரெக்ட்] பார்க்கவும்." #: doc/classes/Sprite2D.xml msgid "" @@ -190609,34 +190814,6 @@ msgstr "ஒவ்வொரு தனிப்பட்ட வெர்டெக msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "ஒவ்வொரு தனிப்பட்ட வெர்டெக்சையும் 8 எலும்பு எடைகள் வரை பாதிக்கலாம்." -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "ஒரு எச்.வி.சி படத்தின் அடிப்படையில் அளவிடக்கூடிய [அமைப்பு 2 டி]." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" -"ஒரு எச்.வி.சி படத்தின் அடிப்படையில் அளவிடக்கூடிய [அமைப்பு 2 டி]. [SVGTexture] " -"எழுத்துரு மிகைப்படுத்தல் பொருந்துவதற்கு தானாகவே மீண்டும் ரச்டி செய்யப்படுகிறது." - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"ஒரு புதிய [SVGTexture] ஐ உருவாக்கி, SVG தரவை சரத்திலிருந்து ஒதுக்கி அமைப்பதன் மூலம் " -"அதைத் தொடங்குகிறது." - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "எச்.வி.சி மூலக் குறியீட்டை வழங்குகிறது." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "எச்.வி.சி மூலக் குறியீட்டை அமைக்கிறது." - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -205105,8 +205282,12 @@ msgstr "" "ஐப் பயன்படுத்தி விசைப்பலகையில்)." #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "மடிப்பு அம்புக்குறியின் சொடுக்கு மூலம் ஒரு உருப்படி சரிந்தால் உமிழப்படும்." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." +msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -213138,17 +213319,29 @@ msgstr "" ". [உறுப்பினர் சாளரம்." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -213619,12 +213812,13 @@ msgstr "" "[உறுப்பினர் ப்ராசெக்டெட்டிங்ச்." #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr ". இயக்கப்பட்டது." #: doc/classes/Viewport.xml @@ -213927,18 +214121,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "[குறியீடு] உண்மை [/குறியீடு] என்றால், 2 டி வழங்குதல் 3D பிரேம் பஃபரின் பிட் ஆழத்துடன் " "பொருந்தக்கூடிய உயர் மாறும் ரேஞ்ச் (எச்டிஆர்) வடிவமைப்பைப் பயன்படுத்தும். முன்னோக்கி+ " @@ -223004,7 +223198,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/th.po b/classes/th.po index e69c2eb..e2b38bc 100644 --- a/classes/th.po +++ b/classes/th.po @@ -12473,8 +12473,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12805,8 +12806,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12916,8 +12918,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21500,7 +21503,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21511,6 +21538,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23737,7 +23769,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23880,14 +23917,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" #: doc/classes/ClassDB.xml #, fuzzy @@ -30140,7 +30182,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34190,7 +34232,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34202,6 +34244,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37117,13 +37161,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38002,7 +38046,7 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38234,6 +38278,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39198,6 +39295,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40891,9 +41001,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40910,10 +41022,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51336,7 +51451,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -66751,10 +66866,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67238,20 +67349,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67338,7 +67447,33 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" +"ส่งคืนค่า [code]true[/code] หากคุณกำลังใช้การกด action event โปรดทราบไว้ว่าหาก " +"action มีการกำหนดปุ่มไว้หลายปุ่มและมีการกดมากกว่าหนึ่งปุ่ม การปล่อยปุ่มครั้งเดียวจะเป็นการยกเลิก " +"action นี้แม้ว่าจะยังกดปุ่มอื่นที่กำหนด action นี้อยู่ก็ตาม" + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "ส่งคืนค่า [code]true[/code] หากคุณกำลังใช้การกด action event โปรดทราบไว้ว่าหาก " "action มีการกำหนดปุ่มไว้หลายปุ่มและมีการกดมากกว่าหนึ่งปุ่ม การปล่อยปุ่มครั้งเดียวจะเป็นการยกเลิก " @@ -67359,7 +67494,29 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน " +"(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 " +"มากขึ้นเท่านั้น ถ้าการ action ถูกจับคู่กับตัวควบคุมที่ไม่มีแกนเป็นแป้นพิมพ์ค่าที่ส่งคืนก็จะเป็น 0 หรือ 1" + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "ส่งคืนค่าระหว่าง 0 ถึง 1 แทน action ที่กำหนด ตัวอย่างเช่นในจอยสติ๊กในแกน " "(อะนาล็อกหรือทริกเกอร์ L2, R2) อยู่ห่างจาก dead zone มากเท่าใดค่าก็จะยิ่งใกล้เคียงกับ 1 " @@ -67852,7 +68009,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -70947,7 +71106,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -73905,39 +74068,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -81605,13 +81768,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -81620,24 +81783,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -81646,15 +81801,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -89804,7 +89962,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -95120,6 +95303,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -99716,7 +99911,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -99729,8 +99924,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103171,7 +103365,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -104433,7 +104631,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109579,19 +109777,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110513,9 +110710,12 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118449,10 +118649,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -120649,19 +120854,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -124982,35 +125186,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "คืนค่าการกำหนดค่าของลำโพง" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "คืนค่าการกำหนดค่าของลำโพง" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -127272,7 +127462,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134474,7 +134665,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -138078,31 +138275,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -149138,7 +149310,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -154962,11 +155138,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155293,11 +155480,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -155497,18 +155684,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162296,7 +162483,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/tk.po b/classes/tk.po index 596e1d9..7e9dde0 100644 --- a/classes/tk.po +++ b/classes/tk.po @@ -12004,8 +12004,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12330,8 +12331,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12441,8 +12443,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20927,7 +20930,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20938,6 +20965,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23152,7 +23183,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23289,12 +23325,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29496,7 +29536,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33474,7 +33514,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33486,6 +33526,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36280,13 +36322,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37157,7 +37199,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37379,6 +37421,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38334,6 +38427,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40006,9 +40112,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40025,10 +40133,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50351,7 +50462,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65526,10 +65637,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65994,20 +66101,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66093,7 +66198,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66110,7 +66237,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66570,7 +66715,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69582,7 +69729,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72499,39 +72650,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79990,13 +80141,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -80005,24 +80156,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80031,15 +80174,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88048,7 +88194,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93306,6 +93477,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97810,7 +97991,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97823,8 +98004,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101236,7 +101416,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102494,7 +102678,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107374,19 +107558,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108301,9 +108484,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116154,10 +116340,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118331,19 +118522,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122621,33 +122811,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124889,7 +125066,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131942,7 +132120,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135520,30 +135704,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146299,7 +146459,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151825,11 +151989,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152152,11 +152327,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152356,18 +152531,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159076,7 +159251,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/tl.po b/classes/tl.po index 106a8b7..a720c79 100644 --- a/classes/tl.po +++ b/classes/tl.po @@ -12350,8 +12350,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12685,8 +12686,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12796,8 +12798,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21494,7 +21497,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21505,6 +21532,13 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23740,7 +23774,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23886,14 +23925,21 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/ClassDB.xml msgid "Returns the parent class of [param class]." @@ -30177,7 +30223,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34326,7 +34372,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34338,6 +34384,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37360,13 +37408,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38246,7 +38294,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38492,6 +38540,60 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39489,6 +39591,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41224,9 +41339,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41243,10 +41360,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51803,7 +51923,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67396,10 +67516,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67870,20 +67986,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67969,7 +68083,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67986,7 +68122,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -68452,7 +68606,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71597,7 +71753,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74628,39 +74788,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -82569,13 +82729,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -82584,24 +82744,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -82610,15 +82762,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90893,7 +91048,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -96268,6 +96448,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -100961,7 +101151,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -100974,8 +101164,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -104444,7 +104633,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -105738,7 +105931,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -110645,19 +110838,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -111599,9 +111791,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -119647,10 +119842,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -121875,19 +122075,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -126267,25 +126466,16 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." @@ -126293,10 +126483,6 @@ msgstr "" "Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" "so-sort ay hindi pinapagana." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -128595,7 +128781,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -136012,7 +136199,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -139656,33 +139849,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "" -"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" -"so-sort ay hindi pinapagana." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -150885,7 +151051,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -156700,11 +156870,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -157030,11 +157211,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -157234,18 +157415,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -164105,7 +164286,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/tok.po b/classes/tok.po index 5fa1f79..543b5b0 100644 --- a/classes/tok.po +++ b/classes/tok.po @@ -11998,8 +11998,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12324,8 +12325,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -12435,8 +12437,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -20921,7 +20924,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -20932,6 +20959,10 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +msgid "Emitted when camera feeds are updated." +msgstr "" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -23146,7 +23177,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -23283,12 +23319,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -29490,7 +29530,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -33468,7 +33508,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -33480,6 +33520,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -36274,13 +36316,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -37151,7 +37193,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -37373,6 +37415,57 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -38328,6 +38421,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -40000,9 +40106,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -40019,10 +40127,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -50345,7 +50456,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -65520,10 +65631,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -65988,20 +66095,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -66087,7 +66192,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -66104,7 +66231,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -66564,7 +66709,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -69576,7 +69723,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -72493,39 +72644,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -79984,13 +80135,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -79999,24 +80150,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -80025,15 +80168,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -88042,7 +88188,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -93300,6 +93471,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -97804,7 +97985,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -97817,8 +97998,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -101230,7 +101410,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -102488,7 +102672,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -107368,19 +107552,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -108295,9 +108478,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -116148,10 +116334,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -118325,19 +118516,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -122615,33 +122805,20 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -124883,7 +125060,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -131936,7 +132114,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -135514,30 +135698,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -146293,7 +146453,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -151819,11 +151983,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -152146,11 +152321,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -152350,18 +152525,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -159070,7 +159245,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/tr.po b/classes/tr.po index 33d7285..d620a6f 100644 --- a/classes/tr.po +++ b/classes/tr.po @@ -13370,8 +13370,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13699,8 +13700,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13810,8 +13812,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -22348,7 +22351,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -22359,6 +22386,12 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "" +"Parametre listesi değiştiğinde bildirimde bulunmak için yayılacak sinyal." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -24599,7 +24632,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -24737,12 +24775,16 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" @@ -30998,7 +31040,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -35048,7 +35090,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -35060,6 +35102,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37918,13 +37962,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38795,7 +38839,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -39024,6 +39068,58 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Seçilen düğümlerin listesini döndürür." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39986,6 +40082,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41702,9 +41811,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41721,10 +41832,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -52150,7 +52264,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67443,10 +67557,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67913,20 +68023,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -68012,7 +68120,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -68029,7 +68159,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -68491,7 +68639,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71539,7 +71689,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74491,39 +74645,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -82098,13 +82252,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -82113,24 +82267,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -82139,15 +82285,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90246,7 +90395,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -95558,6 +95732,16 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision layer." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +msgid "The body's collision mask." +msgstr "" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -100095,7 +100279,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -100108,8 +100292,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103543,7 +103726,11 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -104807,7 +104994,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109715,19 +109902,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110664,9 +110850,12 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118635,10 +118824,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -120827,19 +121021,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -125136,34 +125329,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Eğer [code]true[/code] ise, kullanıcı GraphElement'i sürükleyebilir." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -127410,7 +127590,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134547,7 +134728,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -138154,31 +138341,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Seçilen düğümlerin listesini döndürür." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -149051,7 +149213,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -154761,11 +154927,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155088,11 +155265,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -155292,18 +155469,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162142,7 +162319,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/uk.po b/classes/uk.po index ee1d458..cdb58d0 100644 --- a/classes/uk.po +++ b/classes/uk.po @@ -17847,6 +17847,7 @@ msgid "Returns an array of all point IDs." msgstr "Повертає масив усіх ідентифікаторів точок." #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -17854,8 +17855,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18408,6 +18410,7 @@ msgstr "" " [/codeblocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -18415,8 +18418,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -18589,6 +18593,7 @@ msgstr "" "[code]weight_scale[/code]: [float]) у [області param]." #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -18596,8 +18601,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -30707,12 +30713,32 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" -"Якщо значення [code]true[/code], сервер активно відстежує доступні канали " -"камер.\n" -"Це впливає на продуктивність, тому встановлюйте значення [code]true[/code] " -"лише тоді, коли ви активно отримуєте доступ до камери." #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." @@ -30725,6 +30751,11 @@ msgstr "" "Випромінюється, коли [CameraFeed] видалено (наприклад, веб-камеру " "від’єднано)." +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Видається, коли решта оновлюється." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "Зображення камери RGBA." @@ -34082,9 +34113,13 @@ msgid "A class information repository." msgstr "Репозиторій інформації про клас." #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" -"Надає доступ до метаданих, що зберігаються для кожного доступного класу." #: doc/classes/ClassDB.xml msgid "" @@ -34257,12 +34292,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "Встановлює [param property] значення [param object] у [param value]." #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "Повертає назви всіх доступних класів." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Повертає назви всіх класів, які прямо чи опосередковано успадковують [param " @@ -43247,11 +43287,12 @@ msgid "Right-to-left layout direction." msgstr "Прямий напрямок макета." #: doc/classes/Control.xml +#, fuzzy msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -49059,10 +49100,11 @@ msgstr "" "експорту перетворюються на формати, що відповідають системі." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -49073,12 +49115,15 @@ msgstr "" "На інших платформах метод повертає 0." #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -53333,17 +53378,19 @@ msgstr "" "за запитом. Див. [method window_start_drag] і [method window_start_resize]." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" "Сервер відображення підтримує прапор вікна [constant " "WINDOW_FLAG_EXCLUDE_FROM_CAPTURE]." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" "Сервер дисплея підтримує вбудовування вікна з іншого процесу. [b]Windows, " "Linux (X11)[/b]" @@ -54439,10 +54486,11 @@ msgstr "" "[b]Примітка:[/b] цей прапор реалізований лише у Windows (11)." #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -54743,6 +54791,67 @@ msgstr "Уттеранс був скасований, або служба ТТС msgid "Utterance reached a word or sentence boundary." msgstr "Уттеранс отримав слово або речення, що межує." +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "Масштабована [Texture2D] на основі SVG-зображення." + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"Створює нову [SVGTexture] та ініціалізує її, виділяючи та встановлюючи SVG-" +"дані з рядка." + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "Повертає вихідний код SVG." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "Зменшення текстури до зазначених розмірів." + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "Встановлює вихідний код SVG." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" +"Масштаб текстури SVG. [code]1.0[/code] – це оригінальний розмір SVG. Вищі " +"значення призводять до більшого зображення." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" +"Якщо встановлено, перерозподіляє кольори текстури SVG відповідно до карти " +"[Color]-[Color]." + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "Замінює насиченість текстури." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Допоміжний клас для реалізації сервера DTLS." @@ -56274,6 +56383,19 @@ msgstr "" "використовується в збірці. Якщо лівий порожній, використовується шаблон за " "замовчуванням." +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -58609,10 +58731,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "Версія програми видима для користувача, може містити тільки числові символи " "([code]0-9[/code]) і періоди ([code] і [/code]). Повернутися до [члени " @@ -58631,11 +58756,15 @@ msgstr "Підтримка сімейства пристроїв." #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "Версія для машинної роботи, в [code]major.minor.patch[/code], може містити " "тільки числові символи ([code]0-9[/code]) і періоди ([code] і [/code]). Для " @@ -73591,9 +73720,10 @@ msgstr "" "вузли (наприклад, [code]$\"Sprite\"[/code] та [code]%\"Sprite\"[/code]])." #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" "Колір тексту підсвічування синтаксису GDScript для літералів [StringName] " "(наприклад, [code]>\"example\"[/code])." @@ -95583,10 +95713,6 @@ msgstr "" "(формат, розмір), скористайтеся [method update] замість кращої " "продуктивності." -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "Зменшення текстури до зазначених розмірів." - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -96273,23 +96399,22 @@ msgstr "" "__ xinput_device __ [/code], тому що їх відображення однакові." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "Повертає словник із додатковою інформацією щодо конкретної платформи про " "пристрій, напр. необроблена назва геймпада з ОС або індексу Steam Input. \n" @@ -96403,6 +96528,7 @@ msgstr "" "хочете (на діапазоні 0 до 1)." #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -96422,7 +96548,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "Повертає [code]true[/code], коли користувач [i]почав[/i] натискати подію дії " "в поточному кадрі або галочці фізики. Він поверне [code]true[/code] лише для " @@ -96445,6 +96571,49 @@ msgstr "" "InputEvent.is_action_pressed] для запиту стану дії поточної події." #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"Повертає [code]true[/code], коли користувач [i]почав[/i] натискати подію дії " +"в поточному кадрі або галочці фізики. Він поверне [code]true[/code] лише для " +"кадру або галочки, що користувач натиснув кнопку.\n" +"Це корисно для коду, який потрібно запускати лише один раз, коли " +"натискається дія, замість кожного кадру під час натискання.\n" +"Якщо [param exact_match] має значення [code]false[/code], він ігнорує " +"додаткові модифікатори введення для подій [InputEventKey] і " +"[InputEventMouseButton], а також напрямок для подій " +"[InputEventJoypadMotion].\n" +"[b]Примітка:[/b] Повернення [code]true[/code] не означає, що дія [i]досі[/i] " +"виконується. Дію можна швидко натиснути та знову відпустити, і [code]true[/" +"code] усе одно повертатиметься, щоб не пропустити введення.\n" +"[b]Примітка:[/b] Через фантомну клавіатуру [method is_action_just_pressed] " +"може повернути [code]false[/code], навіть якщо натиснуто одну з клавіш дії. " +"Для отримання додаткової інформації див. [url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]Приклади введення[/url] у документації.\n" +"[b]Примітка:[/b] Під час обробки вхідних даних (наприклад, [method " +"Node._input]) замість цього використовуйте [method " +"InputEvent.is_action_pressed] для запиту стану дії поточної події." + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -96458,7 +96627,38 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"Повертаємо [code]true[/code], коли користувач [i]stops[/i] натискає дію на " +"поточний кадр або фізичну клітку. Він повернеться тільки [code]true[/code] " +"на кадрі або кліщ, що користувач випускає кнопку.\n" +"[b]Примітка:[/b] Повернення [code]true[/code] не означає, що дія [i]still[/" +"i]. Ця дія може бути випущена і знову пресована, і [code]true[/code] все ще " +"повернеться так, щоб не пропустити введення.\n" +"Якщо [param exact_match] є [code]false[/code], він ігнорує додаткові " +"модифікатори введення для [InputEventKey] і [InputEventMouseButton] події, і " +"напрямок для [InputEventJoypadMotion] події.\n" +"[b]Примітка:[/b] Під час введення (наприклад, [method Node._input]), " +"використання [method InputEvent.is_action_released] замість запиту стану дії " +"поточної події." + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "Повертаємо [code]true[/code], коли користувач [i]stops[/i] натискає дію на " "поточний кадр або фізичну клітку. Він повернеться тільки [code]true[/code] " @@ -97179,10 +97379,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"Повертаємо [code]true[/code], якщо цей тип вхідного заходу є одним, який " -"може бути призначений для вхідної дії." #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -101487,12 +101687,17 @@ msgstr "" "центру, знизу та заливку." #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "Кількість символів для відображення. Якщо встановити до [code]-1[/code], " "відображаються всі символи. Це може бути корисно, коли анімація тексту " @@ -105616,67 +105821,40 @@ msgstr "Викликається після ініціалізації." #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" -"Викликано кожен фізичний кадр із часом із моменту останнього фізичного кадру " -"як аргумент ([param delta], у секундах). Еквівалент [method " -"Node._physics_process]. \n" -"Якщо реалізовано, метод повинен повертати логічне значення. [code]true[/" -"code] завершує основний цикл, а [code]false[/code] дозволяє перейти до " -"наступного кадру. \n" -"[b]Примітка.[/b] [param delta] буде більшим, ніж очікувалося, якщо частота " -"кадрів буде нижчою за [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. Це зроблено, щоб уникнути сценаріїв " -"«спіралі смерті», коли продуктивність різко впаде через постійно зростаючу " -"кількість кроків фізики на кадр. Ця поведінка впливає на [method _process] і " -"[method _physics_process]. Тому уникайте використання [param delta] для " -"вимірювання часу в реальних секундах. Замість цього використовуйте для цієї " -"мети методи [Time] singleton, наприклад [method Time.get_ticks_usec]." #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" -"Викликається кожен фрейм процесу (неактивний) із часом з часу останнього " -"кадру процесу як аргумент (у секундах). Еквівалент [method Node._process]. \n" -"Якщо реалізовано, метод повинен повертати логічне значення. [code]true[/" -"code] завершує основний цикл, а [code]false[/code] дозволяє перейти до " -"наступного кадру. \n" -"[b]Примітка.[/b] [param delta] буде більшим, ніж очікувалося, якщо частота " -"кадрів буде нижчою за [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. Це зроблено, щоб уникнути сценаріїв " -"«спіралі смерті», коли продуктивність різко впаде через постійно зростаючу " -"кількість кроків фізики на кадр. Ця поведінка впливає на [method _process] і " -"[method _physics_process]. Тому уникайте використання [param delta] для " -"вимірювання часу в реальних секундах. Замість цього використовуйте для цієї " -"мети методи [Time] singleton, наприклад [method Time.get_ticks_usec]." #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." @@ -116289,14 +116467,15 @@ msgstr "" "(тобто якщо це не дитячий будинок)." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -116305,15 +116484,7 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" "Викликається під час етапу фізичної обробки основного циклу. Фізичне " "оброблення означає, що частота кадрів синхронізується з фізикою, тобто " @@ -116340,12 +116511,13 @@ msgstr "" "мети методи [Time] singleton, наприклад [method Time.get_ticks_usec]." #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -116354,15 +116526,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" "Викликається на етапі обробки основного циклу. Обробка відбувається в " "кожному кадрі якомога швидше, тому час [param delta] від попереднього кадру " @@ -128596,6 +128771,7 @@ msgstr "" "get_version]." #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card, as a [PackedStringArray]. See also [method " @@ -128607,7 +128783,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "Повертає назву драйвера відео адаптера і версію для сучасної активної " "графіки користувача, як [PackedStringArray]. Дивіться також [method " @@ -136359,6 +136560,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "Центр маси тіла в локальній координатній системі тіла." +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Налаштування пріоритету зіткнення тіла." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Маса тіла." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -142439,13 +142652,14 @@ msgstr "" "над [member shape_rid]." #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -142458,8 +142672,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -142478,31 +142691,30 @@ msgstr "" "оптимізувати продуктивність за допомогою Servers API: \n" "[codeblocks] \n" "[gdscript] \n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE) \n" -"де радіус = 2,0 \n" -"PhysicsServer3D.shape_set_data(shape_rid, radius) \n" +"var shape_rid = PhysicsServer2D.circle_shape_create() \n" +"де радіус = 64 \n" +"PhysicsServer2D.shape_set_data(shape_rid, radius) \n" "\n" -"var params = PhysicsShapeQueryParameters3D.new()\n" +"var params = PhysicsShapeQueryParameters2D.new()\n" "params.shape_rid = shape_rid \n" "\n" "# Виконуйте тут фізичні запити... \n" "\n" "# Відпустіть фігуру, коли закінчите з фізичними запитами. \n" -"PhysicsServer3D.free_rid(shape_rid) \n" +"PhysicsServer2D.free_rid(shape_rid) \n" "[/gdscript] \n" "[csharp] \n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere); \n" -"радіус float = 2.0f; \n" -"PhysicsServer3D.ShapeSetData(shapeRid, radius); \n" +"RID shapeRid = PhysicsServer2D.CircleShapeCreate(); \n" +"int радіус = 64; \n" +"PhysicsServer2D.ShapeSetData(shapeRid, radius); \n" "\n" -"var params = new PhysicsShapeQueryParameters3D();\n" +"var params = new PhysicsShapeQueryParameters2D();\n" "params.ShapeRid = shapeRid; \n" "\n" "// Виконувати тут фізичні запити... \n" "\n" "// Відпустіть фігуру, коли закінчите фізичні запити. \n" -"PhysicsServer3D.FreeRid(shapeRid); \n" +"PhysicsServer2D.FreeRid(shapeRid); \n" "[/csharp] \n" "[/codeblocks]" @@ -147430,10 +147642,15 @@ msgstr "" "бути Variant." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -149318,9 +149535,10 @@ msgid "Maximum undo/redo history size for [TextEdit] fields." msgstr "Максимальний розмір історії андо/редо для поля [TextEdit]." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -156807,23 +157025,23 @@ msgstr "" "значення 0 до 100." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -158228,11 +158446,15 @@ msgstr "" "до найближчого цілого числа." #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "Якщо значення більше за 0, [member value] завжди буде округлено до значення, " "кратного значенню цієї властивості. Якщо [member rounded] також має значення " @@ -169494,15 +169716,21 @@ msgstr "" "не відбувається автоматично при використанні RenderingServer безпосередньо." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "Returns the name of the current rendering driver. This can be [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" "Повертає назву поточного драйвера візуалізації. Це може бути [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " @@ -172754,41 +172982,39 @@ msgstr "" "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]." #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" -"Якщо [code]true[/code], 2D-візуалізація використовуватиме буфер кадрів у " -"форматі широкого динамічного діапазону (HDR), який відповідає бітовій " -"глибині буфера кадрів 3D. У разі використання засобу візуалізації Forward+ " -"це буде буфер кадрів [code]RGBA16[/code], тоді як під час використання " -"засобу візуалізації Mobile це буде буфер кадрів [code]RGB10_A2[/code]. Крім " -"того, 2D-візуалізація відбуватиметься в лінійному колірному просторі та " -"перетворюватиметься на простір sRGB безпосередньо перед відображенням на " -"екрані (якщо вікно перегляду прикріплено до екрана). Практично кажучи, це " -"означає, що кінцевий результат вікна перегляду не буде обмежений діапазоном " -"[code]0-1[/code] і може використовуватися в 3D-рендерінгу без коригування " -"простору кольорів. Це дозволяє 2D-рендерингу використовувати переваги " -"ефектів, що вимагають високого динамічного діапазону (наприклад, 2D-" -"світіння), а також суттєво покращує зовнішній вигляд ефектів, які вимагають " -"дуже деталізованих градієнтів. Цей параметр має той самий ефект, що й " -"[member Viewport.use_hdr_2d]. \n" -"[b]Примітка.[/b] Цей параметр не матиме жодного ефекту під час використання " -"засобу відтворення сумісності, який із міркувань продуктивності завжди " -"відтворює в низькому динамічному діапазоні." +"Якщо значення [code]true[/code], 2D-рендеринг використовуватиме кадровий " +"буфер формату HDR (high dynamic range), що відповідає розрядності 3D-" +"кадрового буфера. Під час використання рендерера Forward+ це буде кадровий " +"буфер [code]RGBA16[/code], тоді як під час використання мобільного рендерера " +"це буде кадровий буфер [code]RGB10_A2[/code]. Крім того, 2D-рендеринг " +"відбуватиметься в лінійному колірному просторі та буде перетворено в простір " +"sRGB безпосередньо перед виведенням на екран (якщо Viewport підключено до " +"екрана). Практично це означає, що кінцевий результат Viewport не буде " +"обмежено діапазоном [code]0-1[/code] і може бути використаний у 3D-" +"рендерингу без коригування колірного простору. Це дозволяє 2D-рендерингу " +"використовувати ефекти, що вимагають високого динамічного діапазону " +"(наприклад, 2D світіння), а також суттєво покращує зовнішній вигляд ефектів, " +"що вимагають високодеталізованих градієнтів.\n" +"[b]Примітка:[/b] Цей параметр не матиме ефекту під час використання " +"рендерера сумісності, який завжди рендерить у низькому динамічному діапазоні " +"з міркувань продуктивності." #: doc/classes/RenderingServer.xml msgid "" @@ -178729,43 +178955,28 @@ msgstr "" "[i] не [/i] [code].gdshader[/code]." #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" "Імпортує SVG-файл як масштабовану текстуру для використання в 2D- або 3D-" "рендерингу." #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "Цей імпортер імпортує ресурси [SVGTexture]. Див. також " "[ResourceImporterTexture] та [ResourceImporterImage]." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" -"Масштаб текстури SVG. [code]1.0[/code] – це оригінальний розмір SVG. Вищі " -"значення призводять до більшого зображення." - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" -"Якщо встановлено, перерозподіляє кольори текстури SVG відповідно до карти " -"[Color]-[Color]." - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "" "Якщо [code]true[/code], для джерела SVG використовується стиснення без втрат." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "Замінює насиченість текстури." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "Імпортувати зображення для використання в 2D або 3D рендерингу." @@ -182131,6 +182342,7 @@ msgstr "" "[member sleeping]." #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -182139,7 +182351,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "Власний центр мас тіла відносно початкового положення тіла, коли [member " "center_of_mass_mode] встановлено на [constant CENTER_OF_MASS_MODE_CUSTOM]. " @@ -192398,10 +192611,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"Якщо [code]true[/code], текстура вирізається з більшої текстури атласу. Див. " -"[member region_rect]." #: doc/classes/Sprite2D.xml msgid "" @@ -197757,34 +197974,6 @@ msgstr "Кожна окрема вершина може впливати лиш msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "Кожна окрема вершина може впливати на до 8 кісток." -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "Масштабована [Texture2D] на основі SVG-зображення." - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" -"Масштабована [Texture2D] на основі зображення SVG. [SVGTexture] автоматично " -"перерастеризуються відповідно до передискретизації шрифтів." - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"Створює нову [SVGTexture] та ініціалізує її, виділяючи та встановлюючи SVG-" -"дані з рядка." - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "Повертає вихідний код SVG." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "Встановлює вихідний код SVG." - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -212677,8 +212866,12 @@ msgstr "" "kbd] або [kbd]Space[/kbd] на клавіатурі)." #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "Увімкнено, коли елемент згортається натисканням на складаний стрілку." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." +msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -220823,17 +221016,29 @@ msgstr "" "[i]суттєво[/i] відрізнятися." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -221337,12 +221542,13 @@ msgstr "" "msaa_3d] і [method RenderingServer.viewport_set_msaa_3d]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" "Якщо [code]true[/code] і одна з наступних умов є істинною: встановлено " "[member SubViewport.size_2d_override_stretch] та [member " @@ -221664,21 +221870,22 @@ msgstr "" "use_debanding] та [method RenderingServer.viewport_set_use_debanding]." #: doc/classes/Viewport.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "Якщо значення [code]true[/code], 2D-рендеринг використовуватиме кадровий " "буфер формату HDR (high dynamic range), що відповідає розрядності 3D-" @@ -230927,12 +231134,14 @@ msgstr "" "[b]Примітка:[/b] цей прапор реалізований лише у Windows (11)." #: doc/classes/Window.xml +#, fuzzy msgid "" "Windows is excluded from screenshots taken by [method " "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/vi.po b/classes/vi.po index 9f4c6a6..0a51500 100644 --- a/classes/vi.po +++ b/classes/vi.po @@ -12869,8 +12869,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13201,8 +13202,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -13312,8 +13314,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -21938,7 +21941,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -21949,6 +21976,11 @@ msgstr "" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "Trả về tan của tham số." + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" @@ -24174,7 +24206,12 @@ msgid "A class information repository." msgstr "" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml @@ -24317,14 +24354,19 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." -msgstr "" +msgstr "Trả về căn bậc hai của tham số." #: doc/classes/ClassDB.xml #, fuzzy @@ -30602,7 +30644,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -34661,7 +34703,7 @@ msgstr "" msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -34673,6 +34715,8 @@ msgid "" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -37590,13 +37634,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -38476,7 +38520,7 @@ msgstr "Trả về sin của tham số." msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -38710,6 +38754,59 @@ msgstr "" msgid "Utterance reached a word or sentence boundary." msgstr "" +#: doc/classes/DPITexture.xml +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "Trả về phần dư của hai vector." + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "Trả về [Texture2D] của khung hình được cho." + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" @@ -39683,6 +39780,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -41379,9 +41489,11 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -41398,10 +41510,13 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -51844,7 +51959,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -67291,10 +67406,6 @@ msgid "" "(format, size), use [method update] instead for better performance." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -67772,20 +67883,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" #: doc/classes/Input.xml @@ -67871,7 +67980,29 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml @@ -67888,7 +68019,25 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -68351,7 +68500,9 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" #: doc/classes/InputEvent.xml @@ -71457,7 +71608,11 @@ msgid "" "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -74429,39 +74584,39 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -82156,13 +82311,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -82171,24 +82326,16 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/Node.xml msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -82197,15 +82344,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/Node.xml @@ -90339,7 +90489,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/OS.xml @@ -95674,6 +95849,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "Trả về [Texture2D] của khung hình được cho." + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "Trả về [Texture2D] của khung hình được cho." + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -100275,7 +100462,7 @@ msgid "" "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -100288,8 +100475,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -103756,7 +103942,11 @@ msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm. msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -105042,7 +105232,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -109935,19 +110125,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -110883,9 +111072,12 @@ msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm. #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" #: doc/classes/Range.xml @@ -118864,10 +119056,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -121068,19 +121265,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" #: doc/classes/RenderingServer.xml @@ -125403,35 +125599,21 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "" #: doc/classes/ResourceImporterSVG.xml msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "Trả về [Texture2D] của khung hình được cho." - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "" @@ -127703,7 +127885,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -134939,7 +135122,13 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" #: doc/classes/Sprite2D.xml @@ -138563,31 +138752,6 @@ msgstr "" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "Trả về phần dư của hai vector." - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -149707,7 +149871,11 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." msgstr "" #: doc/classes/Tree.xml @@ -155531,11 +155699,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -155865,11 +156044,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -156070,18 +156249,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" #: doc/classes/Viewport.xml @@ -162957,7 +163136,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/zh_CN.po b/classes/zh_CN.po index a2464b4..852c7ad 100644 --- a/classes/zh_CN.po +++ b/classes/zh_CN.po @@ -16694,6 +16694,7 @@ msgid "Returns an array of all point IDs." msgstr "返回所有点 ID 的数组。" #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -16701,8 +16702,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17224,6 +17226,7 @@ msgstr "" "[/codeblocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -17231,8 +17234,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17389,6 +17393,7 @@ msgstr "" "[code]weight_scale[/code]: [float])的字典数组。" #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -17396,8 +17401,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -28415,10 +28421,32 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" -"如果为 [code]true[/code],则服务器主动监听可用的相机源。\n" -"这会带来性能开销,因此请只在主动访问相机时将其设置为 [code]true[/code]。" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." @@ -28428,6 +28456,11 @@ msgstr "当添加 [CameraFeed] 时发出(例如插入网络摄像头时)。" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "当移除 [CameraFeed] 时发出(例如拔掉网络摄像头时)。" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "更新放松姿势时发出。" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "RGBA 相机图像。" @@ -31428,8 +31461,13 @@ msgid "A class information repository." msgstr "类信息的存储库。" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." -msgstr "提供对为每个可用类存储的元数据的访问。" +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." +msgstr "" #: doc/classes/ClassDB.xml msgid "" @@ -31590,12 +31628,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "将对象 [param object] 的 [param property] 属性值设置为 [param value]。" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "返回所有可用类的名称。" +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "返回所有直接或间接继承自 [param class] 的类的名称。" @@ -39852,11 +39895,12 @@ msgid "Right-to-left layout direction." msgstr "从右至左的排版方向。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -45207,10 +45251,11 @@ msgstr "" "后所返回的目录可能不同,因为导出时可能将部分文件转换为引擎特有的格式。" #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -45220,12 +45265,15 @@ msgstr "" "在其他平台上,该方法返回 0。" #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -49124,15 +49172,17 @@ msgstr "" "window_start_drag] 和 [method window_start_resize]。" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "显示服务器支持窗口标志 [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE]。" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "显示服务器支持嵌入其他进程的窗口。[b]Windows、Linux(X11)[/b]" #: doc/classes/DisplayServer.xml @@ -50113,10 +50163,11 @@ msgstr "" "[b]注意:[/b]该标志仅在 Windows(11)上实现。" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -50400,6 +50451,61 @@ msgstr "发言取消,或者 TTS 服务无法处理。" msgid "Utterance reached a word or sentence boundary." msgstr "发言到达单词或句子的边界。" +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "基于 SVG 图像的可缩放 [Texture2D]。" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "新建 [SVGTexture] 并通过分配和设置来自 SVG 的数据来初始化。" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +msgid "Returns SVG source code." +msgstr "返回 SVG 源代码。" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "将纹理的大小调整为指定的尺寸。" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "设置 SVG 源代码。" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "SVG 纹理缩放。[code]1.0[/code] 是原始 SVG 大小。值越大得到的图像越大。" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "设置后,会根据 [Color]-[Color] 映射对 SVG 纹理中的颜色进行重映射。" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "Overrides texture saturation." +msgstr "覆盖纹理饱和度。" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "实现 DTLS 服务器的辅助类。" @@ -51808,6 +51914,19 @@ msgstr "" "保存 Gradle 构建中使用的导出模板源的 ZIP 文件的路径。如果留空,则使用默认模" "板。" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -53997,10 +54116,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "用户可见的应用程序版本,只能包含数字字符([code]0-9[/code])和句点([code].[/" "code])。如果留空,则回退到 [member ProjectSettings.application/config/" @@ -54019,11 +54141,15 @@ msgstr "支持的设备家族。" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "机器可读的应用程序版本,采用 [code]major.minor.patch[/code] 格式,只能包含数" "字字符([code]0-9[/code])和句点([code].[/code])。该值必须在被推送到 App " @@ -67653,9 +67779,10 @@ msgstr "" "code] 和 [code]%\"Sprite\"[/code])。" #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" "GDScript 语法高亮器对 [StringName] 字面量所使用的文本颜色(例如 " "[code]>\"example\"[/code])。" @@ -87652,10 +87779,6 @@ msgstr "" "如果要更新图像,但不需要更改其参数(格式、大小),请改用 [method update] 以获" "得更好的性能。" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "将纹理的大小调整为指定的尺寸。" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -88287,23 +88410,22 @@ msgstr "" "[code]__XINPUT_DEVICE__[/code],因为它们的映射是相同的。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "返回关于设备的额外平台相关信息字典,例如操作系统的原始游戏手柄名称,或者 " "Steam Input 索引。\n" @@ -88405,6 +88527,7 @@ msgstr "" "想要的值(在 0 到 1 的范围内)。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user has [i]started[/i] pressing the " "action event in the current frame or physics tick. It will only return " @@ -88424,7 +88547,7 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." msgstr "" "当用户在当前帧或物理周期中[i]开始[/i]按下动作事件时返回 [code]true[/code]。只" "在用户按下按钮的那一帧或周期中为 [code]true[/code]。\n" @@ -88444,6 +88567,46 @@ msgstr "" "InputEvent.is_action_pressed] 来查询当前事件的动作状态。" #: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"当用户在当前帧或物理周期中[i]开始[/i]按下动作事件时返回 [code]true[/code]。只" +"在用户按下按钮的那一帧或周期中为 [code]true[/code]。\n" +"如果代码只需要在动作按下时执行一次,而不是只要处于按下状态就每帧都需要执行," +"那么这个方法就很有用。\n" +"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " +"事件的方向。\n" +"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于按下状态。" +"动作在按下后是可以很快再释放的,为了不丢失输入,这种情况下仍然会返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由于键盘重影,即便该动作的某个键处于按下状态,[method " +"is_action_just_pressed] 仍可能会返回 [code]false[/code]。详见文档中的" +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示" +"例》[/url]。\n" +"[b]注意:[/b]在输入处理期间(例如 [method Node._input]),请使用 [method " +"InputEvent.is_action_pressed] 来查询当前事件的动作状态。" + +#: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user [i]stops[/i] pressing the action " "event in the current frame or physics tick. It will only return [code]true[/" @@ -88457,7 +88620,36 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"当用户在当前帧或物理周期中[i]停止[/i]按下动作事件时返回 [code]true[/code]。只" +"在用户松开按钮的那一帧或周期中为 [code]true[/code]。\n" +"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于松开状态。" +"动作在松开后是可以很快再按下的,为了不丢失输入,这种情况下仍然会返回 " +"[code]true[/code]。\n" +"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] " +"事件的方向。\n" +"[b]注意:[/b]在输入处理期间(例如 [method Node._input]),请使用 [method " +"InputEvent.is_action_released] 来查询当前事件的动作状态。" + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "当用户在当前帧或物理周期中[i]停止[/i]按下动作事件时返回 [code]true[/code]。只" "在用户松开按钮的那一帧或周期中为 [code]true[/code]。\n" @@ -89103,9 +89295,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。" #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -93057,12 +93250,17 @@ msgid "" msgstr "控制文本的垂直对齐方式。支持顶部对齐、居中对齐、底部对齐、填充。" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "要显示的字符数。如果设置为 [code]-1[/code],则显示所有字符。这用于在对话框中" "为显示的文本设置动画。\n" @@ -96804,60 +97002,40 @@ msgstr "在初始化时调用一次。" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" -"每个物理帧调用一次,调用时会传入自上一个物理帧以来的时间作为参数([param " -"delta],单位为秒)。等价于 [method Node._physics_process]。\n" -"如果实现了该方法,则必须返回一个布尔值。返回 [code]true[/code] 会结束主循环," -"而返回 [code]false[/code] 则允许继续到下一帧。\n" -"[b]注意:[/b]如果运行的帧率低于 [member Engine.physics_ticks_per_second] / " -"[member Engine.max_physics_steps_per_frame] FPS,则 [param delta] 将会比预期" -"的要大。这是为了避免发生“死亡螺旋”的情况,此时每帧的物理步骤数量会不断增加," -"导致性能急剧下降。这种行为会影响 [method _process] 和 [method " -"_physics_process]。因此,请避免根据 [param delta] 来测量真实世界的秒数。请使" -"用 [Time] 单例的方法来实现此目的,例如 [method Time.get_ticks_usec]。" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" -"每个处理(空闲)帧调用一次,调用时会传入自上一个处理帧以来的时间作为参数" -"([param delta],单位为秒)。等价于 [method Node._process]。\n" -"如果实现了该方法,则必须返回一个布尔值。返回 [code]true[/code] 会结束主循环," -"而返回 [code]false[/code] 则允许继续到下一帧。\n" -"[b]注意:[/b]如果运行的帧率低于 [member Engine.physics_ticks_per_second] / " -"[member Engine.max_physics_steps_per_frame] FPS,则 [param delta] 将会比预期" -"的要大。这是为了避免发生“死亡螺旋”的情况,此时每帧的物理步骤数量会不断增加," -"导致性能急剧下降。这种行为会影响 [method _process] 和 [method " -"_physics_process]。因此,请避免根据 [param delta] 来测量真实世界的秒数。请使" -"用 [Time] 单例的方法来实现此目的,例如 [method Time.get_ticks_usec]。" #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." @@ -106503,14 +106681,15 @@ msgstr "" "[b]注意:[/b]仅当该节点存在于场景树中时(即不是孤立节点),此方法才会被调用。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -106519,15 +106698,7 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" "在主循环的物理处理步骤中调用。物理处理的帧率与物理同步,即 [param delta] 参数" "[i]通常[/i]不变(例外见下文)。[param delta] 的单位为秒。\n" @@ -106547,12 +106718,13 @@ msgstr "" "实现此目的,例如 [method Time.get_ticks_usec]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -106561,15 +106733,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" "在主循环的处理步骤中调用。每一帧都会尽快进行处理,因此表示自上一帧以来时间增" "量的 [param delta] 会发生变化。[param delta] 的单位为秒。\n" @@ -117818,6 +117993,7 @@ msgstr "" "值与 [method get_version] 相同。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the video adapter driver name and version for the user's currently " "active graphics card, as a [PackedStringArray]. See also [method " @@ -117829,7 +118005,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "返回用户当前激活的显卡的视频适配器驱动程序名称和版本,返回为一个 " "[PackedStringArray]。另见 [method " @@ -124919,6 +125120,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "该物体质心的位置,使用该物体的局部坐标系。" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "设置该物体的碰撞优先级。" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "实体的质量。" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -130430,13 +130643,14 @@ msgstr "" "时被释放,因此请优先使用这个属性,而不是 [member shape_rid]。" #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -130449,8 +130663,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -130468,31 +130681,30 @@ msgstr "" "这个属性而不是 [member shape]:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" -"var radius = 2.0\n" -"PhysicsServer3D.shape_set_data(shape_rid, radius)\n" +"var shape_rid = PhysicsServer2D.circle_shape_create()\n" +"var radius = 64\n" +"PhysicsServer2D.shape_set_data(shape_rid, radius)\n" "\n" -"var params = PhysicsShapeQueryParameters3D.new()\n" +"var params = PhysicsShapeQueryParameters2D.new()\n" "params.shape_rid = shape_rid\n" "\n" "# 在此处执行物理查询...\n" "\n" "# 完成物理查询后释放形状。\n" -"PhysicsServer3D.free_rid(shape_rid)\n" +"PhysicsServer2D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" -"float radius = 2.0f;\n" -"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" +"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n" +"int radius = 64;\n" +"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n" "\n" -"var params = new PhysicsShapeQueryParameters3D();\n" +"var params = new PhysicsShapeQueryParameters2D();\n" "params.ShapeRid = shapeRid;\n" "\n" "// 在此处执行物理查询...\n" "\n" "// 完成物理查询后释放形状。\n" -"PhysicsServer3D.FreeRid(shapeRid);\n" +"PhysicsServer2D.FreeRid(shapeRid);\n" "[/csharp]\n" "[/codeblocks]" @@ -134932,10 +135144,15 @@ msgstr "" "个错误。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -136619,9 +136836,10 @@ msgid "Maximum undo/redo history size for [TextEdit] fields." msgstr "[TextEdit] 字段的最大撤销/重做历史大小。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -143002,23 +143220,23 @@ msgstr "" "100。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -144288,11 +144506,15 @@ msgstr "" "如果为 [code]true[/code],[member value] 将始终四舍五入到最接近的整数。" #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "如果大于 0,[member value] 将总是被四舍五入为这个属性的倍数。如果 [member " "rounded] 也是 [code]true[/code],[member value] 将首先被四舍五入为这个属性的" @@ -154523,15 +154745,21 @@ msgstr "" "用,因为直接使用 RenderingServer 时不会自动进行内存管理。" #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "Returns the name of the current rendering driver. This can be [code]vulkan[/" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" "返回当前渲染驱动的名称,可以是 [code]vulkan[/code]、[code]d3d12[/code]、" "[code]metal[/code]、[code]opengl3[/code]、[code]opengl3_es[/code] 或 " @@ -157458,34 +157686,32 @@ msgstr "" "ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。" #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" -"如果为 [code]true[/code],2D 渲染将使用与 3D 帧缓冲区的位深度匹配的高动态范围" -"(HDR)格式帧缓冲区。当使用 Forward+ 渲染器时,这将是一个 [code]RGBA16[/" -"code] 帧缓冲区,而当使用 Mobile 渲染器时,它将是一个 [code]RGB10_A2[/code] 帧" -"缓冲区。此外,2D 渲染将在线性色彩空间中进行,并在位块传输到屏幕之前(如果视口" -"被连接到屏幕)立即转换为 sRGB 空间。实际上,这意味着视口的最终结果不会被钳制" -"在 [code]0-1[/code] 范围内,并且可以在不进行色彩空间调整的情况下被用于 3D 渲" -"染。这使得 2D 渲染能够利用需要高动态范围的效果(例如 2D 辉光),并显著改善需" -"要高度详细渐变的效果的外观。该设置与 [member Viewport.use_hdr_2d] 效果相" -"同。\n" -"[b]注意:[/b]使用 Compatibility 渲染器时该设置不起作用,出于性能原因,该渲染" -"器始终在低动态范围内渲染。" +"如果为 [code]true[/code],则 2D 渲染会使用与 3D 帧缓冲的位深度相匹配的高动态" +"范围(HDR)格式的帧缓冲。使用 Forward+ 渲染器时是 [code]RGBA16[/code] 帧缓" +"冲,而使用 Mobile 渲染器时则是 [code]RGB10_A2[/code] 帧缓冲。此外,2D 渲染将" +"在线性色彩空间中进行,会在即将传输到屏幕之前转换到 sRGB 空间(如果视口已连接" +"到屏幕)。实际上,这意味着视口的最终结果不会限制在 [code]0-1[/code] 范围内," +"无需调整色彩空间即可在 3D 渲染中使用。这使得 2D 渲染能够利用需要高动态范围的" +"效果(例如 2D 辉光),并显著改善需要高度详细渐变的效果的外观。\n" +"[b]注意:[/b]使用 Compatibility 渲染器时该设置不起作用,出于性能原因该渲染器" +"始终在低动态范围内渲染。" #: doc/classes/RenderingServer.xml msgid "" @@ -162810,36 +163036,25 @@ msgstr "" "操作一起使用。该导入器[i]不[/i]处理 [code].gdshader[/code] 文件。" #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "将 SVG 文件作为可缩放纹理导入,用于 2D 或 3D 渲染。" #: doc/classes/ResourceImporterSVG.xml +#, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "该导入器导入 [SVGTexture] 资源。另见 [ResourceImporterTexture] 和 " "[ResourceImporterImage]。" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "SVG 纹理缩放。[code]1.0[/code] 是原始 SVG 大小。值越大得到的图像越大。" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "设置后,会根据 [Color]-[Color] 映射对 SVG 纹理中的颜色进行重映射。" - #: doc/classes/ResourceImporterSVG.xml msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "如果为 [code]true[/code],则对 SVG 源码使用无损压缩。" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "Overrides texture saturation." -msgstr "覆盖纹理饱和度。" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "导入图像以用于 2D 或 3D 渲染。" @@ -165895,6 +166110,7 @@ msgstr "" "sleeping] 。" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -165903,7 +166119,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "当 [member center_of_mass_mode] 设置为 [constant CENTER_OF_MASS_MODE_CUSTOM] " "时,物体的自定义质心相对于物体原点位置的位置。这是物体的平衡点,只有施加在质" @@ -175188,10 +175405,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member " -"region_rect]。" #: doc/classes/Sprite2D.xml msgid "" @@ -180141,32 +180362,6 @@ msgstr "每个单独的顶点只能受到 4 个骨骼权重的影响。" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。" -#: doc/classes/SVGTexture.xml -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "基于 SVG 图像的可缩放 [Texture2D]。" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" -"基于 SVG 图像的可缩放 [Texture2D]。[SVGTexture] 会自动进行重新栅格化,从而与" -"字体的过采样匹配。" - -#: doc/classes/SVGTexture.xml -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "新建 [SVGTexture] 并通过分配和设置来自 SVG 的数据来初始化。" - -#: doc/classes/SVGTexture.xml -msgid "Returns SVG source code." -msgstr "返回 SVG 源代码。" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "设置 SVG 源代码。" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -193751,8 +193946,12 @@ msgstr "" "或[kbd]空格[/kbd]键)选中某一项时发出。" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "点击折叠箭头折叠某一项时发出。" +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." +msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -201240,17 +201439,29 @@ msgstr "" "Window.CONTENT_SCALE_ASPECT_IGNORE],则 X 和 Y 缩放可能会有[i]显著[/i]差异。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -201695,12 +201906,13 @@ msgstr "" "[method RenderingServer.viewport_set_msaa_3d]。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" "如果为 [code]true[/code] 且以下条件之一为真:设置了 [member " "SubViewport.size_2d_override_stretch] 和 [member " @@ -201982,21 +202194,22 @@ msgstr "" "和 [method RenderingServer.viewport_set_use_debanding]。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "如果为 [code]true[/code],则 2D 渲染会使用与 3D 帧缓冲的位深度相匹配的高动态" "范围(HDR)格式的帧缓冲。使用 Forward+ 渲染器时是 [code]RGBA16[/code] 帧缓" @@ -210430,12 +210643,14 @@ msgstr "" "[b]注意:[/b]该标志仅在 Windows(11)上实现。" #: doc/classes/Window.xml +#, fuzzy msgid "" "Windows is excluded from screenshots taken by [method " "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/classes/zh_TW.po b/classes/zh_TW.po index 9937228..e728b70 100644 --- a/classes/zh_TW.po +++ b/classes/zh_TW.po @@ -16366,6 +16366,7 @@ msgid "Returns an array of all point IDs." msgstr "回傳所有點 ID 的陣列。" #: doc/classes/AStar2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -16373,8 +16374,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -16895,6 +16897,7 @@ msgstr "" "[/codeblocks]" #: doc/classes/AStar3D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " @@ -16902,8 +16905,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." @@ -17060,6 +17064,7 @@ msgstr "" "[code]weight_scale[/code]: [float])。" #: doc/classes/AStarGrid2D.xml +#, fuzzy msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " @@ -17067,8 +17072,9 @@ msgid "" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" -"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " -"will return an empty array and will print an error message.\n" +"[b]Note:[/b] This method is not thread-safe; it can only be used from a " +"single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " +"access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" @@ -27787,7 +27793,31 @@ msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " -"actively accessing the camera." +"actively accessing the camera.\n" +"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " +"camera feeds through the [signal camera_feeds_updated] signal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" +"\tCameraServer.monitoring_feeds = true\n" +"\n" +"func _on_camera_feeds_updated():\n" +"\tvar feeds = CameraServer.feeds()\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" +"\tCameraServer.MonitoringFeeds = true;\n" +"}\n" +"\n" +"void OnCameraFeedsUpdated()\n" +"{\n" +"\tvar feeds = CameraServer.Feeds();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml @@ -27798,6 +27828,11 @@ msgstr "當新增 [CameraFeed] 時發出(例如插入網路攝像頭時)。" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "當移除 [CameraFeed] 時發出(例如拔掉網路攝像頭時)。" +#: doc/classes/CameraServer.xml +#, fuzzy +msgid "Emitted when camera feeds are updated." +msgstr "新增預設時發出。" + #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "RGBA 相機圖像。" @@ -30704,8 +30739,13 @@ msgid "A class information repository." msgstr "類資訊的儲存庫。" #: doc/classes/ClassDB.xml -msgid "Provides access to metadata stored for every available class." -msgstr "提供對為每個可用類儲存的中繼資料的存取。" +msgid "" +"Provides access to metadata stored for every available engine class.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"part of [ClassDB], so they will not return reflection data such as a method " +"or property list. However, [GDExtension]-defined classes [i]are[/i] part of " +"[ClassDB], so they will return reflection data." +msgstr "" #: doc/classes/ClassDB.xml msgid "" @@ -30872,12 +30912,17 @@ msgid "Sets [param property] value of [param object] to [param value]." msgstr "將物件 [param object] 的 [param property] 屬性值設定為 [param value]。" #: doc/classes/ClassDB.xml -msgid "Returns the names of all the classes available." -msgstr "返回所有可用類的名稱。" +msgid "" +"Returns the names of all engine classes available.\n" +"[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " +"included in this list. Use [method ProjectSettings.get_global_class_list] to " +"get a list of script-defined classes instead." +msgstr "" #: doc/classes/ClassDB.xml +#, fuzzy msgid "" -"Returns the names of all the classes that directly or indirectly inherit " +"Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "返回所有直接或間接繼承自 [param class] 的類的名稱。" @@ -38984,7 +39029,7 @@ msgid "" "Automatic layout direction, determined from the system locale. Right-to-left " "layout direction is automatically used for languages that require it such as " "Arabic and Hebrew, but only if a valid translation file is loaded for the " -"given language.. For all other languages (or if no valid translation file is " +"given language. For all other languages (or if no valid translation file is " "found by Godot), left-to-right layout direction is used. If using " "[TextServerFallback] ([member ProjectSettings.internationalization/rendering/" "text_driver]), left-to-right layout direction is always used regardless of " @@ -44188,10 +44233,11 @@ msgstr "" "如果你想要對包括的內容有更多的控制,請使用 [method get_directories]。" #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" -"On macOS, returns the number of mounted volumes.\n" +"On macOS and Android, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" @@ -44201,12 +44247,15 @@ msgstr "" "在其他平臺上,該方法返回 0。" #: doc/classes/DirAccess.xml +#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" +"On Android (API level 30+), returns the path to the mounted volume as an " +"argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" @@ -47989,16 +48038,19 @@ msgid "" msgstr "" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" "Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window " -"flag." +"flag. [b]Windows, macOS[/b]" msgstr "" +"顯示伺服器支援將視窗內容擴充到標題。見 [constant " +"WINDOW_FLAG_EXTEND_TO_TITLE]。[b]macOS[/b]" #: doc/classes/DisplayServer.xml #, fuzzy msgid "" "Display server supports embedding a window from another process. [b]Windows, " -"Linux (X11)[/b]" +"Linux (X11), macOS[/b]" msgstr "" "顯示伺服器支援改變視窗圖示(通常顯示在左上角)。[b]Windows、macOS、Linux" "(X11)[/b]" @@ -48983,7 +49035,7 @@ msgstr "" msgid "" "Window is excluded from screenshots taken by [method screen_get_image], " "[method screen_get_image_rect], and [method screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " @@ -49291,6 +49343,62 @@ msgstr "發言取消,或者 TTS 服務無法處理。" msgid "Utterance reached a word or sentence boundary." msgstr "發言到達單詞或句子的邊界。" +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "An automatically scalable [Texture2D] based on an SVG image." +msgstr "基於 [Image] 的 [Texture2D]。" + +#: doc/classes/DPITexture.xml +msgid "" +"An automatically scalable [Texture2D] based on an SVG image. [DPITexture]s " +"are used to automatically re-rasterize icons and other texture based UI " +"theme elements to match viewport scale and font oversampling. See also " +"[member ProjectSettings.display/window/stretch/mode] (\"canvas_items\" mode) " +"and [member Viewport.oversampling_override]." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "" +"Creates a new [DPITexture] and initializes it by allocating and setting the " +"SVG data from string." +msgstr "" +"建立一個新的 [ImageTexture],並通過分配和設定來自 [Image] 的資料來初始化它。" + +#: doc/classes/DPITexture.xml +msgid "" +"Returns the [RID] of the texture rasterized to match the oversampling of the " +"currently drawn canvas item." +msgstr "" + +#: doc/classes/DPITexture.xml +#, fuzzy +msgid "Returns SVG source code." +msgstr "返回該列的儲存格模式。" + +#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml +msgid "Resizes the texture to the specified dimensions." +msgstr "將紋理的大小調整為指定的尺寸。" + +#: doc/classes/DPITexture.xml +msgid "Sets SVG source code." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "" +"Texture scale. [code]1.0[/code] is the original SVG size. Higher values " +"result in a larger image." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +msgid "If set, remaps texture colors according to [Color]-[Color] map." +msgstr "" + +#: doc/classes/DPITexture.xml doc/classes/ResourceImporterSVG.xml +#, fuzzy +msgid "Overrides texture saturation." +msgstr "返回文字朝向。" + #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "實作 DTLS 伺服器的輔助類。" @@ -50556,6 +50664,19 @@ msgid "" "Gradle build. If left empty, the default template is used." msgstr "到自訂匯出範本的路徑。如果留空,則預設範本將被使用。" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "" +"If [code]true[/code], native libraries are compressed when performing a " +"Gradle build.\n" +"[b]Note:[/b] While enabling compression can reduce the size of the binary, " +"it may result in slower application startup because the native libraries " +"must be extracted before use, rather than being loaded directly.\n" +"If you're distributing your app via the Play Store, it's generally " +"recommended to keep this option [code]false[/code], see [url=https://" +"developer.android.com/build/releases/past-releases/agp-3-6-0-release-" +"notes#extractNativeLibs]official documentation[/url]." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "A dictionary of custom theme attributes to include in the exported Android " @@ -52656,10 +52777,13 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Application version visible to the user, can only contain numeric characters " +"Application version visible to the user. Can only contain numeric characters " "([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member " -"ProjectSettings.application/config/version] if left empty." +"ProjectSettings.application/config/version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Version[/i] value in " +"the generated Xcode project." msgstr "" "使用者可見的套用程式版本,只能包含數位字元([code]0-9[/code])和句點([code]." "[/code])。" @@ -52677,11 +52801,15 @@ msgstr "支援的裝置家族。" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml #: platform/visionos/doc_classes/EditorExportPlatformVisionOS.xml +#, fuzzy msgid "" -"Machine-readable application version, in the [code]major.minor.patch[/code] " -"format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to " -"the App Store." +"Machine-readable application version in the [code]major.minor.patch[/code] " +"format. Can only contain numeric characters ([code]0-9[/code]) and periods " +"([code].[/code]). This must be incremented with every new release pushed to " +"the App Store. Falls back to [member ProjectSettings.application/config/" +"version] if left empty.\n" +"[b]Note:[/b] This value is used for the [i]Identity > Build[/i] value in the " +"generated Xcode project." msgstr "" "機器可讀的套用程式版本,採用 [code]major.minor.patch[/code] 格式,只能包含數" "字字元 ([code]0-9[/code]) 和句點 ([code].[/code])。" @@ -66058,7 +66186,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The GDScript syntax highlighter text color for [StringName] literals (e.g. " -"[code]>\"example\"[/code])." +"[code]&\"example\"[/code])." msgstr "" #: doc/classes/EditorSettings.xml @@ -85490,10 +85618,6 @@ msgstr "" "如果要更新圖像,但不需要更改其參數(格式、大小),請改用 [method update] 以獲" "得更好的性能。" -#: doc/classes/ImageTexture.xml doc/classes/SVGTexture.xml -msgid "Resizes the texture to the specified dimensions." -msgstr "將紋理的大小調整為指定的尺寸。" - #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" @@ -86087,20 +86211,18 @@ msgstr "" msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" -"On Windows, the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system. " -"Undefined for DirectInput devices.\n" -"[code]vendor_id[/code]: The USB vendor ID of the device.\n" -"[code]product_id[/code]: The USB product ID of the device.\n" -"On Linux:\n" +"On Windows, Linux, and macOS, the dictionary contains the following fields:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " -"before getting renamed by the godot controller database.\n" +"before getting renamed by the controller database.\n" "[code]vendor_id[/code]: The USB vendor ID of the device.\n" "[code]product_id[/code]: The USB product ID of the device.\n" "[code]steam_input_index[/code]: The Steam Input gamepad index, if the device " "is not a Steam Input device this key won't be present.\n" -"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, " -"and macOS." +"On Windows, the dictionary can have an additional field:\n" +"[code]xinput_index[/code]: The index of the controller in the XInput system. " +"This key won't be present for devices not handled by XInput.\n" +"[b]Note:[/b] The returned dictionary is always empty on Android, iOS, " +"visionOS, and Web." msgstr "" "傳回一個字典,其中包含有關裝置的額外平台特定訊息,例如來自作業系統的原始遊戲" "手把名稱或 Steam 輸入索引。\n" @@ -86218,7 +86340,44 @@ msgid "" "examples[/url] in the documentation for more information.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_pressed] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_pressed_by_event]." +msgstr "" +"當使用者在目前影格或物理週期中[i]開始[/i]按下動作事件時返回 [code]true[/" +"code]。只在使用者按下按鈕的那一影格或週期中為 [code]true[/code]。\n" +"如果程式碼只需要在動作按下時執行一次,而不是只要處於按下狀態就每影格都需要執" +"行,那麼這個方法就很有用。\n" +"如果 [param exact_match] 為 [code]false[/code],則會忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] " +"事件的方向。\n" +"[b]注意:[/b]返回 [code]true[/code] 並不意味著該動作[i]仍然[/i]處於按下狀態。" +"動作在按下後是可以很快再釋放的,為了不丟失輸入,這種情況下仍然會返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]由於鍵盤重影,即便該動作的某個鍵處於按下狀態,[method " +"is_action_just_pressed] 仍可能會返回 [code]false[/code]。詳情見文件中的" +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《輸入示" +"例》[/url]。" + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user has [i]started[/i] pressing the " +"action event in the current frame or physics tick, and the first event that " +"triggered action press in the current frame/physics tick was [param event]. " +"It will only return [code]true[/code] on the frame or tick that the user " +"pressed down the button.\n" +"This is useful for code that needs to run only once when an action is " +"pressed, and the action is processed during input handling (e.g. [method " +"Node._input]).\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] pressed. An action can be pressed and released again rapidly, " +"and [code]true[/code] will still be returned so as not to miss input.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." msgstr "" "當使用者在目前影格或物理週期中[i]開始[/i]按下動作事件時返回 [code]true[/" "code]。只在使用者按下按鈕的那一影格或週期中為 [code]true[/code]。\n" @@ -86250,7 +86409,34 @@ msgid "" "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method " "InputEvent.is_action_released] instead to query the action state of the " -"current event." +"current event. See also [method is_action_just_released_by_event]." +msgstr "" +"當使用者在目前影格或物理週期中[i]停止[/i]按下動作事件時返回 [code]true[/" +"code]。只在使用者鬆開按鈕的那一影格或週期中為 [code]true[/code]。\n" +"[b]注意:[/b]返回 [code]true[/code] 並不意味著該動作[i]仍然[/i]處於鬆開狀態。" +"動作在鬆開後是可以很快再按下的,為了不丟失輸入,這種情況下仍然會返回 " +"[code]true[/code]。\n" +"如果 [param exact_match] 為 [code]false[/code],則會忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] " +"事件的方向。" + +#: doc/classes/Input.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] when the user [i]stops[/i] pressing the action " +"event in the current frame or physics tick, and the first event that " +"triggered action release in the current frame/physics tick was [param " +"event]. It will only return [code]true[/code] on the frame or tick that the " +"user releases the button.\n" +"This is useful when an action is processed during input handling (e.g. " +"[method Node._input]).\n" +"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is " +"[i]still[/i] not pressed. An action can be released and pressed again " +"rapidly, and [code]true[/code] will still be returned so as not to miss " +"input.\n" +"If [param exact_match] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "當使用者在目前影格或物理週期中[i]停止[/i]按下動作事件時返回 [code]true[/" "code]。只在使用者鬆開按鈕的那一影格或週期中為 [code]true[/code]。\n" @@ -86899,9 +87085,10 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " -"assigned to an input action." +"assigned to an input action: [InputEventKey], [InputEventMouseButton], " +"[InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. " +"Returns [code]false[/code] for all other input event types." msgstr "" -"如果這個輸入事件的型別是可以分配給輸入動作的型別,則返回 [code]true[/code]。" #: doc/classes/InputEvent.xml msgid "Returns [code]true[/code] if this input event has been canceled." @@ -90709,12 +90896,17 @@ msgstr "" "VerticalAlignment] 常數。" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_ratio] " -"accordingly." +"accordingly.\n" +"[b]Note:[/b] Characters are counted as Unicode codepoints. A single visible " +"grapheme may contain multiple codepoints (e.g. certain emoji use three " +"codepoints). A single codepoint may contain two UTF-16 characters, which are " +"used in C# strings." msgstr "" "要顯示的字元數。如果設定為 [code]-1[/code],則顯示所有字元。這用於在對話方塊" "中為顯示的文字設定動畫。\n" @@ -94357,39 +94549,39 @@ msgstr "在初始化時呼叫一次。" #: doc/classes/MainLoop.xml msgid "" -"Called each physics frame with the time since the last physics frame as " -"argument ([param delta], in seconds). Equivalent to [method " +"Called each physics tick. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second]. Equivalent to [method " "Node._physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " -"frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"step.\n" +"[b]Note:[/b] [method _physics_process] may be called up to [member " +"Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit " +"may be reached when the engine is suffering performance issues.\n" +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Called each process (idle) frame with the time since the last process frame " -"as argument (in seconds). Equivalent to [method Node._process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds. " +"Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame.\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" #: doc/classes/MainLoop.xml @@ -103869,14 +104061,15 @@ msgstr "" "[b]注意:[/b]僅當節點存在於場景樹中(即不是孤立節點)時才會呼叫本方法。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the physics processing step of the main loop. Physics " -"processing means that the frame rate is synced to the physics, i.e. the " -"[param delta] parameter will [i]generally[/i] be constant (see exceptions " -"below). [param delta] is in seconds.\n" -"It is only called if physics processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_physics_process].\n" +"Called once on each physics tick, and allows Nodes to synchronize their " +"logic with physics ticks. [param delta] is the logical time between physics " +"ticks in seconds and is equal to [member Engine.time_scale] / [member " +"Engine.physics_ticks_per_second].\n" +"It is only called if physics processing is enabled for this Node, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_physics_process].\n" "Processing happens in order of [member process_physics_priority], lower " "priority values are called first. Nodes with the same priority are processed " "in tree order, or top to bottom as seen in the editor (also known as pre-" @@ -103885,15 +104078,7 @@ msgid "" "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds." msgstr "" "在主迴圈的物理處理階段時被呼叫。物理處理代表影格率會與物理同步,因此 [param " "delta] 參數[i]通常[/i]為固定值(秒),例外情況見下。\n" @@ -103911,12 +104096,13 @@ msgstr "" "間計算,請改用 [Time] 單例的方法,如 [method Time.get_ticks_usec]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Called during the processing step of the main loop. Processing happens at " -"every frame and as fast as possible, so the [param delta] time since the " -"previous frame is not constant. [param delta] is in seconds.\n" -"It is only called if processing is enabled, which is done automatically if " -"this method is overridden, and can be toggled with [method set_process].\n" +"Called on each idle frame, prior to rendering, and after physics ticks have " +"been processed. [param delta] is the time between frames in seconds.\n" +"It is only called if processing is enabled for this Node, which is done " +"automatically if this method is overridden, and can be toggled with [method " +"set_process].\n" "Processing happens in order of [member process_priority], lower priority " "values are called first. Nodes with the same priority are processed in tree " "order, or top to bottom as seen in the editor (also known as pre-order " @@ -103925,15 +104111,18 @@ msgid "" "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan).\n" -"[b]Note:[/b] [param delta] will be larger than expected if running at a " -"framerate lower than [member Engine.physics_ticks_per_second] / [member " -"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of " -"death\" scenarios where performance would plummet due to an ever-increasing " -"number of physics steps per frame. This behavior affects both [method " -"_process] and [method _physics_process]. As a result, avoid using [param " -"delta] for time measurements in real-world seconds. Use the [Time] " -"singleton's methods for this purpose instead, such as [method " -"Time.get_ticks_usec]." +"[b]Note:[/b] When the engine is struggling and the frame rate is lowered, " +"[param delta] will increase. When [param delta] is increased, it's capped at " +"a maximum of [member Engine.time_scale] * [member " +"Engine.max_physics_steps_per_frame] / [member " +"Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may " +"not represent real world time.\n" +"[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is " +"running in Movie Maker mode (see [MovieWriter]), process [param delta] will " +"always be the same for every frame, regardless of how much time the frame " +"took to render.\n" +"[b]Note:[/b] Frame delta may be post-processed by [member " +"OS.delta_smoothing] if this is enabled for the project." msgstr "" "在主迴圈的處理階段時被呼叫。處理會在每個影格以最快速度觸發,因此 [param " "delta](自上一影格以來的時間,單位秒)不一定固定。\n" @@ -114763,7 +114952,32 @@ msgid "" "format [code]510.85.02[/code]. For Windows, the driver's format is " "[code]31.0.15.1659[/code].\n" "[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not " -"running in headless mode. On other platforms, it returns an empty array." +"running in headless mode. On other platforms, it returns an empty array.\n" +"[b]Note:[/b] This method will run slowly the first time it is called in a " +"session; it can take several seconds depending on the operating system and " +"hardware. It is blocking if called on the main thread, so it's recommended " +"to call it on a separate thread using [Thread]. This allows the engine to " +"keep running while the information is being retrieved. However, [method " +"get_video_adapter_driver_info] is [i]not[/i] thread-safe, so it should not " +"be called from multiple threads at the same time.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var thread = Thread.new()\n" +"\n" +"func _ready():\n" +"\tthread.start(\n" +"\t\tfunc():\n" +"\t\t\tvar driver_info = OS.get_video_adapter_driver_info()\n" +"\t\t\tif not driver_info.is_empty():\n" +"\t\t\t\tprint(\"Driver: %s %s\" % [driver_info[0], driver_info[1]])\n" +"\t\t\telse:\n" +"\t\t\t\tprint(\"Driver: (unknown)\")\n" +"\t)\n" +"\n" +"func _exit_tree():\n" +"\tthread.wait_to_finish()\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" "返回使用者目前啟動的顯卡的視訊卡驅動程式名稱和版本。另見 [method " "RenderingServer.get_video_adapter_api_version]。\n" @@ -121585,6 +121799,18 @@ msgid "" "The body's center of mass position in the body's local coordinate system." msgstr "該物體質心的位置,使用該物體的局部坐標系。" +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision layer." +msgstr "設定該物體的碰撞優先順序。" + +#: doc/classes/PhysicsDirectBodyState2D.xml +#: doc/classes/PhysicsDirectBodyState3D.xml +#, fuzzy +msgid "The body's collision mask." +msgstr "此實體的質量。" + #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml msgid "The inverse of the inertia of the body." @@ -127101,13 +127327,14 @@ msgstr "" "時被釋放,因此請優先使用這個屬性,而不是 [member shape_rid]。" #: doc/classes/PhysicsShapeQueryParameters3D.xml +#, fuzzy msgid "" "The queried shape's [RID] that will be used for collision/intersection " "queries. Use this over [member shape] if you want to optimize for " "performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" +"var shape_rid = PhysicsServer3D.sphere_shape_create()\n" "var radius = 2.0\n" "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" "\n" @@ -127120,8 +127347,7 @@ msgid "" "PhysicsServer3D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" +"RID shapeRid = PhysicsServer3D.SphereShapeCreate();\n" "float radius = 2.0f;\n" "PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" "\n" @@ -127139,31 +127365,30 @@ msgstr "" "這個屬性而不是 [member shape]:\n" "[codeblocks]\n" "[gdscript]\n" -"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" -"var radius = 2.0\n" -"PhysicsServer3D.shape_set_data(shape_rid, radius)\n" +"var shape_rid = PhysicsServer2D.circle_shape_create()\n" +"var radius = 64\n" +"PhysicsServer2D.shape_set_data(shape_rid, radius)\n" "\n" -"var params = PhysicsShapeQueryParameters3D.new()\n" +"var params = PhysicsShapeQueryParameters2D.new()\n" "params.shape_rid = shape_rid\n" "\n" "# 在此處執行物理查詢...\n" "\n" "# 完成物理查詢後釋放形狀。\n" -"PhysicsServer3D.free_rid(shape_rid)\n" +"PhysicsServer2D.free_rid(shape_rid)\n" "[/gdscript]\n" "[csharp]\n" -"RID shapeRid = " -"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n" -"float radius = 2.0f;\n" -"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n" +"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n" +"int radius = 64;\n" +"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n" "\n" -"var params = new PhysicsShapeQueryParameters3D();\n" +"var params = new PhysicsShapeQueryParameters2D();\n" "params.ShapeRid = shapeRid;\n" "\n" "// 在此處執行物理查詢...\n" "\n" "// 完成物理查詢後釋放形狀。\n" -"PhysicsServer3D.FreeRid(shapeRid);\n" +"PhysicsServer2D.FreeRid(shapeRid);\n" "[/csharp]\n" "[/codeblocks]" @@ -131458,10 +131683,15 @@ msgstr "" "個錯誤。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when a variable, constant, or parameter has an " -"implicitly inferred static type.\n" +"implicitly inferred static type. In GDScript, type inference is performed by " +"declaring a variable with [code]:=[/code] instead of [code]=[/code] and " +"leaving out the type specifier. For example, [code]var x := 1[/code] will " +"[i]infer[/i] the [int] type, while [code]var x: int = 1[/code] explicitly " +"declares the variable as [int].\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" "gdscript/warnings/untyped_declaration] if you want to always specify the " "type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " @@ -133096,7 +133326,7 @@ msgstr "[TextEdit] 欄位的最大撤銷/重做歷史大小。" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]true[/code] and [member display/window/stretch/mode] is set " -"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in " +"to [b]\"canvas_items\"[/b], font and [DPITexture] oversampling is enabled in " "the main window. Use [member Viewport.oversampling] to control oversampling " "in other viewports and windows." msgstr "" @@ -138990,19 +139220,18 @@ msgid "" "If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root " "viewport. 2D rendering will use a high dynamic range (HDR) format " "framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen. Practically speaking, this means that the end result of the Viewport " -"will not be clamped into the [code]0-1[/code] range and can be used in 3D " -"rendering without color space adjustments. This allows 2D rendering to take " -"advantage of effects requiring high dynamic range (e.g. 2D glow) as well as " +"Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " "substantially improves the appearance of effects requiring highly detailed " "gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance " -"reasons.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "HDR 2D at runtime, set [member Viewport.use_hdr_2d] on the root [Viewport]." msgstr "" @@ -140163,11 +140392,15 @@ msgstr "" "如果為 [code]true[/code],[member value] 將始終四捨五入到最接近的整數。" #: doc/classes/Range.xml +#, fuzzy msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], " -"[member value] will first be rounded to a multiple of this property's value, " -"then rounded to the nearest integer." +"this property's value above [member min_value]. For example, if [member " +"min_value] is [code]0.1[/code] and step is 0.2, then [member value] is " +"limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. " +"If [member rounded] is also [code]true[/code], [member value] will first be " +"rounded to a multiple of this property's value, then rounded to the nearest " +"integer." msgstr "" "如果大於 0,[member value] 將總是被四捨五入為這個屬性的倍數。如果 [member " "rounded] 也是 [code]true[/code],[member value] 將首先被四捨五入為這個屬性的" @@ -150190,10 +150423,15 @@ msgid "" "code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], " "[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method " "get_current_rendering_method].\n" -"The rendering driver is determined by [member ProjectSettings.rendering/" -"rendering_device/driver], the [code]--rendering-driver[/code] command line " -"argument that overrides this project setting, or an automatic fallback that " -"is applied depending on the hardware." +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]forward_plus[/code] or [code]mobile[/code], the rendering driver is " +"determined by [member ProjectSettings.rendering/rendering_device/driver].\n" +"When [member ProjectSettings.rendering/renderer/rendering_method] is " +"[code]gl_compatibility[/code], the rendering driver is determined by [member " +"ProjectSettings.rendering/gl_compatibility/driver].\n" +"The rendering driver is also determined by the [code]--rendering-driver[/" +"code] command line argument that overrides this project setting, or an " +"automatic fallback that is applied depending on the hardware." msgstr "" #: doc/classes/RenderingServer.xml @@ -153111,28 +153349,27 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients. This setting has " -"the same effect as [member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients. This setting has the same effect as [member Viewport.use_hdr_2d]." msgstr "" -"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度配對的高動態範圍" +"如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度相符的高動態範圍" "(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" "衝區,而使用移動算繪器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外,2D 算" "繪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 算繪中無需調整色彩空間。這允許 2D " -"算繪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" +"[code]0-1[/code] 範圍內,並且可以使用3D 算繪無需色彩空間調整。這使得 2D 算繪" +"能夠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。\n" "[b]注意:[/b] 使用GL 相容性算繪器時,此設定無效,因為出於效能原因,GL 相容性" "算繪器始終在低動態範圍內算繪。" @@ -158324,39 +158561,25 @@ msgstr "" #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "" -"Imports an SVG file as a scalable texture for use in 2D or 3D rendering." +"Imports an SVG file as an automatically scalable texture for use in UI " +"elements and 2D rendering." msgstr "匯入影像以用於 2D 或 3D 算繪。" #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "" -"This importer imports [SVGTexture] resources. See also " +"This importer imports [DPITexture] resources. See also " "[ResourceImporterTexture] and [ResourceImporterImage]." msgstr "" "此匯入器匯入[CompressedTexture2D] 資源。如果您需要以更方便的方式在腳本中處理" "映像,請改用[ResourceImporterImage]。另請參閱" "[ResourceImporterLayeredTexture]。" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "" -"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values " -"result in a larger image." -msgstr "" - -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -msgid "If set, remaps SVG texture colors according to [Color]-[Color] map." -msgstr "" - #: doc/classes/ResourceImporterSVG.xml #, fuzzy msgid "If [code]true[/code], uses lossless compression for the SVG source." msgstr "如果為 [code]true[/code],則對二進位資源使用無失真壓縮。" -#: doc/classes/ResourceImporterSVG.xml doc/classes/SVGTexture.xml -#, fuzzy -msgid "Overrides texture saturation." -msgstr "返回文字朝向。" - #: doc/classes/ResourceImporterTexture.xml msgid "Imports an image for use in 2D or 3D rendering." msgstr "匯入影像以用於 2D 或 3D 算繪。" @@ -161176,6 +161399,7 @@ msgstr "" "sleeping] 。" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml +#, fuzzy msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " @@ -161184,7 +161408,8 @@ msgid "" "the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " -"automatically computed." +"automatically determined, but this does not update the value of [member " +"center_of_mass]." msgstr "" "當 [member center_of_mass_mode] 設定為 [constant CENTER_OF_MASS_MODE_CUSTOM] " "時,物體的自訂質心相對於物體原點位置的位置。這是物體的平衡點,只有施加在質心" @@ -170029,10 +170254,14 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " -"[member region_rect]." +"[member region_rect].\n" +"[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/" +"code] shader built-in will refer to the entire texture space. Use the " +"[code]REGION_RECT[/code] built-in to get the currently visible region " +"defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/" +"shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] " +"for details." msgstr "" -"如果為 [code]true[/code],則從較大的合集紋理中剪切紋理。見 [member " -"region_rect]。" #: doc/classes/Sprite2D.xml #, fuzzy @@ -174879,34 +175108,6 @@ msgstr "每個單獨的頂點只能受到 4 個骨骼權重的影響。" msgid "Each individual vertex can be influenced by up to 8 bone weights." msgstr "每個單獨的頂點最多能夠受到 8 個骨骼權重的影響。" -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "A scalable [Texture2D] based on an SVG image." -msgstr "基於 [Image] 的 [Texture2D]。" - -#: doc/classes/SVGTexture.xml -msgid "" -"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are " -"automatically re-rasterized to match font oversampling." -msgstr "" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "" -"Creates a new [SVGTexture] and initializes it by allocating and setting the " -"SVG data from string." -msgstr "" -"建立一個新的 [ImageTexture],並通過分配和設定來自 [Image] 的資料來初始化它。" - -#: doc/classes/SVGTexture.xml -#, fuzzy -msgid "Returns SVG source code." -msgstr "返回該列的儲存格模式。" - -#: doc/classes/SVGTexture.xml -msgid "Sets SVG source code." -msgstr "" - #: doc/classes/SyntaxHighlighter.xml msgid "" "Base class for syntax highlighters. Provides syntax highlighting data to a " @@ -188124,8 +188325,12 @@ msgstr "" "kbd]或[kbd]空格[/kbd]鍵)選中某一項時發出。" #: doc/classes/Tree.xml -msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "點擊折疊箭頭折疊某一項時發出。" +msgid "" +"Emitted when an item is expanded or collapsed by clicking on the folding " +"arrow or through code.\n" +"[b]Note:[/b] Despite its name, this signal is also emitted when an item is " +"expanded." +msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -195487,11 +195692,22 @@ msgid "" "might be completely black or outdated if used too early, especially when " "used in e.g. [method Node._ready]. To make sure the texture you get is " "correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" -"[codeblock]\n" +"[codeblocks]\n" +"[gdscript]\n" "func _ready():\n" -"\tawait RenderingServer.frame_post_draw\n" -"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" -"[/codeblock]\n" +" await RenderingServer.frame_post_draw\n" +" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public async override void _Ready()\n" +"{\n" +" await ToSignal(RenderingServer.Singleton, " +"RenderingServer.SignalName.FramePostDraw);\n" +" var viewport = GetNode(\"Viewport\");\n" +" viewport.GetTexture().GetImage().SavePng(\"user://Screenshot.png\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" "[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned " "texture will be an HDR image encoded in linear space." msgstr "" @@ -195929,11 +196145,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code] and one of the following conditions is true: [member " +"If [code]true[/code] and one of the following conditions are true: [member " "SubViewport.size_2d_override_stretch] and [member " "SubViewport.size_2d_override] are set, [member Window.content_scale_factor] " "is set and scaling is enabled, [member oversampling_override] is set, font " -"and [SVGTexture] oversampling is enabled." +"and [DPITexture] oversampling are enabled." msgstr "" #: doc/classes/Viewport.xml @@ -196208,18 +196424,18 @@ msgstr "" msgid "" "If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " "format framebuffer matching the bit depth of the 3D framebuffer. When using " -"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while " -"when using the Mobile renderer it will be an [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color " -"space and will be converted to sRGB space immediately before blitting to the " -"screen (if the Viewport is attached to the screen). Practically speaking, " -"this means that the end result of the Viewport will not be clamped into the " -"[code]0-1[/code] range and can be used in 3D rendering without color space " -"adjustments. This allows 2D rendering to take advantage of effects requiring " -"high dynamic range (e.g. 2D glow) as well as substantially improves the " -"appearance of effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the Compatibility " -"renderer, which always renders in low dynamic range for performance reasons." +"the Forward+ or Compatibility renderer, this will be an [code]RGBA16[/code] " +"framebuffer. When using the Mobile renderer, it will be an [code]RGB10_A2[/" +"code] framebuffer.\n" +"Additionally, 2D rendering will take place in linear color space and will be " +"converted to sRGB space immediately before blitting to the screen (if the " +"Viewport is attached to the screen).\n" +"Practically speaking, this means that the end result of the Viewport will " +"not be clamped to the [code]0-1[/code] range and can be used in 3D rendering " +"without color space adjustments. This allows 2D rendering to take advantage " +"of effects requiring high dynamic range (e.g. 2D glow) as well as " +"substantially improves the appearance of effects requiring highly detailed " +"gradients." msgstr "" "如果[code]true[/code],2D 算繪將使用與3D 影格緩衝區的位元深度相符的高動態範圍" "(HDR) 格式影格緩衝區。使用Forward+ 算繪器時,這將是[code]RGBA16[/code] 影格緩" @@ -204600,7 +204816,8 @@ msgid "" "DisplayServer.screen_get_image], [method " "DisplayServer.screen_get_image_rect], and [method " "DisplayServer.screen_get_pixel].\n" -"[b]Note:[/b] This flag is implemented on macOS and Windows.\n" +"[b]Note:[/b] This flag has no effect in embedded windows.\n" +"[b]Note:[/b] This flag is implemented on macOS and Windows (10, 20H1).\n" "[b]Note:[/b] Setting this flag will prevent standard screenshot methods from " "capturing a window image, but does [b]NOT[/b] guarantee that other apps " "won't be able to capture an image. It should not be used as a DRM or " diff --git a/editor/af.po b/editor/af.po index 51bd466..0a2cdbc 100644 --- a/editor/af.po +++ b/editor/af.po @@ -9769,7 +9769,7 @@ msgstr "Gaan na ouer vouer" msgid "Refresh files." msgstr "Deursoek Klasse" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "(Un)favorite current folder." msgstr "Kon nie vouer skep nie." @@ -10588,6 +10588,12 @@ msgstr "" msgid "Property: %s" msgstr "Eienskappe" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11094,6 +11100,11 @@ msgstr "Verander Skikking Waarde-Soort" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Moet 'n geldige uitbreiding gebruik." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -11118,6 +11129,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Optimaliseer Animasie" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11880,6 +11896,15 @@ msgstr "AutoLaai '%s' bestaan reeds!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "AutoLaai '%s' bestaan reeds!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12390,11 +12415,6 @@ msgstr "" msgid "Next Frame" msgstr "Verwyder Seleksie" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14558,6 +14578,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Verander Animasie Lente" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15942,6 +15970,11 @@ msgstr "Voorskou:" msgid "Set Preview Environment Global Illumination" msgstr "Voorskou:" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22100,7 +22133,7 @@ msgstr "Ongeldige naam." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "AutoLaai '%s' bestaan reeds!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23951,6 +23984,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Verwag 'n string van lengte 1 ('n karakter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25191,6 +25228,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27516,9 +27559,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animasie lengte (in sekondes)." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ar.po b/editor/ar.po index 19de281..4232772 100644 --- a/editor/ar.po +++ b/editor/ar.po @@ -9581,7 +9581,7 @@ msgstr "إذهب إلي مجلد الأصل." msgid "Refresh files." msgstr "حَدِّث الملفات." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "تفضيل المجلد أو إخراجه منها." @@ -10403,6 +10403,12 @@ msgstr "الأسماء التي تبدأ بـ _ محجوزة للبيانات ا msgid "Property: %s" msgstr "خاصية" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "إلغاء تفضيل الخاصية" @@ -10902,6 +10908,11 @@ msgstr "طيف جديد..." msgid "Size: %s" msgstr "الحجم: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "نسخة غير صالحة للملف." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "النوع: %s" @@ -10926,6 +10937,11 @@ msgstr "الطول: %0.3f ث" msgid "Advanced settings are always shown when searching." msgstr "تظهر الإعدادات المتقدمة دائمًا عند البحث." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "لم يتم تحرير أي حدث" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "التهيئة" @@ -11751,6 +11767,16 @@ msgstr "لا يمكن أن يكون اسم العلامة فارغًا." msgid "Tag name can't contain spaces." msgstr "اسم الوسم لا يصح أن يكون فيه فراغات." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "اسم الوسم لا يصح أن يكون فيه فراغات." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "اسم الوسم لا يصح أن يكون فيه فراغات." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "هذه الرموز أو الأحرف غير مسموح بها في الأوسمة: %s." @@ -12268,11 +12294,6 @@ msgstr "" msgid "Next Frame" msgstr "حذف الإطار" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "وضع الاختيار" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14340,6 +14361,14 @@ msgstr "تعديل ارتفاع الشكل الأسطواني" msgid "Change Separation Ray Shape Length" msgstr "تغيير طول شعاع الانفصال" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15728,6 +15757,11 @@ msgstr "أضِفْ معاينة البيئة للمشهد" msgid "Set Preview Environment Global Illumination" msgstr "أضِفْ معاينة البيئة للمشهد" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "وضع الاختيار" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21628,7 +21662,8 @@ msgid "Invalid name for varying." msgstr "اسم غير صالح للتنوع." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "المتغير بهذا الاسم موجود بالفعل." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23528,6 +23563,10 @@ msgstr "من المتوقع وجود عدد صحيح ثابت." msgid "Expected a string of length 1 (a character)." msgstr "من المتوقع وجود عدد صحيح ثابت." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24754,6 +24793,13 @@ msgstr "يجب تفعيل \"‏use Custom Build\" لاستخدام المكون msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "يجب تفعيل \"‏use Custom Build\" لاستخدام المكونات الإضافية." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "يكون \"تصدير AAB\" صالحًا فقط عند تمكين \"استخدام Gradle Build\"." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "يكون \"تصدير AAB\" صالحًا فقط عند تمكين \"استخدام Gradle Build\"." @@ -27413,9 +27459,14 @@ msgstr "التكرار غير مسموح به." msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "لم يتم العثور على دالة مطابقة لـ: '%s'." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/az.po b/editor/az.po index 99a7674..78e675d 100644 --- a/editor/az.po +++ b/editor/az.po @@ -9485,7 +9485,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10286,6 +10286,12 @@ msgstr "" msgid "Property: %s" msgstr "özəllik '%s'" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10783,6 +10789,11 @@ msgstr "Yarat" msgid "Size: %s" msgstr "Ölçü" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "%s baza növü üçün %s növünün səhv indeksi" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10807,6 +10818,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Animasiyanı Təmizləmə" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11554,6 +11570,15 @@ msgstr "Pano boşdur!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Açar sözü buraya daxil edin" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12047,11 +12072,6 @@ msgstr "" msgid "Next Frame" msgstr "Hamısını Seç/Seçmə" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14138,6 +14158,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Animasya Uzunluğunu Dəyiş" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15489,6 +15517,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21383,8 +21416,9 @@ msgid "Invalid name for varying." msgstr "3D Transformasya izi" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "%s (artıq mövcuddur)" #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -23191,6 +23225,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "1 uzunluğunda mətin (bir işarə) gözlənilir." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24399,6 +24437,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26667,9 +26711,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/be.po b/editor/be.po index 10ad54c..5eb0237 100644 --- a/editor/be.po +++ b/editor/be.po @@ -9128,7 +9128,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9890,6 +9890,12 @@ msgstr "" msgid "Property: %s" msgstr "ўласцівасць \"%s\"" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10358,6 +10364,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -10383,6 +10393,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11111,6 +11125,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11584,11 +11606,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13586,6 +13603,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14901,6 +14926,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20574,8 +20604,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "Дзеянне з назвай '%s' ужо існуе." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22335,6 +22366,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23486,6 +23521,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25720,9 +25761,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/bg.po b/editor/bg.po index 58e4031..04311ab 100644 --- a/editor/bg.po +++ b/editor/bg.po @@ -9647,7 +9647,7 @@ msgstr "Преминаване към горната папка." msgid "Refresh files." msgstr "Опресняване на файловете." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Добавяне/премахване на текущата папка в любимите." @@ -10452,6 +10452,12 @@ msgstr "" msgid "Property: %s" msgstr "Свойство" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10963,6 +10969,11 @@ msgstr "Нов шейдър" msgid "Size: %s" msgstr "Размер:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Неправилна версия на файла:" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -10988,6 +10999,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Показване на информация" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11770,6 +11786,16 @@ msgstr "Името на анимацията не може да бъде пра msgid "Tag name can't contain spaces." msgstr "Геометрията не съдържа страни." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Геометрията не съдържа страни." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Геометрията не съдържа страни." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12288,11 +12314,6 @@ msgstr "" msgid "Next Frame" msgstr "Избиране на кадри" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Режим на избиране" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14442,6 +14463,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Промяна на продължителността на анимацията" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15868,6 +15897,11 @@ msgstr "Показване на обкръжението" msgid "Set Preview Environment Global Illumination" msgstr "Показване на обкръжението" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Режим на избиране" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21882,7 +21916,7 @@ msgstr "Неправилно име." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Вече съществува действие с името „%s“." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23685,6 +23719,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Очаква се низ с дължина 1 (един знак)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24954,6 +24992,15 @@ msgstr "" "„Използване на собствена компилация“ трябва да е включено, за да могат да се " "използват приставките." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"„Изнасяне на AAB“ може да се ползва само когато е включено „Използване на " +"собствена компилация“." + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -27366,9 +27413,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/bn.po b/editor/bn.po index 71b9b0f..0a64685 100644 --- a/editor/bn.po +++ b/editor/bn.po @@ -9759,7 +9759,7 @@ msgstr "ফোল্ডার তৈরী করা সম্ভব হয়ন msgid "Refresh files." msgstr "ফাইল রিফ্রেশ করুন।" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "(Un)favorite current folder." msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" @@ -10569,6 +10569,12 @@ msgstr "" msgid "Property: %s" msgstr "প্রপার্টি" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11075,6 +11081,11 @@ msgstr "নতুন শেডার…" msgid "Size: %s" msgstr "আকার: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "অগ্রহণযোগ্য ফাইল ভার্সন।" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "প্রকার: %s" @@ -11099,6 +11110,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "তথ্য দেখুন" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11876,6 +11892,16 @@ msgstr "ট্যাগ নাম খালি হতে পারে না।" msgid "Tag name can't contain spaces." msgstr "নোডে কোনো জ্যামিতিক আকার নেই (পৃষ্ঠ)।" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "নোডে কোনো জ্যামিতিক আকার নেই (পৃষ্ঠ)।" + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "নোডে কোনো জ্যামিতিক আকার নেই (পৃষ্ঠ)।" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "এই অক্ষরগুলি ট্যাগগুলিতে অনুমোদিত নয়: %s।" @@ -12395,11 +12421,6 @@ msgstr "" msgid "Next Frame" msgstr "ফ্রেমসমূহ স্তূপ করুন" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "মোড (Mode) বাছাই করুন" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14578,6 +14599,14 @@ msgstr "Capsule Shape এর উচ্চতা পরিবর্তন কর msgid "Change Separation Ray Shape Length" msgstr "Ray Shape এর দৈর্ঘ্য পরিবর্তন করুন" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15984,6 +16013,11 @@ msgstr "পরিবেশ (Environment)" msgid "Set Preview Environment Global Illumination" msgstr "পরিবেশ (Environment)" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "মোড (Mode) বাছাই করুন" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22163,7 +22197,8 @@ msgid "Invalid name for varying." msgstr "অগ্রহনযোগ্য নাম।" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "এই নামের সাথে ভিন্নতা ইতিমধ্যেই বিদ্যমান।" #: editor/shader/visual_shader_editor_plugin.cpp @@ -24000,6 +24035,10 @@ msgstr "একটি পূর্ণসংখ্যা ধ্রুবক প্ msgid "Expected a string of length 1 (a character)." msgstr "একটি পূর্ণসংখ্যা ধ্রুবক প্রত্যাশিত।" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "অ্যারের আকার পরিবর্তন করা যায়নি।" @@ -25240,6 +25279,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27565,9 +27610,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "এর জন্য কোনো মিল ফাংশন পাওয়া যায়নি: '%s'।" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/br.po b/editor/br.po index 42e6f89..735b56c 100644 --- a/editor/br.po +++ b/editor/br.po @@ -9354,7 +9354,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10142,6 +10142,12 @@ msgstr "" msgid "Property: %s" msgstr "Roudenn Perzhioù" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10630,6 +10636,11 @@ msgstr "Krouiñ" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Indeks fall a dip %s evit an tip diazez %s" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10654,6 +10665,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Tro Fiñvskeudenn" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11393,6 +11409,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11876,11 +11901,6 @@ msgstr "" msgid "Next Frame" msgstr "Eilskoueriañ an Alc'whezh(ioù) Uhelsklaeriet" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13939,6 +13959,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Cheñch Hirder ar Fiñvskeudenn" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15276,6 +15304,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21105,7 +21138,7 @@ msgid "Invalid name for varying." msgstr "Roudenn Treuzfurmadur 3D" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22901,6 +22934,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "O c'hortozh ur chadenn a hirder 1 (ul lizherenn)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -24093,6 +24130,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26351,9 +26394,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/bs.po b/editor/bs.po index 65f9624..f3daa27 100644 --- a/editor/bs.po +++ b/editor/bs.po @@ -9001,7 +9001,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9755,6 +9755,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10214,6 +10220,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10238,6 +10248,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10961,6 +10975,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11430,11 +11452,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13418,6 +13435,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14731,6 +14756,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20353,7 +20383,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22106,6 +22136,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23228,6 +23262,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25462,9 +25502,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ca.po b/editor/ca.po index f5e8d55..b915768 100644 --- a/editor/ca.po +++ b/editor/ca.po @@ -9890,7 +9890,7 @@ msgstr "Anar al directori pare." msgid "Refresh files." msgstr "Actualitzar fitxers." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Eliminar carpeta actual de preferits." @@ -10723,6 +10723,12 @@ msgstr "" msgid "Property: %s" msgstr "Propietat" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11245,6 +11251,11 @@ msgstr "Shader" msgid "Size: %s" msgstr "Mida:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "L'extensió no és vàlida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11270,6 +11281,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Mostra la Informació" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12083,6 +12099,16 @@ msgstr "El nom d'animació ja existeix!" msgid "Tag name can't contain spaces." msgstr "El Node no conté cap geometria (cares)." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "El Node no conté cap geometria (cares)." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "El Node no conté cap geometria (cares)." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12605,11 +12631,6 @@ msgstr "" msgid "Next Frame" msgstr "Seleccionar Fotogrames" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Mode de selecció" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14811,6 +14832,14 @@ msgstr "Modifica l'alçada de la Forma Caixa" msgid "Change Separation Ray Shape Length" msgstr "Modifica la longitud de la Forma Raig" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16255,6 +16284,11 @@ msgstr "Mostra l'Entorn" msgid "Set Preview Environment Global Illumination" msgstr "Mostra l'Entorn" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Mode de selecció" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22536,7 +22570,7 @@ msgstr "Nom no vàlid." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Ja existeix una acció amb el nom '%s'." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24561,6 +24595,10 @@ msgstr "Modificar una constant vectorial." msgid "Expected a string of length 1 (a character)." msgstr "Modificar una constant vectorial." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25838,6 +25876,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -28314,9 +28358,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animació no trobada: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/cs.po b/editor/cs.po index 7a180bb..b0f52f5 100644 --- a/editor/cs.po +++ b/editor/cs.po @@ -9534,7 +9534,7 @@ msgstr "Přejít do nadřazené složky." msgid "Refresh files." msgstr "Obnovit soubory." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Přidat/odebrat složku z oblíbených." @@ -10369,6 +10369,12 @@ msgstr "Názvy začínající znakem _ jsou rezervována pouze pro metadata edit msgid "Property: %s" msgstr "Vlastnost" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Odebrat vlastnost z oblíbených" @@ -10866,6 +10872,11 @@ msgstr "Nový shader..." msgid "Size: %s" msgstr "Velikost: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Neplatná verze souboru." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Typ: %s" @@ -10890,6 +10901,11 @@ msgstr "Délka: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Pokročilá nastavení jsou při hledání vždy zobrazena." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Žádná událost nebyla nakonfigurována" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfigurovat" @@ -11741,6 +11757,16 @@ msgstr "Název štítku nesmí být prázdný." msgid "Tag name can't contain spaces." msgstr "Název štítku nesmí obsahovat mezery." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Název štítku nesmí obsahovat mezery." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Název štítku nesmí obsahovat mezery." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Tyto znaky nejsou ve štítcích povoleny: %s." @@ -12267,11 +12293,6 @@ msgstr "" msgid "Next Frame" msgstr "Další snímek" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Režim výběru" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Připojení k hernímu procesu není možné." @@ -14394,6 +14415,14 @@ msgstr "Změnit výšku tvaru válce" msgid "Change Separation Ray Shape Length" msgstr "Změnit délku tvaru paprsku oddělení" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15801,6 +15830,11 @@ msgstr "Přidat náhled prostředí do scény" msgid "Set Preview Environment Global Illumination" msgstr "Přidat náhled prostředí do scény" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Režim výběru" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21673,7 +21707,8 @@ msgid "Invalid name for varying." msgstr "Neplatný název pro interpolovanou proměnnou." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Interpolovaná proměnná s tímto názvem již existuje." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23547,6 +23582,10 @@ msgstr "Očekávána celočíselná konstanta." msgid "Expected a string of length 1 (a character)." msgstr "Očekávána řetězcová konstanta." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Nelze změnit velikost pole." @@ -24748,6 +24787,15 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" "Chcete-li používat doplňky, musí být povoleno \"Použít Gradle sestavení\"." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Exportovat AAB\" je platné pouze v případě, že je povolena možnost " +"\"Použít Gradle sestavení\"." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27438,8 +27486,14 @@ msgid "Function '%s' can't be called from source code." msgstr "Funkci '%s' nelze volat ze zdrojového kódu." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Nebyla nalezena žádná odpovídající funkce pro: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Neplatný argument pro funkci \"%s(%s)\": argument %d by měl být %s, ale je " "%s." diff --git a/editor/cy.po b/editor/cy.po index 19399e2..30c100d 100644 --- a/editor/cy.po +++ b/editor/cy.po @@ -9204,7 +9204,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9970,6 +9970,12 @@ msgstr "" msgid "Property: %s" msgstr "Priodwedd" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10445,6 +10451,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10469,6 +10479,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Ffurfweddu" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Ffurfweddu" @@ -11202,6 +11217,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11683,11 +11706,6 @@ msgstr "" msgid "Next Frame" msgstr "Nesaf" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13698,6 +13716,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15021,6 +15047,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20734,8 +20765,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "Mae gweithred gyda'r enw '%s' yn bodoli yn barod." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22509,6 +22541,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23672,6 +23708,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25908,9 +25950,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/da.po b/editor/da.po index af8fe4e..8c196a8 100644 --- a/editor/da.po +++ b/editor/da.po @@ -10015,7 +10015,7 @@ msgstr "Gå til overliggende mappe" msgid "Refresh files." msgstr "Søg Classes" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "(Un)favorite current folder." msgstr "Kunne ikke oprette mappe." @@ -10843,6 +10843,12 @@ msgstr "" msgid "Property: %s" msgstr "Egenskaber" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11358,6 +11364,11 @@ msgstr "Skift Shader" msgid "Size: %s" msgstr "Skrifttype Størrelse:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Du skal bruge en gyldig udvidelse." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11383,6 +11394,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Ny Animation Navn:" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12159,6 +12175,15 @@ msgstr "FEJL: Animationsnavn eksisterer allerede!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "FEJL: Animationsnavn eksisterer allerede!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12680,11 +12705,6 @@ msgstr "" msgid "Next Frame" msgstr "Vælg Node" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14874,6 +14894,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Ændre Animationslængde" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16277,6 +16305,11 @@ msgstr "Forhåndsvisning:" msgid "Set Preview Environment Global Illumination" msgstr "Forhåndsvisning:" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22543,7 +22576,7 @@ msgstr "Ugyldigt navn." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "FEJL: Animationsnavn eksisterer allerede!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -24405,6 +24438,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Forventede en streng med længden 1 (en karakter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25667,6 +25704,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -28062,9 +28105,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animations Længde (i sekunder)." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/de.po b/editor/de.po index 5f7137e..681b53f 100644 --- a/editor/de.po +++ b/editor/de.po @@ -9662,7 +9662,7 @@ msgstr "Zum Parent-Ordner springen." msgid "Refresh files." msgstr "Dateien neu lesen." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Aktuellen Ordner (de)favorisieren." @@ -10505,6 +10505,12 @@ msgstr "" msgid "Property: %s" msgstr "Eigenschaft: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Eigenschaft entfavorisieren" @@ -10987,6 +10993,11 @@ msgstr "Neuer Shader..." msgid "Size: %s" msgstr "Größe: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Ungültige Dateiversion." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Typ: %s" @@ -11011,6 +11022,11 @@ msgstr "Dauer: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Erweiterte Einstellungen werden bei der Suche immer angezeigt." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Kein Ereignis konfiguriert" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfiguration" @@ -11878,6 +11894,16 @@ msgstr "Tag-Namen dürfen nicht leer sein." msgid "Tag name can't contain spaces." msgstr "Tag-Name darf keine Leerzeichen enthalten." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Tag-Name darf keine Leerzeichen enthalten." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Tag-Name darf keine Leerzeichen enthalten." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Diese Zeichen sind in Tags nicht gestattet: %s." @@ -12419,11 +12445,6 @@ msgstr "Eingebettetes Projekt aussetzen/fortführen" msgid "Next Frame" msgstr "Nächster Frame" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Auswahlmodus" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Verbindung zum Spiel-Prozess nicht möglich." @@ -14559,6 +14580,14 @@ msgstr "Zylinder-Shape-Höhe ändern" msgid "Change Separation Ray Shape Length" msgstr "Teilungsstrahl-Shape-Länge ändern" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -16008,6 +16037,11 @@ msgstr "Vorschauumgebungs-Tonemap festlegen" msgid "Set Preview Environment Global Illumination" msgstr "Global Illumination der Vorschauumgebung festlegen" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Auswahlmodus" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21838,7 +21872,8 @@ msgid "Invalid name for varying." msgstr "Ungültiger Name für Varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Eine Varying mit dem Namen existiert bereits." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23745,6 +23780,10 @@ msgstr "Ein Integer zwischen 0 und 2^32 - 1 wurde erwartet." msgid "Expected a string of length 1 (a character)." msgstr "Es wurde ein String der Länge 1 (ein Zeichen) erwartet." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Größe des Arrays kann nicht geändert werden." @@ -24959,6 +24998,14 @@ msgstr "" "„Gradle-Build verwenden“ muss aktiviert werden, um die Plugins nutzen zu " "können." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"„Export AAB“ ist nur gültig wenn „Gradle-Build verwenden“ aktiviert ist." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27734,8 +27781,14 @@ msgid "Function '%s' can't be called from source code." msgstr "Funktion ‚%s‘ kann nicht aus dem Quelltext aufgerufen werden." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Keine passende Funktion gefunden für: ‚%s‘." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Ungültiges Argument für Funktion „%s(%s)“: Argument %d sollte %s sein, ist " "allerdings %s." diff --git a/editor/editor.pot b/editor/editor.pot index 516be70..c6280c3 100644 --- a/editor/editor.pot +++ b/editor/editor.pot @@ -8957,7 +8957,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9707,6 +9707,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10163,6 +10169,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10187,6 +10197,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10908,6 +10922,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11377,11 +11399,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13358,6 +13375,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14671,6 +14696,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20264,7 +20294,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22009,6 +22039,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23129,6 +23163,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25350,9 +25390,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/el.po b/editor/el.po index aabfedf..94457e4 100644 --- a/editor/el.po +++ b/editor/el.po @@ -9861,7 +9861,7 @@ msgstr "Πήγαινε στον γονικό φάκελο." msgid "Refresh files." msgstr "Ανανέωση αρχείων." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Εναλλαγή αγαπημένου τρέχοντος φακέλου." @@ -10689,6 +10689,12 @@ msgstr "" msgid "Property: %s" msgstr "Ιδιόκτησία" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11201,6 +11207,11 @@ msgstr "Πρόγραμμα Σκίασης" msgid "Size: %s" msgstr "Μέγεθος:%s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Άκυρη επέκταση." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11226,6 +11237,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Επιβεβαίωση Τερματισμού" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12034,6 +12050,16 @@ msgstr "Ήδη υπαρκτό όνομα κίνησης!" msgid "Tag name can't contain spaces." msgstr "Η γεωμετρία δεν περιέχει καθόλου όψεις." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Η γεωμετρία δεν περιέχει καθόλου όψεις." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Η γεωμετρία δεν περιέχει καθόλου όψεις." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12556,11 +12582,6 @@ msgstr "" msgid "Next Frame" msgstr "Επιλογή Καρέ" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Επιλογή Λειτουργίας" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14746,6 +14767,14 @@ msgstr "Αλλαγή Ύψους Σχήματος Κυλίνδρου" msgid "Change Separation Ray Shape Length" msgstr "Αλλαγή μήκους ακτίνας" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16201,6 +16230,11 @@ msgstr "Εμφάνιση περιβάλλοντος" msgid "Set Preview Environment Global Illumination" msgstr "Εμφάνιση περιβάλλοντος" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Επιλογή Λειτουργίας" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22425,7 +22459,7 @@ msgstr "Μη έγκυρο όνομα." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Υπάρχει ήδη ενέργεια με το όνομα «%s»." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24446,6 +24480,10 @@ msgstr "Διανυσματική σταθερά." msgid "Expected a string of length 1 (a character)." msgstr "Διανυσματική σταθερά." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25722,6 +25760,12 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" "Η επιλογή «Use Custom Build» πρέπει να ενεργοποιηθεί για χρήση προσθέτων." +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -28260,9 +28304,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Δεν βρέθηκε η κίνηση: «%s»" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/eo.po b/editor/eo.po index b397aea..e91832b 100644 --- a/editor/eo.po +++ b/editor/eo.po @@ -9887,7 +9887,7 @@ msgstr "Iri al superdosierujo." msgid "Refresh files." msgstr "Aktualigi dosieroj." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Mal)favoratigi aktualan dosieron." @@ -10718,6 +10718,12 @@ msgstr "" msgid "Property: %s" msgstr "Atributo" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11239,6 +11245,11 @@ msgstr "Ŝanĝu" msgid "Size: %s" msgstr "Grando" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Nevalida kromprogramo." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11264,6 +11275,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Difini animacion" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12066,6 +12082,16 @@ msgstr "Nomo de animacio jam ekzistas!" msgid "Tag name can't contain spaces." msgstr "La sceno ne enhavas ajnan skriptojn." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "La sceno ne enhavas ajnan skriptojn." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "La sceno ne enhavas ajnan skriptojn." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12586,11 +12612,6 @@ msgstr "" msgid "Next Frame" msgstr "Elekti" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Elektada reĝimo" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14756,6 +14777,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Aliigi Animadon Longecon" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16190,6 +16219,11 @@ msgstr "Defaŭlto" msgid "Set Preview Environment Global Illumination" msgstr "Defaŭlto" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Elektada reĝimo" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22367,7 +22401,7 @@ msgstr "Malvalida nomo." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Faro kun la nomo '%s' jam ekzistas." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24214,6 +24248,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Atendas ĉenon de longo 1 (unu karaktero)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25469,6 +25507,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27807,9 +27851,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/es.po b/editor/es.po index d2e9bb4..8d95328 100644 --- a/editor/es.po +++ b/editor/es.po @@ -9649,7 +9649,7 @@ msgstr "Ir a la carpeta padre." msgid "Refresh files." msgstr "Refrescar archivos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Des)marcar carpeta actual como favorita." @@ -10496,6 +10496,12 @@ msgstr "" msgid "Property: %s" msgstr "Propiedad: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Propiedad no favorita" @@ -10979,6 +10985,11 @@ msgstr "Nuevo Shader..." msgid "Size: %s" msgstr "Tamaño: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versión de archivo inválida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tipo: %s" @@ -11003,6 +11014,11 @@ msgstr "Duración: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "La configuración avanzada siempre se muestra al buscar." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Ningún evento configurado" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Configurar" @@ -11864,6 +11880,16 @@ msgstr "El nombre de la etiqueta no puede estar vacío." msgid "Tag name can't contain spaces." msgstr "El nombre de la etiqueta no puede contener espacios." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "El nombre de la etiqueta no puede contener espacios." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "El nombre de la etiqueta no puede contener espacios." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Estos caracteres no están permitidos en las etiquetas: %s." @@ -12402,11 +12428,6 @@ msgstr "Suspender/Reanudar Proyecto Incrustado" msgid "Next Frame" msgstr "Siguiente Frame" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Modo de Selección" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Conexión imposible al proceso del juego." @@ -14545,6 +14566,14 @@ msgstr "Cambiar Altura de la Forma del Cilindro" msgid "Change Separation Ray Shape Length" msgstr "Cambiar Longitud de la Forma del Rayo de Separación" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15984,6 +16013,11 @@ msgstr "Establecer Mapeo de Tonos del Entorno de Previsualización" msgid "Set Preview Environment Global Illumination" msgstr "Establecer Iluminación Global del Entorno de Previsualización" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Modo de Selección" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21801,7 +21835,8 @@ msgid "Invalid name for varying." msgstr "Nombre inválido para el varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Ya existe un varying con ese nombre." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23704,6 +23739,10 @@ msgstr "Se esperaba un entero entre 0 y 2^32 - 1." msgid "Expected a string of length 1 (a character)." msgstr "Se esperaba una string de longitud 1 (un carácter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "No se puede cambiar el tamaño del array." @@ -24920,6 +24959,15 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" "\"Usar Construcción de Gradle\" debe estar activado para usar los plugins." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Exportar AAB\" solo es válido cuando \"Usar Construcción de Gradle\" está " +"activado." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27711,8 +27759,14 @@ msgid "Function '%s' can't be called from source code." msgstr "La función '%s' no puede ser llamada desde el código fuente." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "No se ha encontrado ninguna función que coincida con: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Argumento no válido para la función \"%s(%s)\": el argumento %d debería ser " "%s pero es %s." diff --git a/editor/es_AR.po b/editor/es_AR.po index 1aba911..56dec83 100644 --- a/editor/es_AR.po +++ b/editor/es_AR.po @@ -9985,7 +9985,7 @@ msgstr "Ir a la carpeta padre." msgid "Refresh files." msgstr "Refrescar archivos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Quitar carpeta actual de favoritos." @@ -10800,6 +10800,12 @@ msgstr "" msgid "Property: %s" msgstr "Propiedad: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Quitar Propiedad de Favoritos" @@ -11329,6 +11335,11 @@ msgstr "Nuevo Shader..." msgid "Size: %s" msgstr "Tamaño:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versión de archivo inválida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11355,6 +11366,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "Las opciones avanzadas siempre son visibles mientras se busca." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Ver Información" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12187,6 +12203,16 @@ msgstr "El nombre de animación ya existe!" msgid "Tag name can't contain spaces." msgstr "La geometría no contiene ninguna cara." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "La geometría no contiene ninguna cara." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "La geometría no contiene ninguna cara." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12712,11 +12738,6 @@ msgstr "" msgid "Next Frame" msgstr "Seleccionar Frames" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Modo Seleccionar" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14903,6 +14924,14 @@ msgstr "Cambiar Altura de Shape Cilindro" msgid "Change Separation Ray Shape Length" msgstr "Cambiar Largo de Shape Rayo" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16341,6 +16370,11 @@ msgstr "Ver Entorno" msgid "Set Preview Environment Global Illumination" msgstr "Ver Entorno" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Modo Seleccionar" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22559,7 +22593,7 @@ msgstr "Nombre inválido." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Ya existe una acción con el nombre '%s'." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24572,6 +24606,10 @@ msgstr "Constante vectorial." msgid "Expected a string of length 1 (a character)." msgstr "Constante vectorial." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25842,6 +25880,14 @@ msgstr "\"Use Custom Build\" debe estar activado para usar los plugins." msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Use Custom Build\" debe estar activado para usar los plugins." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Export AAB\" sólo es válido cuando \"Use Custom Build\" está activado." + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -28430,9 +28476,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "No se encontró la animación: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/et.po b/editor/et.po index 048d62b..f33e35a 100644 --- a/editor/et.po +++ b/editor/et.po @@ -9756,7 +9756,7 @@ msgstr "Mine vanema kausta." msgid "Refresh files." msgstr "Värskenda faile." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Lisa praegune kaust lemmikute sekka." @@ -10585,6 +10585,12 @@ msgstr "" msgid "Property: %s" msgstr "Atribuut" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11087,6 +11093,11 @@ msgstr "Uus Shader" msgid "Size: %s" msgstr "Suurus: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Vale faili versioon." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tüüp: %s" @@ -11111,6 +11122,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Sündmust pole seadistatud" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfigureeri" @@ -11872,6 +11888,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Kausta nimi ei tohi olla tühi." + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12382,11 +12407,6 @@ msgstr "" msgid "Next Frame" msgstr "Kustuta Kaader" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Valimisrežiim" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14504,6 +14524,14 @@ msgstr "Muuda Silindri Kuju Kõrgust" msgid "Change Separation Ray Shape Length" msgstr "Muuda Eraldus Kiire Kuju Pikkust" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15907,6 +15935,11 @@ msgstr "Lisa Stseenile Keskkonna Eelvaade" msgid "Set Preview Environment Global Illumination" msgstr "Lisa Stseenile Keskkonna Eelvaade" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Valimisrežiim" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21879,7 +21912,8 @@ msgid "Invalid name for varying." msgstr "Kehtetu nimi muutuja jaoks." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Selle nimega muutuja juba eksisteerib." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23691,6 +23725,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Eeldati sõne pikkusega 1 (tähemärk)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24930,6 +24968,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27237,9 +27281,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/eu.po b/editor/eu.po index 0e65a10..c3aeecc 100644 --- a/editor/eu.po +++ b/editor/eu.po @@ -9614,7 +9614,7 @@ msgstr "Joan guraso karpetara." msgid "Refresh files." msgstr "Eguneratu fitxategiak." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10425,6 +10425,12 @@ msgstr "" msgid "Property: %s" msgstr "Propietateak" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10921,6 +10927,11 @@ msgstr "Karpeta berria..." msgid "Size: %s" msgstr "Tamaina" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Instalatutako bertsioak:" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10945,6 +10956,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Bikoiztu animazioa" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11704,6 +11720,15 @@ msgstr "Animazio izena existitzen da jada!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Animazio izena existitzen da jada!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12215,11 +12240,6 @@ msgstr "" msgid "Next Frame" msgstr "Inportatu azala" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14336,6 +14356,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Aldatu animazioaren iraupena" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15706,6 +15734,11 @@ msgstr "Aurrebista:" msgid "Set Preview Environment Global Illumination" msgstr "Aurrebista:" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21691,7 +21724,7 @@ msgstr "Animazio izen baliogabea!" #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Animazio izena existitzen da jada!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23501,6 +23534,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "1 luzerako kate bat espero zen (karaktere bat)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -24719,6 +24756,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27025,9 +27068,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/fa.po b/editor/fa.po index 6cdda6c..fb794b0 100644 --- a/editor/fa.po +++ b/editor/fa.po @@ -9448,7 +9448,7 @@ msgstr "رفتن به پوشهٔ والد." msgid "Refresh files." msgstr "نوگردانی پرونده‌ها." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(نا)دلخواه‌سازی پوشهٔ کنونی." @@ -10274,6 +10274,12 @@ msgstr "نام‌هایی که با _ آغاز می‌شوند برای فراد msgid "Property: %s" msgstr "ویژگی: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "نادلخواه کردن ویژگی" @@ -10751,6 +10757,11 @@ msgstr "سایه‌زن نو..." msgid "Size: %s" msgstr "اندازه: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "نسخهٔ پرونده نامعتبر است." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "گونه: %s" @@ -10775,6 +10786,11 @@ msgstr "درازا: %0.3f ثانیه" msgid "Advanced settings are always shown when searching." msgstr "تنظیمات پیشرفته همیشه هنگام پویش نمایانده‌اند." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "رویدادی پیکربندی نشده" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "پیکربندی" @@ -11616,6 +11632,16 @@ msgstr "نام برچسب نمی‌تواند تهی باشد." msgid "Tag name can't contain spaces." msgstr "نام تگ نمی‌تواند شامل فاصله (space) باشد." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "نام تگ نمی‌تواند شامل فاصله (space) باشد." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "نام تگ نمی‌تواند شامل فاصله (space) باشد." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "این کاراکتر‌ها در برچسب‌ها مجاز نیستند: %s." @@ -12142,11 +12168,6 @@ msgstr "تعلیق/ادامه دادن پروژهٔ نهادینه‌شده" msgid "Next Frame" msgstr "فریم بعدی" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "انتخاب حالت" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "اتصال به روند بازی غیرممکن است." @@ -14243,6 +14264,14 @@ msgstr "تغییر ارتفاع شکل استوانه" msgid "Change Separation Ray Shape Length" msgstr "دگرش درازای جدایی Ray Shape" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15668,6 +15697,11 @@ msgstr "افزودن محیط پیش‌نمایش به صحنه" msgid "Set Preview Environment Global Illumination" msgstr "نشاندن روشنایی جهانی پیش‌نمایش محیط" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "انتخاب حالت" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21563,7 +21597,7 @@ msgstr "نام نامعتبر." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "بارگذاری خودکار '%s' هم اکنون موجود است!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23426,6 +23460,10 @@ msgstr "انتظار می‌رود که یک ثابت صحیح وارد شود." msgid "Expected a string of length 1 (a character)." msgstr "یک رشته (string) به اندازه 1 (کاراکتر) مورد انتظار است." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24650,6 +24688,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27368,8 +27412,14 @@ msgid "Function '%s' can't be called from source code." msgstr "تابع '%s' نمی‌تواند از کد منبع فراخوانی شود." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "هیچ تابعی برای «%s» پیدا نشد." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "آرگومان نادرست برای تابع \"%s(%s)\": آرگومان %d باید %s باشد اما %s است." diff --git a/editor/fi.po b/editor/fi.po index 0610848..11f2e08 100644 --- a/editor/fi.po +++ b/editor/fi.po @@ -9567,7 +9567,7 @@ msgstr "Siirry yläkansioon." msgid "Refresh files." msgstr "Lataa uudelleen tiedostot." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Kansio suosikkeihin." @@ -10410,6 +10410,12 @@ msgstr "_ alkavat nimet ovat varattu vain editorin metadatalle." msgid "Property: %s" msgstr "Ominaisuus" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10910,6 +10916,11 @@ msgstr "Uusi Shader" msgid "Size: %s" msgstr "Koko: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Virheellinen tiedoston versio." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tyyppi: %s" @@ -10934,6 +10945,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Näytä tiedot" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Määrittele" @@ -11744,6 +11760,16 @@ msgstr "Tagin nimi ei voi olla tyhjä." msgid "Tag name can't contain spaces." msgstr "Geometria ei sisällä yhtään tahkoja." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Geometria ei sisällä yhtään tahkoja." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Geometria ei sisällä yhtään tahkoja." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12253,11 +12279,6 @@ msgstr "" msgid "Next Frame" msgstr "Poista Ruutu" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Valintatila" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14422,6 +14443,14 @@ msgstr "Muuta sylinterimuodon korkeutta" msgid "Change Separation Ray Shape Length" msgstr "Vaihda säteen muodon pituutta" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15845,6 +15874,11 @@ msgstr "Lisää Esikatselu Ympäristö Kohtaukseen" msgid "Set Preview Environment Global Illumination" msgstr "Lisää Esikatselu Ympäristö Kohtaukseen" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Valintatila" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21885,7 +21919,8 @@ msgid "Invalid name for varying." msgstr "Virheellinen nimi." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Varying tällä nimellä on jo olemassa." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23859,6 +23894,10 @@ msgstr "Vektorivakio." msgid "Expected a string of length 1 (a character)." msgstr "Vektorivakio." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25124,6 +25163,15 @@ msgstr "" "\"Use Custom Build\" asetuksen täytyy olla päällä, jotta liittännäisiä voi " "käyttää." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Export AAB\" on käyttökelpoinen vain, kun \"Use Custom Build\" asetus on " +"päällä." + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -27704,9 +27752,14 @@ msgstr "Rekursio ei ole sallittu." msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Vastaavaa funktiota ei löytynyt: '%s':lle." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/fil.po b/editor/fil.po index ce846af..7236ecf 100644 --- a/editor/fil.po +++ b/editor/fil.po @@ -9384,7 +9384,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10180,6 +10180,12 @@ msgstr "" msgid "Property: %s" msgstr "Mga Property" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10674,6 +10680,11 @@ msgstr "Lumikha" msgid "Size: %s" msgstr "Sukat" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Invalid na index ng type na %s para sa base type na %s" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10698,6 +10709,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Pagulit ng Animation" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11440,6 +11456,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Mag-insert ng Key dito" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11933,11 +11958,6 @@ msgstr "" msgid "Next Frame" msgstr "Burahin ang (mga) Napiling Key" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14016,6 +14036,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Baguhin ang haba ng animation" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15375,6 +15403,11 @@ msgstr "Idagdag Ang Bezier Point" msgid "Set Preview Environment Global Illumination" msgstr "Idagdag Ang Bezier Point" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21268,7 +21301,7 @@ msgid "Invalid name for varying." msgstr "3D Transform Track" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23070,6 +23103,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Inaasahan ang isang string na may habang 1 (karakter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24272,6 +24309,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26536,9 +26579,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/fr.po b/editor/fr.po index 563913f..be4c664 100644 --- a/editor/fr.po +++ b/editor/fr.po @@ -9751,7 +9751,7 @@ msgstr "Aller au dossier parent." msgid "Refresh files." msgstr "Rafraîchir les fichiers." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Ajouter ou supprimer aux favoris le dossier courant." @@ -10600,6 +10600,12 @@ msgstr "" msgid "Property: %s" msgstr "Propriété : %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Retirer la propriété des favoris" @@ -11083,6 +11089,11 @@ msgstr "Nouveau shader…" msgid "Size: %s" msgstr "Taille : %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Version de fichier invalide." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Type : %s" @@ -11107,6 +11118,11 @@ msgstr "Longueur : %0.3f s" msgid "Advanced settings are always shown when searching." msgstr "Les paramètres avancés sont toujours affichés lors d’une recherche." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Aucun évènement configuré" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Configurer" @@ -11976,6 +11992,16 @@ msgstr "Le nom de l'étiquette ne peut pas être vide." msgid "Tag name can't contain spaces." msgstr "Le nom de l'étiquette ne peut pas contenir d'espace." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Le nom de l'étiquette ne peut pas contenir d'espace." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Le nom de l'étiquette ne peut pas contenir d'espace." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Ces caractères ne sont pas autorisés dans les étiquettes : %s." @@ -12515,11 +12541,6 @@ msgstr "Suspendre/Reprendre le projet intégré" msgid "Next Frame" msgstr "Prochaine trame" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Mode sélection" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Connexion impossible au processus du jeu." @@ -14664,6 +14685,14 @@ msgstr "Changer la hauteur de la forme du cylindre" msgid "Change Separation Ray Shape Length" msgstr "Changer la longueur de la forme du rayon de séparation" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -16117,6 +16146,11 @@ msgstr "Définir la tonemap de l'environnement de prévisualisation" msgid "Set Preview Environment Global Illumination" msgstr "Définir l'illumination globale de l'environnement de prévisualisation" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Mode sélection" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21963,7 +21997,8 @@ msgid "Invalid name for varying." msgstr "Nom invalide pour un varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Une varying avec ce nom existe déjà." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23877,6 +23912,10 @@ msgstr "Un entier entre 0 et 2^32 - 1 était attendu." msgid "Expected a string of length 1 (a character)." msgstr "Une chaîne de caractères de longueur 1 (un caractère) était attendue." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Impossible de redimensionner le tableau." @@ -25094,6 +25133,15 @@ msgstr "" "\"Utiliser la compilation Gradle\" doit être activé pour utiliser les " "plugins." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"« Exporter AAB » est valide uniquement lorsque « Utiliser la construction " +" graduelle» est activé." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27903,8 +27951,14 @@ msgid "Function '%s' can't be called from source code." msgstr "La fonction '%s' ne peut être appelée depuis le code source." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Pas de fonction correspondante trouvée pour : '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Argument invalide pour la fonction \"%s(%s)\" : l'argument %d devrait être " "%s mais c'est %s." diff --git a/editor/ga.po b/editor/ga.po index fd4576d..feb5c1c 100644 --- a/editor/ga.po +++ b/editor/ga.po @@ -9678,7 +9678,7 @@ msgstr "Téigh chuig máthairfhillteán." msgid "Refresh files." msgstr "Athnuaigh comhaid." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Un)fillteán reatha is fearr leat." @@ -10541,6 +10541,12 @@ msgstr "" msgid "Property: %s" msgstr "Maoin" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11051,6 +11057,11 @@ msgstr "Scáthóir Nua..." msgid "Size: %s" msgstr "Méid: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Leagan neamhbhailí comhaid." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Cineál: %s" @@ -11075,6 +11086,11 @@ msgstr "Fad: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Níor cumraíodh teagmhas ar bith" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Cumraigh" @@ -11933,6 +11949,16 @@ msgstr "Ní féidir ainm na clibe a bheith folamh." msgid "Tag name can't contain spaces." msgstr "Ní féidir spásanna a bheith in ainm na clibe." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Ní féidir spásanna a bheith in ainm na clibe." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Ní féidir spásanna a bheith in ainm na clibe." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Ní cheadaítear na carachtair seo i gclibeanna: %s." @@ -12461,11 +12487,6 @@ msgstr "" msgid "Next Frame" msgstr "Scrios Fráma" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Roghnaigh Mód" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14609,6 +14630,14 @@ msgstr "Athraigh Airde Cruth Sorcóir" msgid "Change Separation Ray Shape Length" msgstr "Athraigh Fad Cruth Ray Scaradh" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -16010,6 +16039,11 @@ msgstr "Cuir Timpeallacht Réamhamhairc leis an Radharc" msgid "Set Preview Environment Global Illumination" msgstr "Cuir Timpeallacht Réamhamhairc leis an Radharc" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Roghnaigh Mód" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21964,7 +21998,8 @@ msgid "Invalid name for varying." msgstr "Ainm neamhbhailí le haghaidh athraithe." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Tá éagsúlacht leis an ainm sin ann cheana féin." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23909,6 +23944,10 @@ msgstr "Bhíothas ag súil le tairiseach slánuimhir." msgid "Expected a string of length 1 (a character)." msgstr "Bhíothas ag súil le tairiseach slánuimhir." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Ní féidir méid an eagair a athrú." @@ -25145,6 +25184,15 @@ msgstr "Ní mór \"Úsáid Gradle Build\" a chumasú chun na breiseáin a úsái msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "Ní mór \"Úsáid Gradle Build\" a chumasú chun na breiseáin a úsáid." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"Níl \"Export AAB\" bailí ach amháin nuair a chumasaítear \"Use Gradle " +"Build\"." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27847,8 +27895,14 @@ msgid "Function '%s' can't be called from source code." msgstr "Ní féidir feidhm '%s' a ghlaoch ón gcód foinseach." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Níor aimsíodh feidhm chomhoiriúnach le haghaidh: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Argóint neamhbhailí le haghaidh fheidhm \"%s(%s)\": argóint %d ba chóir a " "bheith %s ach is %s." diff --git a/editor/gl.po b/editor/gl.po index 2553ccd..a384e89 100644 --- a/editor/gl.po +++ b/editor/gl.po @@ -9720,7 +9720,7 @@ msgstr "Ir ao cartafol padre." msgid "Refresh files." msgstr "Actualizar Arquivos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Quitar cartafol actual de favoritos." @@ -10546,6 +10546,12 @@ msgstr "" msgid "Property: %s" msgstr "Propiedade" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11064,6 +11070,11 @@ msgstr "Shader" msgid "Size: %s" msgstr "Tamaño: " +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Extensión inválida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11089,6 +11100,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Amosar Información" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11897,6 +11913,15 @@ msgstr "O nome de arquivo está baleiro." msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "O nome do cartafol non pode comezar cun punto." + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12420,11 +12445,6 @@ msgstr "" msgid "Next Frame" msgstr "Elixir" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Elixir Modo" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14587,6 +14607,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Cambiar Lonxitude da Animación" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16011,6 +16039,11 @@ msgstr "Amosar Entorno" msgid "Set Preview Environment Global Illumination" msgstr "Amosar Entorno" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Elixir Modo" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22136,7 +22169,7 @@ msgstr "Nome inválido." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Xa existe unha acción co nome '%s'." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24013,6 +24046,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Esperábase un string de lonxitude 1 (un carácter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25269,6 +25306,12 @@ msgstr "" "\"Use Custom Build\" debe estar activado para usar estas características " "adicionais (plugins)." +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27685,9 +27728,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/he.po b/editor/he.po index 1f73745..7edea03 100644 --- a/editor/he.po +++ b/editor/he.po @@ -9851,7 +9851,7 @@ msgstr "מעבר לתיקיית העל." msgid "Refresh files." msgstr "ריענון קבצים." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(בטל) העדפת תיקייה נוכחית." @@ -10682,6 +10682,12 @@ msgstr "" msgid "Property: %s" msgstr "מאפיין" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11185,6 +11191,11 @@ msgstr "מצליל חדש..." msgid "Size: %s" msgstr "מבט קדמי" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "סיומת לא חוקית." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11210,6 +11221,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "הצגת מידע" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11983,6 +11999,15 @@ msgstr "שם ההנפשה כבר קיים!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "שם ההנפשה כבר קיים!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12501,11 +12526,6 @@ msgstr "" msgid "Next Frame" msgstr "בחירה" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "בחירת מצב" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14692,6 +14712,14 @@ msgstr "שינוי גובה לצורת גליל" msgid "Change Separation Ray Shape Length" msgstr "שינוי אורך לצורת קרן" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16112,6 +16140,11 @@ msgstr "צפייה בסביבה" msgid "Set Preview Environment Global Illumination" msgstr "צפייה בסביבה" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "בחירת מצב" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22364,7 +22397,7 @@ msgstr "שם שגוי." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "פעולה עם השם '%s' כבר קיימת." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24226,6 +24259,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "היתה צפויה מחרוזת באורך 1 (תו)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25490,6 +25527,12 @@ msgstr "חובה לאפשר ״שימוש בבניה מותאמת אישית״ כ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "חובה לאפשר ״שימוש בבניה מותאמת אישית״ כדי להשתמש בתוספים." +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27948,9 +27991,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "הנפשה לא נמצאה: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/hi.po b/editor/hi.po index 91618a7..fc09959 100644 --- a/editor/hi.po +++ b/editor/hi.po @@ -9810,7 +9810,7 @@ msgstr "मूल फ़ोल्डर पे जाय." msgid "Refresh files." msgstr "रिफ़्रेश फ़ाइल." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "फ़ेवरेट मे से वर्तमान फ़ोल्डर निकाले." @@ -10632,6 +10632,12 @@ msgstr "" msgid "Property: %s" msgstr "प्रोपर्टी" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11150,6 +11156,11 @@ msgstr "नया दृश्य" msgid "Size: %s" msgstr "आकार: " +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "गलत फॉण्ट का आकार |" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -11174,6 +11185,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "सेट एनिमेशन" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11935,6 +11951,15 @@ msgstr "एनिमेशन कुंजी और मुद्रा वि msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "एनिमेशन कुंजी और मुद्रा विकल्प" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12452,11 +12477,6 @@ msgstr "" msgid "Next Frame" msgstr "चुनें" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14615,6 +14635,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "एनिमेशन लंबाई बदलें" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16001,6 +16029,11 @@ msgstr "चूक" msgid "Set Preview Environment Global Illumination" msgstr "चूक" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22110,7 +22143,7 @@ msgstr "अमान्य नाम." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "इस नाम का प्रोफ़ाइल पहले से मौजूद है।" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23958,6 +23991,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "स्ट्रिंग की लंबाई 1 (1 अक्षर) अपेक्षित है." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25206,6 +25243,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27546,9 +27589,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/hr.po b/editor/hr.po index 8d40f10..8d493a0 100644 --- a/editor/hr.po +++ b/editor/hr.po @@ -9524,7 +9524,7 @@ msgstr "Idi u roditeljski direktorij." msgid "Refresh files." msgstr "Osvježi datoteke." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Od)favoriziraj trenutni folder." @@ -10336,6 +10336,12 @@ msgstr "" msgid "Property: %s" msgstr "Omogućena Svojstva:" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10831,6 +10837,11 @@ msgstr "Promijeni" msgid "Size: %s" msgstr "Veličina" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Nevažeće ime." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10855,6 +10866,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Dupliciraj Animaciju" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11607,6 +11623,15 @@ msgstr "Animacija sa ovim imenom već postoji!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Animacija sa ovim imenom već postoji!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12097,11 +12122,6 @@ msgstr "" msgid "Next Frame" msgstr "Brisati odabrani ključ/odabrane ključeve" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14218,6 +14238,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15586,6 +15614,11 @@ msgstr "Mesh2D Pregled" msgid "Set Preview Environment Global Illumination" msgstr "Mesh2D Pregled" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21579,7 +21612,7 @@ msgstr "Nevažeće ime." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Animacija sa ovim imenom već postoji!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23406,6 +23439,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Očekivan string dužine jednog karaktera." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24634,6 +24671,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26929,9 +26972,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ht.po b/editor/ht.po index 7ac849e..dab3c31 100644 --- a/editor/ht.po +++ b/editor/ht.po @@ -8983,7 +8983,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9735,6 +9735,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10192,6 +10198,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10216,6 +10226,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10939,6 +10953,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11408,11 +11430,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13392,6 +13409,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14705,6 +14730,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20320,7 +20350,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22068,6 +22098,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23188,6 +23222,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25422,9 +25462,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/hu.po b/editor/hu.po index 1040ec5..bafe163 100644 --- a/editor/hu.po +++ b/editor/hu.po @@ -9893,7 +9893,7 @@ msgstr "Lépjen a szülőmappába." msgid "Refresh files." msgstr "Fájlok frissítése." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Jelenlegi mappa kedvenccé tétele/eltávolítása a kedvencek közül." @@ -10718,6 +10718,12 @@ msgstr "Elnevezések amik _-al kezdődnek foglaltak a szerkesztő metaadatoknak. msgid "Property: %s" msgstr "Tulajdonság" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11228,6 +11234,11 @@ msgstr "Árnyaló" msgid "Size: %s" msgstr "Méret:'%s'" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Érvénytelen kiterjesztés." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11253,6 +11264,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Animáció beállítása" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12029,6 +12045,16 @@ msgstr "Az animáció név már létezik!" msgid "Tag name can't contain spaces." msgstr "A geometria nem tartalmaz oldalakat." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "A geometria nem tartalmaz oldalakat." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "A geometria nem tartalmaz oldalakat." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12542,11 +12568,6 @@ msgstr "" msgid "Next Frame" msgstr "Kiválasztás" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Kiválasztó Mód" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14713,6 +14734,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Animáció Hosszának Változtatása" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16143,6 +16172,11 @@ msgstr "Környezet előkészítése" msgid "Set Preview Environment Global Illumination" msgstr "Környezet előkészítése" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Kiválasztó Mód" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22323,7 +22357,7 @@ msgstr "Érvénytelen név." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Ilyen nevű profil már létezik." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24180,6 +24214,10 @@ msgstr "Vektor állandó." msgid "Expected a string of length 1 (a character)." msgstr "Vektor állandó." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25432,6 +25470,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27771,9 +27815,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Az animáció nem található: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/id.po b/editor/id.po index 2522d85..65c2281 100644 --- a/editor/id.po +++ b/editor/id.po @@ -9833,7 +9833,7 @@ msgstr "Pergi ke direktori atasnya." msgid "Refresh files." msgstr "Segarkan berkas." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Hapus favorit direktori saat ini." @@ -10698,6 +10698,12 @@ msgstr "Nama yang dimulai dengan _ dicadangkan untuk metadata khusus editor." msgid "Property: %s" msgstr "Properti" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11210,6 +11216,11 @@ msgstr "Shader Baru" msgid "Size: %s" msgstr "Ukuran:%s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versi file tidak valid." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Jenis: %s" @@ -11237,6 +11248,11 @@ msgstr "Panjang: %0,3fs" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Tidak Ada Event yang Dikonfigurasi" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfigurasi" @@ -12077,6 +12093,16 @@ msgstr "Nama metadata tidak boleh kosong." msgid "Tag name can't contain spaces." msgstr "Geometri tidak mengandung bidang apapun." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Geometri tidak mengandung bidang apapun." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Geometri tidak mengandung bidang apapun." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12616,11 +12642,6 @@ msgstr "" msgid "Next Frame" msgstr "Hapus Bingkai" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Mode Seleksi" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14806,6 +14827,14 @@ msgstr "Ubah Tinggi Bentuk Silinder" msgid "Change Separation Ray Shape Length" msgstr "Ubah Panjang Bentuk Sinar Pemisahan" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -16233,6 +16262,11 @@ msgstr "Menambahkan Lingkungan Pratinjau ke Adegan" msgid "Set Preview Environment Global Illumination" msgstr "Menambahkan Lingkungan Pratinjau ke Adegan" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Mode Seleksi" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22363,7 +22397,7 @@ msgstr "Nama tidak sah." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Sudah ada aksi dengan nama '%s'." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24374,6 +24408,10 @@ msgstr "Konstanta vektor." msgid "Expected a string of length 1 (a character)." msgstr "Konstanta vektor." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25652,6 +25690,14 @@ msgstr "\"Gunakan Build Custom\" harus diaktifkan untuk menggunakan plugin." msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Gunakan Build Custom\" harus diaktifkan untuk menggunakan plugin." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Expor AAB\" hanya bisa valid ketika \"Gunakan Build Custom\" diaktifkan." + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -28168,9 +28214,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animasi tidak ditemukan: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ig.po b/editor/ig.po index 70d67f6..9692a68 100644 --- a/editor/ig.po +++ b/editor/ig.po @@ -9059,7 +9059,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9819,6 +9819,12 @@ msgstr "" msgid "Property: %s" msgstr "Ebe nchekwa" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10284,6 +10290,10 @@ msgstr "" msgid "Size: %s" msgstr "Nha" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10308,6 +10318,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11035,6 +11049,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11513,11 +11535,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13515,6 +13532,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14832,6 +14857,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20498,7 +20528,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22254,6 +22284,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23404,6 +23438,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25640,9 +25680,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/io.po b/editor/io.po index 6e66748..dcb9bfa 100644 --- a/editor/io.po +++ b/editor/io.po @@ -9000,7 +9000,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9754,6 +9754,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10213,6 +10219,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10237,6 +10247,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10960,6 +10974,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11429,11 +11451,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13416,6 +13433,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14729,6 +14754,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20351,7 +20381,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22100,6 +22130,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23222,6 +23256,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25456,9 +25496,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/it.po b/editor/it.po index aad5410..09345ce 100644 --- a/editor/it.po +++ b/editor/it.po @@ -9690,7 +9690,7 @@ msgstr "Vai alla cartella superiore." msgid "Refresh files." msgstr "Ricarica i file." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Aggiungi o rimuovi la cartella attuale dai preferiti." @@ -10544,6 +10544,12 @@ msgstr "" msgid "Property: %s" msgstr "Proprietà" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Rimuovi proprietà dai preferiti" @@ -11048,6 +11054,11 @@ msgstr "Nuovo shader..." msgid "Size: %s" msgstr "Dimensione: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versione di file non valida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tipo: %s" @@ -11072,6 +11083,11 @@ msgstr "Durata: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Le impostazioni avanzate vengono sempre mostrate durante la ricerca." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Nessun evento configurato" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Configura" @@ -11949,6 +11965,16 @@ msgstr "Il nome dell'etichetta non può essere vuoto." msgid "Tag name can't contain spaces." msgstr "Il nome dell'etichetta non può contenere spazi." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Il nome dell'etichetta non può contenere spazi." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Il nome dell'etichetta non può contenere spazi." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Questi caratteri non sono consentito nelle etichette: %s." @@ -12488,11 +12514,6 @@ msgstr "" msgid "Next Frame" msgstr "Prossimo frame" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Modalità selezione" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Impossibile connettersi al processo del gioco." @@ -14653,6 +14674,14 @@ msgstr "Cambia l'altezza di una forma a cilindro" msgid "Change Separation Ray Shape Length" msgstr "Cambia la lunghezza di una forma a raggio di separazione" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -16080,6 +16109,11 @@ msgstr "Aggiungi un ambiente di anteprima alla scena" msgid "Set Preview Environment Global Illumination" msgstr "Aggiungi un ambiente di anteprima alla scena" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Modalità selezione" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21995,7 +22029,8 @@ msgid "Invalid name for varying." msgstr "Nome non valido per un varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Un varying con quel nome esiste già." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23921,6 +23956,10 @@ msgstr "Prevista una costante intera." msgid "Expected a string of length 1 (a character)." msgstr "Prevista una costante di tipo stringa." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Impossibile ridimensionare l'array." @@ -25144,6 +25183,14 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" "\"Use Gradle Build\" deve essere abilitato per utilizzare le estensioni." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Export AAB\" è valido soltanto quando \"Use Gradle Build\" è abilitato." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27918,8 +27965,14 @@ msgid "Function '%s' can't be called from source code." msgstr "La funzione '%s' non può essere chiamata dal codice sorgente." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Nessuna funzione corrispondente trovata per: \"%s\"." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Argomento non valido per la funzione \"%s(%s)\": l'argomento %d dovrebbe " "essere %s ma è %s." diff --git a/editor/ja.po b/editor/ja.po index a077756..e75bf58 100644 --- a/editor/ja.po +++ b/editor/ja.po @@ -9575,7 +9575,7 @@ msgstr "親フォルダーへ移動する。" msgid "Refresh files." msgstr "ファイルの一覧をリフレッシュする。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "現在のフォルダーをお気に入りにする / しない。" @@ -10412,6 +10412,12 @@ msgstr "_ で始まる名前は、エディター専用のメタデータ用に msgid "Property: %s" msgstr "プロパティ: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "お気に入りを解除" @@ -10909,6 +10915,11 @@ msgstr "新規シェーダー…" msgid "Size: %s" msgstr "サイズ: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "無効なファイルバージョンです。" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "型: %s" @@ -10933,6 +10944,11 @@ msgstr "長さ: %0.3f秒" msgid "Advanced settings are always shown when searching." msgstr "検索時には常に詳細設定が表示されます。" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "イベント未設定" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "構成" @@ -11789,6 +11805,16 @@ msgstr "タグ名を空にすることはできません。" msgid "Tag name can't contain spaces." msgstr "タグ名にスペースを含めることはできません。" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "タグ名にスペースを含めることはできません。" + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "タグ名にスペースを含めることはできません。" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "文字 '%s' はタグに使用できません。" @@ -12318,11 +12344,6 @@ msgstr "" msgid "Next Frame" msgstr "次フレーム" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "選択モード" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "ゲームプロセスに接続できません。" @@ -14455,6 +14476,14 @@ msgstr "円柱シェイプの高さを変更" msgid "Change Separation Ray Shape Length" msgstr "セパレーションレイシェイプの長さを変更" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15874,6 +15903,11 @@ msgstr "シーンにプレビューの環境を追加" msgid "Set Preview Environment Global Illumination" msgstr "シーンにプレビューの環境を追加" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "選択モード" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21731,7 +21765,8 @@ msgid "Invalid name for varying." msgstr "Varyingの名前が無効です。" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "その名前の Varying は既に存在します。" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23602,6 +23637,10 @@ msgstr "整数定数が必要です。" msgid "Expected a string of length 1 (a character)." msgstr "整数定数が必要です。" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "配列のサイズを変更できません。" @@ -24825,6 +24864,15 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" "プラグインを使用するには、「Use Gradle Build」を有効にする必要があります。" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"「AAB のエクスポート」は、「Gradle ビルドの使用」が有効になっている場合にのみ" +"有効です。" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27504,8 +27552,14 @@ msgid "Function '%s' can't be called from source code." msgstr "関数 '%s' をソースコードから呼び出すことはできません。" #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "'%s' に一致する関数が見つかりません。" + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "「%s(%s)」関数の引数が無効です: 引数 %d は %s である必要がありますが、%s で" "す。" diff --git a/editor/ka.po b/editor/ka.po index 32daa8b..f6718ab 100644 --- a/editor/ka.po +++ b/editor/ka.po @@ -9328,7 +9328,7 @@ msgstr "" msgid "Refresh files." msgstr "ფაილების განახლება." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10108,6 +10108,12 @@ msgstr "" msgid "Property: %s" msgstr "თვისება: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "თვისების წაშლა სანიშნეებიდან" @@ -10591,6 +10597,11 @@ msgstr "ახალი შეიდერი..." msgid "Size: %s" msgstr "ზომა: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "არასწორი ფონტის ზომა." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "ტიპი: %s" @@ -10615,6 +10626,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "მოვლენის კონფიგურაცია" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "მორგება" @@ -11360,6 +11376,15 @@ msgstr "ანიმაციის ხანგრძლივობა (წა msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "ანიმაციის ხანგრძლივობა (წამებში)." + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11853,11 +11878,6 @@ msgstr "" msgid "Next Frame" msgstr "მონიშვნის მოშორება" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -13968,6 +13988,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "ანიმ სიგრძის შეცვლა" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15316,6 +15344,11 @@ msgstr "გარემოს გადახედვა" msgid "Set Preview Environment Global Illumination" msgstr "გარემოს გადახედვა" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21183,8 +21216,9 @@ msgid "Invalid name for varying." msgstr "არასწორი ფონტის ზომა." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "ფაილი ამ სახელით უკვე არსებობს." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22962,6 +22996,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "მოველოდი ფუნქციის სახელს." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24163,6 +24201,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26426,9 +26470,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "შესაფერისი ფუნქცია ვერ ვიპოვე: '%s'." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/km.po b/editor/km.po index c2af7be..3439f41 100644 --- a/editor/km.po +++ b/editor/km.po @@ -9216,7 +9216,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9991,6 +9991,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10469,6 +10475,11 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "index នៃ type %s សម្រាប់ base type %s មិនត្រឺមត្រូវទេ" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10493,6 +10504,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Anim ផ្លាស់ប្តូរ Transition" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11231,6 +11247,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11707,11 +11732,6 @@ msgstr "" msgid "Next Frame" msgstr "Key(s) ដែលបានជ្រើសស្ទួន" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13747,6 +13767,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15082,6 +15110,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20816,7 +20849,7 @@ msgid "Invalid name for varying." msgstr "arguments ដែលប្រើសំរាប់រៀប '%s' មិនត្រឹមត្រូវទេ" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22584,6 +22617,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "តម្រូវអោយមាន string យ៉ាងតឹច១អក្សរ (មួយ character)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23756,6 +23793,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26005,9 +26048,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/kmr.po b/editor/kmr.po index 0c61e5d..30729d6 100644 --- a/editor/kmr.po +++ b/editor/kmr.po @@ -8982,7 +8982,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9734,6 +9734,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10191,6 +10197,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10215,6 +10225,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10938,6 +10952,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11407,11 +11429,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13391,6 +13408,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14704,6 +14729,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20317,7 +20347,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22065,6 +22095,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23185,6 +23219,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25419,9 +25459,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ko.po b/editor/ko.po index ec2684f..80289fe 100644 --- a/editor/ko.po +++ b/editor/ko.po @@ -9433,7 +9433,7 @@ msgstr "부모 폴더로 이동합니다." msgid "Refresh files." msgstr "파일을 새로 고칩니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "현재 폴더를 즐겨찾기에 추가/삭제합니다." @@ -10245,6 +10245,12 @@ msgstr "_로 시작하는 이름은 편집기 전용 메타데이터를 위해 msgid "Property: %s" msgstr "속성: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "속성을 즐겨찾기에서 삭제" @@ -10718,6 +10724,11 @@ msgstr "새 셰이더..." msgid "Size: %s" msgstr "크기: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "잘못된 파일 버전입니다." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "타입: %s" @@ -10742,6 +10753,11 @@ msgstr "길이: %0.3f초" msgid "Advanced settings are always shown when searching." msgstr "검색 시에는 고급 설정이 항상 보여집니다." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "구성된 이벤트 없음" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "구성" @@ -11577,6 +11593,16 @@ msgstr "태그 이름은 비워둘 수 없습니다." msgid "Tag name can't contain spaces." msgstr "태그 이름은 공백을 포함할 수 없습니다." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "태그 이름은 공백을 포함할 수 없습니다." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "태그 이름은 공백을 포함할 수 없습니다." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "다음 문자들을 태그에 넣을 수 없습니다: %s." @@ -12104,11 +12130,6 @@ msgstr "임베딩된 프로젝트 중단/재개" msgid "Next Frame" msgstr "다음 프레임" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "선택 모드" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "게임 프로세스와 연결할 수 없습니다." @@ -14194,6 +14215,14 @@ msgstr "원통 모양 높이 바꾸기" msgid "Change Separation Ray Shape Length" msgstr "구분 광선 모양 길이 바꾸기" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15606,6 +15635,11 @@ msgstr "미리보기 환경 톤맵 설정" msgid "Set Preview Environment Global Illumination" msgstr "미리보기 환경 글로벌 일루미네이션 설정" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "선택 모드" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21340,7 +21374,8 @@ msgid "Invalid name for varying." msgstr "올바르지 않은 varying 이름입니다." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "이 이름으로 된 varying이 이미 있습니다." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23166,6 +23201,10 @@ msgstr "0과 2^32 - 1 사이의 정수가 와야 합니다." msgid "Expected a string of length 1 (a character)." msgstr "길이가 1인 문자열(문자)이 와야 합니다." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "배열의 크기를 조정할 수 없습니다." @@ -24344,6 +24383,13 @@ msgstr "\"밀어서 해제\"를 활성화하려면 \"Gradle 빌드 사용\"이 msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "플러그인을 사용하려면 \"Gradle 빌드 사용\"이 활성화되어야 합니다." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "\"AAB 내보내기\"는 \"Gradle 빌드 사용\"이 활성화될 때에만 올바릅니다." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "\"AAB 내보내기\"는 \"Gradle 빌드 사용\"이 활성화될 때에만 올바릅니다." @@ -26980,8 +27026,14 @@ msgid "Function '%s' can't be called from source code." msgstr "함수 '%s'는 소스 코드에서 호출할 수 없습니다." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "다음 함수를 찾을 수 없습니다: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "\"%s(%s)\" 함수에 대한 잘못된 인수: 인수 %d는 %s이어야 하지만 %s입니다." diff --git a/editor/lt.po b/editor/lt.po index 2b6b89e..8acac4c 100644 --- a/editor/lt.po +++ b/editor/lt.po @@ -9522,7 +9522,7 @@ msgstr "" msgid "Refresh files." msgstr "Atnaujinti failus." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10321,6 +10321,12 @@ msgstr "" msgid "Property: %s" msgstr "ypatybė „%s“" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10822,6 +10828,11 @@ msgstr "Naujas pavadinimas:" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Netinkamas šrifto dydis." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10846,6 +10857,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Animacija" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfigūruoti" @@ -11602,6 +11618,15 @@ msgstr "Animacijos Nodas" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Animacijos Nodas" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12108,11 +12133,6 @@ msgstr "" msgid "Next Frame" msgstr "Panaikinti pasirinkimą" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14260,6 +14280,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Pakeisti animacijos ilgį" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15641,6 +15669,11 @@ msgstr "Atnaujinti" msgid "Set Preview Environment Global Illumination" msgstr "Atnaujinti" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21711,8 +21744,9 @@ msgid "Invalid name for varying." msgstr "Netinkamas šrifto dydis." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "Veiksmas pavadinimu '%s' jau egzistuoja." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -23553,6 +23587,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Tikėtasi string tipo konstantos." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24796,6 +24834,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27110,9 +27154,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animacijos Nodas" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/lv.po b/editor/lv.po index 6807263..74925f3 100644 --- a/editor/lv.po +++ b/editor/lv.po @@ -9720,7 +9720,7 @@ msgstr "Atvērt mātes mapi." msgid "Refresh files." msgstr "Atjaunot failus." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Pievienot/noņemt pašreizējo mapi pie/no favorītiem." @@ -10540,6 +10540,12 @@ msgstr "" msgid "Property: %s" msgstr "Mainīgais" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11055,6 +11061,11 @@ msgstr "Ēnotājs" msgid "Size: %s" msgstr "Izmērs" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Nederīgs paplašinājums." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11080,6 +11091,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Iestatīt Animāciju" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11842,6 +11858,15 @@ msgstr "Animācijas Atslēga un Pozas Iestatījumi" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Animācijas Atslēga un Pozas Iestatījumi" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12350,11 +12375,6 @@ msgstr "" msgid "Next Frame" msgstr "Izvēlēties" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14504,6 +14524,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Izmainīt Animācijas Garumu" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15888,6 +15916,11 @@ msgstr "Noklusējuma motīvs" msgid "Set Preview Environment Global Illumination" msgstr "Noklusējuma motīvs" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21943,7 +21976,7 @@ msgstr "Nederīgs nosaukums." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Profils ar šādu nosaukumu jau eksistē." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23782,6 +23815,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Jālieto teksta rinda ar garumu 1 (simbols)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25024,6 +25061,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27335,9 +27378,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animācija netika atrasta: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/lzh.po b/editor/lzh.po index 8d1b4b3..d85cc13 100644 --- a/editor/lzh.po +++ b/editor/lzh.po @@ -8986,7 +8986,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9738,6 +9738,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10195,6 +10201,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10219,6 +10229,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10942,6 +10956,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11411,11 +11433,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13395,6 +13412,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14709,6 +14734,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20331,7 +20361,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22079,6 +22109,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23200,6 +23234,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25434,9 +25474,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/mk.po b/editor/mk.po index 4791807..93d34cc 100644 --- a/editor/mk.po +++ b/editor/mk.po @@ -9275,7 +9275,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10059,6 +10059,12 @@ msgstr "" msgid "Property: %s" msgstr "Својства на анимацијата." +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10547,6 +10553,11 @@ msgstr "Создади" msgid "Size: %s" msgstr "Големина" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Невалиден индекс од тип %s за основен тип %s" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10571,6 +10582,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Исчисти сите анимации" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11307,6 +11323,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Внеси клуч тука" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11795,11 +11820,6 @@ msgstr "" msgid "Next Frame" msgstr "Дуплирај избран(и) клуч(еви)" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13860,6 +13880,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15192,6 +15220,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20974,7 +21007,7 @@ msgid "Invalid name for varying." msgstr "Невалидни аргументи на конструкт '%s'" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22748,6 +22781,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Очекува стринг од должина 1 (карактер)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23934,6 +23971,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26183,9 +26226,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ml.po b/editor/ml.po index beaff54..8a0e976 100644 --- a/editor/ml.po +++ b/editor/ml.po @@ -9296,7 +9296,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10085,6 +10085,12 @@ msgstr "" msgid "Property: %s" msgstr "ഗുണം നോക്കുക" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10569,6 +10575,11 @@ msgstr "" msgid "Size: %s" msgstr "വലുപ്പം" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "അടിസ്ഥാന തരം% sഇനു അസാധുവായ സൂചിക തരം" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -10594,6 +10605,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "ചലനം ചുറ്റൽ" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11334,6 +11350,15 @@ msgstr "ചലന നേരം (ഞൊടികൾ)" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "ചലന നേരം (ഞൊടികൾ)" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11816,11 +11841,6 @@ msgstr "" msgid "Next Frame" msgstr "സൂചികകൾ നീക്കം ചെയ്യുക" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13874,6 +13894,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "ചലനത്തിൻറെ നേരം മാറ്റുക" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15209,6 +15237,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20999,7 +21032,7 @@ msgid "Invalid name for varying." msgstr "ത്രിമാന പരിവർത്തനം നോക്കുക" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22777,6 +22810,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "ഒരു '{' പ്രവർത്തനം ആരംഭിക്കുമെന്ന് പ്രതീക്ഷിക്കുന്നു." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23967,6 +24004,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26225,9 +26268,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/mr.po b/editor/mr.po index d7d92ca..4591f54 100644 --- a/editor/mr.po +++ b/editor/mr.po @@ -9279,7 +9279,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10061,6 +10061,12 @@ msgstr "" msgid "Property: %s" msgstr "उदाहरण: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10548,6 +10554,11 @@ msgstr "नवीन नाव:" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "बेस प्रकार %s साठी %s प्रकाराची अवैध अनुक्रमणिका" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -10573,6 +10584,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "अ‍ॅनिमेशन ट्री" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11311,6 +11327,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "नोड हलवा" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11795,11 +11820,6 @@ msgstr "" msgid "Next Frame" msgstr "मूल्य:" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13848,6 +13868,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15185,6 +15213,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20973,8 +21006,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "'%s' या नावाची क्रिया आधीच अस्तित्वात आहे." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22752,6 +22786,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "1 लांबीची स्ट्रिंग अपेक्षित (एक कैरेक्टर)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23933,6 +23971,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26187,9 +26231,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ms.po b/editor/ms.po index 5dbc53b..0858cbc 100644 --- a/editor/ms.po +++ b/editor/ms.po @@ -9822,7 +9822,7 @@ msgstr "Pergi ke folder induk." msgid "Refresh files." msgstr "Muat semula fail." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Nyah)kegemaran folder semasa." @@ -10651,6 +10651,12 @@ msgstr "" msgid "Property: %s" msgstr "Sifat" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11173,6 +11179,11 @@ msgstr "Perubahan Shader:" msgid "Size: %s" msgstr "Saiz:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versi Terpasang Lain:" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11198,6 +11209,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Tetapkan Animasi" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11964,6 +11980,15 @@ msgstr "Nama animasi sudah wujud!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Nama animasi sudah wujud!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12483,11 +12508,6 @@ msgstr "" msgid "Next Frame" msgstr "Pilih" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Pilih Mod" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14649,6 +14669,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Ubah Panjang Animasi" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16043,6 +16071,11 @@ msgstr "Lalai" msgid "Set Preview Environment Global Illumination" msgstr "Lalai" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Pilih Mod" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22178,7 +22211,7 @@ msgstr "Nama tidak sah." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Profil dengan nama ini sudah wujud." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24013,6 +24046,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Menjangkakan rentetan dengan panjang 1 (satu watak)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25264,6 +25301,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27599,9 +27642,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Tiada apa yang perlu dibuat asal." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/nb.po b/editor/nb.po index c19c105..f54cd14 100644 --- a/editor/nb.po +++ b/editor/nb.po @@ -10070,7 +10070,7 @@ msgstr "Gå til ovennevnt mappe." msgid "Refresh files." msgstr "Søk i klasser" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Av)favoriser gjeldende mappe." @@ -10902,6 +10902,12 @@ msgstr "Navn som starter med _ er reservert for editor-only metadata." msgid "Property: %s" msgstr "Egenskap" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11424,6 +11430,11 @@ msgstr "Forandre" msgid "Size: %s" msgstr "Størrelse:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Må ha en gyldig filutvidelse." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11449,6 +11460,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Vis Informasjon" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12234,6 +12250,15 @@ msgstr "Animasjonsnavnet finnes allerede!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Animasjonsnavnet finnes allerede!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12748,11 +12773,6 @@ msgstr "" msgid "Next Frame" msgstr "Velg Modus" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Velg Modus" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14954,6 +14974,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Endre Animasjonslengde" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16384,6 +16412,11 @@ msgstr "Forhåndsvis" msgid "Set Preview Environment Global Illumination" msgstr "Forhåndsvis" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Velg Modus" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22670,7 +22703,7 @@ msgstr "Ugyldig navn." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "En handling med navnet '%s' finnes allerede." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24543,6 +24576,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Forventet en streng med lenge 1 (et tegn)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25802,6 +25839,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -28154,9 +28197,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animasjonsverktøy" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/nl.po b/editor/nl.po index 4bcb423..8ab79b9 100644 --- a/editor/nl.po +++ b/editor/nl.po @@ -9804,7 +9804,7 @@ msgstr "Ga naar de bovenliggende map." msgid "Refresh files." msgstr "Ververs bestandslijst." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(On)favoriet huidige map." @@ -10655,6 +10655,12 @@ msgstr "Namen die beginnen met _ zijn voorbehouden voor editor-metadata." msgid "Property: %s" msgstr "Eigenschap" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11178,6 +11184,11 @@ msgstr "Nieuwe Shader..." msgid "Size: %s" msgstr "Grootte:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Ongeldige extentie." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11203,6 +11214,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Bekijk Informatie" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Configureren" @@ -12005,6 +12021,16 @@ msgstr "Animatienaam bestaat al!" msgid "Tag name can't contain spaces." msgstr "De geometrie bevat geen vlakken." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "De geometrie bevat geen vlakken." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "De geometrie bevat geen vlakken." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12546,11 +12572,6 @@ msgstr "" msgid "Next Frame" msgstr "Frames selecteren" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Selecteermodus" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14723,6 +14744,14 @@ msgstr "Wijzig Cylinder Vorm Hoogte" msgid "Change Separation Ray Shape Length" msgstr "Wijzig Ray Vorm Lengte" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16168,6 +16197,11 @@ msgstr "Bekijk Omgeving" msgid "Set Preview Environment Global Illumination" msgstr "Bekijk Omgeving" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Selecteermodus" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22366,7 +22400,7 @@ msgstr "Ongeldige naam." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Action '%s' bestaat al." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24379,6 +24413,10 @@ msgstr "Vector constante." msgid "Expected a string of length 1 (a character)." msgstr "Vector constante." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25635,6 +25673,13 @@ msgstr "\"Use Custom Build\" moet geactiveerd zijn om plugins te gebruiken." msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Use Custom Build\" moet geactiveerd zijn om plugins te gebruiken." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "\"Export AAB\" is alleen geldig als \"Use Custom Build\" aan staat." + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -28134,9 +28179,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animatie niet gevonden: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/nn.po b/editor/nn.po index 9b1afe4..59d2587 100644 --- a/editor/nn.po +++ b/editor/nn.po @@ -9063,7 +9063,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9820,6 +9820,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10278,6 +10284,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10302,6 +10312,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11032,6 +11046,15 @@ msgstr "Animasjonsnamn kan ikkje stå tomt." msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Animasjonsnamn kan ikkje stå tomt." + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11502,11 +11525,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13489,6 +13507,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14802,6 +14828,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20441,8 +20472,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "Bibliotek med same namn eksisterer allereie." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22189,6 +22221,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23319,6 +23355,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25555,9 +25597,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/pl.po b/editor/pl.po index e8f1e36..c23c855 100644 --- a/editor/pl.po +++ b/editor/pl.po @@ -9531,7 +9531,7 @@ msgstr "Przejdź folder wyżej." msgid "Refresh files." msgstr "Odśwież pliki." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Dodaj/usuń aktualny folder z ulubionych." @@ -10365,6 +10365,12 @@ msgstr "Nazwy zaczynające się od _ są zarezerwowane dla metadanych edytora." msgid "Property: %s" msgstr "Właściwość: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Nie lub właściwości" @@ -10846,6 +10852,11 @@ msgstr "Nowy Shader..." msgid "Size: %s" msgstr "Rozmiar: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Niepoprawna wersja pliku." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Typ: %s" @@ -10870,6 +10881,11 @@ msgstr "Długość: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Zaawansowane ustawienia są zawsze widoczne podczas wyszukiwania." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Nie skonfigurowano żadnego zdarzenia" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfiguruj" @@ -11720,6 +11736,16 @@ msgstr "Nazwa tagu nie może być pusta." msgid "Tag name can't contain spaces." msgstr "Nazwa tagu nie może zawierać spacji." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Nazwa tagu nie może zawierać spacji." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Nazwa tagu nie może zawierać spacji." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Te znaki nie są dozwolone w tagach: %s." @@ -12251,11 +12277,6 @@ msgstr "Zawieś/wznów osadzony projekt" msgid "Next Frame" msgstr "Następna klatka" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Tryb zaznaczenia" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Połączenie z procesem gry niemożliwe." @@ -14365,6 +14386,14 @@ msgstr "Zmień wysokość kształtu cylindra" msgid "Change Separation Ray Shape Length" msgstr "Zmień długość kształtu promienia oddzielającego" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15798,6 +15827,11 @@ msgstr "Ustaw mapę tonów podglądowego środowiska" msgid "Set Preview Environment Global Illumination" msgstr "Ustaw globalne oświetlenie podglądowego środowiska" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Tryb zaznaczenia" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21592,7 +21626,8 @@ msgid "Invalid name for varying." msgstr "Niewłaściwa nazwa dla varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Varying o tej nazwie już istnieje." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23484,6 +23519,10 @@ msgstr "Oczekiwano liczby całkowitej pomiędzy 0 i 2^32 - 1." msgid "Expected a string of length 1 (a character)." msgstr "Oczekiwano ciągu znaków o długości 1 (znaku)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Nie można zmienić rozmiaru tablicy." @@ -24688,6 +24727,15 @@ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" "Aby korzystać z wtyczek, należy włączyć opcję „Użyj kompilacji Gradle”." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"„Eksportuj AAB” działa tylko wtedy, gdy włączona jest opcja „Użyj kompilacji " +"Gradle”." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27409,8 +27457,14 @@ msgid "Function '%s' can't be called from source code." msgstr "Funkcja \"%s\" nie może być wywołana z kodu źródłowego." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Nie znaleziono pasującej funkcji dla: \"%s\"." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Nieprawidłowy argument dla funkcji \"%s(%s)\": argument %d powinien być %s, " "ale jest %s." diff --git a/editor/pt.po b/editor/pt.po index ac13cbe..d334f48 100644 --- a/editor/pt.po +++ b/editor/pt.po @@ -9530,7 +9530,7 @@ msgstr "Ir para a pasta acima." msgid "Refresh files." msgstr "Atualizar ficheiros." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Não) tornar favorita atual pasta." @@ -10361,6 +10361,12 @@ msgstr "Os nomes que começam com _ são reservados para metadados do editor." msgid "Property: %s" msgstr "Propriedade: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Propriedade não favorita" @@ -10845,6 +10851,11 @@ msgstr "Novo Shader..." msgid "Size: %s" msgstr "Tamanho: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versão de arquivo inválida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tipo: %s" @@ -10869,6 +10880,11 @@ msgstr "Largura: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "As configurações avançadas são sempre mostradas durante a pesquisa." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Nenhum Evento Configurado" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Configurar" @@ -11724,6 +11740,16 @@ msgstr "Nome de Etiqueta não pode ser vazio." msgid "Tag name can't contain spaces." msgstr "Nome de Etiqueta não pode conter espaços." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Nome de Etiqueta não pode conter espaços." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Nome de Etiqueta não pode conter espaços." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Estes caracteres não são permitidos nas etiquetas: %s." @@ -12257,11 +12283,6 @@ msgstr "Suspender/Continuar Projeto Integrado" msgid "Next Frame" msgstr "Próximo quadro" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Modo Seleção" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Conexão impossível ao processo do jogo." @@ -14379,6 +14400,14 @@ msgstr "Mudar Altura da Forma Cilindro" msgid "Change Separation Ray Shape Length" msgstr "Alterar Comprimento da Forma do Raio de Separação" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15808,6 +15837,11 @@ msgstr "Definir Tonemap da Prévia do Ambiente" msgid "Set Preview Environment Global Illumination" msgstr "Definir Iluminação Global da Prévia do Ambiente" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Modo Seleção" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21646,7 +21680,8 @@ msgid "Invalid name for varying." msgstr "Nome Inválido para varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Varying com esse nome já existe." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23536,6 +23571,10 @@ msgstr "Esperado uma constante inteira." msgid "Expected a string of length 1 (a character)." msgstr "Esperava uma constante de cadeia de caracteres." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Não foi possível redimensionar a array." @@ -24752,6 +24791,14 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Usar Compilador Gradle\" deve estar ativado para usar os plug-ins." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Exportar AAB\" só é válido quando \"Usar Compilador Gradle\" está ativado." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27492,8 +27539,14 @@ msgid "Function '%s' can't be called from source code." msgstr "A função '%s' não pode ser chamada a partir do código-fonte." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Nenhuma função correspondente encontrada para: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Argumento inválido para a função \"%s(%s)\": o argumento %d deveria ser %s, " "mas é %s." diff --git a/editor/pt_BR.po b/editor/pt_BR.po index 32f908f..74379cd 100644 --- a/editor/pt_BR.po +++ b/editor/pt_BR.po @@ -9664,7 +9664,7 @@ msgstr "Ir para a pasta pai." msgid "Refresh files." msgstr "Atualizar arquivos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Des)favoritar pasta atual." @@ -10489,6 +10489,12 @@ msgstr "Os nomes que começam com _ são reservados para metadados do editor." msgid "Property: %s" msgstr "Propriedade: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Desfavoritar Propriedade" @@ -10972,6 +10978,11 @@ msgstr "Novo Shader..." msgid "Size: %s" msgstr "Tamanho: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Versão de arquivo inválida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tipo: %s" @@ -10996,6 +11007,11 @@ msgstr "Duração: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Configurações avançadas sempre aparecem ao pesquisar." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Nenhum Evento Configurado" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Configurar" @@ -11847,6 +11863,16 @@ msgstr "O nome da tag não pode estar vazio." msgid "Tag name can't contain spaces." msgstr "O nome da tag não pode conter espaços." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "O nome da tag não pode conter espaços." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "O nome da tag não pode conter espaços." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Estes caracteres não são permitidos em tags: %s." @@ -12379,11 +12405,6 @@ msgstr "Suspender/Continuar Projeto Integrado" msgid "Next Frame" msgstr "Próximo Quadro" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Modo de Seleção" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Impossível conectar ao processo do jogo." @@ -14496,6 +14517,14 @@ msgstr "Alterar a Altura da Forma do Cilindro" msgid "Change Separation Ray Shape Length" msgstr "Alterar Comprimento da Forma do Raio de Separação" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15929,6 +15958,11 @@ msgstr "Definir Tonemap da Prévia do Ambiente" msgid "Set Preview Environment Global Illumination" msgstr "Definir Iluminação Global da Prévia do Ambiente" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Modo de Seleção" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21714,7 +21748,8 @@ msgid "Invalid name for varying." msgstr "Nome Inválido para varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Varying com esse nome já existe." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23605,6 +23640,10 @@ msgstr "Esperava um número inteiro entre 0 e 2^32 - 1." msgid "Expected a string of length 1 (a character)." msgstr "Esperava uma de string de tamanho 1 (um caractere)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Não foi possível redimensionar a array." @@ -24800,6 +24839,14 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Usar Compilador Gradle\" deve estar ativado para usar os plug-ins." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Exportar AAB\" só é válido quando \"Usar Compilador Gradle\" está ativado." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27544,8 +27591,14 @@ msgid "Function '%s' can't be called from source code." msgstr "A função '%s' não pode ser chamada a partir do código-fonte." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Nenhuma função correspondente encontrada para: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Argumento inválido para a função \"%s(%s)\": o argumento %d deveria ser %s, " "mas é %s." diff --git a/editor/ro.po b/editor/ro.po index f6e0a90..50d8259 100644 --- a/editor/ro.po +++ b/editor/ro.po @@ -9932,7 +9932,7 @@ msgstr "Mergi la Directorul Părinte." msgid "Refresh files." msgstr "Reîmprospătează filele." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Șterge)Adaugă directorul curent la favorite." @@ -10764,6 +10764,12 @@ msgstr "" msgid "Property: %s" msgstr "Proprietate" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11276,6 +11282,11 @@ msgstr "Schimbați" msgid "Size: %s" msgstr "Dimensiunea Conturului:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Trebuie să utilizaţi o extensie valida." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11301,6 +11312,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Animație" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12077,6 +12093,16 @@ msgstr "EROARE: Numele animației există deja!" msgid "Tag name can't contain spaces." msgstr "Nodul nu conține geometrie (fețe)." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Nodul nu conține geometrie (fețe)." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Nodul nu conține geometrie (fețe)." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12599,11 +12625,6 @@ msgstr "" msgid "Next Frame" msgstr "Mod Selectare" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Selectare mod" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14801,6 +14822,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Schimbă Durata Animației" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16220,6 +16249,11 @@ msgstr "Pregătim mediul de lucru" msgid "Set Preview Environment Global Illumination" msgstr "Pregătim mediul de lucru" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Selectare mod" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22442,7 +22476,7 @@ msgstr "Nume nevalid." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Există deja o acțiune cu numele '%s'." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24314,6 +24348,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Se așteaptă un text cu lungime de 1 (un caracter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25571,6 +25609,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27911,9 +27955,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Unelte Animație" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ru.po b/editor/ru.po index a14ed98..e1d2c02 100644 --- a/editor/ru.po +++ b/editor/ru.po @@ -9676,7 +9676,7 @@ msgstr "Перейти к родительской папке." msgid "Refresh files." msgstr "Обновить файлы." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Избранное: добавить или убрать текущую папку." @@ -10513,6 +10513,12 @@ msgstr "" msgid "Property: %s" msgstr "Свойство: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Удалить свойство из избранных" @@ -10994,6 +11000,11 @@ msgstr "Новый шейдер…" msgid "Size: %s" msgstr "Размер: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Неверная версия файла." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Тип: %s" @@ -11018,6 +11029,11 @@ msgstr "Длина: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "При поиске всегда отображаются расширенные настройки." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Событие не настроено" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Конфигурация" @@ -11867,6 +11883,16 @@ msgstr "Имя метки не может быть пустым." msgid "Tag name can't contain spaces." msgstr "Имя метки не может содержать пробелы." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Имя метки не может содержать пробелы." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Имя метки не может содержать пробелы." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Эти символы нельзя использовать в метках: %s." @@ -12398,11 +12424,6 @@ msgstr "Приостановить/возобновить встроенный msgid "Next Frame" msgstr "Следующий Кадр" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Режим выделения" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Невозможно подключиться к процессу игры." @@ -14519,6 +14540,14 @@ msgstr "Изменить высоту цилиндра" msgid "Change Separation Ray Shape Length" msgstr "Изменить длину луча разделения" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15950,6 +15979,11 @@ msgstr "Задать предпросмотр карты тональности msgid "Set Preview Environment Global Illumination" msgstr "Задать предпросмотр глобального освещения окружения" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Режим выделения" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21761,7 +21795,8 @@ msgid "Invalid name for varying." msgstr "Недопустимое имя вариации." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Вариация с таким именем уже существует." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23661,6 +23696,10 @@ msgstr "Ожидалось целое число от 0 до 2^32 - 1." msgid "Expected a string of length 1 (a character)." msgstr "Ожидается строка длиной 1 (символ)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Не удалось изменить размер массива." @@ -24860,6 +24899,15 @@ msgstr "" "Для использования модулей необходимо включить опцию «Использовать сборку " "Gradle» (Use Gradle Build)." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"Параметр «Экспорт AAB» (Export AAB) действителен, только если включён " +"параметр «Использовать сборку Gradle» (Use Gradle Build)." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27584,8 +27632,14 @@ msgid "Function '%s' can't be called from source code." msgstr "Функцию «%s» нельзя вызвать из исходного кода." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Не найдена соответствующая функция для: «%s»." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Недопустимый аргумент для функции «%s(%s)»: аргумент %d должен иметь " "значение %s, но его значение — %s." diff --git a/editor/si.po b/editor/si.po index 3e90258..bb3b5e9 100644 --- a/editor/si.po +++ b/editor/si.po @@ -9413,7 +9413,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10208,6 +10208,12 @@ msgstr "" msgid "Property: %s" msgstr "ලක්ෂණය ලුහුබදින්න" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10697,6 +10703,11 @@ msgstr "නිවේශන මාදිලිය" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "%s වර්ගය %s මූල වර්ගය සදහා වැරදි සුචියක්" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10721,6 +10732,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11463,6 +11479,15 @@ msgstr "සජීවීකරණ කාලය (තප්පර)" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "සජීවීකරණ කාලය (තප්පර)" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11955,11 +11980,6 @@ msgstr "" msgid "Next Frame" msgstr "තෝරාගත් යතුරු මකා දමන්න" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14044,6 +14064,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "සජීවීකරණ පුනරාවර්ථනය" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15396,6 +15424,11 @@ msgstr "ලුහුබදින්නෙක් එක් කරන්න" msgid "Set Preview Environment Global Illumination" msgstr "ලුහුබදින්නෙක් එක් කරන්න" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21282,7 +21315,7 @@ msgid "Invalid name for varying." msgstr "Anim පරිවර්තනය වෙනස් කරන්න" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23087,6 +23120,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "ශ්‍රිත:" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -24291,6 +24328,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26552,9 +26595,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sk.po b/editor/sk.po index ab52654..6a671b0 100644 --- a/editor/sk.po +++ b/editor/sk.po @@ -9879,7 +9879,7 @@ msgstr "Ísť do parent folder." msgid "Refresh files." msgstr "Obnoviť súbory." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Od)obľúbiť aktuálny priečinok." @@ -10707,6 +10707,12 @@ msgstr "Názvy začínajúce s _ sú rezervované len pre metadáta editora." msgid "Property: %s" msgstr "Vlastnosť" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11226,6 +11232,11 @@ msgstr "Zmeniť" msgid "Size: %s" msgstr "Veľkosť: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Nesprávna veľkosť písma." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Typ: %s" @@ -11250,6 +11261,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Nastaviť Animáciu" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfigurovať" @@ -12018,6 +12034,16 @@ msgstr "Názov pre metadata nemôže byť prázdny." msgid "Tag name can't contain spaces." msgstr "Geometria neobsahuje žiadne steny." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Geometria neobsahuje žiadne steny." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Geometria neobsahuje žiadne steny." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12541,11 +12567,6 @@ msgstr "" msgid "Next Frame" msgstr "Zvoliť" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Vybrať Režim" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14709,6 +14730,14 @@ msgstr "Zmeniť Výšku Tvaru Valca" msgid "Change Separation Ray Shape Length" msgstr "Zmeniť Dĺžku Animácie (Change Animation Length)" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16114,6 +16143,11 @@ msgstr "Pridať Náhľad Prostredia do Scény" msgid "Set Preview Environment Global Illumination" msgstr "Pridať Náhľad Prostredia do Scény" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Vybrať Režim" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22281,7 +22315,7 @@ msgstr "Neplatný Názov." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Profil s týmto menom už existuje." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24108,6 +24142,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "dĺžka očakávaného stringu 1 (písmeno)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25370,6 +25408,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27810,9 +27854,13 @@ msgstr "Rekurzia nie je povolená." msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sl.po b/editor/sl.po index 5c7e365..61aaa6d 100644 --- a/editor/sl.po +++ b/editor/sl.po @@ -10068,7 +10068,7 @@ msgstr "Pojdi v nadrejeno mapo" msgid "Refresh files." msgstr "Išči Razrede" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "(Un)favorite current folder." msgstr "Mape ni mogoče ustvariti." @@ -10894,6 +10894,12 @@ msgstr "" msgid "Property: %s" msgstr "Lastnosti" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11412,6 +11418,11 @@ msgstr "Spremebe v Shader" msgid "Size: %s" msgstr "Velikost" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Uporabiti moraš valjavno razširitev." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11437,6 +11448,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Animacija" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12219,6 +12235,15 @@ msgstr "NAPAKA: Animacija s tem imenom že obstaja!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "NAPAKA: Animacija s tem imenom že obstaja!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12740,11 +12765,6 @@ msgstr "" msgid "Next Frame" msgstr "Izberi Način" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Izberi Način" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14944,6 +14964,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Spremeni dolžino animacije" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16361,6 +16389,11 @@ msgstr "Dodaj okolje za predogled v sceno" msgid "Set Preview Environment Global Illumination" msgstr "Dodaj okolje za predogled v sceno" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Izberi Način" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22704,7 +22737,7 @@ msgstr "Neveljavno ime." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "NAPAKA: Animacija s tem imenom že obstaja!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -24585,6 +24618,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Pričakovan niz dolžine 1 (znak)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25840,6 +25877,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -28211,9 +28254,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Animacijska Orodja" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sq.po b/editor/sq.po index 3a0fb2e..dcbfa7e 100644 --- a/editor/sq.po +++ b/editor/sq.po @@ -9888,7 +9888,7 @@ msgstr "" msgid "Refresh files." msgstr "Kërko skedarët" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Hiqe nga të preferuarat folderin aktual." @@ -10704,6 +10704,12 @@ msgstr "" msgid "Property: %s" msgstr "Vetitë:" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11226,6 +11232,11 @@ msgstr "Ndrysho" msgid "Size: %s" msgstr "Madhësia: " +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Duhet të perdorësh një shtesë të lejuar." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -11250,6 +11261,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Vendos Animacionin" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12019,6 +12035,15 @@ msgstr "Kohëzgjatja e Animacionit (sekonda)" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Kohëzgjatja e Animacionit (sekonda)" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12539,11 +12564,6 @@ msgstr "" msgid "Next Frame" msgstr "Zgjidh" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14701,6 +14721,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Ndrysho Gjatësin e Animacionit" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16088,6 +16116,11 @@ msgstr "E Parazgjedhur" msgid "Set Preview Environment Global Illumination" msgstr "E Parazgjedhur" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22221,7 +22254,7 @@ msgstr "Emër i palejuar." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Një skedar ose folder me këtë emër ekziston që më parë." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24064,6 +24097,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Krijo një Shtojcë" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25309,6 +25346,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27643,9 +27686,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sr_Cyrl.po b/editor/sr_Cyrl.po index 71aa598..2e872e8 100644 --- a/editor/sr_Cyrl.po +++ b/editor/sr_Cyrl.po @@ -10348,7 +10348,7 @@ msgstr "Иди у родитељски директоријум" msgid "Refresh files." msgstr "Потражи класе" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "(Un)favorite current folder." msgstr "Неуспех при прављењу директоријума." @@ -11186,6 +11186,12 @@ msgstr "" msgid "Property: %s" msgstr "Особине" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11724,6 +11730,11 @@ msgstr "Шејдер" msgid "Size: %s" msgstr "Величина:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Мора се користити важећа екстензија." + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11749,6 +11760,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Прикажи информације" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12589,6 +12605,16 @@ msgstr "Грешка: име анимације већ постоји!" msgid "Tag name can't contain spaces." msgstr "Геометрија не садржи ни једно лице." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Геометрија не садржи ни једно лице." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Геометрија не садржи ни једно лице." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -13122,11 +13148,6 @@ msgstr "" msgid "Next Frame" msgstr "Одабери режим" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Одабери режим" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -15390,6 +15411,14 @@ msgstr "Промени Висину Цилиндар Облика" msgid "Change Separation Ray Shape Length" msgstr "Промени Дужину Зрак Облика" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16867,6 +16896,11 @@ msgstr "Прикажи околину" msgid "Set Preview Environment Global Illumination" msgstr "Прикажи околину" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Одабери режим" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -23412,7 +23446,7 @@ msgstr "Неважеће име." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Радња са именом '%s' већ постоји." #: editor/shader/visual_shader_editor_plugin.cpp @@ -25572,6 +25606,10 @@ msgstr "Промени векторску константу" msgid "Expected a string of length 1 (a character)." msgstr "Промени векторску константу" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -26866,6 +26904,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -29384,9 +29428,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Анимација није нађена: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sr_Latn.po b/editor/sr_Latn.po index 7827046..479427f 100644 --- a/editor/sr_Latn.po +++ b/editor/sr_Latn.po @@ -9497,7 +9497,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10303,6 +10303,12 @@ msgstr "" msgid "Property: %s" msgstr "Osobina '%s'" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10797,6 +10803,11 @@ msgstr "Napravi Scenu" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Nedozvoljen indeks tipa %s za bazu tipa %s" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10821,6 +10832,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Postavi Animaciju" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11568,6 +11584,15 @@ msgstr "Ključevi Animacije i Podešavanja Poziranja" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Ključevi Animacije i Podešavanja Poziranja" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12062,11 +12087,6 @@ msgstr "" msgid "Next Frame" msgstr "Grupiši Označeno" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14179,6 +14199,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Promeni Dužinu Animacije" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15545,6 +15573,11 @@ msgstr "Animacija Dodaj Kanal" msgid "Set Preview Environment Global Illumination" msgstr "Animacija Dodaj Kanal" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21495,7 +21528,7 @@ msgid "Invalid name for varying." msgstr "Homogenost Boje." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23323,6 +23356,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Očekivana niska dužine 1 (karakter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24545,6 +24582,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -26814,9 +26857,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sv.po b/editor/sv.po index 9da28ec..4559be7 100644 --- a/editor/sv.po +++ b/editor/sv.po @@ -9532,7 +9532,7 @@ msgstr "Gå till föräldramapp." msgid "Refresh files." msgstr "Ladda om filer." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(Av)favoritmarkera aktuell mapp." @@ -10386,6 +10386,12 @@ msgstr "Namn som börjar med _ reserveras för redigerare-bara metadata." msgid "Property: %s" msgstr "Egenskap: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Ta bort från favoriter" @@ -10880,6 +10886,11 @@ msgstr "Ny shader..." msgid "Size: %s" msgstr "Storlek: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Måste använda en giltigt filändelse." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Typ: %s" @@ -10904,6 +10915,11 @@ msgstr "Längd: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Ingen händelse konfigurerad" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Konfigurera" @@ -11759,6 +11775,16 @@ msgstr "Namnet får inte vara tomt." msgid "Tag name can't contain spaces." msgstr "Namnet får inte innehålla blanksteg." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Namnet får inte innehålla blanksteg." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Namnet får inte innehålla blanksteg." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Följande tecken är otillåtna i etiketter: %s." @@ -12282,11 +12308,6 @@ msgstr "" msgid "Next Frame" msgstr "Radera bildruta" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Välj läge" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14419,6 +14440,14 @@ msgstr "Ändra höjd på cylinder-form" msgid "Change Separation Ray Shape Length" msgstr "Ändra längd på separationsstråle-form" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15811,6 +15840,11 @@ msgstr "Lägg till förhandsvisningsmiljö i scenen" msgid "Set Preview Environment Global Illumination" msgstr "Lägg till förhandsvisningsmiljö i scenen" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Välj läge" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21676,7 +21710,8 @@ msgid "Invalid name for varying." msgstr "Ogiltigt namn på varying." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Varying med det namnet finns redan." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23569,6 +23604,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Förväntade en sträng av längden 1 (ett tecken)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24808,6 +24847,13 @@ msgstr "\"Use Gradle Build\" måste vara på för att använda pluginnen." msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Use Gradle Build\" måste vara på för att använda pluginnen." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "\"Export AAB\" gäller bara när \"Use Gradle Build\" är på." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "\"Export AAB\" gäller bara när \"Use Gradle Build\" är på." @@ -27280,9 +27326,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Ingen matchande funktion funnen för: '%s'." + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/sw.po b/editor/sw.po index 9a77ea8..27eadbc 100644 --- a/editor/sw.po +++ b/editor/sw.po @@ -8982,7 +8982,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9734,6 +9734,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10191,6 +10197,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10215,6 +10225,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10938,6 +10952,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11407,11 +11429,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13391,6 +13408,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14704,6 +14729,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20317,7 +20347,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22065,6 +22095,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23185,6 +23219,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25419,9 +25459,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/ta.po b/editor/ta.po index 6d6c0d2..083de2e 100644 --- a/editor/ta.po +++ b/editor/ta.po @@ -9380,7 +9380,7 @@ msgstr "பெற்றோர் கோப்புறைக்குச் ச msgid "Refresh files." msgstr "கோப்புகளைப் புதுப்பிக்கவும்." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "(ஐ.நா) பிடித்த தற்போதைய கோப்புறை." @@ -10209,6 +10209,12 @@ msgstr "_ உடன் தொடங்கும் பெயர்கள் எ msgid "Property: %s" msgstr "சொத்து: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "மாறான சொத்து" @@ -10689,6 +10695,11 @@ msgstr "புதிய சேடர் ..." msgid "Size: %s" msgstr "அளவு: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "தவறான கோப்பு பதிப்பு." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "வகை: %s" @@ -10713,6 +10724,11 @@ msgstr "நீளம்: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "தேடும்போது மேம்பட்ட அமைப்புகள் எப்போதும் காண்பிக்கப்படும்." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "எந்த நிகழ்வும் கட்டமைக்கப்படவில்லை" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "உள்ளமைக்கவும்" @@ -11555,6 +11571,16 @@ msgstr "குறிச்சொல் பெயர் காலியாக இ msgid "Tag name can't contain spaces." msgstr "குறிச்சொல் பெயர் இடைவெளிகளைக் கொண்டிருக்க முடியாது." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "குறிச்சொல் பெயர் இடைவெளிகளைக் கொண்டிருக்க முடியாது." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "குறிச்சொல் பெயர் இடைவெளிகளைக் கொண்டிருக்க முடியாது." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "குறிச்சொற்களில் இந்த எழுத்துக்கள் அனுமதிக்கப்படவில்லை: %s." @@ -12083,11 +12109,6 @@ msgstr "உட்பொதிக்கப்பட்ட திட்டத் msgid "Next Frame" msgstr "அடுத்த சட்டகம்" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "பயன்முறையைத் தேர்ந்தெடுக்கவும்" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "விளையாட்டு செயல்முறைக்கு இணைப்பு சாத்தியமற்றது." @@ -14192,6 +14213,14 @@ msgstr "சிலிண்டர் வடிவ உயரத்தை மாற msgid "Change Separation Ray Shape Length" msgstr "பிரிப்பு கதிர் வடிவ நீளத்தை மாற்றவும்" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15607,6 +15636,11 @@ msgstr "முன்னோட்ட சுற்றுச்சூழல் ட msgid "Set Preview Environment Global Illumination" msgstr "முன்னோட்ட சுற்றுச்சூழல் உலகளாவிய வெளிச்சத்தை அமைக்கவும்" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "பயன்முறையைத் தேர்ந்தெடுக்கவும்" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21390,7 +21424,8 @@ msgid "Invalid name for varying." msgstr "மாறுபடுவதற்கான தவறான பெயர்." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "அந்த பெயருடன் மாறுபடுவது ஏற்கனவே உள்ளது." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23264,6 +23299,10 @@ msgstr "ஒரு முழு எண் மாறிலி எதிர்ப msgid "Expected a string of length 1 (a character)." msgstr "ஒரு சரம் மாறிலி எதிர்பார்க்கப்படுகிறது." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "வரிசையை மறுஅளவிட முடியாது." @@ -24450,6 +24489,15 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "செருகுநிரல்களைப் பயன்படுத்த \"கிரேடில் பில்டை பயன்படுத்தவும்\" இயக்கப்பட வேண்டும்." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"கிராடில் பில்டை பயன்படுத்துதல்\" இயக்கப்பட்டால் மட்டுமே \"ஏற்றுமதி AAB\" " +"செல்லுபடியாகும்." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27116,8 +27164,14 @@ msgid "Function '%s' can't be called from source code." msgstr "'%s' செயல்பாட்டை மூலக் குறியீட்டிலிருந்து அழைக்க முடியாது." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "பொருந்தக்கூடிய செயல்பாடு எதுவும் கிடைக்கவில்லை: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "\" %s ( %s)\" செயல்பாட்டிற்கான தவறான வாதம்: உரையாடல் %d %s ஆக இருக்க வேண்டும், ஆனால் " "%s." diff --git a/editor/te.po b/editor/te.po index 9ccf1d1..684fd31 100644 --- a/editor/te.po +++ b/editor/te.po @@ -9184,7 +9184,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9962,6 +9962,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10432,6 +10438,11 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "గణనలు" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10456,6 +10467,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "గణనలు" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11189,6 +11205,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "గణనలు" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11668,11 +11693,6 @@ msgstr "" msgid "Next Frame" msgstr "గణనలు" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13686,6 +13706,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15010,6 +15038,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20743,7 +20776,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22514,6 +22547,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "స్ట్రింగ్(string ) యొక్క పొడవు 1 అక్షరం మాత్రమే ఆశిస్తుంది." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23682,6 +23719,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25925,9 +25968,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/th.po b/editor/th.po index c0506ca..3068b15 100644 --- a/editor/th.po +++ b/editor/th.po @@ -9864,7 +9864,7 @@ msgstr "ไปยังโฟลเดอร์หลัก" msgid "Refresh files." msgstr "รีเฟรชไฟล์" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "เพิ่ม/ลบโฟลเดอร์ปัจจุบันไปยังที่ชื่นชอบ" @@ -10696,6 +10696,12 @@ msgstr "ชื่อที่ขึ้นต้นด้วย _ สงวนไ msgid "Property: %s" msgstr "คุณสมบัติ" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11212,6 +11218,11 @@ msgstr "Shader" msgid "Size: %s" msgstr "ขนาด:" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "นามสกุลไม่ถูกต้อง" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11237,6 +11248,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "แสดงข้อมูล" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -12037,6 +12053,16 @@ msgstr "ชื่อแอนิเมชันนี้ มีอยู่แ msgid "Tag name can't contain spaces." msgstr "รูปเรขาคณิตไม่มีหน้า" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "รูปเรขาคณิตไม่มีหน้า" + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "รูปเรขาคณิตไม่มีหน้า" + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12557,11 +12583,6 @@ msgstr "" msgid "Next Frame" msgstr "เลือกเฟรม" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "โหมดเลือก" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14738,6 +14759,14 @@ msgstr "ปรับความสูงทรงแคปซูล" msgid "Change Separation Ray Shape Length" msgstr "ปรับความยาวรังสี" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16179,6 +16208,11 @@ msgstr "แสดงสภาพแวดล้อม" msgid "Set Preview Environment Global Illumination" msgstr "แสดงสภาพแวดล้อม" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "โหมดเลือก" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22396,7 +22430,7 @@ msgstr "ชื่อผิดพลาด" #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "มีการกระทำ '%s' อยู่แล้ว" #: editor/shader/visual_shader_editor_plugin.cpp @@ -24364,6 +24398,10 @@ msgstr "ต้องการ Constant ประเภท Integer" msgid "Expected a string of length 1 (a character)." msgstr "ต้องการ Constant ประเภท Integer" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25632,6 +25670,13 @@ msgstr "\"Use Custom Build\" จำเป็นต้องเปิดการ msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Use Custom Build\" จำเป็นต้องเปิดการใช้งานหากจะใช้ปลั๊กอิน" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "\"Export AAB\" จะใช้ได้เฉพาะเมื่อเปิดใช้งาน \"Use Custom Build\"" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -28084,9 +28129,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "ไม่พบ Function สำหรับ: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/tk.po b/editor/tk.po index ac4ff01..2c237bd 100644 --- a/editor/tk.po +++ b/editor/tk.po @@ -9028,7 +9028,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9784,6 +9784,12 @@ msgstr "" msgid "Property: %s" msgstr "Emläk Ýoly..." +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10248,6 +10254,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10272,6 +10282,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10996,6 +11010,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11466,11 +11488,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13451,6 +13468,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14766,6 +14791,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20407,8 +20437,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "'%s' ady bilen hereket eýýäm bar." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22156,6 +22187,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23282,6 +23317,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25516,9 +25557,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/tl.po b/editor/tl.po index 2edbec6..a1c2e3f 100644 --- a/editor/tl.po +++ b/editor/tl.po @@ -9708,7 +9708,7 @@ msgstr "Pumunta sa ugat na folder." msgid "Refresh files." msgstr "I-refresh ang mga file." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10526,6 +10526,12 @@ msgstr "" msgid "Property: %s" msgstr "Katangian" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11035,6 +11041,11 @@ msgstr "Panibagong Eksena" msgid "Size: %s" msgstr "Laki: " +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Hindi mai-luwas ang mga project file" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11060,6 +11071,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Itakda ang Animasyon" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11821,6 +11837,15 @@ msgstr "May nakapangalan na parehas sa Animation na ito!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "May nakapangalan na parehas sa Animation na ito!" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12334,11 +12359,6 @@ msgstr "" msgid "Next Frame" msgstr "Magpili" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Paraan ng Pagpili" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14496,6 +14516,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "Pagbago ang Haba ng Animation" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15882,6 +15910,11 @@ msgstr "Pasilip" msgid "Set Preview Environment Global Illumination" msgstr "Pasilip" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Paraan ng Pagpili" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21908,7 +21941,7 @@ msgstr "Di-wastong pangalan." #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "Mayroon nang profile na may ganitong pangalan." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23739,6 +23772,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "Inaasahang string na may habang 1 (isang karakter)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -24988,6 +25025,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27321,9 +27364,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Di-mahanap ang animation: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/tlh.po b/editor/tlh.po index 8e1fe49..3964a0e 100644 --- a/editor/tlh.po +++ b/editor/tlh.po @@ -9032,7 +9032,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9791,6 +9791,12 @@ msgstr "" msgid "Property: %s" msgstr "DI'on SeH..." +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10257,6 +10263,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10281,6 +10291,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11005,6 +11019,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11474,11 +11496,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13461,6 +13478,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14776,6 +14801,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20414,8 +20444,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "pong '%s' ghajbogh Qu' tu'lu'" #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22161,6 +22192,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23291,6 +23326,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25525,9 +25566,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/tok.po b/editor/tok.po index 42cddc7..c3fb5b7 100644 --- a/editor/tok.po +++ b/editor/tok.po @@ -9131,7 +9131,7 @@ msgstr "o tawa poki lipu mama." msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "o olin (ala) e poki lipu ni." @@ -9896,6 +9896,12 @@ msgstr "" msgid "Property: %s" msgstr "nasin ijo" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "o olin ala e ni" @@ -10368,6 +10374,11 @@ msgstr "o pali sin e ilo sitelen..." msgid "Size: %s" msgstr "suli: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "nanpa lipu li ken ala." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10392,6 +10403,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -11205,6 +11220,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "pini pi nimi lipu li ken ala /." + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11696,11 +11720,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13694,6 +13713,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15017,6 +15044,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20681,8 +20713,9 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." -msgstr "" +#, fuzzy +msgid "Varying with that name already exists." +msgstr "lipu kepeken nimi ni li lon kin." #: editor/shader/visual_shader_editor_plugin.cpp msgid "Boolean type cannot be used with `%s` varying mode." @@ -22452,6 +22485,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23585,6 +23622,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25840,9 +25883,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/tr.po b/editor/tr.po index 6e4ac0f..a59e2ee 100644 --- a/editor/tr.po +++ b/editor/tr.po @@ -9586,7 +9586,7 @@ msgstr "Üst klasöre git." msgid "Refresh files." msgstr "Dosya listesini tazele." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Bu klasörü sık kullanılanlara ekle/çıkar." @@ -10426,6 +10426,12 @@ msgstr "" msgid "Property: %s" msgstr "Özellik: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Özelliği Sık Kullanılan Olmaktan Çıkar" @@ -10911,6 +10917,11 @@ msgstr "Yeni Gölgelendirici..." msgid "Size: %s" msgstr "Boyut: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Geçersiz dosya sürümü." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Tür: %s" @@ -10935,6 +10946,11 @@ msgstr "Uzunluk: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Gelişmiş ayarlar, arama sırasında her zaman gösterilir." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Hiç Bir Olay Ayarlanmadı" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Yapılandır" @@ -11782,6 +11798,16 @@ msgstr "Etiket ismi boş olamaz." msgid "Tag name can't contain spaces." msgstr "Etiket ismi boşluk içeremez." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Etiket ismi boşluk içeremez." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Etiket ismi boşluk içeremez." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Şu karakterlere, etiketlerde izin verilmez: '%s'." @@ -12303,11 +12329,6 @@ msgstr "Gömülü Projeyi Duraklat / Devam Ettir" msgid "Next Frame" msgstr "Sonraki Kare" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Seçme Kipi" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Oyun sürecine bağlantı imkansız." @@ -14432,6 +14453,14 @@ msgstr "Silindir Şekli Yüksekliğini Değiştir" msgid "Change Separation Ray Shape Length" msgstr "Ayırma Işını Şekli Uzunluğunu Değiştir" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15856,6 +15885,11 @@ msgstr "Önizleme Ortamı Ton Haritasını Ayarla" msgid "Set Preview Environment Global Illumination" msgstr "Önizleme Ortamı Genel Aydınlatmayı Ayarla" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Seçme Kipi" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21669,7 +21703,8 @@ msgid "Invalid name for varying." msgstr "Değişen için geçersiz isim." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Bu isimle bir değişen zaten var." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23566,6 +23601,10 @@ msgstr "Bir tamsayı sabiti bekleniyor." msgid "Expected a string of length 1 (a character)." msgstr "Bir dize sabiti bekleniyordu." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Dizi yeniden boyutlandırılamıyor." @@ -24767,6 +24806,15 @@ msgstr "" "Eklentileri kullanabilmek için \"Graadle Derlemesi Kullan\" seçeneği aktif " "olmalıdır." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"AAB Dışa Aktar\" yalnızca \"Gradle Derlemesi Kullan\" etkinleştirildiğinde " +"geçerlidir." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27527,8 +27575,14 @@ msgid "Function '%s' can't be called from source code." msgstr "'%s' fonksiyonu, kaynak kodun içinden çağrılamaz." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Şununla eşleşen fonksiyon bulunamadı: '%s'." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "\"%s(%s)\" fonksiyonu için geçersiz girdi değişkeni: %d girdi değişkeni, %s " "olmalıydı ancak bir %s'dir." diff --git a/editor/uk.po b/editor/uk.po index 5a47312..73af674 100644 --- a/editor/uk.po +++ b/editor/uk.po @@ -9518,7 +9518,7 @@ msgstr "Перейти до батьківської теки." msgid "Refresh files." msgstr "Освіжити файли." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Обране: додати/вилучити поточну теку." @@ -10351,6 +10351,12 @@ msgstr "Назви, що починаються з _, зарезервовані msgid "Property: %s" msgstr "Нерухомість: %s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "Вилучити властивість з обраного" @@ -10836,6 +10842,11 @@ msgstr "Новий шейдер..." msgid "Size: %s" msgstr "Розмір: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Неправильна версія файлу." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Введіть: %s" @@ -10860,6 +10871,11 @@ msgstr "Довжина: %0.3fs" msgid "Advanced settings are always shown when searching." msgstr "Розширені налаштування завжди відображаються під час пошуку." +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Подія не налаштована" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "Конфігурація" @@ -11709,6 +11725,16 @@ msgstr "Ім'я тегу не може бути порожнім." msgid "Tag name can't contain spaces." msgstr "Назва тегу не може містити пробілів." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Назва тегу не може містити пробілів." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Назва тегу не може містити пробілів." + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "Ці символи заборонені в тегах: %s." @@ -12239,11 +12265,6 @@ msgstr "Призупинити/відновити вбудований прое msgid "Next Frame" msgstr "Наступний кадр" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Режим виділення" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "Встановлюємо з'єднання із дзеркалом." @@ -14357,6 +14378,14 @@ msgstr "Змінити висоту форми циліндра" msgid "Change Separation Ray Shape Length" msgstr "Змінити довжину форми променя" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15782,6 +15811,11 @@ msgstr "Встановити тональну карту середовища п msgid "Set Preview Environment Global Illumination" msgstr "Встановити попередній перегляд середовища Глобальне освітлення" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Режим виділення" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -21581,7 +21615,8 @@ msgid "Invalid name for varying." msgstr "Некоректна назва для варіації." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Варіація з такою назвою вже існує." #: editor/shader/visual_shader_editor_plugin.cpp @@ -23470,6 +23505,10 @@ msgstr "Очікувалося ціле число від 0 до 2^32 - 1." msgid "Expected a string of length 1 (a character)." msgstr "Очікувався рядок довжиною 1 (один символ)." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "Неможливо змінити розмір масиву." @@ -24669,6 +24708,15 @@ msgstr "" "Щоб використовувати плагіни, потрібно ввімкнути «Використовувати збірку " "Gradle»." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Експортувати AAB\" діє лише тоді, коли увімкнено \"Використовувати збірку " +"Gradle\"." + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27407,8 +27455,14 @@ msgid "Function '%s' can't be called from source code." msgstr "Функцію '%s' не можна викликати з вихідного коду." #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Не знайдено відповідної функції для: \"%s\"." + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" "Неправильний аргумент для функції \"%s(%s)\": аргумент %d має бути %s, а є " "%s." diff --git a/editor/ur_PK.po b/editor/ur_PK.po index b4f83d2..ac17e17 100644 --- a/editor/ur_PK.po +++ b/editor/ur_PK.po @@ -9522,7 +9522,7 @@ msgstr "سب سکریپشن بنائیں" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -10323,6 +10323,12 @@ msgstr "" msgid "Property: %s" msgstr ".تمام کا انتخاب" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -10815,6 +10821,11 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "سب سکریپشن بنائیں" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10839,6 +10850,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "سب سکریپشن بنائیں" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11590,6 +11606,15 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr ".تمام کا انتخاب" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12097,11 +12122,6 @@ msgstr "" msgid "Next Frame" msgstr ".تمام کا انتخاب" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -14249,6 +14269,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15632,6 +15660,11 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Set Preview Environment Global Illumination" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp #, fuzzy @@ -21678,7 +21711,7 @@ msgid "Invalid name for varying." msgstr "سب سکریپشن بنائیں" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -23522,6 +23555,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "سب سکریپشن بنائیں" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -24747,6 +24784,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27045,9 +27088,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/uz.po b/editor/uz.po index fd497e2..1c57fd4 100644 --- a/editor/uz.po +++ b/editor/uz.po @@ -8985,7 +8985,7 @@ msgstr "" msgid "Refresh files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "" @@ -9737,6 +9737,12 @@ msgstr "" msgid "Property: %s" msgstr "" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "" @@ -10194,6 +10200,10 @@ msgstr "" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +msgid "Invalid file or broken link." +msgstr "" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "" @@ -10218,6 +10228,10 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +msgid "Event Configured" +msgstr "" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "" @@ -10941,6 +10955,14 @@ msgstr "" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't begin or end with underscore." +msgstr "" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -11410,11 +11432,6 @@ msgstr "" msgid "Next Frame" msgstr "" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "" @@ -13394,6 +13411,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -14707,6 +14732,11 @@ msgstr "" msgid "Set Preview Environment Global Illumination" msgstr "" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20322,7 +20352,7 @@ msgid "Invalid name for varying." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22070,6 +22100,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "" @@ -23190,6 +23224,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -25424,9 +25464,13 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +msgid "No matching function for \"%s\" call:" +msgstr "" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/vi.po b/editor/vi.po index 6b52223..e4630bc 100644 --- a/editor/vi.po +++ b/editor/vi.po @@ -9835,7 +9835,7 @@ msgstr "Đến thư mục mẹ." msgid "Refresh files." msgstr "Làm mới các tệp." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "Bỏ yêu thích thư mục hiện tại." @@ -10655,6 +10655,12 @@ msgstr "" msgid "Property: %s" msgstr "Thuộc tính" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11153,6 +11159,11 @@ msgstr "Shader mới..." msgid "Size: %s" msgstr "Kích thước: %s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "Tên đuôi không hợp lệ." + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "Kiểu: %s" @@ -11177,6 +11188,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "Xác nhân thoát" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11983,6 +11999,16 @@ msgstr "Tên Hoạt ảnh đã tồn tại!" msgid "Tag name can't contain spaces." msgstr "Cảnh không chứa tệp lệnh." +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "Cảnh không chứa tệp lệnh." + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "Cảnh không chứa tệp lệnh." + #: editor/project_manager/project_manager.cpp #, fuzzy msgid "These characters are not allowed in tags: %s." @@ -12499,11 +12525,6 @@ msgstr "" msgid "Next Frame" msgstr "Chọn Khung hình" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "Chế độ chọn" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14673,6 +14694,14 @@ msgstr "Chỉnh chiều cao hình trụ" msgid "Change Separation Ray Shape Length" msgstr "Thay Độ Dài Hoạt Ảnh" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -16111,6 +16140,11 @@ msgstr "Xử lí môi trường" msgid "Set Preview Environment Global Illumination" msgstr "Xử lí môi trường" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "Chế độ chọn" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22305,7 +22339,8 @@ msgid "Invalid name for varying." msgstr "Tên không hợp lệ." #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "Varying cùng tên đã tồn tại." #: editor/shader/visual_shader_editor_plugin.cpp @@ -24206,6 +24241,10 @@ msgstr "Hằng (số) vector." msgid "Expected a string of length 1 (a character)." msgstr "Hằng (số) vector." +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25474,6 +25513,14 @@ msgstr "\"Sử dụng Bản dựng tùy chỉnh\" phải được bật để s msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "\"Sử dụng Bản dựng tùy chỉnh\" phải được bật để sử dụng các tiện ích." +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" +"\"Xuất AAB\" chỉ dùng được khi \"Sử dụng Bản dựng tùy chỉnh\" được bật." + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -27902,9 +27949,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "Không tìm thấy Animation: '%s'" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/zh_CN.po b/editor/zh_CN.po index 419ad0e..02c129d 100644 --- a/editor/zh_CN.po +++ b/editor/zh_CN.po @@ -9299,7 +9299,7 @@ msgstr "转到父文件夹。" msgid "Refresh files." msgstr "刷新文件。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "收藏/取消收藏当前文件夹。" @@ -10092,6 +10092,12 @@ msgstr "以 _ 开头的名称已为编辑器元数据保留。" msgid "Property: %s" msgstr "属性:%s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "取消收藏属性" @@ -10559,6 +10565,11 @@ msgstr "新建着色器..." msgid "Size: %s" msgstr "大小:%s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "文件版本无效。" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "类型:%s" @@ -10583,6 +10594,11 @@ msgstr "长度:%0.3fs" msgid "Advanced settings are always shown when searching." msgstr "搜索时始终显示高级设置。" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "未配置事件" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "配置" @@ -11387,6 +11403,16 @@ msgstr "标签名称不能为空。" msgid "Tag name can't contain spaces." msgstr "标签名称不能包含空格。" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "标签名称不能包含空格。" + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "标签名称不能包含空格。" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "标签中不允许使用以下字符:%s。" @@ -11893,11 +11919,6 @@ msgstr "挂起/恢复嵌入的项目" msgid "Next Frame" msgstr "下一帧" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "选择模式" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "无法连接游戏进程。" @@ -13945,6 +13966,14 @@ msgstr "修改圆柱体高度" msgid "Change Separation Ray Shape Length" msgstr "修改分离射线形状长度" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15321,6 +15350,11 @@ msgstr "设置预览环境色调映射" msgid "Set Preview Environment Global Illumination" msgstr "设置预览环境全局光照" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "选择模式" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20991,7 +21025,8 @@ msgid "Invalid name for varying." msgstr "Varying 名称无效。" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "已存在使用该名称的 Varying。" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22779,6 +22814,10 @@ msgstr "预期为 0 到 2^32 -1 之间的整数。" msgid "Expected a string of length 1 (a character)." msgstr "预期为长度为 1 的字符串(单个字符)。" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "无法调整数组大小。" @@ -23927,6 +23966,13 @@ msgstr "必须启用“使用 Gradle 构建”才能启用“Swipe to dismiss” msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "必须启用“使用 Gradle 构建”才能使用插件。" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "“导出 AAB”只有在启用“使用 Gradle 构建”时才有效。" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "“导出 AAB”只有在启用“使用 Gradle 构建”时才有效。" @@ -26375,8 +26421,14 @@ msgid "Function '%s' can't be called from source code." msgstr "函数“%s”不能从源代码中调用。" #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "没有找到与之匹配的函数:“%s”。" + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "“%s(%s)”函数的参数无效:参数 %d 应该是 %s 但实际上是 %s。" #: servers/rendering/shader_language.cpp diff --git a/editor/zh_HK.po b/editor/zh_HK.po index d2eb16d..39032b8 100644 --- a/editor/zh_HK.po +++ b/editor/zh_HK.po @@ -9770,7 +9770,7 @@ msgstr "無法新增資料夾" msgid "Refresh files." msgstr "在幫助檔搜尋" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "(Un)favorite current folder." msgstr "無法新增資料夾" @@ -10590,6 +10590,12 @@ msgstr "" msgid "Property: %s" msgstr "內容" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp #, fuzzy msgid "Unfavorite Property" @@ -11099,6 +11105,11 @@ msgstr "當改變時更新" msgid "Size: %s" msgstr "" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "無效副檔名" + #: editor/inspector/editor_resource_tooltip_plugins.cpp #, fuzzy msgid "Type: %s" @@ -11124,6 +11135,11 @@ msgstr "" msgid "Advanced settings are always shown when searching." msgstr "" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "新的動畫名稱:" + #: editor/inspector/input_event_editor_plugin.cpp #, fuzzy msgid "Configure" @@ -11904,6 +11920,15 @@ msgstr "錯誤:動畫名稱已存在!" msgid "Tag name can't contain spaces." msgstr "" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "資料夾名稱不能以英文句點開頭。" + +#: editor/project_manager/project_manager.cpp +msgid "Tag name can't contain consecutive underscores." +msgstr "" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "" @@ -12421,11 +12446,6 @@ msgstr "" msgid "Next Frame" msgstr "選擇模式" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "選擇模式" - #: editor/run/game_view_plugin.cpp #, fuzzy msgid "Connection impossible to the game process." @@ -14589,6 +14609,14 @@ msgstr "" msgid "Change Separation Ray Shape Length" msgstr "更改動畫名稱:" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp #, fuzzy @@ -15988,6 +16016,11 @@ msgstr "預覽:" msgid "Set Preview Environment Global Illumination" msgstr "預覽:" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "選擇模式" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -22190,7 +22223,7 @@ msgstr "無效名稱。" #: editor/shader/visual_shader_editor_plugin.cpp #, fuzzy -msgid "Varying with that name is already exist." +msgid "Varying with that name already exists." msgstr "錯誤:動畫名稱已存在!" #: editor/shader/visual_shader_editor_plugin.cpp @@ -24046,6 +24079,10 @@ msgstr "" msgid "Expected a string of length 1 (a character)." msgstr "新增" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp #, fuzzy msgid "Cannot resize array." @@ -25295,6 +25332,12 @@ msgstr "" msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" @@ -27632,9 +27675,14 @@ msgstr "" msgid "Function '%s' can't be called from source code." msgstr "" +#: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "時長(秒)。" + #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "" #: servers/rendering/shader_language.cpp diff --git a/editor/zh_TW.po b/editor/zh_TW.po index 636257e..fdae30a 100644 --- a/editor/zh_TW.po +++ b/editor/zh_TW.po @@ -9251,7 +9251,7 @@ msgstr "前往上一層資料夾。" msgid "Refresh files." msgstr "重新整理檔案。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "將目前資料夾加入/移除我的最愛。" @@ -10044,6 +10044,12 @@ msgstr "metadata名稱開頭為底線的是給編輯器專用的。" msgid "Property: %s" msgstr "屬性:%s" +#: editor/inspector/editor_inspector.cpp +msgid "" +"Toggling the checkbox is disabled for Resource properties. Modify the " +"property using the resource picker instead." +msgstr "" + #: editor/inspector/editor_inspector.cpp msgid "Unfavorite Property" msgstr "取消收藏屬性" @@ -10512,6 +10518,11 @@ msgstr "新增著色器…" msgid "Size: %s" msgstr "大小:%s" +#: editor/inspector/editor_resource_tooltip_plugins.cpp +#, fuzzy +msgid "Invalid file or broken link." +msgstr "無效的檔案版本。" + #: editor/inspector/editor_resource_tooltip_plugins.cpp msgid "Type: %s" msgstr "型別:%s" @@ -10536,6 +10547,11 @@ msgstr "長度:%0.3f 秒" msgid "Advanced settings are always shown when searching." msgstr "搜尋時總是顯示進階設定。" +#: editor/inspector/input_event_editor_plugin.cpp +#, fuzzy +msgid "Event Configured" +msgstr "未配置事件" + #: editor/inspector/input_event_editor_plugin.cpp msgid "Configure" msgstr "設定" @@ -11337,6 +11353,16 @@ msgstr "標籤名稱不能為空。" msgid "Tag name can't contain spaces." msgstr "標籤名稱不能包含空白。" +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't begin or end with underscore." +msgstr "標籤名稱不能包含空白。" + +#: editor/project_manager/project_manager.cpp +#, fuzzy +msgid "Tag name can't contain consecutive underscores." +msgstr "標籤名稱不能包含空白。" + #: editor/project_manager/project_manager.cpp msgid "These characters are not allowed in tags: %s." msgstr "標籤中不允許使用以下字元:%s。" @@ -11840,11 +11866,6 @@ msgstr "暫停/恢復嵌入專案" msgid "Next Frame" msgstr "下一影格" -#: editor/run/game_view_plugin.cpp editor/scene/3d/node_3d_editor_plugin.cpp -#: editor/scene/canvas_item_editor_plugin.cpp -msgid "Select Mode" -msgstr "選擇模式" - #: editor/run/game_view_plugin.cpp msgid "Connection impossible to the game process." msgstr "無法連線到遊戲進程。" @@ -13892,6 +13913,14 @@ msgstr "更改圓柱體高度" msgid "Change Separation Ray Shape Length" msgstr "更改分離射線形狀長度" +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Remove SoftBody3D pinned point %d" +msgstr "" + +#: editor/scene/3d/gizmos/physics/soft_body_3d_gizmo_plugin.cpp +msgid "Add SoftBody3D pinned point %d" +msgstr "" + #: editor/scene/3d/gizmos/reflection_probe_gizmo_plugin.cpp #: editor/scene/3d/gizmos/voxel_gi_gizmo_plugin.cpp msgid "Change Probe Size" @@ -15265,6 +15294,11 @@ msgstr "設定預覽環境色調對映" msgid "Set Preview Environment Global Illumination" msgstr "設定預覽環境全域光照" +#: editor/scene/3d/node_3d_editor_plugin.cpp +#: editor/scene/canvas_item_editor_plugin.cpp +msgid "Select Mode" +msgstr "選擇模式" + #: editor/scene/3d/node_3d_editor_plugin.cpp #: editor/scene/canvas_item_editor_plugin.cpp msgid "Move Mode" @@ -20956,7 +20990,8 @@ msgid "Invalid name for varying." msgstr "Varying 名稱無效。" #: editor/shader/visual_shader_editor_plugin.cpp -msgid "Varying with that name is already exist." +#, fuzzy +msgid "Varying with that name already exists." msgstr "已存在使用該名稱的 Varying。" #: editor/shader/visual_shader_editor_plugin.cpp @@ -22745,6 +22780,10 @@ msgstr "應為整數常數。" msgid "Expected a string of length 1 (a character)." msgstr "應為字串常數。" +#: modules/gdscript/gdscript_utility_functions.cpp +msgid "Range too big." +msgstr "" + #: modules/gdscript/gdscript_utility_functions.cpp msgid "Cannot resize array." msgstr "無法調整陣列大小。" @@ -23891,6 +23930,13 @@ msgstr "必須啟用「使用 Gradle 建置」,才能開啟「滑動關閉」 msgid "\"Use Gradle Build\" must be enabled to use the plugins." msgstr "必須啟用「使用 Gradle 建置」,才能使用外掛。" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "" +"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " +"enabled." +msgstr "只有在啟用「使用 Gradle 建置」時,「匯出 AAB」才有效。" + #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "只有在啟用「使用 Gradle 建置」時,「匯出 AAB」才有效。" @@ -26326,8 +26372,14 @@ msgid "Function '%s' can't be called from source code." msgstr "函式「%s」不可從原始碼中呼叫。" #: servers/rendering/shader_language.cpp +#, fuzzy +msgid "No matching function for \"%s\" call:" +msgstr "找不到符合的函式:「%s」。" + +#: servers/rendering/shader_language.cpp +#, fuzzy msgid "" -"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s." +"candidate function \"%s(%s)\" not viable, argument %d should be %s but is %s." msgstr "函式「%s(%s)」的參數無效:第 %d 個參數應為 %s,卻為 %s。" #: servers/rendering/shader_language.cpp diff --git a/extractable/af.po b/extractable/af.po index 20ffd72..6cb03d9 100644 --- a/extractable/af.po +++ b/extractable/af.po @@ -27,6 +27,10 @@ msgstr "Alle Erkende" msgid "New Code Region" msgstr "Optimaliseer Animasie" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -300,6 +304,11 @@ msgstr "" msgid "Refresh files." msgstr "Deursoek Klasse" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Gaan na ouer vouer" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ar.po b/extractable/ar.po index b0c8906..fbd91b4 100644 --- a/extractable/ar.po +++ b/extractable/ar.po @@ -27,6 +27,10 @@ msgstr "جميع الأنواع المعتمدة\"المعروفة\"" msgid "New Code Region" msgstr "منطقة الكود الجديدة" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "اختر لونًا من الشاشة." @@ -302,6 +306,11 @@ msgstr "" msgid "Refresh files." msgstr "حَدِّث الملفات." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "إذهب إلي مجلد الأصل." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/az.po b/extractable/az.po index d723bc6..06721d1 100644 --- a/extractable/az.po +++ b/extractable/az.po @@ -25,6 +25,10 @@ msgstr "" msgid "New Code Region" msgstr "Animasiyanı Təmizləmə" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -287,6 +291,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/be.po b/extractable/be.po index 1878783..21efac5 100644 --- a/extractable/be.po +++ b/extractable/be.po @@ -26,6 +26,10 @@ msgstr "" msgid "New Code Region" msgstr "" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -288,6 +292,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp msgid "Create a new folder." msgstr "" diff --git a/extractable/bg.po b/extractable/bg.po index c007cfe..a286197 100644 --- a/extractable/bg.po +++ b/extractable/bg.po @@ -27,6 +27,10 @@ msgstr "Всички разпознати" msgid "New Code Region" msgstr "Нова конфигурация" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -294,6 +298,11 @@ msgstr "" msgid "Refresh files." msgstr "Опресняване на файловете." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Преминаване към горната папка." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/bn.po b/extractable/bn.po index b95d5dd..ff48ea8 100644 --- a/extractable/bn.po +++ b/extractable/bn.po @@ -27,6 +27,10 @@ msgstr "সব ফাইল পরিচিতি সম্পন্ন" msgid "New Code Region" msgstr "অ্যানিমেশন" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "ক্লাসের অনুসন্ধান করুন" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ca.po b/extractable/ca.po index 556b0fe..f0d3ba1 100644 --- a/extractable/ca.po +++ b/extractable/ca.po @@ -27,6 +27,10 @@ msgstr "Tots Reconeguts" msgid "New Code Region" msgstr "Nova Animació" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -307,6 +311,11 @@ msgstr "" msgid "Refresh files." msgstr "Actualitzar fitxers." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Anar al directori pare." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/cs.po b/extractable/cs.po index 314b5fc..e8caa27 100644 --- a/extractable/cs.po +++ b/extractable/cs.po @@ -27,6 +27,10 @@ msgstr "Všechny rozpoznatelné" msgid "New Code Region" msgstr "Nová animace" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -304,6 +308,11 @@ msgstr "" msgid "Refresh files." msgstr "Obnovit soubory." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Přejít do nadřazené složky." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/cy.po b/extractable/cy.po index 29c1dd7..2d9a95f 100644 --- a/extractable/cy.po +++ b/extractable/cy.po @@ -26,6 +26,10 @@ msgstr "" msgid "New Code Region" msgstr "" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -289,6 +293,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp msgid "Create a new folder." msgstr "" diff --git a/extractable/da.po b/extractable/da.po index 062f53f..111de0d 100644 --- a/extractable/da.po +++ b/extractable/da.po @@ -27,6 +27,10 @@ msgstr "Alle Genkendte" msgid "New Code Region" msgstr "Ny Animation Navn:" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -298,6 +302,11 @@ msgstr "" msgid "Refresh files." msgstr "Søg Classes" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Gå til overliggende mappe" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/de.po b/extractable/de.po index f4cb8ff..6551e43 100644 --- a/extractable/de.po +++ b/extractable/de.po @@ -26,6 +26,10 @@ msgstr "Alle bekannte Dateitypen" msgid "New Code Region" msgstr "Neue Code-Region" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Eine Farbe vom Bildschirm auswählen." @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "Dateien neu lesen." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Zum Parent-Ordner springen." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/el.po b/extractable/el.po index 745ec5f..fe745d2 100644 --- a/extractable/el.po +++ b/extractable/el.po @@ -27,6 +27,10 @@ msgstr "Όλα τα αναγνωρισμένα" msgid "New Code Region" msgstr "Νέα Κίνηση" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -306,6 +310,11 @@ msgstr "" msgid "Refresh files." msgstr "Ανανέωση αρχείων." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Πήγαινε στον γονικό φάκελο." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/eo.po b/extractable/eo.po index 88c4216..d7cd0d5 100644 --- a/extractable/eo.po +++ b/extractable/eo.po @@ -25,6 +25,10 @@ msgstr "Ĉiaj rekonaj dosiertipoj" msgid "New Code Region" msgstr "Agorda averto de nodo!" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -292,6 +296,11 @@ msgstr "" msgid "Refresh files." msgstr "Aktualigi dosieroj." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Iri al superdosierujo." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/es.po b/extractable/es.po index 6089117..51111bf 100644 --- a/extractable/es.po +++ b/extractable/es.po @@ -26,6 +26,10 @@ msgstr "Todos Reconocidos" msgid "New Code Region" msgstr "Nuevo Code Region" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Selecciona un color de la pantalla." @@ -303,6 +307,11 @@ msgstr "" msgid "Refresh files." msgstr "Refrescar archivos." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ir a la carpeta padre." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/es_AR.po b/extractable/es_AR.po index c1aa7af..9d1299d 100644 --- a/extractable/es_AR.po +++ b/extractable/es_AR.po @@ -27,6 +27,10 @@ msgstr "Todos Reconocidos" msgid "New Code Region" msgstr "Nueva Animación" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -306,6 +310,11 @@ msgstr "" msgid "Refresh files." msgstr "Refrescar archivos." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ir a la carpeta padre." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/et.po b/extractable/et.po index b5ad2c0..2a1c424 100644 --- a/extractable/et.po +++ b/extractable/et.po @@ -25,6 +25,10 @@ msgstr "Kõik tuvastatud" msgid "New Code Region" msgstr "Uus Konfiguratsioon" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -293,6 +297,11 @@ msgstr "" msgid "Refresh files." msgstr "Värskenda faile." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Mine vanema kausta." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/eu.po b/extractable/eu.po index 5c1da38..160d717 100644 --- a/extractable/eu.po +++ b/extractable/eu.po @@ -25,6 +25,10 @@ msgstr "" msgid "New Code Region" msgstr "Bikoiztu animazioa" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -291,6 +295,11 @@ msgstr "" msgid "Refresh files." msgstr "Eguneratu fitxategiak." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Joan guraso karpetara." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/extractable.pot b/extractable/extractable.pot index 0659ac8..64bf164 100644 --- a/extractable/extractable.pot +++ b/extractable/extractable.pot @@ -22,6 +22,10 @@ msgstr "" msgid "New Code Region" msgstr "" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -284,6 +288,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp msgid "Create a new folder." msgstr "" diff --git a/extractable/fa.po b/extractable/fa.po index d59ed06..0f2ff06 100644 --- a/extractable/fa.po +++ b/extractable/fa.po @@ -27,6 +27,10 @@ msgstr "همه ی موارد شناخته شده اند" msgid "New Code Region" msgstr "تغییر نام انیمیشن" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -295,6 +299,11 @@ msgstr "" msgid "Refresh files." msgstr "نوسازی پرونده‌ها." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "برو به پوشه والد." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/fi.po b/extractable/fi.po index 46c0f1b..97dd6b4 100644 --- a/extractable/fi.po +++ b/extractable/fi.po @@ -27,6 +27,10 @@ msgstr "Kaikki tunnistetut" msgid "New Code Region" msgstr "Uusi animaatio" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -307,6 +311,11 @@ msgstr "" msgid "Refresh files." msgstr "Lataa uudelleen tiedostot." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Siirry yläkansioon." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/fr.po b/extractable/fr.po index 9c0d39e..569d370 100644 --- a/extractable/fr.po +++ b/extractable/fr.po @@ -26,6 +26,10 @@ msgstr "Tous les types de fichiers reconnus" msgid "New Code Region" msgstr "Nouvelle section de code" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Échantillonner une couleur depuis l'écran." @@ -308,6 +312,11 @@ msgstr "" msgid "Refresh files." msgstr "Rafraîchir les fichiers." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Aller au dossier parent." + #: scene/gui/file_dialog.cpp msgid "Create a new folder." msgstr "Créer un nouveau dossier." diff --git a/extractable/gl.po b/extractable/gl.po index a586d68..5ddf80d 100644 --- a/extractable/gl.po +++ b/extractable/gl.po @@ -25,6 +25,10 @@ msgstr "Todos Recoñecidos" msgid "New Code Region" msgstr "Amosar Información" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -292,6 +296,11 @@ msgstr "" msgid "Refresh files." msgstr "Actualizar Arquivos." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ir ao cartafol padre." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/he.po b/extractable/he.po index fcb077b..d4ab565 100644 --- a/extractable/he.po +++ b/extractable/he.po @@ -28,6 +28,10 @@ msgstr "כל המוכרים" msgid "New Code Region" msgstr "שם הנפשה חדשה:" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -307,6 +311,11 @@ msgstr "" msgid "Refresh files." msgstr "ריענון קבצים." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "מעבר לתיקיית העל." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/hi.po b/extractable/hi.po index cdc62ff..5cb53e1 100644 --- a/extractable/hi.po +++ b/extractable/hi.po @@ -27,6 +27,10 @@ msgstr "सभी स्वीकृत" msgid "New Code Region" msgstr "एनिमेशन लूप" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -293,6 +297,11 @@ msgstr "" msgid "Refresh files." msgstr "रिफ़्रेश फ़ाइल." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "मूल फ़ोल्डर पे जाय." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/hr.po b/extractable/hr.po index 2d225c2..a64e12a 100644 --- a/extractable/hr.po +++ b/extractable/hr.po @@ -26,6 +26,10 @@ msgstr "" msgid "New Code Region" msgstr "Dupliciraj Animaciju" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -291,6 +295,11 @@ msgstr "" msgid "Refresh files." msgstr "Osvježi datoteke." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Idi u roditeljski direktorij." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/hu.po b/extractable/hu.po index 61dd04a..af92804 100644 --- a/extractable/hu.po +++ b/extractable/hu.po @@ -27,6 +27,10 @@ msgstr "Minden Felismert" msgid "New Code Region" msgstr "Új animáció" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -295,6 +299,11 @@ msgstr "" msgid "Refresh files." msgstr "Fájlok frissítése." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Lépjen a szülőmappába." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/id.po b/extractable/id.po index 2db9341..920aa41 100644 --- a/extractable/id.po +++ b/extractable/id.po @@ -27,6 +27,10 @@ msgstr "Semua diakui" msgid "New Code Region" msgstr "Konfigurasi Baru" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -307,6 +311,11 @@ msgstr "" msgid "Refresh files." msgstr "Segarkan berkas." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Pergi ke direktori atasnya." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/it.po b/extractable/it.po index 833d0bb..a888bf2 100644 --- a/extractable/it.po +++ b/extractable/it.po @@ -27,6 +27,10 @@ msgstr "Tutti i formati riconosciuti" msgid "New Code Region" msgstr "Nuova configurazione" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -305,6 +309,11 @@ msgstr "" msgid "Refresh files." msgstr "Ricarica i file." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Vai alla cartella superiore." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ja.po b/extractable/ja.po index dcfd1e4..7d9390f 100644 --- a/extractable/ja.po +++ b/extractable/ja.po @@ -26,6 +26,10 @@ msgstr "承認済みすべて" msgid "New Code Region" msgstr "新しいコード領域" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "画面から色を選択します。" @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "ファイルの一覧をリフレッシュする。" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "親フォルダーへ移動する。" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ka.po b/extractable/ka.po index 8522882..3996492 100644 --- a/extractable/ka.po +++ b/extractable/ka.po @@ -27,6 +27,10 @@ msgstr "" msgid "New Code Region" msgstr "ანიმაციის ოპტიმიზაცია" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -292,6 +296,10 @@ msgstr "" msgid "Refresh files." msgstr "ფაილების განახლება." +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ko.po b/extractable/ko.po index 918ec85..5b06875 100644 --- a/extractable/ko.po +++ b/extractable/ko.po @@ -26,6 +26,10 @@ msgstr "인식 가능한 모든 파일" msgid "New Code Region" msgstr "새 코드 구역" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "화면에서 색상을 고르세요." @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "파일을 새로고침합니다." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "부모 폴더로 이동합니다." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/lt.po b/extractable/lt.po index 38bd2de..7cf67de 100644 --- a/extractable/lt.po +++ b/extractable/lt.po @@ -28,6 +28,10 @@ msgstr "" msgid "New Code Region" msgstr "Animacija" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -296,6 +300,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/lv.po b/extractable/lv.po index d326ac5..0d845b4 100644 --- a/extractable/lv.po +++ b/extractable/lv.po @@ -28,6 +28,10 @@ msgstr "Viss atpazīts" msgid "New Code Region" msgstr "Jauna animācija" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -298,6 +302,11 @@ msgstr "" msgid "Refresh files." msgstr "Atjaunot failus." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Atvērt mātes mapi." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ml.po b/extractable/ml.po index d7a922b..0b5279d 100644 --- a/extractable/ml.po +++ b/extractable/ml.po @@ -27,6 +27,10 @@ msgstr "" msgid "New Code Region" msgstr "ചലനം ചുറ്റൽ" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -289,6 +293,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/mr.po b/extractable/mr.po index a5f6866..5f65443 100644 --- a/extractable/mr.po +++ b/extractable/mr.po @@ -25,6 +25,10 @@ msgstr "" msgid "New Code Region" msgstr "अ‍ॅनिमेशन ट्री" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -287,6 +291,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ms.po b/extractable/ms.po index 7e6ec98..4ddf0de 100644 --- a/extractable/ms.po +++ b/extractable/ms.po @@ -27,6 +27,10 @@ msgstr "Semua Dikenali" msgid "New Code Region" msgstr "Tetapkan Animasi" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -293,6 +297,11 @@ msgstr "" msgid "Refresh files." msgstr "Muat semula fail." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Pergi ke folder induk." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/nb.po b/extractable/nb.po index b210dd6..dd6fb7c 100644 --- a/extractable/nb.po +++ b/extractable/nb.po @@ -27,6 +27,10 @@ msgstr "Alle gjenkjente" msgid "New Code Region" msgstr "Animasjon" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -297,6 +301,11 @@ msgstr "" msgid "Refresh files." msgstr "Søk i klasser" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Gå til ovennevnt mappe." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/nl.po b/extractable/nl.po index 4da7a03..4f9c91e 100644 --- a/extractable/nl.po +++ b/extractable/nl.po @@ -28,6 +28,10 @@ msgstr "Alles Herkend" msgid "New Code Region" msgstr "Nieuwe animatie" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -307,6 +311,11 @@ msgstr "" msgid "Refresh files." msgstr "Ververs bestandslijst." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ga naar de bovenliggende map." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/pl.po b/extractable/pl.po index 89ad88b..80686d8 100644 --- a/extractable/pl.po +++ b/extractable/pl.po @@ -27,6 +27,10 @@ msgstr "Wszystkie rozpoznane" msgid "New Code Region" msgstr "Nowa region kodu" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Pobierz kolor z ekranu." @@ -302,6 +306,11 @@ msgstr "" msgid "Refresh files." msgstr "Odśwież pliki." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Przejdź folder wyżej." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/pt.po b/extractable/pt.po index d93d527..67fead0 100644 --- a/extractable/pt.po +++ b/extractable/pt.po @@ -26,6 +26,10 @@ msgstr "Todos Reconhecidos" msgid "New Code Region" msgstr "Nova região de código" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Escolha uma cor na tela." @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "Atualizar ficheiros." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ir para a pasta acima." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/pt_BR.po b/extractable/pt_BR.po index 562185c..a641da7 100644 --- a/extractable/pt_BR.po +++ b/extractable/pt_BR.po @@ -27,6 +27,10 @@ msgstr "Todos Conhecidos" msgid "New Code Region" msgstr "Nova Configuração" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Escolha uma cor na tela." @@ -303,6 +307,11 @@ msgstr "" msgid "Refresh files." msgstr "Atualizar arquivos." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ir para a pasta pai." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ro.po b/extractable/ro.po index 16f2fee..81f5b50 100644 --- a/extractable/ro.po +++ b/extractable/ro.po @@ -28,6 +28,10 @@ msgstr "Toate Recunoscute" msgid "New Code Region" msgstr "Animație" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -295,6 +299,11 @@ msgstr "" msgid "Refresh files." msgstr "Reîmprospătează filele." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Mergi la Directorul Părinte." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/ru.po b/extractable/ru.po index 4ba71ef..984d3c6 100644 --- a/extractable/ru.po +++ b/extractable/ru.po @@ -27,6 +27,10 @@ msgstr "Все разрешённые" msgid "New Code Region" msgstr "Новая область кода" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Взять цвет с экрана." @@ -303,6 +307,11 @@ msgstr "" msgid "Refresh files." msgstr "Обновить файлы." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Перейти к родительской папке." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/sk.po b/extractable/sk.po index 07b158c..c0c371e 100644 --- a/extractable/sk.po +++ b/extractable/sk.po @@ -27,6 +27,10 @@ msgstr "Všetko rozpoznané" msgid "New Code Region" msgstr "Nastaviť Animáciu" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -295,6 +299,11 @@ msgstr "" msgid "Refresh files." msgstr "Obnoviť súbory." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Ísť do parent folder." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/sl.po b/extractable/sl.po index 8ac6e2e..2723863 100644 --- a/extractable/sl.po +++ b/extractable/sl.po @@ -28,6 +28,10 @@ msgstr "Vse Prepoznano" msgid "New Code Region" msgstr "Animacija" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -302,6 +306,11 @@ msgstr "" msgid "Refresh files." msgstr "Išči Razrede" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Pojdi v nadrejeno mapo" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/sq.po b/extractable/sq.po index 61c98c9..956f835 100644 --- a/extractable/sq.po +++ b/extractable/sq.po @@ -25,6 +25,10 @@ msgstr "Të Gjithë të Njohurat" msgid "New Code Region" msgstr "Animacionin i Ri" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -295,6 +299,11 @@ msgstr "" msgid "Refresh files." msgstr "Kërko skedarët" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Nuk mund të krijoj folderin." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/sr_Cyrl.po b/extractable/sr_Cyrl.po index 056ada7..515d30d 100644 --- a/extractable/sr_Cyrl.po +++ b/extractable/sr_Cyrl.po @@ -26,6 +26,10 @@ msgstr "Сви препознати" msgid "New Code Region" msgstr "Анимација" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -312,6 +316,11 @@ msgstr "" msgid "Refresh files." msgstr "Потражи класе" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Иди у родитељски директоријум" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/sr_Latn.po b/extractable/sr_Latn.po index 546f37a..d47b6c3 100644 --- a/extractable/sr_Latn.po +++ b/extractable/sr_Latn.po @@ -28,6 +28,10 @@ msgstr "" msgid "New Code Region" msgstr "Nova Animacija" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -290,6 +294,10 @@ msgstr "" msgid "Refresh files." msgstr "" +#: scene/gui/file_dialog.cpp +msgid "(Un)favorite current folder." +msgstr "" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/sv.po b/extractable/sv.po index ba99689..37eac42 100644 --- a/extractable/sv.po +++ b/extractable/sv.po @@ -27,6 +27,10 @@ msgstr "Alla Erkända" msgid "New Code Region" msgstr "Animation" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -297,6 +301,11 @@ msgstr "" msgid "Refresh files." msgstr "Uppdatera filer." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Gå till överordnad mapp." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/th.po b/extractable/th.po index 08c9ed5..4ac125a 100644 --- a/extractable/th.po +++ b/extractable/th.po @@ -27,6 +27,10 @@ msgstr "ทุกนามสุกลที่รู้จัก" msgid "New Code Region" msgstr "แอนิเมชันใหม่" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -307,6 +311,11 @@ msgstr "" msgid "Refresh files." msgstr "รีเฟรชไฟล์" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "ไปยังโฟลเดอร์หลัก" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/tl.po b/extractable/tl.po index 43618f3..c342ee6 100644 --- a/extractable/tl.po +++ b/extractable/tl.po @@ -27,6 +27,10 @@ msgstr "Lahat na Kilalang Ekstensyon" msgid "New Code Region" msgstr "Itakda ang Animasyon" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "I-refresh ang mga file." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Pumunta sa ugat na folder." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/tr.po b/extractable/tr.po index 28061e8..39ba208 100644 --- a/extractable/tr.po +++ b/extractable/tr.po @@ -26,6 +26,10 @@ msgstr "Hepsi Tanındı" msgid "New Code Region" msgstr "Yeni Kod Bölgesi" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "Ekrandan bir renk seçin." @@ -303,6 +307,11 @@ msgstr "" msgid "Refresh files." msgstr "Dosya listesini yenile." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Üst klasöre git." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/uk.po b/extractable/uk.po index 9859b41..62f3008 100644 --- a/extractable/uk.po +++ b/extractable/uk.po @@ -28,6 +28,10 @@ msgstr "Усе розпізнано" msgid "New Code Region" msgstr "Нова конфігурація" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -305,6 +309,11 @@ msgstr "" msgid "Refresh files." msgstr "Освіжити файли." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Перейти до батьківської теки." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/vi.po b/extractable/vi.po index 53daa9a..e35c4e2 100644 --- a/extractable/vi.po +++ b/extractable/vi.po @@ -27,6 +27,10 @@ msgstr "Đã nhận diện hết" msgid "New Code Region" msgstr "Hoạt hình mới" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp #, fuzzy msgid "Pick a color from the screen." @@ -296,6 +300,11 @@ msgstr "" msgid "Refresh files." msgstr "Làm mới các tệp." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "Đến thư mục mẹ." + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/zh_CN.po b/extractable/zh_CN.po index 9ff4855..125afd7 100644 --- a/extractable/zh_CN.po +++ b/extractable/zh_CN.po @@ -26,6 +26,10 @@ msgstr "所有可用类型" msgid "New Code Region" msgstr "新建代码区域" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "从屏幕中拾取颜色。" @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "刷新文件。" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "转到父文件夹。" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/zh_HK.po b/extractable/zh_HK.po index e39209b..68c57c6 100644 --- a/extractable/zh_HK.po +++ b/extractable/zh_HK.po @@ -27,6 +27,10 @@ msgstr "所有已知類型" msgid "New Code Region" msgstr "新的動畫名稱:" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "" @@ -298,6 +302,11 @@ msgstr "" msgid "Refresh files." msgstr "在幫助檔搜尋" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "無法新增資料夾" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/extractable/zh_TW.po b/extractable/zh_TW.po index 257e4b9..74bb2bb 100644 --- a/extractable/zh_TW.po +++ b/extractable/zh_TW.po @@ -26,6 +26,10 @@ msgstr "支援的型別" msgid "New Code Region" msgstr "新建程式碼區域" +#: scene/gui/color_mode.h +msgid "Linear" +msgstr "" + #: scene/gui/color_picker.cpp msgid "Pick a color from the screen." msgstr "從螢幕上選擇一種顏色。" @@ -301,6 +305,11 @@ msgstr "" msgid "Refresh files." msgstr "重新整理檔案。" +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "(Un)favorite current folder." +msgstr "前往上一層資料夾。" + #: scene/gui/file_dialog.cpp #, fuzzy msgid "Create a new folder." diff --git a/godot b/godot index dda2614..041207f 160000 --- a/godot +++ b/godot @@ -1 +1 @@ -Subproject commit dda2614acaa184316eefc18d8ef8b93ec9754e69 +Subproject commit 041207fe418741b24b282fe2618e8d92ae4d5c2a diff --git a/properties/af.po b/properties/af.po index d2a16cb..10b5265 100644 --- a/properties/af.po +++ b/properties/af.po @@ -2767,18 +2767,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Deursoek Hulp" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Opnoemings:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Pad na Nodus:" @@ -5777,7 +5777,8 @@ msgstr "Skep Intekening" msgid "Use Collision" msgstr "Skep Intekening" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Skep Intekening" @@ -7703,6 +7704,10 @@ msgstr "Kies 'n Gids" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7821,6 +7826,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Wissel Modus" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7837,10 +7846,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/ar.po b/properties/ar.po index 87b6be9..e9b21d0 100644 --- a/properties/ar.po +++ b/properties/ar.po @@ -2760,18 +2760,18 @@ msgid "Layout" msgstr "المخطط" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "استخدام محاذاة التحجيم" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "التباعُدات" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "الألوان" @@ -5772,7 +5772,8 @@ msgstr "التصادم" msgid "Use Collision" msgstr "استخدم التصادم" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7732,6 +7733,10 @@ msgstr "حدد الوجهة" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7857,6 +7862,10 @@ msgstr "" msgid "Immersive Mode" msgstr "وضع الأولية" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7877,10 +7886,6 @@ msgstr "الدعم" msgid "Support Xlarge" msgstr "الدعم" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/az.po b/properties/az.po index f46b0c8..2a24314 100644 --- a/properties/az.po +++ b/properties/az.po @@ -2692,18 +2692,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Skriptə qoşulun:" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "İzah:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Metod çağırma izi" @@ -5617,7 +5617,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7499,6 +7500,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7611,6 +7616,10 @@ msgstr "" msgid "Immersive Mode" msgstr "İnterpolasiya rejimi" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7627,10 +7636,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/be.po b/properties/be.po index f793847..a94f42d 100644 --- a/properties/be.po +++ b/properties/be.po @@ -2502,16 +2502,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5188,7 +5188,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6941,6 +6942,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7046,6 +7051,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7062,10 +7071,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/bg.po b/properties/bg.po index dbea972..2e1cd18 100644 --- a/properties/bg.po +++ b/properties/bg.po @@ -2765,18 +2765,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Нов скрипт" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Разделение:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Цветова карта" @@ -5764,7 +5764,8 @@ msgstr "Колизия" msgid "Use Collision" msgstr "Колизия" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Режим на колизии" @@ -7727,6 +7728,10 @@ msgstr "Изберете папка" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7852,6 +7857,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Режим на приоритет" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7872,10 +7881,6 @@ msgstr "Поддръжка" msgid "Support Xlarge" msgstr "Поддръжка" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/bn.po b/properties/bn.po index f47325c..6e21d18 100644 --- a/properties/bn.po +++ b/properties/bn.po @@ -2668,18 +2668,18 @@ msgid "Layout" msgstr "লেআউট/নকশা সংরক্ষণ করুন" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "স্ন্যাপ ব্যবহার করুন" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "বিচ্ছেদ:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "রঙ" @@ -5725,7 +5725,8 @@ msgstr "অ্যানিমেশনের নোড" msgid "Use Collision" msgstr "অ্যানিমেশনের নোড" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "অ্যানিমেশনের নোড" @@ -7723,6 +7724,10 @@ msgstr "একটি স্থান পছন্দ করুন" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7848,6 +7853,10 @@ msgstr "" msgid "Immersive Mode" msgstr "এক্সপোর্ট মোড:" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7868,10 +7877,6 @@ msgstr "সমর্থন..." msgid "Support Xlarge" msgstr "সমর্থন..." -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/br.po b/properties/br.po index 8a1e333..9442d78 100644 --- a/properties/br.po +++ b/properties/br.po @@ -2654,17 +2654,17 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Tro Fiñvskeudenn" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Roudenn Galv Metodenn" @@ -5525,7 +5525,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7380,6 +7381,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7490,6 +7495,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Mod Interpoladur" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7506,10 +7515,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/bs.po b/properties/bs.po index d341e65..0403188 100644 --- a/properties/bs.po +++ b/properties/bs.po @@ -2508,16 +2508,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5202,7 +5202,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6960,6 +6961,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7066,6 +7071,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7082,10 +7091,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ca.po b/properties/ca.po index cf8848b..6087a4e 100644 --- a/properties/ca.po +++ b/properties/ca.po @@ -2822,18 +2822,18 @@ msgid "Layout" msgstr "Desar Disseny" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Utilitzar Ajustament d'Escalat" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Separació:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Color" @@ -5825,7 +5825,8 @@ msgstr "Mode Col·lisió" msgid "Use Collision" msgstr "Mode Col·lisió" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Mode Col·lisió" @@ -7817,6 +7818,10 @@ msgstr "Tria un Directori" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7942,6 +7947,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Mode Prioritat" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7962,10 +7971,6 @@ msgstr "Assistència" msgid "Support Xlarge" msgstr "Assistència" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/cs.po b/properties/cs.po index b0861be..47c4a83 100644 --- a/properties/cs.po +++ b/properties/cs.po @@ -2559,18 +2559,18 @@ msgid "Layout" msgstr "Rozvržení" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Použít škálovací přichytávání" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Oddělení:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Gradient barev" @@ -5321,7 +5321,8 @@ msgstr "Kolize" msgid "Use Collision" msgstr "Použít kolize" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Kolizní vrstva" @@ -7103,6 +7104,10 @@ msgstr "Adresář Gradle sestavení" msgid "Android Source Template" msgstr "Zdrojová Android šablona" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Formát exportu" @@ -7209,6 +7214,10 @@ msgstr "Zavřít přejetím prstu" msgid "Immersive Mode" msgstr "Imerzivní režim" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Podpora malých" @@ -7225,10 +7234,6 @@ msgstr "Podpora velkých" msgid "Support Xlarge" msgstr "Podpora extra velkých" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/da.po b/properties/da.po index 855f114..84ccc72 100644 --- a/properties/da.po +++ b/properties/da.po @@ -2778,18 +2778,18 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Åben script" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Tællinger:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Afspil Mode:" @@ -5810,7 +5810,8 @@ msgstr "Interpolationsmetode" msgid "Use Collision" msgstr "Interpolationsmetode" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Interpolationsmetode" @@ -7771,6 +7772,10 @@ msgstr "Vælg en Mappe" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7892,6 +7897,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Eksporter Projekt" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7912,10 +7921,6 @@ msgstr "Support" msgid "Support Xlarge" msgstr "Support" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/de.po b/properties/de.po index 59055f7..64d1990 100644 --- a/properties/de.po +++ b/properties/de.po @@ -2614,16 +2614,16 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Grundskalierung" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Sättigung" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Color-Map" @@ -5364,7 +5364,8 @@ msgstr "Kollision" msgid "Use Collision" msgstr "Kollisionen verwenden" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Kollisionsebene" @@ -7185,6 +7186,10 @@ msgstr "Gradle-Buildverzeichnis" msgid "Android Source Template" msgstr "Android Quell-Vorlage" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Exportformat" @@ -7292,6 +7297,11 @@ msgstr "Zum Ablehnen wischen" msgid "Immersive Mode" msgstr "Immersionsmodus" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Kanten-Fading" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Kleine Geräte unterstützen" @@ -7308,11 +7318,6 @@ msgstr "Große Geräte unterstützen" msgid "Support Xlarge" msgstr "Sehr große Geräte unterstützen" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Kanten-Fading" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/el.po b/properties/el.po index 906567b..a9dea99 100644 --- a/properties/el.po +++ b/properties/el.po @@ -2802,18 +2802,18 @@ msgid "Layout" msgstr "Διάταξη" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Χρήση Κλιμακωτής Προσκόλλησης" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Διαχωρισμός:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Χρώμα" @@ -5876,7 +5876,8 @@ msgstr "Σύγκρουση" msgid "Use Collision" msgstr "Σύγκρουση" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Λειτουργία Σύγκρουσης" @@ -7869,6 +7870,10 @@ msgstr "Επιλέξτε ένα λεξικό" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7994,6 +7999,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Λειτουργία Προτεραιότητας" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -8014,10 +8023,6 @@ msgstr "Υποστήριξη" msgid "Support Xlarge" msgstr "Υποστήριξη" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/eo.po b/properties/eo.po index 95c2c7f..2225ebc 100644 --- a/properties/eo.po +++ b/properties/eo.po @@ -2819,18 +2819,18 @@ msgid "Layout" msgstr "Aranĝo" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Uzi skalan kaptadon" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Versio:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Elekti koloron" @@ -5871,7 +5871,8 @@ msgstr "" msgid "Use Collision" msgstr "Emisia masko" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Videblaj koliziaj formoj" @@ -7845,6 +7846,10 @@ msgstr "Elekti dosierujon" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7968,6 +7973,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Rotaciada reĝimo" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7988,10 +7997,6 @@ msgstr "Helpo" msgid "Support Xlarge" msgstr "Helpo" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/es.po b/properties/es.po index 384b443..bbfb174 100644 --- a/properties/es.po +++ b/properties/es.po @@ -2612,16 +2612,16 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Escala Base" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Saturación" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Mapa de Color" @@ -5294,7 +5294,8 @@ msgstr "Colisión" msgid "Use Collision" msgstr "Usar Colisión" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Capa de Colisión" @@ -7046,6 +7047,10 @@ msgstr "Directorio de Construcción de Gradle" msgid "Android Source Template" msgstr "Plantilla Fuente de Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Formato de Exportación" @@ -7151,6 +7156,10 @@ msgstr "Deslizar para Descartar" msgid "Immersive Mode" msgstr "Modo Inmersivo" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "De Borde a Borde" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Soporte Corto" @@ -7167,10 +7176,6 @@ msgstr "Soporte Largo" msgid "Support Xlarge" msgstr "Soporte Xlarge" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "De Borde a Borde" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/es_AR.po b/properties/es_AR.po index b059492..7957b07 100644 --- a/properties/es_AR.po +++ b/properties/es_AR.po @@ -2761,18 +2761,18 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Usar Ajuste de Escalado" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Separación:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Colores" @@ -5848,7 +5848,8 @@ msgstr "Colisión" msgid "Use Collision" msgstr "Colisión" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Modo Colisión" @@ -7839,6 +7840,10 @@ msgstr "Elegí un Directorio" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7965,6 +7970,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Modo Prioridad" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7985,10 +7994,6 @@ msgstr "Soporte" msgid "Support Xlarge" msgstr "Soporte" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/et.po b/properties/et.po index 5a41f10..c493114 100644 --- a/properties/et.po +++ b/properties/et.po @@ -2629,18 +2629,18 @@ msgid "Layout" msgstr "Paigutus" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Uus skript" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Versioon:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Värvi Ramp" @@ -5558,7 +5558,8 @@ msgstr "Kokkupõrge" msgid "Use Collision" msgstr "Kasuta Kokkupõrget" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Kokkupõrke Kiht" @@ -7477,6 +7478,10 @@ msgstr "Projekti Kaust" msgid "Android Source Template" msgstr "Android SDK Tee" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Eksportimis Formaat" @@ -7586,6 +7591,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Kaasahaarav Režiim" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7604,10 +7613,6 @@ msgstr "Toeta Suurt" msgid "Support Xlarge" msgstr "Toetus" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/eu.po b/properties/eu.po index 9b256be..00cbc32 100644 --- a/properties/eu.po +++ b/properties/eu.po @@ -2755,18 +2755,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Erabili eskala atxikitzea" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Enumerazioak" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Atxikitze modua:" @@ -5732,7 +5732,8 @@ msgstr "" msgid "Use Collision" msgstr "Talka formak ikusgai" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Talka formak ikusgai" @@ -7658,6 +7659,10 @@ msgstr "Ireki direktorioa" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7775,6 +7780,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Txandakatu modua" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7791,10 +7800,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/fa.po b/properties/fa.po index be13ef5..d991b2f 100644 --- a/properties/fa.po +++ b/properties/fa.po @@ -2678,16 +2678,16 @@ msgid "Layout" msgstr "چیدمان" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "مقیاس پایه" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "سیری" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "حالت رنگ" @@ -5576,7 +5576,8 @@ msgstr "برخوردگاه" msgid "Use Collision" msgstr "به‌کارگیری برخوردگاه" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "لایهٔ برخوردگاه" @@ -7509,6 +7510,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "چارچوب برون‌برد" @@ -7627,6 +7632,10 @@ msgstr "" msgid "Immersive Mode" msgstr "حالت صدور:" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "پشتیبانی کوچک" @@ -7644,10 +7653,6 @@ msgstr "پشتیبانی بزرگ" msgid "Support Xlarge" msgstr "پشتیبانی..." -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/fi.po b/properties/fi.po index 33da9db..fa0416b 100644 --- a/properties/fi.po +++ b/properties/fi.po @@ -2824,18 +2824,18 @@ msgid "Layout" msgstr "Asettelu" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Käytä skaalauksen tarttumista" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Erotus:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Värit" @@ -5903,7 +5903,8 @@ msgstr "Törmäys" msgid "Use Collision" msgstr "Törmäys" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Törmäystila" @@ -7896,6 +7897,10 @@ msgstr "Valitse hakemisto" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -8022,6 +8027,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Prioriteettitila" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -8042,10 +8051,6 @@ msgstr "Tuki" msgid "Support Xlarge" msgstr "Tuki" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/fil.po b/properties/fil.po index 74c498f..2d55fef 100644 --- a/properties/fil.po +++ b/properties/fil.po @@ -2695,17 +2695,17 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Pagulit ng Animation" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Kopya" @@ -5604,7 +5604,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7493,6 +7494,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7604,6 +7609,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7620,10 +7629,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/fr.po b/properties/fr.po index 7280242..e8382f6 100644 --- a/properties/fr.po +++ b/properties/fr.po @@ -2647,16 +2647,16 @@ msgid "Layout" msgstr "Disposition sur l'écran" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Échelle de Base" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Saturation" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Color map" @@ -5341,7 +5341,8 @@ msgstr "Collision" msgid "Use Collision" msgstr "Utiliser les collisions" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Couche des collisions" @@ -7113,6 +7114,10 @@ msgstr "Répertoire de compilation Gradle" msgid "Android Source Template" msgstr "Modèle de source Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Format d'exportation" @@ -7218,6 +7223,10 @@ msgstr "Glisser pour ignorer" msgid "Immersive Mode" msgstr "Mode immersif" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "Bord à bord" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Supporte les petits écrans" @@ -7234,10 +7243,6 @@ msgstr "Supporte les grands écrans" msgid "Support Xlarge" msgstr "Supporte les très grands écrans" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "Bord à bord" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ga.po b/properties/ga.po index 46cabed..088c0fb 100644 --- a/properties/ga.po +++ b/properties/ga.po @@ -2500,16 +2500,16 @@ msgid "Layout" msgstr "Leagan Amach" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Bunscála" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Sáithiú" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Léarscáil Dathanna" @@ -5182,7 +5182,8 @@ msgstr "Imbhualadh" msgid "Use Collision" msgstr "Úsáid Imbhualadh" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Sraith Imbhuailtí" @@ -6934,6 +6935,10 @@ msgstr "Comhadlann Tógála Gradle" msgid "Android Source Template" msgstr "Teimpléad Foinse Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Easpórtáil Formáid" @@ -7039,6 +7044,10 @@ msgstr "Svaidhpeáil chun é a dhífhostú" msgid "Immersive Mode" msgstr "Mód tumtha" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "Imeall go hImeall" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Tacú le Fiontair Bheaga" @@ -7055,10 +7064,6 @@ msgstr "Tacaíocht Mór" msgid "Support Xlarge" msgstr "Tacaíocht Xlarge" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "Imeall go hImeall" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/gl.po b/properties/gl.po index 674dc31..60c9232 100644 --- a/properties/gl.po +++ b/properties/gl.po @@ -2835,18 +2835,18 @@ msgid "Layout" msgstr "Disposición" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Empregar Axuste de Escalado" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Escalar (Razón):" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Cor" @@ -5895,7 +5895,8 @@ msgstr "Colisión" msgid "Use Collision" msgstr "Colisión" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Colisión" @@ -7860,6 +7861,10 @@ msgstr "Elixir un Directorio" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7983,6 +7988,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Modo Rotación" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -8003,10 +8012,6 @@ msgstr "Soporte" msgid "Support Xlarge" msgstr "Soporte" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/he.po b/properties/he.po index 49e4cba..df67865 100644 --- a/properties/he.po +++ b/properties/he.po @@ -2827,18 +2827,18 @@ msgid "Layout" msgstr "פריסה" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "מצב מרחב מקומי (%s)" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "מונים:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "בחירת צבע" @@ -5898,7 +5898,8 @@ msgstr "עריכת מצולע" msgid "Use Collision" msgstr "עריכת מצולע" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "עריכת מצולע" @@ -7880,6 +7881,10 @@ msgstr "נא לבחור תיקייה" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -8003,6 +8008,10 @@ msgstr "" msgid "Immersive Mode" msgstr "ייצוא מיזם" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -8023,10 +8032,6 @@ msgstr "תמיכה" msgid "Support Xlarge" msgstr "תמיכה" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/hi.po b/properties/hi.po index ddeca9b..3869894 100644 --- a/properties/hi.po +++ b/properties/hi.po @@ -2745,18 +2745,18 @@ msgid "Layout" msgstr "लेआउट" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "नई स्क्रिप्ट" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "संस्करण:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "एनीमेशन परिवर्तन परिणत" @@ -5798,7 +5798,8 @@ msgstr "सदस्यता बनाएं" msgid "Use Collision" msgstr "सदस्यता बनाएं" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "सदस्यता बनाएं" @@ -7761,6 +7762,10 @@ msgstr "डायरेक्टरी चुनें" msgid "Android Source Template" msgstr "एंड्रॉइड स्रोत टेम्पलेट" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7884,6 +7889,11 @@ msgstr "खारिज करने के लिए स्वाइप कर msgid "Immersive Mode" msgstr "मोड टॉगल कीजिये" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "किवाड मद्धिमकरण" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "छोटा समर्थन करें" @@ -7901,11 +7911,6 @@ msgstr "समर्थन बड़ा" msgid "Support Xlarge" msgstr "बहुत बड़े आकार का समर्थन करें" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "किवाड मद्धिमकरण" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/hr.po b/properties/hr.po index af81ebb..a3d277e 100644 --- a/properties/hr.po +++ b/properties/hr.po @@ -2739,18 +2739,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Odspoji Skriptu" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Opis:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Način reprodukcije:" @@ -5719,7 +5719,8 @@ msgstr "Collision" msgid "Use Collision" msgstr "Collision" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Način Interpolacije" @@ -7637,6 +7638,10 @@ msgstr "Otvori direktorij" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7753,6 +7758,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Način Ravnala" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7769,10 +7778,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/hu.po b/properties/hu.po index c41b32d..6095050 100644 --- a/properties/hu.po +++ b/properties/hu.po @@ -2807,18 +2807,18 @@ msgid "Layout" msgstr "Elrendezés" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Új szkript" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Felsorolások:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Szín" @@ -5871,7 +5871,8 @@ msgstr "Ütközés" msgid "Use Collision" msgstr "Ütközés" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Ütközési mód" @@ -7847,6 +7848,10 @@ msgstr "Válasszon egy Könyvtárat" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7970,6 +7975,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Prioritás mód" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7990,10 +7999,6 @@ msgstr "Támogatás" msgid "Support Xlarge" msgstr "Támogatás" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/id.po b/properties/id.po index c5bcc6c..5611557 100644 --- a/properties/id.po +++ b/properties/id.po @@ -2626,16 +2626,16 @@ msgid "Layout" msgstr "Tata Letak" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Skala Dasar" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Ketepatan Warna" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Ramp Warna" @@ -5499,7 +5499,8 @@ msgstr "Area Tabrakan" msgid "Use Collision" msgstr "Gunakan Collision" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Lapisan Tabrakan" @@ -7359,6 +7360,10 @@ msgstr "Gradle Build" msgid "Android Source Template" msgstr "Jalur Android SDK" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Format Ekspor" @@ -7467,6 +7472,11 @@ msgstr "" msgid "Immersive Mode" msgstr "Mode Imersif" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Pelepasan Tepi" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Dukungan Kecil" @@ -7483,11 +7493,6 @@ msgstr "Dukungan Besar" msgid "Support Xlarge" msgstr "Dukungan Ekstra Besar" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Pelepasan Tepi" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ig.po b/properties/ig.po index b6ac949..bd5ea59 100644 --- a/properties/ig.po +++ b/properties/ig.po @@ -2538,16 +2538,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5296,7 +5296,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7078,6 +7079,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7183,6 +7188,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7199,10 +7208,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/it.po b/properties/it.po index 44faf61..e1a002b 100644 --- a/properties/it.po +++ b/properties/it.po @@ -2611,16 +2611,16 @@ msgid "Layout" msgstr "Disposizione" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Scala di base" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Saturazione" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Rampa di colori" @@ -5328,7 +5328,8 @@ msgstr "Collisione" msgid "Use Collision" msgstr "Usa collisioni" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Strati di collisione" @@ -7113,6 +7114,10 @@ msgstr "Cartella di build Gradle" msgid "Android Source Template" msgstr "Modello sorgente per Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Formato d'esportazione" @@ -7219,6 +7224,11 @@ msgstr "Scorri per ignorare" msgid "Immersive Mode" msgstr "Modalità Immersiva" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Bordo dissolvenza" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Supporta schermi piccoli" @@ -7235,11 +7245,6 @@ msgstr "Supporta schermi grandi" msgid "Support Xlarge" msgstr "Supporta schermi molto grandi" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Bordo dissolvenza" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ja.po b/properties/ja.po index 1e6a0d0..5b77825 100644 --- a/properties/ja.po +++ b/properties/ja.po @@ -2600,18 +2600,18 @@ msgid "Layout" msgstr "レイアウト" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "スケールスナップを使用" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "分離:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "カラー" @@ -5405,7 +5405,8 @@ msgstr "コリジョン" msgid "Use Collision" msgstr "コリジョンを使用" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "コリジョンレイヤー" @@ -7326,6 +7327,10 @@ msgstr "Gradleビルドディレクトリ" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "エクスポート形式" @@ -7441,6 +7446,10 @@ msgstr "スワイプで閉じる" msgid "Immersive Mode" msgstr "没入モード" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "小サイズ対応" @@ -7457,10 +7466,6 @@ msgstr "大サイズ対応" msgid "Support Xlarge" msgstr "特大サイズ対応" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ka.po b/properties/ka.po index cbbd4e8..17896d6 100644 --- a/properties/ka.po +++ b/properties/ka.po @@ -2552,16 +2552,16 @@ msgid "Layout" msgstr "განლაგება" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "საბაზისო მასშტაბი" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "გაჯერებულობა" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "ფერის რეჟიმი" @@ -5384,7 +5384,8 @@ msgstr "შეჯახება" msgid "Use Collision" msgstr "შეჯახების გამოყენება" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "შეჯახების დონე" @@ -7220,6 +7221,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "გატანის ფორმატი" @@ -7327,6 +7332,10 @@ msgstr "" msgid "Immersive Mode" msgstr "ჩაძირვადი რეჟიმი" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7343,10 +7352,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/km.po b/properties/km.po index a2cf136..c3ae853 100644 --- a/properties/km.po +++ b/properties/km.po @@ -2571,16 +2571,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Key(s) ដែលបានជ្រើសស្ទួន" @@ -5366,7 +5366,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7171,6 +7172,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7277,6 +7282,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7293,10 +7302,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ko.po b/properties/ko.po index 47cf2fc..a0b3795 100644 --- a/properties/ko.po +++ b/properties/ko.po @@ -2554,16 +2554,16 @@ msgid "Layout" msgstr "레이아웃" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "기본 스케일" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "포화도" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "색상 맵" @@ -5236,7 +5236,8 @@ msgstr "콜리전" msgid "Use Collision" msgstr "콜리전 사용" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "콜리전 레이어" @@ -6988,6 +6989,10 @@ msgstr "Gradle 빌드 디렉터리" msgid "Android Source Template" msgstr "Android 소스 템플릿" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "내보내기 형식" @@ -7093,6 +7098,10 @@ msgstr "밀어서 해제" msgid "Immersive Mode" msgstr "몰입형 모드" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "에지에서 에지로" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "소형 화면 지원" @@ -7109,10 +7118,6 @@ msgstr "대형 화면 지원" msgid "Support Xlarge" msgstr "초대형 화면 지원" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "에지에서 에지로" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/lt.po b/properties/lt.po index 92594c2..f058a3d 100644 --- a/properties/lt.po +++ b/properties/lt.po @@ -2784,18 +2784,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Atidaryti Skriptų Editorių" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Versija:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Importuoti iš Nodo:" @@ -5773,7 +5773,8 @@ msgstr "Animacijos Nodas" msgid "Use Collision" msgstr "Animacijos Nodas" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Animacijos Nodas" @@ -7702,6 +7703,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7821,6 +7826,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Importuoti iš Nodo:" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7837,10 +7846,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/lv.po b/properties/lv.po index 320fe6b..eb681a3 100644 --- a/properties/lv.po +++ b/properties/lv.po @@ -2753,18 +2753,18 @@ msgid "Layout" msgstr "Izkārtojums" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Jauns skripts" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Atdalījums:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Krāsas" @@ -5783,7 +5783,8 @@ msgstr "Sadursme" msgid "Use Collision" msgstr "Sadursme" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Sadursmes režīms" @@ -7732,6 +7733,10 @@ msgstr "Izvēlēties Direktoriju" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7854,6 +7859,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Mēroga Režīms" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7870,10 +7879,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/lzh.po b/properties/lzh.po index 55e7425..99d48ba 100644 --- a/properties/lzh.po +++ b/properties/lzh.po @@ -2501,16 +2501,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5184,7 +5184,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6939,6 +6940,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7044,6 +7049,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7060,10 +7069,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/mk.po b/properties/mk.po index d2b257a..0b7abfa 100644 --- a/properties/mk.po +++ b/properties/mk.po @@ -2622,16 +2622,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Својства на анимацијата." @@ -5468,7 +5468,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7306,6 +7307,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7415,6 +7420,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7431,10 +7440,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ml.po b/properties/ml.po index acd19b3..b0a617b 100644 --- a/properties/ml.po +++ b/properties/ml.po @@ -2631,17 +2631,17 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "ചലനം ചുറ്റൽ" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "വിളി രീതി നോക്കുക" @@ -5492,7 +5492,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7329,6 +7330,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7437,6 +7442,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7453,10 +7462,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/mr.po b/properties/mr.po index e57e4f7..730e76a 100644 --- a/properties/mr.po +++ b/properties/mr.po @@ -2639,18 +2639,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "स्केल:" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "संक्रमण: " -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "प्ले मोड:" @@ -5497,7 +5497,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7352,6 +7353,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7461,6 +7466,10 @@ msgstr "" msgid "Immersive Mode" msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7477,10 +7486,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ms.po b/properties/ms.po index 806a9a3..6d0c5e0 100644 --- a/properties/ms.po +++ b/properties/ms.po @@ -2786,18 +2786,18 @@ msgid "Layout" msgstr "Susun atur" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Gunakan Skala Snap" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Versi:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Warna" @@ -5838,7 +5838,8 @@ msgstr "" msgid "Use Collision" msgstr "Topeng Emission" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Bentuk Perlanggaran Yang Boleh Dilihat" @@ -7802,6 +7803,10 @@ msgstr "Pilih Direktori" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7924,6 +7929,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Mod Putar" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7944,10 +7953,6 @@ msgstr "Sokongan" msgid "Support Xlarge" msgstr "Sokongan" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/nb.po b/properties/nb.po index e63a415..9fcd504 100644 --- a/properties/nb.po +++ b/properties/nb.po @@ -2732,18 +2732,18 @@ msgid "Layout" msgstr "Utforming" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Bruk Snap" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Nummereringer:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Farger" @@ -5800,7 +5800,8 @@ msgstr "Animasjonsnode" msgid "Use Collision" msgstr "Animasjonsnode" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Kollisjon Modus" @@ -7789,6 +7790,10 @@ msgstr "Velg en Mappe" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7914,6 +7919,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Prioritet Modus" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7934,10 +7943,6 @@ msgstr "Støtte" msgid "Support Xlarge" msgstr "Støtte" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/nl.po b/properties/nl.po index 37cb3fb..fbd8392 100644 --- a/properties/nl.po +++ b/properties/nl.po @@ -2796,18 +2796,18 @@ msgid "Layout" msgstr "Indeling" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "In stappen verschalen" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Afzondering:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Kleuren" @@ -5860,7 +5860,8 @@ msgstr "Botsing" msgid "Use Collision" msgstr "Botsing" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Botsingsmodus" @@ -7850,6 +7851,10 @@ msgstr "Kies een map" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7976,6 +7981,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Prioriteitmodus" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7996,10 +8005,6 @@ msgstr "Ondersteuning" msgid "Support Xlarge" msgstr "Ondersteuning" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/ota.po b/properties/ota.po index de38d85..6aadd70 100644 --- a/properties/ota.po +++ b/properties/ota.po @@ -2494,16 +2494,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5176,7 +5176,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6928,6 +6929,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7033,6 +7038,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7049,10 +7058,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/pl.po b/properties/pl.po index 686de57..351b6ea 100644 --- a/properties/pl.po +++ b/properties/pl.po @@ -2597,16 +2597,16 @@ msgid "Layout" msgstr "Układ" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Podstawowa skala" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Nasycenie" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Mapa kolorów" @@ -5280,7 +5280,8 @@ msgstr "Kolizja" msgid "Use Collision" msgstr "Użyj kolizji" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Warstwa kolizji" @@ -7032,6 +7033,10 @@ msgstr "Katalog kompilacji Gradle" msgid "Android Source Template" msgstr "Źródłowy szablon Androida" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Format eksportu" @@ -7137,6 +7142,10 @@ msgstr "Przesuń aby odrzucić" msgid "Immersive Mode" msgstr "Tryb Immersyjny" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "Krawędź do krawędzi" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Wspieraj małe" @@ -7153,10 +7162,6 @@ msgstr "Wspieraj duże" msgid "Support Xlarge" msgstr "Wspieraj ekstra duże" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "Krawędź do krawędzi" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/properties.pot b/properties/properties.pot index c0e0b24..32f8494 100644 --- a/properties/properties.pot +++ b/properties/properties.pot @@ -2479,16 +2479,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5158,7 +5158,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6907,6 +6908,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7012,6 +7017,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7028,10 +7037,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/pt.po b/properties/pt.po index 15378af..31d4312 100644 --- a/properties/pt.po +++ b/properties/pt.po @@ -2590,16 +2590,16 @@ msgid "Layout" msgstr "Esquema" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Escala Base" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Separação" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Rampa de Cores" @@ -5293,7 +5293,8 @@ msgstr "Colisão" msgid "Use Collision" msgstr "Usar Colisão" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Camada de Colisão" @@ -7070,6 +7071,10 @@ msgstr "Pasta de Compilação do Gradle" msgid "Android Source Template" msgstr "Fonte do Modelo para Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Exportar Formato" @@ -7176,6 +7181,11 @@ msgstr "Deslize para Fechar" msgid "Immersive Mode" msgstr "Modo Imersivo" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Esmaecer de Borda" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Suporte Pequeno" @@ -7192,11 +7202,6 @@ msgstr "Suporte Grande" msgid "Support Xlarge" msgstr "Suporte Extra-grande" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Esmaecer de Borda" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/pt_BR.po b/properties/pt_BR.po index 6b8613a..070728f 100644 --- a/properties/pt_BR.po +++ b/properties/pt_BR.po @@ -2682,16 +2682,16 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Escala Base" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Saturação" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Rampa de Cores" @@ -5387,7 +5387,8 @@ msgstr "Colisão" msgid "Use Collision" msgstr "Usar Colisão" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Camada de Colisão" @@ -7165,6 +7166,10 @@ msgstr "Pasta do Compilador Gradle" msgid "Android Source Template" msgstr "Fonte do Modelo para Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Formato de Exportação" @@ -7271,6 +7276,11 @@ msgstr "Deslize para Fechar" msgid "Immersive Mode" msgstr "Modo Imersivo" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Esmaecer de Borda" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Suporta Pequena" @@ -7287,11 +7297,6 @@ msgstr "Suporta Grande" msgid "Support Xlarge" msgstr "Suporta Extra-grande" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Esmaecer de Borda" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ro.po b/properties/ro.po index 0f07259..faf37e2 100644 --- a/properties/ro.po +++ b/properties/ro.po @@ -2745,18 +2745,18 @@ msgid "Layout" msgstr "Schemă" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Utilizează Snap" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Enumerări:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Coloreaza rampa" @@ -5779,7 +5779,8 @@ msgstr "Nod de Animație" msgid "Use Collision" msgstr "Nod de Animație" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Nod de Animație" @@ -7740,6 +7741,10 @@ msgstr "Alegeţi un Director" msgid "Android Source Template" msgstr "Șablon sursă Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7862,6 +7867,10 @@ msgstr "Glisați pentru a Închide" msgid "Immersive Mode" msgstr "Exportă Proiectul" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7882,10 +7891,6 @@ msgstr "Suport" msgid "Support Xlarge" msgstr "Suport" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/ru.po b/properties/ru.po index dae706a..a2aca65 100644 --- a/properties/ru.po +++ b/properties/ru.po @@ -2699,16 +2699,16 @@ msgid "Layout" msgstr "Макет" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Базовый масштаб" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Насыщенность" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Карта цветов" @@ -5386,7 +5386,8 @@ msgstr "Столкновение" msgid "Use Collision" msgstr "Использовать столкновение" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Слой столкновения" @@ -7140,6 +7141,10 @@ msgstr "Каталог сборки Gradle" msgid "Android Source Template" msgstr "Шаблон исходных данных Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Формат экспорта" @@ -7245,6 +7250,10 @@ msgstr "Проведите пальцем, чтобы закрыть" msgid "Immersive Mode" msgstr "Режим погружения" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "От края до края" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Поддержка малых форм-факторов экрана" @@ -7261,10 +7270,6 @@ msgstr "Поддержка больших форм-факторов экрана msgid "Support Xlarge" msgstr "Поддержка очень больших форм-факторов экрана" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "От края до края" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/si.po b/properties/si.po index 2cb2f13..7278f17 100644 --- a/properties/si.po +++ b/properties/si.po @@ -2681,17 +2681,17 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "ශ්‍රිත:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "නිවේශන මාදිලිය" @@ -5594,7 +5594,8 @@ msgstr "නිවේශන මාදිලිය" msgid "Use Collision" msgstr "නිවේශන මාදිලිය" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "නිවේශන මාදිලිය" @@ -7485,6 +7486,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7598,6 +7603,10 @@ msgstr "" msgid "Immersive Mode" msgstr "නිවේශන මාදිලිය" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7614,10 +7623,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/sk.po b/properties/sk.po index 0793a42..278475f 100644 --- a/properties/sk.po +++ b/properties/sk.po @@ -2828,18 +2828,18 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Použiť Prichytávanie Veľkosti" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Popis:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Pohyb Mód" @@ -5878,7 +5878,8 @@ msgstr "Režim Interpolácie" msgid "Use Collision" msgstr "Režim Interpolácie" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Režim Interpolácie" @@ -7843,6 +7844,10 @@ msgstr "Vyberte adresár" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7965,6 +7970,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Rotačný Režim" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7985,10 +7994,6 @@ msgstr "Podpora" msgid "Support Xlarge" msgstr "Podpora" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/sl.po b/properties/sl.po index 792071f..12f6717 100644 --- a/properties/sl.po +++ b/properties/sl.po @@ -2801,18 +2801,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Uporabi Pripenjanje" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Oštevilčenja:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Način Plošče" @@ -5849,7 +5849,8 @@ msgstr "Animacijski Gradnik" msgid "Use Collision" msgstr "Animacijski Gradnik" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Animacijski Gradnik" @@ -7813,6 +7814,10 @@ msgstr "Izberi Mapo" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7936,6 +7941,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Izvozi Projekt" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7956,10 +7965,6 @@ msgstr "Podpora..." msgid "Support Xlarge" msgstr "Podpora..." -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/sq.po b/properties/sq.po index c888b48..17870c4 100644 --- a/properties/sq.po +++ b/properties/sq.po @@ -2782,18 +2782,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Shkrim i Ri" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Enumeracionet:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Luaj Skenën" @@ -5795,7 +5795,8 @@ msgstr "" msgid "Use Collision" msgstr "Format e Përplasjes të Dukshme" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Format e Përplasjes të Dukshme" @@ -7733,6 +7734,10 @@ msgstr "Zgjidh një Direktori" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7852,6 +7857,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Ndrysho Mënyrën" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7872,10 +7881,6 @@ msgstr "Importo" msgid "Support Xlarge" msgstr "Importo" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/sr_Cyrl.po b/properties/sr_Cyrl.po index 94417f4..82e3d52 100644 --- a/properties/sr_Cyrl.po +++ b/properties/sr_Cyrl.po @@ -2875,18 +2875,18 @@ msgid "Layout" msgstr "Распоред" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Користи Лествично Лепљење" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Одвојеност:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Боја" @@ -5968,7 +5968,8 @@ msgstr "Анимациони чвор" msgid "Use Collision" msgstr "Анимациони чвор" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Анимациони чвор" @@ -7964,6 +7965,10 @@ msgstr "Одабери директоријум" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -8089,6 +8094,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Режим извоза:" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -8109,10 +8118,6 @@ msgstr "Подршка..." msgid "Support Xlarge" msgstr "Подршка..." -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/sr_Latn.po b/properties/sr_Latn.po index 17d5d0b..b3e07a8 100644 --- a/properties/sr_Latn.po +++ b/properties/sr_Latn.po @@ -2739,18 +2739,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Prethodna Skripta" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Odvajanje:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Homogenost Boje." @@ -5698,7 +5698,8 @@ msgstr "Napravi" msgid "Use Collision" msgstr "Napravi" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Napravi" @@ -7614,6 +7615,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7730,6 +7735,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Napravi" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7746,10 +7755,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/sv.po b/properties/sv.po index 9a36073..f2135b8 100644 --- a/properties/sv.po +++ b/properties/sv.po @@ -2825,18 +2825,18 @@ msgid "Layout" msgstr "Layout" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Nytt Skript" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Sektioner:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Färg" @@ -5878,7 +5878,8 @@ msgstr "Animations-Node" msgid "Use Collision" msgstr "Animations-Node" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Animations-Node" @@ -7851,6 +7852,10 @@ msgstr "Välj en Katalog" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7972,6 +7977,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Exportera Projekt" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7992,10 +8001,6 @@ msgstr "Support" msgid "Support Xlarge" msgstr "Support" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/ta.po b/properties/ta.po index 97af9b8..e1ca7db 100644 --- a/properties/ta.po +++ b/properties/ta.po @@ -2507,16 +2507,16 @@ msgid "Layout" msgstr "மனையமைவு" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "அடிப்படை அளவு" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "தெவிட்டல்" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "வண்ண வரைபடம்" @@ -5191,7 +5191,8 @@ msgstr "மோதுகை" msgid "Use Collision" msgstr "மோதல் பயன்படுத்தவும்" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "மோதல் அடுக்கு" @@ -6959,6 +6960,10 @@ msgstr "கிரேடில் உருவாக்க கோப்பகம msgid "Android Source Template" msgstr "ஆண்ட்ராய்டு மூல வார்ப்புரு" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "ஏற்றுமதி வடிவம்" @@ -7064,6 +7069,11 @@ msgstr "தள்ளுபடி செய்ய ச்வைப் செய் msgid "Immersive Mode" msgstr "அதிவேக முறை" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "எட்ச் மங்கலானது" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "சிறியதை ஆதரிக்கவும்" @@ -7080,11 +7090,6 @@ msgstr "பெரிய சான்று" msgid "Support Xlarge" msgstr "Xlarge ஐ ஆதரிக்கவும்" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "எட்ச் மங்கலானது" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/te.po b/properties/te.po index d1dc6c2..25d7d16 100644 --- a/properties/te.po +++ b/properties/te.po @@ -2589,17 +2589,17 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "గణనలు" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "దిగుమతి" @@ -5384,7 +5384,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7202,6 +7203,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7309,6 +7314,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7325,10 +7334,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/th.po b/properties/th.po index e088b5f..608db63 100644 --- a/properties/th.po +++ b/properties/th.po @@ -2791,18 +2791,18 @@ msgid "Layout" msgstr "เลย์เอาต์" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "ใช้สแนปขนาด" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "เว้น:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "สี" @@ -5878,7 +5878,8 @@ msgstr "ขอบเขตการชน" msgid "Use Collision" msgstr "ขอบเขตการชน" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "โหมดขอบเขตการชน" @@ -7870,6 +7871,10 @@ msgstr "เลือกโฟลเดอร์" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7995,6 +8000,10 @@ msgstr "" msgid "Immersive Mode" msgstr "โหมดการจัดลำดับความสำคัญ" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -8015,10 +8024,6 @@ msgstr "สนับสนุน..." msgid "Support Xlarge" msgstr "สนับสนุน..." -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/tk.po b/properties/tk.po index 4f667a8..b339007 100644 --- a/properties/tk.po +++ b/properties/tk.po @@ -2515,16 +2515,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Reňk Mowzugy(Theme)" @@ -5277,7 +5277,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -7060,6 +7061,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7167,6 +7172,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7183,10 +7192,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/tl.po b/properties/tl.po index 6dd1e4c..0516fcc 100644 --- a/properties/tl.po +++ b/properties/tl.po @@ -2788,18 +2788,18 @@ msgid "Layout" msgstr "Kaayusan" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Bagong Skrip" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Animasyon" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Mga Kulay" @@ -5819,7 +5819,8 @@ msgstr "" msgid "Use Collision" msgstr "Nakikitang Collision Shapes" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Nakikitang Collision Shapes" @@ -7773,6 +7774,10 @@ msgstr "Pumili ng Lalagyanan" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7894,6 +7899,10 @@ msgstr "" msgid "Immersive Mode" msgstr "Mag-ikot" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7914,10 +7923,6 @@ msgstr "Naka-alalay" msgid "Support Xlarge" msgstr "Naka-alalay" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/tok.po b/properties/tok.po index 4ba2ea5..9af0515 100644 --- a/properties/tok.po +++ b/properties/tok.po @@ -2500,16 +2500,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5183,7 +5183,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6935,6 +6936,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7040,6 +7045,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7056,10 +7065,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/tr.po b/properties/tr.po index 38db781..a5679f3 100644 --- a/properties/tr.po +++ b/properties/tr.po @@ -2610,16 +2610,16 @@ msgid "Layout" msgstr "Yerleşim Düzeni" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Temel Ölçek" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Doygunluk" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Renk Yokuşu" @@ -5315,7 +5315,8 @@ msgstr "Çarpışma" msgid "Use Collision" msgstr "Çarpışma Kullan" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Çarpışma Katmanı" @@ -7093,6 +7094,10 @@ msgstr "Gradle Derleme Dizini" msgid "Android Source Template" msgstr "Android Kaynak Şablonu" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Dışa Aktarım Biçimi" @@ -7199,6 +7204,11 @@ msgstr "Kapatmak için Kaydır" msgid "Immersive Mode" msgstr "Yoğun Etkili Kip" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Kenar Solması" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Destek Küçük" @@ -7215,11 +7225,6 @@ msgstr "Destek Büyük" msgid "Support Xlarge" msgstr "Destek Fazladan Büyük" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Kenar Solması" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/uk.po b/properties/uk.po index f000832..cb3dca9 100644 --- a/properties/uk.po +++ b/properties/uk.po @@ -2537,16 +2537,16 @@ msgid "Layout" msgstr "Макет" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "Базовий масштаб" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "Насиченість" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "Карта кольорів" @@ -5219,7 +5219,8 @@ msgstr "Зіткнення" msgid "Use Collision" msgstr "Зіткнення" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "Режим перешкоди" @@ -6971,6 +6972,10 @@ msgstr "Каталог збірок Gradle" msgid "Android Source Template" msgstr "Шаблон вихідного коду Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "Формат експортування" @@ -7076,6 +7081,10 @@ msgstr "Проведіть пальцем, щоб відхилити" msgid "Immersive Mode" msgstr "Режим занурення" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "Край до краю" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "Підтримка малих" @@ -7092,10 +7101,6 @@ msgstr "Підтримка великих" msgid "Support Xlarge" msgstr "Підтримка дуже великих" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "Край до краю" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ur.po b/properties/ur.po index b33592d..fd7ddd8 100644 --- a/properties/ur.po +++ b/properties/ur.po @@ -2501,16 +2501,16 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "" @@ -5183,7 +5183,8 @@ msgstr "" msgid "Use Collision" msgstr "" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "" @@ -6935,6 +6936,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "" @@ -7040,6 +7045,10 @@ msgstr "" msgid "Immersive Mode" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "" @@ -7056,10 +7065,6 @@ msgstr "" msgid "Support Xlarge" msgstr "" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/ur_PK.po b/properties/ur_PK.po index 7c2785c..0d8c185 100644 --- a/properties/ur_PK.po +++ b/properties/ur_PK.po @@ -2740,18 +2740,18 @@ msgid "Layout" msgstr "" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "سب سکریپشن بنائیں" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr ".تمام کا انتخاب" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "ایکشن منتقل کریں" @@ -5706,7 +5706,8 @@ msgstr "سب سکریپشن بنائیں" msgid "Use Collision" msgstr "سب سکریپشن بنائیں" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "سب سکریپشن بنائیں" @@ -7619,6 +7620,10 @@ msgstr "" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7737,6 +7742,10 @@ msgstr "" msgid "Immersive Mode" msgstr "ایکشن منتقل کریں" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7757,10 +7766,6 @@ msgstr ".سپورٹ" msgid "Support Xlarge" msgstr ".سپورٹ" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/vi.po b/properties/vi.po index 2ef623c..b3d4edc 100644 --- a/properties/vi.po +++ b/properties/vi.po @@ -2786,18 +2786,18 @@ msgid "Layout" msgstr "Bố cục" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "Dính theo bước tỉ lệ" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "Thu phóng (theo tỉ lệ):" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "Màu" @@ -5838,7 +5838,8 @@ msgstr "Va chạm" msgid "Use Collision" msgstr "Va chạm" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "Chế độ va chạm" @@ -7830,6 +7831,10 @@ msgstr "Chọn một Thư mục" msgid "Android Source Template" msgstr "Mẫu nguồn Android" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7955,6 +7960,11 @@ msgstr "" msgid "Immersive Mode" msgstr "Chế độ Ưu tiên" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "Mờ dần cạnh" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7975,11 +7985,6 @@ msgstr "Hỗ trợ" msgid "Support Xlarge" msgstr "Hỗ trợ" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "Mờ dần cạnh" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/zh_CN.po b/properties/zh_CN.po index 3d9cb31..324395d 100644 --- a/properties/zh_CN.po +++ b/properties/zh_CN.po @@ -2593,16 +2593,16 @@ msgid "Layout" msgstr "布局" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "基础缩放" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "饱和度" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "颜色映射" @@ -5275,7 +5275,8 @@ msgstr "碰撞" msgid "Use Collision" msgstr "使用碰撞" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "碰撞层" @@ -7027,6 +7028,10 @@ msgstr "Gradle 构建目录" msgid "Android Source Template" msgstr "Android 源码模板" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "导出格式" @@ -7132,6 +7137,10 @@ msgstr "滑动关闭" msgid "Immersive Mode" msgstr "沉浸模式" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "无边框" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "支持 Small" @@ -7148,10 +7157,6 @@ msgstr "支持 Large" msgid "Support Xlarge" msgstr "支持 Xlarge" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "无边框" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color" diff --git a/properties/zh_HK.po b/properties/zh_HK.po index 542de6e..e6c2de2 100644 --- a/properties/zh_HK.po +++ b/properties/zh_HK.po @@ -2807,18 +2807,18 @@ msgid "Layout" msgstr "佈局" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp #, fuzzy msgid "Base Scale" msgstr "下一個腳本" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp #, fuzzy msgid "Saturation" msgstr "翻譯:" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp #, fuzzy msgid "Color Map" msgstr "下滾" @@ -5849,7 +5849,8 @@ msgstr "無干擾模式" msgid "Use Collision" msgstr "無干擾模式" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy msgid "Collision Layer" msgstr "無干擾模式" @@ -7806,6 +7807,10 @@ msgstr "選擇資料夾" msgid "Android Source Template" msgstr "" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Export Format" @@ -7927,6 +7932,10 @@ msgstr "" msgid "Immersive Mode" msgstr "匯出" +#: platform/android/export/export_plugin.cpp +msgid "Edge to Edge" +msgstr "" + #: platform/android/export/export_plugin.cpp #, fuzzy msgid "Support Small" @@ -7947,10 +7956,6 @@ msgstr "導入" msgid "Support Xlarge" msgstr "導入" -#: platform/android/export/export_plugin.cpp -msgid "Edge to Edge" -msgstr "" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp #, fuzzy diff --git a/properties/zh_TW.po b/properties/zh_TW.po index 8a6021f..f903721 100644 --- a/properties/zh_TW.po +++ b/properties/zh_TW.po @@ -2554,16 +2554,16 @@ msgid "Layout" msgstr "配置;畫面佈局" #: editor/import/resource_importer_svg.cpp scene/2d/parallax_background.cpp -#: scene/resources/svg_texture.cpp scene/theme/theme_db.cpp +#: scene/resources/dpi_texture.cpp scene/theme/theme_db.cpp msgid "Base Scale" msgstr "基礎縮放" -#: editor/import/resource_importer_svg.cpp scene/resources/environment.cpp -#: scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp +#: scene/resources/environment.cpp msgid "Saturation" msgstr "飽和度" -#: editor/import/resource_importer_svg.cpp scene/resources/svg_texture.cpp +#: editor/import/resource_importer_svg.cpp scene/resources/dpi_texture.cpp msgid "Color Map" msgstr "色彩映射" @@ -5238,7 +5238,8 @@ msgstr "碰撞" msgid "Use Collision" msgstr "使用碰撞" -#: modules/csg/csg_shape.cpp +#: modules/csg/csg_shape.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Layer" msgstr "碰撞圖層" @@ -7006,6 +7007,10 @@ msgstr "Gradle 建置目錄" msgid "Android Source Template" msgstr "Android 原始碼範本" +#: platform/android/export/export_plugin.cpp +msgid "Compress Native Libraries" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Export Format" msgstr "匯出格式" @@ -7111,6 +7116,11 @@ msgstr "滑動以關閉" msgid "Immersive Mode" msgstr "沉浸模式" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Edge to Edge" +msgstr "邊緣淡化" + #: platform/android/export/export_plugin.cpp msgid "Support Small" msgstr "支援 Small" @@ -7127,11 +7137,6 @@ msgstr "支援 Large" msgid "Support Xlarge" msgstr "支援 Xlarge" -#: platform/android/export/export_plugin.cpp -#, fuzzy -msgid "Edge to Edge" -msgstr "邊緣淡化" - #: platform/android/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/theme/default_theme.cpp msgid "Background Color"