mirror of
https://github.com/godotengine/godot-editor-l10n.git
synced 2026-01-05 18:11:47 +03:00
Merge and export translations for Godot 4.5
This commit is contained in:
632
classes/es.po
632
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 "
|
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"[param to_id] is disabled the search may take an unusually long time to "
|
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"finish."
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@@ -17342,8 +17343,9 @@ msgid ""
|
||||
"If there is no valid path to the target, and [param allow_partial_path] is "
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"[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 "
|
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"[param to_id] is disabled the search may take an unusually long time to "
|
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"finish."
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@@ -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 "
|
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"feeds.\n"
|
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"This has a performance cost, so only set it to [code]true[/code] when you're "
|
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"actively accessing the camera."
|
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"actively accessing the camera.\n"
|
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"[b]Note:[/b] After setting it to [code]true[/code], you can receive updated "
|
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"camera feeds through the [signal camera_feeds_updated] signal.\n"
|
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"[codeblocks]\n"
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"[gdscript]\n"
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||||
"func _ready():\n"
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||||
"\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n"
|
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"\tCameraServer.monitoring_feeds = true\n"
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"\n"
|
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"func _on_camera_feeds_updated():\n"
|
||||
"\tvar feeds = CameraServer.feeds()\n"
|
||||
"[/gdscript]\n"
|
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"[csharp]\n"
|
||||
"public override void _Ready()\n"
|
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"{\n"
|
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"\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n"
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"\tCameraServer.MonitoringFeeds = true;\n"
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"}\n"
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"\n"
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"void OnCameraFeedsUpdated()\n"
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"{\n"
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"\tvar feeds = CameraServer.Feeds();\n"
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"}\n"
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"[/csharp]\n"
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"[/codeblocks]"
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msgstr ""
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|
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#: doc/classes/CameraServer.xml
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@@ -27599,6 +27626,11 @@ msgstr ""
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||||
"Emitida cuando se retira una [CameraFeed] (por ejemplo, se desenchufa una "
|
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"cámara web)."
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||||
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#: doc/classes/CameraServer.xml
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#, fuzzy
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msgid "Emitted when camera feeds are updated."
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msgstr "Emitida cuando el resto se actualiza."
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#: doc/classes/CameraServer.xml
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msgid "The RGBA camera image."
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msgstr "La imagen de la cámara RGBA."
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@@ -30315,9 +30347,13 @@ msgid "A class information repository."
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msgstr "Un repositorio de información de clases."
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|
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#: doc/classes/ClassDB.xml
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msgid "Provides access to metadata stored for every available class."
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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
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msgid ""
|
||||
@@ -30502,12 +30538,17 @@ msgstr ""
|
||||
"[code]value[/code]."
|
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#: doc/classes/ClassDB.xml
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msgid "Returns the names of all the classes available."
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msgstr "Devuelve los nombres de todas las clases disponibles."
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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."
|
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msgstr ""
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||||
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#: doc/classes/ClassDB.xml
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#, fuzzy
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||||
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]."
|
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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"
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"On other platforms, the method returns 0."
|
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msgstr ""
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||||
@@ -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 "
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||||
"an argument.\n"
|
||||
"On Android (API level 30+), returns the path to the mounted volume as an "
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||||
"argument.\n"
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||||
"On other platforms, or if the requested drive does not exist, the method "
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"returns an empty String."
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msgstr ""
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@@ -46697,13 +46740,13 @@ msgstr ""
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||||
#: doc/classes/DisplayServer.xml
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||||
msgid ""
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||||
"Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window "
|
||||
"flag."
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||||
"flag. [b]Windows, macOS[/b]"
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msgstr ""
|
||||
|
||||
#: doc/classes/DisplayServer.xml
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||||
msgid ""
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||||
"Display server supports embedding a window from another process. [b]Windows, "
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||||
"Linux (X11)[/b]"
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||||
"Linux (X11), macOS[/b]"
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||||
msgstr ""
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||||
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||||
#: doc/classes/DisplayServer.xml
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||||
@@ -47789,7 +47832,7 @@ msgstr ""
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||||
msgid ""
|
||||
"Window is excluded from screenshots taken by [method screen_get_image], "
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||||
"[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
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#, fuzzy
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||||
msgid "An automatically scalable [Texture2D] based on an SVG image."
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msgstr "Una [Texture2D] escalable basada en una imagen SVG."
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||||
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||||
#: doc/classes/DPITexture.xml
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||||
msgid ""
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||||
"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]."
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||||
msgstr ""
|
||||
|
||||
#: doc/classes/DPITexture.xml
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||||
#, fuzzy
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||||
msgid ""
|
||||
"Creates a new [DPITexture] and initializes it by allocating and setting the "
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||||
"SVG data from string."
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||||
msgstr ""
|
||||
"Crea un nuevo [SVGTexture] y lo inicializa asignando y estableciendo los "
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||||
"datos SVG a partir de una cadena."
|
||||
|
||||
#: doc/classes/DPITexture.xml
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||||
msgid ""
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||||
"Returns the [RID] of the texture rasterized to match the oversampling of the "
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||||
"currently drawn canvas item."
|
||||
msgstr ""
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||||
|
||||
#: doc/classes/DPITexture.xml
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||||
msgid "Returns SVG source code."
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||||
msgstr "Devuelve el código fuente SVG."
|
||||
|
||||
#: doc/classes/DPITexture.xml doc/classes/ImageTexture.xml
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||||
msgid "Resizes the texture to the specified dimensions."
|
||||
msgstr "Redimensiona la [ImageTexture] a las dimensiones especificadas."
|
||||
|
||||
#: doc/classes/DPITexture.xml
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||||
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
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||||
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>(\"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 "
|
||||
|
||||
Reference in New Issue
Block a user