Merge and export translations for Godot 4.5

This commit is contained in:
Rémi Verschelde
2025-09-08 16:16:44 +02:00
parent cfae056342
commit 9a0ddaba03
256 changed files with 24461 additions and 10916 deletions

View File

@@ -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>(\"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 "