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https://github.com/godotengine/godot-editor-l10n.git
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Sync translations with Godot 4.3
This commit is contained in:
@@ -878,9 +878,9 @@ msgstr ""
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"Frame 0 - res://test.gd:16 in function '_process'\n"
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"[/codeblock]\n"
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"[b]Nota:[/b] Esta función solo actua correctamente si la instancia ejecutada "
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"está conectada a un servidor de depuración (p.e. una instancia de editor). ["
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"method print_stack] no funcionará en proyectos exportados en modo release, o "
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"en proyectos exportados en modo depurar si no está conectado a un servidor "
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"está conectada a un servidor de depuración (p.e. una instancia de editor). "
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"[method print_stack] no funcionará en proyectos exportados en modo release, "
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"o en proyectos exportados en modo depurar si no está conectado a un servidor "
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"de depuración.\n"
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"[b]Nota:[/b] Llamar a esta función desde [Thread] no está soportado. Hacerlo "
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"en este caso imprimirá el ID del hilo."
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@@ -3937,9 +3937,9 @@ msgid ""
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"[b]Note:[/b] If [code]istart == istop[/code], the return value is undefined "
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"(most likely NaN, INF, or -INF)."
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msgstr ""
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"Mapea un [param value] en un rango de [code][istart, istop][/code] a [code]["
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"ostart, ostop][/code]. Ver también [method lerp] y [method inverse_lerp]. Si "
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"[param value] esta afuera [code][istart, istop][/code], entonces el valor "
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"Mapea un [param value] en un rango de [code][istart, istop][/code] a [code]"
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"[ostart, ostop][/code]. Ver también [method lerp] y [method inverse_lerp]. "
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"Si [param value] esta afuera [code][istart, istop][/code], entonces el valor "
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"resultante también estara fuera [code][ostart, ostop][/code]. Si esto no es "
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"lo deseado, use [method clamp] en el resultado de esta función.\n"
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"[codeblock]\n"
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@@ -10738,7 +10738,6 @@ msgstr ""
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"[code]point[/code]."
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#: doc/classes/AnimationNodeBlendSpace1D.xml
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#: doc/classes/AnimationNodeBlendSpace2D.xml
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#, fuzzy
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msgid ""
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"Updates the position of the point at index [param point] on the blend axis."
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@@ -10823,7 +10822,7 @@ msgstr ""
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#, fuzzy
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msgid ""
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"A resource used by [AnimationNodeBlendTree].\n"
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"[AnimationNodeBlendSpace1D] represents a virtual 2D space on which "
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"[AnimationNodeBlendSpace2D] represents a virtual 2D space on which "
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"[AnimationRootNode]s are placed. Outputs the linear blend of the three "
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"adjacent animations using a [Vector2] weight. Adjacent in this context means "
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"the three [AnimationRootNode]s making up the triangle that contains the "
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@@ -10908,6 +10907,14 @@ msgstr ""
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"Elimina el triángulo en el índice [code]triangle[/code] del espacio de "
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"mezcla."
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#: doc/classes/AnimationNodeBlendSpace2D.xml
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#, fuzzy
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msgid ""
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"Updates the position of the point at index [param point] in the blend space."
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msgstr ""
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"Actualiza la posición del punto en el índice [code]point[/code] en el eje de "
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"la mezcla."
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#: doc/classes/AnimationNodeBlendSpace2D.xml
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msgid ""
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"If [code]true[/code], the blend space is triangulated automatically. The "
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@@ -13333,7 +13340,7 @@ msgid ""
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"var numbers = [1, 2, 3]\n"
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"var extra = [4, 5, 6]\n"
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"numbers.append_array(extra)\n"
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"print(nums) # Prints [1, 2, 3, 4, 5, 6]\n"
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"print(numbers) # Prints [1, 2, 3, 4, 5, 6]\n"
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"[/codeblock]"
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msgstr ""
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"Añade otro Arreglo al final de este Arreglo.\n"
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@@ -13953,7 +13960,7 @@ msgid ""
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"Sorts the array using a custom [Callable].\n"
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"[param func] is called as many times as necessary, receiving two array "
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"elements as arguments. The function should return [code]true[/code] if the "
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"first element should be moved [i]behind[/i] the second one, otherwise it "
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"first element should be moved [i]before[/i] the second one, otherwise it "
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"should return [code]false[/code].\n"
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"[codeblock]\n"
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"func sort_ascending(a, b):\n"
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@@ -13968,7 +13975,7 @@ msgid ""
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"9]]\n"
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"\n"
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" # Sort descending, using a lambda function.\n"
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" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
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" my_items.sort_custom(func(a, b): return a[1] > b[1])\n"
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" print(my_items) # Prints [[\"Apple\", 9], [\"Tomato\", 5], [\"Rice\", "
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"4]]\n"
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"[/codeblock]\n"
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@@ -14707,7 +14714,7 @@ msgid ""
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"astar.ConnectPoints(2, 3, false);\n"
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"astar.ConnectPoints(4, 3, false);\n"
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"astar.ConnectPoints(1, 4, false);\n"
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"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
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"long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
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"[/csharp]\n"
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"[/codeblocks]\n"
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"If you change the 2nd point's weight to 3, then the result will be [code][1, "
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@@ -14772,7 +14779,7 @@ msgid ""
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"astar.ConnectPoints(1, 2, true);\n"
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"astar.ConnectPoints(1, 3, true);\n"
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"\n"
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"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
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"long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
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"[/csharp]\n"
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"[/codeblocks]"
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msgstr ""
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@@ -15157,7 +15164,7 @@ msgid ""
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"astar.ConnectPoints(2, 3, false);\n"
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"astar.ConnectPoints(4, 3, false);\n"
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"astar.ConnectPoints(1, 4, false);\n"
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"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
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"long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
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"[/csharp]\n"
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"[/codeblocks]\n"
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"If you change the 2nd point's weight to 3, then the result will be [code][1, "
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@@ -15212,7 +15219,7 @@ msgid ""
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"astar.ConnectPoints(1, 2, true);\n"
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"astar.ConnectPoints(1, 3, true);\n"
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"\n"
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"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
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"long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
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"[/csharp]\n"
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"[/codeblocks]"
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msgstr ""
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@@ -36818,8 +36825,8 @@ msgid ""
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"Returns the position between the vertex [param idx] and the vertex [code]idx "
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"+ 1[/code], where [param t] controls if the point is the first vertex "
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"([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in "
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"between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) "
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"give strange, but predictable results.\n"
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"between. Values of [param t] outside the range ([code]0.0 <= t <= 1.0[/"
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"code]) give strange, but predictable results.\n"
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"If [param idx] is out of bounds it is truncated to the first or last vertex, "
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"and [param t] is ignored. If the curve has no points, the function sends an "
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"error to the console, and returns [code](0, 0)[/code]."
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@@ -80243,16 +80250,16 @@ msgstr ""
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#: modules/multiplayer/doc_classes/MultiplayerSpawner.xml
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msgid ""
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"Method called on all peers when for every custom [method spawn] requested by "
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"the authority. Will receive the [code]data[/code] parameter, and should "
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"return a [Node] that is not in the scene tree.\n"
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"Method called on all peers when a custom [method spawn] is requested by the "
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"authority. Will receive the [code]data[/code] parameter, and should return a "
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"[Node] that is not in the scene tree.\n"
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"[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with "
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"[method Node.add_child]. This is done automatically."
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msgstr ""
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#: modules/multiplayer/doc_classes/MultiplayerSpawner.xml
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msgid ""
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"Maximum nodes that is allowed to be spawned by this spawner. Includes both "
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"Maximum number of nodes allowed to be spawned by this spawner. Includes both "
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"spawnable scenes and custom spawns.\n"
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"When set to [code]0[/code] (the default), there is no limit."
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msgstr ""
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@@ -81820,6 +81827,11 @@ msgid ""
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"position."
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msgstr "Devuelve [code]true[/code] si una acción de \"redo\" está disponible."
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#: doc/classes/NavigationLink2D.xml doc/classes/NavigationLink3D.xml
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#, fuzzy
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msgid "Returns the current navigation map [RID] used by this link."
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msgstr "Establece la malla de navegación del objeto."
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#: doc/classes/NavigationLink2D.xml
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#, fuzzy
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msgid "Returns the [RID] of this link on the [NavigationServer2D]."
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@@ -81839,6 +81851,13 @@ msgid ""
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"[param position]."
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msgstr "Devuelve la posición local del punto de contacto."
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#: doc/classes/NavigationLink2D.xml
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msgid ""
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"Sets the [RID] of the navigation map this link should use. By default the "
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"link will automatically join the [World2D] default navigation map so this "
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"function is only required to override the default map."
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msgstr ""
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#: doc/classes/NavigationLink2D.xml doc/classes/NavigationLink3D.xml
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msgid ""
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"Whether this link can be traveled in both directions or only from [member "
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@@ -81909,6 +81928,13 @@ msgstr ""
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msgid "Returns the [RID] of this link on the [NavigationServer3D]."
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msgstr "Devuelve el [RID] de la forma enésima de un área."
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#: doc/classes/NavigationLink3D.xml
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msgid ""
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"Sets the [RID] of the navigation map this link should use. By default the "
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"link will automatically join the [World3D] default navigation map so this "
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"function is only required to override the default map."
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msgstr ""
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#: doc/classes/NavigationLink3D.xml
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msgid ""
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"Whether this link is currently active. If [code]false[/code], [method "
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@@ -89054,7 +89080,7 @@ msgid ""
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" }\n"
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" }\n"
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"\n"
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" private List<int> _numbers = new();\n"
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" private Godot.Collections.Array<int> _numbers = new();\n"
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"\n"
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" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
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"_GetPropertyList()\n"
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@@ -89095,7 +89121,7 @@ msgid ""
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" {\n"
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" int index = int.Parse(propertyName.Substring(\"number_\"."
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"Length));\n"
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" numbers[index] = value.As<int>();\n"
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" _numbers[index] = value.As<int>();\n"
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" return true;\n"
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" }\n"
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" return false;\n"
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@@ -123287,11 +123313,12 @@ msgstr "Establece la forma del polígono oclusor."
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#: doc/classes/RenderingServer.xml
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msgid ""
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"A copy of the canvas item will be drawn with a local offset of the mirroring "
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"[Vector2]."
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"A copy of the canvas item will be drawn with a local offset of the [param "
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"mirroring].\n"
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"[b]Note:[/b] This is equivalent to calling [method canvas_set_item_repeat] "
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"like [code]canvas_set_item_repeat(item, mirroring, 1)[/code], with an "
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"additional check ensuring [param canvas] is a parent of [param item]."
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msgstr ""
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"Se dibujará una copia del objeto de canvas con un desplazamiento local del "
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"espejo [Vector2]."
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#: doc/classes/RenderingServer.xml
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msgid ""
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@@ -130147,7 +130174,8 @@ msgid ""
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"string and integer offset. Each combination form the two string for a "
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"kerning pair, e.g, [code]ab cd -3[/code] will create kerning pairs [code]ac[/"
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"code], [code]ad[/code], [code]bc[/code], and [code]bd[/code] with offset "
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"[code]-3[/code]."
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"[code]-3[/code]. [code]\\uXXXX[/code] escape sequences can be used to add "
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"Unicode characters."
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msgstr ""
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#: doc/classes/ResourceImporterImageFont.xml
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@@ -151344,7 +151372,7 @@ msgid ""
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"trying to fetch a font size value that doesn't exist in this theme or is in "
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"invalid state. If the default font size is also missing or invalid, the "
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"engine fallback value is used (see [member ThemeDB.fallback_font_size]).\n"
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"Values below [code]0[/code] are invalid and can be used to unset the "
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"Values below [code]1[/code] are invalid and can be used to unset the "
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"property. Use [method has_default_font_size] to check if this value is valid."
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msgstr ""
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